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39,158
Source/Lua/LuaBindingsManagers.cpp
// Make sure that binding definition files are always set to NOT use pre-compiled headers and conformance mode (/permissive) otherwise everything will be on fire! #include "LuaBindingRegisterDefinitions.h" using namespace RTE; LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, ActivityMan) { return luabind::class_<ActivityMan>("ActivityManager") .property("DefaultActivityType", &ActivityMan::GetDefaultActivityType, &ActivityMan::SetDefaultActivityType) .property("DefaultActivityName", &ActivityMan::GetDefaultActivityName, &ActivityMan::SetDefaultActivityName) .def("SetStartActivity", &ActivityMan::SetStartActivity, luabind::adopt(_2)) // Transfers ownership of the Activity to start into the ActivityMan, adopts ownership (_1 is the this ptr) .def("GetStartActivity", &ActivityMan::GetStartActivity) .def("GetActivity", &ActivityMan::GetActivity) .def("StartActivity", (int(ActivityMan::*)(Activity*)) & ActivityMan::StartActivity, luabind::adopt(_2)) // Transfers ownership of the Activity to start into the ActivityMan, adopts ownership (_1 is the this ptr) .def("StartActivity", (int(ActivityMan::*)(const std::string&, const std::string&)) & ActivityMan::StartActivity) .def("RestartActivity", &ActivityMan::RestartActivity) .def("PauseActivity", &ActivityMan::PauseActivity) .def("EndActivity", &ActivityMan::EndActivity) .def("ActivityRunning", &ActivityMan::ActivityRunning) .def("ActivityPaused", &ActivityMan::ActivityPaused) .def("SaveGame", &ActivityMan::SaveCurrentGame) .def("LoadGame", &ActivityMan::LoadAndLaunchGame); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, AudioMan) { return luabind::class_<AudioMan>("AudioManager") .property("MusicVolume", &AudioMan::GetMusicVolume, &AudioMan::SetMusicVolume) .property("SoundsVolume", &AudioMan::GetSoundsVolume, &AudioMan::SetSoundsVolume) .def("StopAll", &AudioMan::StopAll) .def("GetGlobalPitch", &AudioMan::GetGlobalPitch) .def("IsMusicPlaying", &AudioMan::IsMusicPlaying) .def("SetMusicPitch", &AudioMan::SetMusicPitch) .def("SetMusicMuffledState", &AudioMan::SetMusicMuffledState) .def("PlaySound", (SoundContainer * (AudioMan::*)(const std::string& filePath)) & AudioMan::PlaySound, luabind::adopt(luabind::result)) .def("PlaySound", (SoundContainer * (AudioMan::*)(const std::string& filePath, const Vector& position)) & AudioMan::PlaySound, luabind::adopt(luabind::result)) .def("PlaySound", (SoundContainer * (AudioMan::*)(const std::string& filePath, const Vector& position, int player)) & AudioMan::PlaySound, luabind::adopt(luabind::result)); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, MusicMan) { return luabind::class_<MusicMan>("MusicManager") .def("ResetMusicState", &MusicMan::ResetMusicState) .def("IsMusicPlaying", &MusicMan::IsMusicPlaying) .def("PlayDynamicSong", &LuaAdaptersMusicMan::PlayDynamicSong1) .def("PlayDynamicSong", &LuaAdaptersMusicMan::PlayDynamicSong2) .def("PlayDynamicSong", &LuaAdaptersMusicMan::PlayDynamicSong3) .def("PlayDynamicSong", &LuaAdaptersMusicMan::PlayDynamicSong4) .def("PlayDynamicSong", &LuaAdaptersMusicMan::PlayDynamicSong5) .def("SetNextDynamicSongSection", &LuaAdaptersMusicMan::SetNextDynamicSongSection1) .def("SetNextDynamicSongSection", &LuaAdaptersMusicMan::SetNextDynamicSongSection2) .def("SetNextDynamicSongSection", &LuaAdaptersMusicMan::SetNextDynamicSongSection3) .def("SetNextDynamicSongSection", &LuaAdaptersMusicMan::SetNextDynamicSongSection4) .def("CyclePlayingSoundContainers", &LuaAdaptersMusicMan::CyclePlayingSoundContainers1) .def("CyclePlayingSoundContainers", &LuaAdaptersMusicMan::CyclePlayingSoundContainers2) .def("GetCurrentDynamicSongSectionType", &MusicMan::GetCurrentSongSectionType) .def("EndDynamicMusic", &LuaAdaptersMusicMan::EndDynamicMusic1) .def("EndDynamicMusic", &LuaAdaptersMusicMan::EndDynamicMusic2) .def("PlayInterruptingMusic", &MusicMan::PlayInterruptingMusic) .def("EndInterruptingMusic", &MusicMan::EndInterruptingMusic); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, ConsoleMan) { return luabind::class_<ConsoleMan>("ConsoleManager") .def("PrintString", &ConsoleMan::PrintString) .def("SaveInputLog", &ConsoleMan::SaveInputLog) .def("SaveAllText", &ConsoleMan::SaveAllText) .def("Clear", &ConsoleMan::ClearLog); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, FrameMan) { return luabind::class_<FrameMan>("FrameManager") .property("PlayerScreenWidth", &FrameMan::GetPlayerScreenWidth) .property("PlayerScreenHeight", &FrameMan::GetPlayerScreenHeight) .property("ScreenCount", &FrameMan::GetScreenCount) .property("ResolutionMultiplier", &FrameMan::GetResolutionMultiplier) .def("IsHudDisabled", &FrameMan::IsHudDisabled) .def("SetHudDisabled", &FrameMan::SetHudDisabled) .def("LoadPalette", &FrameMan::LoadPalette) .def("SetScreenText", &FrameMan::SetScreenText) .def("ClearScreenText", &FrameMan::ClearScreenText) .def("FadeInPalette", &FrameMan::FadeInPalette) .def("FadeOutPalette", &FrameMan::FadeOutPalette) .def("SaveScreenToPNG", &FrameMan::SaveScreenToPNG) .def("SaveBitmapToPNG", &FrameMan::SaveBitmapToPNG) .def("FlashScreen", &FrameMan::FlashScreen) .def("CalculateTextHeight", &FrameMan::CalculateTextHeight) .def("CalculateTextWidth", &FrameMan::CalculateTextWidth) .def("SplitStringToFitWidth", &FrameMan::SplitStringToFitWidth); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, MetaMan) { return luabind::class_<MetaMan>("MetaManager") .property("GameName", &MetaMan::GetGameName, &MetaMan::SetGameName) .property("PlayerTurn", &MetaMan::GetPlayerTurn) .property("PlayerCount", &MetaMan::GetPlayerCount) .def_readonly("Players", &MetaMan::m_Players, luabind::return_stl_iterator) .def("GetTeamOfPlayer", &MetaMan::GetTeamOfPlayer) .def("GetPlayer", &MetaMan::GetPlayer) .def("GetMetaPlayerOfInGamePlayer", &MetaMan::GetMetaPlayerOfInGamePlayer); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, MovableMan) { return luabind::class_<MovableMan>("MovableManager") .property("MaxDroppedItems", &MovableMan::GetMaxDroppedItems, &MovableMan::SetMaxDroppedItems) .def_readonly("Actors", &MovableMan::m_Actors, luabind::return_stl_iterator) .def_readonly("Items", &MovableMan::m_Items, luabind::return_stl_iterator) .def_readonly("Particles", &MovableMan::m_Particles, luabind::return_stl_iterator) .def_readonly("AddedActors", &MovableMan::m_AddedActors, luabind::return_stl_iterator) .def_readonly("AddedItems", &MovableMan::m_AddedItems, luabind::return_stl_iterator) .def_readonly("AddedParticles", &MovableMan::m_AddedParticles, luabind::return_stl_iterator) .def_readonly("AlarmEvents", &MovableMan::m_AlarmEvents, luabind::return_stl_iterator) .def_readonly("AddedAlarmEvents", &MovableMan::m_AddedAlarmEvents, luabind::return_stl_iterator) .def("GetMOFromID", &MovableMan::GetMOFromID) .def("FindObjectByUniqueID", &MovableMan::FindObjectByUniqueID) .def("GetMOIDCount", &MovableMan::GetMOIDCount) .def("GetTeamMOIDCount", &MovableMan::GetTeamMOIDCount) .def("PurgeAllMOs", &MovableMan::PurgeAllMOs) .def("GetNextActorInGroup", &MovableMan::GetNextActorInGroup) .def("GetPrevActorInGroup", &MovableMan::GetPrevActorInGroup) .def("GetNextTeamActor", &MovableMan::GetNextTeamActor) .def("GetPrevTeamActor", &MovableMan::GetPrevTeamActor) .def("GetClosestTeamActor", (Actor * (MovableMan::*)(int team, int player, const Vector& scenePoint, int maxRadius, Vector& getDistance, const Actor* excludeThis)) & MovableMan::GetClosestTeamActor) .def("GetClosestTeamActor", (Actor * (MovableMan::*)(int team, int player, const Vector& scenePoint, int maxRadius, Vector& getDistance, bool onlyPlayerControllableActors, const Actor* excludeThis)) & MovableMan::GetClosestTeamActor) .def("GetClosestEnemyActor", &MovableMan::GetClosestEnemyActor) .def("GetFirstTeamActor", &MovableMan::GetFirstTeamActor) .def("GetClosestActor", &MovableMan::GetClosestActor) .def("GetClosestBrainActor", &MovableMan::GetClosestBrainActor) .def("GetFirstBrainActor", &MovableMan::GetFirstBrainActor) .def("GetClosestOtherBrainActor", &MovableMan::GetClosestOtherBrainActor) .def("GetFirstOtherBrainActor", &MovableMan::GetFirstOtherBrainActor) .def("GetUnassignedBrain", &MovableMan::GetUnassignedBrain) .def("GetParticleCount", &MovableMan::GetParticleCount) .def("GetSplashRatio", &MovableMan::GetSplashRatio) .def("SortTeamRoster", &MovableMan::SortTeamRoster) .def("ChangeActorTeam", &MovableMan::ChangeActorTeam) .def("RemoveActor", &MovableMan::RemoveActor, luabind::adopt(luabind::return_value)) .def("RemoveItem", &MovableMan::RemoveItem, luabind::adopt(luabind::return_value)) .def("RemoveParticle", &MovableMan::RemoveParticle, luabind::adopt(luabind::return_value)) .def("ValidMO", &MovableMan::ValidMO) .def("IsActor", &MovableMan::IsActor) .def("IsDevice", &MovableMan::IsDevice) .def("IsParticle", &MovableMan::IsParticle) .def("IsOfActor", &MovableMan::IsOfActor) .def("GetRootMOID", &MovableMan::GetRootMOID) .def("RemoveMO", &MovableMan::RemoveMO) .def("KillAllTeamActors", &MovableMan::KillAllTeamActors) .def("KillAllEnemyActors", &MovableMan::KillAllEnemyActors) .def("OpenAllDoors", &MovableMan::OpenAllDoors) .def("IsParticleSettlingEnabled", &MovableMan::IsParticleSettlingEnabled) .def("EnableParticleSettling", &MovableMan::EnableParticleSettling) .def("IsMOSubtractionEnabled", &MovableMan::IsMOSubtractionEnabled) .def("GetMOsInBox", (const std::vector<MovableObject*>* (MovableMan::*)(const Box& box) const) & MovableMan::GetMOsInBox, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("GetMOsInBox", (const std::vector<MovableObject*>* (MovableMan::*)(const Box& box, int ignoreTeam) const) & MovableMan::GetMOsInBox, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("GetMOsInBox", (const std::vector<MovableObject*>* (MovableMan::*)(const Box& box, int ignoreTeam, bool getsHitByMOsOnly) const) & MovableMan::GetMOsInBox, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("GetMOsInRadius", (const std::vector<MovableObject*>* (MovableMan::*)(const Vector& centre, float radius) const) & MovableMan::GetMOsInRadius, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("GetMOsInRadius", (const std::vector<MovableObject*>* (MovableMan::*)(const Vector& centre, float radius, int ignoreTeam) const) & MovableMan::GetMOsInRadius, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("GetMOsInRadius", (const std::vector<MovableObject*>* (MovableMan::*)(const Vector& centre, float radius, int ignoreTeam, bool getsHitByMOsOnly) const) & MovableMan::GetMOsInRadius, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("GetMOsAtPosition", (const std::vector<MovableObject*>* (MovableMan::*)(int pixelX, int pixelY) const) & MovableMan::GetMOsAtPosition, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("GetMOsAtPosition", (const std::vector<MovableObject*>* (MovableMan::*)(int pixelX, int pixelY, int ignoreTeam) const) & MovableMan::GetMOsAtPosition, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("GetMOsAtPosition", (const std::vector<MovableObject*>* (MovableMan::*)(int pixelX, int pixelY, int ignoreTeam, bool getsHitByMOsOnly) const) & MovableMan::GetMOsAtPosition, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("SendGlobalMessage", &LuaAdaptersMovableMan::SendGlobalMessage1) .def("SendGlobalMessage", &LuaAdaptersMovableMan::SendGlobalMessage2) .def("AddMO", &LuaAdaptersMovableMan::AddMO, luabind::adopt(_2)) .def("AddActor", &LuaAdaptersMovableMan::AddActor, luabind::adopt(_2)) .def("AddItem", &LuaAdaptersMovableMan::AddItem, luabind::adopt(_2)) .def("AddParticle", &LuaAdaptersMovableMan::AddParticle, luabind::adopt(_2)); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, PerformanceMan) { return luabind::class_<PerformanceMan>("PerformanceManager") .property("ShowPerformanceStats", &PerformanceMan::IsShowingPerformanceStats, &PerformanceMan::ShowPerformanceStats); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, PostProcessMan) { return luabind::class_<PostProcessMan>("PostProcessManager") .def("RegisterPostEffect", &PostProcessMan::RegisterPostEffect); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, PresetMan) { return luabind::class_<PresetMan>("PresetManager") .def_readonly("Modules", &PresetMan::m_pDataModules, luabind::return_stl_iterator) .def("LoadDataModule", (bool(PresetMan::*)(const std::string&)) & PresetMan::LoadDataModule) .def("GetDataModule", &PresetMan::GetDataModule) .def("GetModuleID", &PresetMan::GetModuleID) .def("GetModuleIDFromPath", &PresetMan::GetModuleIDFromPath) .def("GetTotalModuleCount", &PresetMan::GetTotalModuleCount) .def("GetOfficialModuleCount", &PresetMan::GetOfficialModuleCount) .def("AddPreset", &PresetMan::AddEntityPreset) .def("GetPreset", (const Entity* (PresetMan::*)(std::string, std::string, int)) & PresetMan::GetEntityPreset) .def("GetPreset", (const Entity* (PresetMan::*)(std::string, std::string, std::string)) & PresetMan::GetEntityPreset) .def("GetLoadout", (Actor * (PresetMan::*)(std::string, std::string, bool)) & PresetMan::GetLoadout, luabind::adopt(luabind::result)) .def("GetLoadout", (Actor * (PresetMan::*)(std::string, int, bool)) & PresetMan::GetLoadout, luabind::adopt(luabind::result)) .def("GetRandomOfGroup", &PresetMan::GetRandomOfGroup) .def("GetRandomOfGroupInModuleSpace", &PresetMan::GetRandomOfGroupInModuleSpace) .def("GetEntityDataLocation", &PresetMan::GetEntityDataLocation) .def("ReadReflectedPreset", &PresetMan::ReadReflectedPreset) .def("ReloadEntityPreset", &LuaAdaptersPresetMan::ReloadEntityPreset1) .def("ReloadEntityPreset", &LuaAdaptersPresetMan::ReloadEntityPreset2) .def("GetAllEntities", &LuaAdaptersPresetMan::GetAllEntities, luabind::adopt(luabind::result) + luabind::return_stl_iterator) .def("GetAllEntitiesOfGroup", &LuaAdaptersPresetMan::GetAllEntitiesOfGroup, luabind::adopt(luabind::result) + luabind::return_stl_iterator) .def("GetAllEntitiesOfGroup", &LuaAdaptersPresetMan::GetAllEntitiesOfGroup2, luabind::adopt(luabind::result) + luabind::return_stl_iterator) .def("GetAllEntitiesOfGroup", &LuaAdaptersPresetMan::GetAllEntitiesOfGroup3, luabind::adopt(luabind::result) + luabind::return_stl_iterator) .def("ReloadAllScripts", &PresetMan::ReloadAllScripts) .def("IsModuleOfficial", &PresetMan::IsModuleOfficial) .def("IsModuleUserdata", &PresetMan::IsModuleUserdata) .def("GetFullModulePath", &PresetMan::GetFullModulePath); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, PrimitiveMan) { return luabind::class_<PrimitiveMan>("PrimitiveManager") .def("DrawLinePrimitive", (void(PrimitiveMan::*)(const Vector& start, const Vector& end, unsigned char color)) & PrimitiveMan::DrawLinePrimitive) .def("DrawLinePrimitive", (void(PrimitiveMan::*)(const Vector& start, const Vector& end, unsigned char color, int thickness)) & PrimitiveMan::DrawLinePrimitive) .def("DrawLinePrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const Vector& end, unsigned char color)) & PrimitiveMan::DrawLinePrimitive) .def("DrawLinePrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const Vector& end, unsigned char color, int thickness)) & PrimitiveMan::DrawLinePrimitive) .def("DrawArcPrimitive", (void(PrimitiveMan::*)(const Vector& pos, float startAngle, float endAngle, int radius, unsigned char color)) & PrimitiveMan::DrawArcPrimitive) .def("DrawArcPrimitive", (void(PrimitiveMan::*)(const Vector& pos, float startAngle, float endAngle, int radius, unsigned char color, int thickness)) & PrimitiveMan::DrawArcPrimitive) .def("DrawArcPrimitive", (void(PrimitiveMan::*)(int player, const Vector& pos, float startAngle, float endAngle, int radius, unsigned char color)) & PrimitiveMan::DrawArcPrimitive) .def("DrawArcPrimitive", (void(PrimitiveMan::*)(int player, const Vector& pos, float startAngle, float endAngle, int radius, unsigned char color, int thickness)) & PrimitiveMan::DrawArcPrimitive) .def("DrawSplinePrimitive", (void(PrimitiveMan::*)(const Vector& start, const Vector& guideA, const Vector& guideB, const Vector& end, unsigned char color)) & PrimitiveMan::DrawSplinePrimitive) .def("DrawSplinePrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const Vector& guideA, const Vector& guideB, const Vector& end, unsigned char color)) & PrimitiveMan::DrawSplinePrimitive) .def("DrawBoxPrimitive", (void(PrimitiveMan::*)(const Vector& start, const Vector& end, unsigned char color)) & PrimitiveMan::DrawBoxPrimitive) .def("DrawBoxPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const Vector& end, unsigned char color)) & PrimitiveMan::DrawBoxPrimitive) .def("DrawBoxFillPrimitive", (void(PrimitiveMan::*)(const Vector& start, const Vector& end, unsigned char color)) & PrimitiveMan::DrawBoxFillPrimitive) .def("DrawBoxFillPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const Vector& end, unsigned char color)) & PrimitiveMan::DrawBoxFillPrimitive) .def("DrawRoundedBoxPrimitive", (void(PrimitiveMan::*)(const Vector& start, const Vector& end, int cornerRadius, unsigned char color)) & PrimitiveMan::DrawRoundedBoxPrimitive) .def("DrawRoundedBoxPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const Vector& end, int cornerRadius, unsigned char color)) & PrimitiveMan::DrawRoundedBoxPrimitive) .def("DrawRoundedBoxFillPrimitive", (void(PrimitiveMan::*)(const Vector& start, const Vector& end, int cornerRadius, unsigned char color)) & PrimitiveMan::DrawRoundedBoxFillPrimitive) .def("DrawRoundedBoxFillPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const Vector& end, int cornerRadius, unsigned char color)) & PrimitiveMan::DrawRoundedBoxFillPrimitive) .def("DrawCirclePrimitive", (void(PrimitiveMan::*)(const Vector& pos, int radius, unsigned char color)) & PrimitiveMan::DrawCirclePrimitive) .def("DrawCirclePrimitive", (void(PrimitiveMan::*)(int player, const Vector& pos, int radius, unsigned char color)) & PrimitiveMan::DrawCirclePrimitive) .def("DrawCircleFillPrimitive", (void(PrimitiveMan::*)(const Vector& pos, int radius, unsigned char color)) & PrimitiveMan::DrawCircleFillPrimitive) .def("DrawCircleFillPrimitive", (void(PrimitiveMan::*)(int player, const Vector& pos, int radius, unsigned char color)) & PrimitiveMan::DrawCircleFillPrimitive) .def("DrawEllipsePrimitive", (void(PrimitiveMan::*)(const Vector& pos, int horizRadius, int vertRadius, unsigned char color)) & PrimitiveMan::DrawEllipsePrimitive) .def("DrawEllipsePrimitive", (void(PrimitiveMan::*)(int player, const Vector& pos, int horizRadius, int vertRadius, unsigned char color)) & PrimitiveMan::DrawEllipsePrimitive) .def("DrawEllipseFillPrimitive", (void(PrimitiveMan::*)(const Vector& pos, int horizRadius, int vertRadius, unsigned char color)) & PrimitiveMan::DrawEllipseFillPrimitive) .def("DrawEllipseFillPrimitive", (void(PrimitiveMan::*)(int player, const Vector& pos, int horizRadius, int vertRadius, unsigned char color)) & PrimitiveMan::DrawEllipseFillPrimitive) .def("DrawTrianglePrimitive", (void(PrimitiveMan::*)(const Vector& pointA, const Vector& pointB, const Vector& pointC, unsigned char color)) & PrimitiveMan::DrawTrianglePrimitive) .def("DrawTrianglePrimitive", (void(PrimitiveMan::*)(int player, const Vector& pointA, const Vector& pointB, const Vector& pointC, unsigned char color)) & PrimitiveMan::DrawTrianglePrimitive) .def("DrawTriangleFillPrimitive", (void(PrimitiveMan::*)(const Vector& pointA, const Vector& pointB, const Vector& pointC, unsigned char color)) & PrimitiveMan::DrawTriangleFillPrimitive) .def("DrawTriangleFillPrimitive", (void(PrimitiveMan::*)(int player, const Vector& pointA, const Vector& pointB, const Vector& pointC, unsigned char color)) & PrimitiveMan::DrawTriangleFillPrimitive) .def("DrawTextPrimitive", (void(PrimitiveMan::*)(const Vector& start, const std::string& text, bool isSmall, int alignment)) & PrimitiveMan::DrawTextPrimitive) .def("DrawTextPrimitive", (void(PrimitiveMan::*)(const Vector& start, const std::string& text, bool isSmall, int alignment, float rotAngle)) & PrimitiveMan::DrawTextPrimitive) .def("DrawTextPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const std::string& text, bool isSmall, int alignment)) & PrimitiveMan::DrawTextPrimitive) .def("DrawTextPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const std::string& text, bool isSmall, int alignment, float rotAngle)) & PrimitiveMan::DrawTextPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(const Vector& start, const MOSprite* moSprite, float rotAngle, unsigned int frame)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(const Vector& start, const MOSprite* moSprite, float rotAngle, unsigned int frame, float scale)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(const Vector& start, const MOSprite* moSprite, float rotAngle, unsigned int frame, bool hFlipped, bool vFlipped)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(const Vector& start, const MOSprite* moSprite, float rotAngle, unsigned int frame, float scale, bool hFlipped, bool vFlipped)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const MOSprite* moSprite, float rotAngle, unsigned int frame)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const MOSprite* moSprite, float rotAngle, unsigned int frame, float scale)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const MOSprite* moSprite, float rotAngle, unsigned int frame, bool hFlipped, bool vFlipped)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const MOSprite* moSprite, float rotAngle, unsigned int frame, float scale, bool hFlipped, bool vFlipped)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(const Vector& start, const std::string& filePath, float rotAngle)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(const Vector& start, const std::string& filePath, float rotAngle, float scale)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(const Vector& start, const std::string& filePath, float rotAngle, bool hFlipped, bool vFlipped)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(const Vector& start, const std::string& filePath, float rotAngle, float scale, bool hFlipped, bool vFlipped)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const std::string& filePath, float rotAngle)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const std::string& filePath, float rotAngle, float scale)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const std::string& filePath, float rotAngle, bool hFlipped, bool vFlipped)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawBitmapPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, const std::string& filePath, float rotAngle, float scale, bool hFlipped, bool vFlipped)) & PrimitiveMan::DrawBitmapPrimitive) .def("DrawIconPrimitive", (void(PrimitiveMan::*)(const Vector& start, Entity* entity)) & PrimitiveMan::DrawIconPrimitive) .def("DrawIconPrimitive", (void(PrimitiveMan::*)(int player, const Vector& start, Entity* entity)) & PrimitiveMan::DrawIconPrimitive) .def("DrawPolygonPrimitive", &LuaAdaptersPrimitiveMan::DrawPolygonPrimitive) .def("DrawPolygonPrimitive", &LuaAdaptersPrimitiveMan::DrawPolygonPrimitiveForPlayer) .def("DrawPolygonFillPrimitive", &LuaAdaptersPrimitiveMan::DrawPolygonFillPrimitive) .def("DrawPolygonFillPrimitive", &LuaAdaptersPrimitiveMan::DrawPolygonFillPrimitiveForPlayer) .def("DrawPrimitives", &LuaAdaptersPrimitiveMan::DrawPrimitivesWithTransparency) .def("DrawPrimitives", &LuaAdaptersPrimitiveMan::DrawPrimitivesWithBlending) .def("DrawPrimitives", &LuaAdaptersPrimitiveMan::DrawPrimitivesWithBlendingPerChannel); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, SceneMan) { return luabind::class_<SceneMan>("SceneManager") .property("Scene", &SceneMan::GetScene) .property("SceneDim", &SceneMan::GetSceneDim) .property("SceneWidth", &SceneMan::GetSceneWidth) .property("SceneHeight", &SceneMan::GetSceneHeight) .property("SceneWrapsX", &SceneMan::SceneWrapsX) .property("SceneWrapsY", &SceneMan::SceneWrapsY) .property("SceneOrbitDirection", &SceneMan::GetSceneOrbitDirection) .property("LayerDrawMode", &SceneMan::GetLayerDrawMode, &SceneMan::SetLayerDrawMode) .property("GlobalAcc", &SceneMan::GetGlobalAcc) .property("OzPerKg", &SceneMan::GetOzPerKg) .property("KgPerOz", &SceneMan::GetKgPerOz) .property("ScrapCompactingHeight", &SceneMan::GetScrapCompactingHeight, &SceneMan::SetScrapCompactingHeight) .def("LoadScene", (int(SceneMan::*)(std::string, bool, bool)) & SceneMan::LoadScene) .def("LoadScene", (int(SceneMan::*)(std::string, bool)) & SceneMan::LoadScene) .def("GetTerrain", &SceneMan::GetTerrain) .def("GetMaterial", &SceneMan::GetMaterial) .def("GetMaterialFromID", &SceneMan::GetMaterialFromID) .def("GetTerrMatter", &SceneMan::GetTerrMatter) .def("GetMOIDPixel", (MOID(SceneMan::*)(int, int)) & SceneMan::GetMOIDPixel) .def("GetMOIDPixel", (MOID(SceneMan::*)(int, int, int)) & SceneMan::GetMOIDPixel) .def("SetLayerDrawMode", &SceneMan::SetLayerDrawMode) .def("LoadUnseenLayer", &SceneMan::LoadUnseenLayer) .def("MakeAllUnseen", &SceneMan::MakeAllUnseen) .def("AnythingUnseen", &SceneMan::AnythingUnseen) .def("GetUnseenResolution", &SceneMan::GetUnseenResolution) .def("IsUnseen", &SceneMan::IsUnseen) .def("RevealUnseen", &SceneMan::RevealUnseen) .def("RevealUnseenBox", &SceneMan::RevealUnseenBox) .def("RestoreUnseen", &SceneMan::RestoreUnseen) .def("RestoreUnseenBox", &SceneMan::RestoreUnseenBox) .def("CastSeeRay", &SceneMan::CastSeeRay) .def("CastUnseeRay", &SceneMan::CastUnseeRay) .def("CastUnseenRay", &SceneMan::CastUnseenRay) .def("CastMaterialRay", (bool(SceneMan::*)(const Vector&, const Vector&, unsigned char, Vector&, int, bool)) & SceneMan::CastMaterialRay) .def("CastMaterialRay", (float(SceneMan::*)(const Vector&, const Vector&, unsigned char, int)) & SceneMan::CastMaterialRay) .def("CastNotMaterialRay", (bool(SceneMan::*)(const Vector&, const Vector&, unsigned char, Vector&, int, bool)) & SceneMan::CastNotMaterialRay) .def("CastNotMaterialRay", (float(SceneMan::*)(const Vector&, const Vector&, unsigned char, int, bool)) & SceneMan::CastNotMaterialRay) .def("CastStrengthSumRay", &SceneMan::CastStrengthSumRay) .def("CastMaxStrengthRay", (float(SceneMan::*)(const Vector&, const Vector&, int, unsigned char)) & SceneMan::CastMaxStrengthRay) .def("CastMaxStrengthRay", (float(SceneMan::*)(const Vector&, const Vector&, int)) & SceneMan::CastMaxStrengthRay) .def("CastStrengthRay", &SceneMan::CastStrengthRay) .def("CastWeaknessRay", &SceneMan::CastWeaknessRay) .def("CastMORay", &LuaAdaptersSceneMan::CastMORay1) .def("CastMORay", &LuaAdaptersSceneMan::CastMORay2) .def("CastAllMOsRay", &LuaAdaptersSceneMan::CastAllMOsRay, luabind::return_stl_iterator) .def("CastFindMORay", (bool(SceneMan::*)(const Vector&, const Vector&, MOID, const Vector&, unsigned char, bool, int)) & SceneMan::CastFindMORay) .def("CastFindMORay", &SceneMan::CastFindMORay) .def("CastObstacleRay", &LuaAdaptersSceneMan::CastObstacleRay1) .def("CastObstacleRay", &LuaAdaptersSceneMan::CastObstacleRay2) .def("CastTerrainPenetrationRay", &SceneMan::CastTerrainPenetrationRay) .def("GetLastRayHitPos", &SceneMan::GetLastRayHitPos) .def("FindAltitude", (float(SceneMan::*)(const Vector&, int, int)) &SceneMan::FindAltitude) .def("FindAltitude", (float(SceneMan::*)(const Vector&, int, int, bool)) &SceneMan::FindAltitude) .def("MovePointToGround", (Vector(SceneMan::*)(const Vector&, int, int)) &SceneMan::MovePointToGround) .def("MovePointToGround", (Vector(SceneMan::*)(const Vector&, int, int, int)) &SceneMan::MovePointToGround) .def("IsWithinBounds", &SceneMan::IsWithinBounds) .def("ForceBounds", (bool(SceneMan::*)(Vector&) const) & SceneMan::ForceBounds) //, out_value(_2)) .def("WrapPosition", (bool(SceneMan::*)(Vector&) const) & SceneMan::WrapPosition) //, out_value(_2)) .def("SnapPosition", &SceneMan::SnapPosition) .def("ShortestDistance", &SceneMan::ShortestDistance) .def("WrapBox", &LuaAdaptersSceneMan::WrapBoxes, luabind::return_stl_iterator) .def("ObscuredPoint", (bool(SceneMan::*)(Vector&, int)) & SceneMan::ObscuredPoint) //, out_value(_2)) .def("ObscuredPoint", (bool(SceneMan::*)(int, int, int)) & SceneMan::ObscuredPoint) .def("AddSceneObject", &SceneMan::AddSceneObject, luabind::adopt(_2)) .def("CheckAndRemoveOrphans", (int(SceneMan::*)(int, int, int, int, bool)) & SceneMan::RemoveOrphans) .def("DislodgePixel", &SceneMan::DislodgePixel) .def("DislodgePixel", &SceneMan::DislodgePixelBool) .def("DislodgePixelLine", (const std::vector<MOPixel*>* (SceneMan::*)(const Vector& start, const Vector& ray, int skip, bool deletePixels) const) & SceneMan::DislodgePixelLine, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("DislodgePixelLine", (const std::vector<MOPixel*>* (SceneMan::*)(const Vector& start, const Vector& ray, int skip) const) & SceneMan::DislodgePixelLineNoBool, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("DislodgePixelCircle", (const std::vector<MOPixel*>* (SceneMan::*)(const Vector& centre, float radius, bool deletePixels) const) & SceneMan::DislodgePixelCircle, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("DislodgePixelCircle", (const std::vector<MOPixel*>* (SceneMan::*)(const Vector& centre, float radius) const) & SceneMan::DislodgePixelCircleNoBool, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("DislodgePixelBox", (const std::vector<MOPixel*>* (SceneMan::*)(const Vector& upperLeftCorner, const Vector& lowerRightCorner, bool deletePixels) const) & SceneMan::DislodgePixelBox, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("DislodgePixelBox", (const std::vector<MOPixel*>* (SceneMan::*)(const Vector& upperLeftCorner, const Vector& lowerRightCorner) const) & SceneMan::DislodgePixelBoxNoBool, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("DislodgePixelRing", (const std::vector<MOPixel*>* (SceneMan::*)(const Vector& centre, float innerRadius, float outerRadius, bool deletePixels) const) & SceneMan::DislodgePixelRing, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator) .def("DislodgePixelRing", (const std::vector<MOPixel*>* (SceneMan::*)(const Vector& centre, float innerRadius, float outerRadius) const) & SceneMan::DislodgePixelRingNoBool, luabind::adopt(luabind::return_value) + luabind::return_stl_iterator); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, CameraMan) { return luabind::class_<CameraMan>("CameraManager") .def("GetOffset", &CameraMan::GetOffset) .def("SetOffset", &CameraMan::SetOffset) .def("GetScreenOcclusion", &CameraMan::GetScreenOcclusion) .def("SetScreenOcclusion", &CameraMan::SetScreenOcclusion) .def("GetScrollTarget", &CameraMan::GetScrollTarget) .def("SetScrollTarget", &CameraMan::SetScrollTarget) .def("TargetDistanceScalar", &CameraMan::TargetDistanceScalar) .def("CheckOffset", &CameraMan::CheckOffset) .def("SetScroll", &CameraMan::SetScroll) .def("AddScreenShake", (void(CameraMan::*)(float, int)) & CameraMan::AddScreenShake) .def("AddScreenShake", (void(CameraMan::*)(float, const Vector&)) & CameraMan::AddScreenShake); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, SettingsMan) { return luabind::class_<SettingsMan>("SettingsManager") .property("PrintDebugInfo", &SettingsMan::PrintDebugInfo, &SettingsMan::SetPrintDebugInfo) .property("RecommendedMOIDCount", &SettingsMan::RecommendedMOIDCount) .property("AIUpdateInterval", &SettingsMan::GetAIUpdateInterval, &SettingsMan::SetAIUpdateInterval) .property("ShowEnemyHUD", &SettingsMan::ShowEnemyHUD) .property("AutomaticGoldDeposit", &SettingsMan::GetAutomaticGoldDeposit); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, TimerMan) { return luabind::class_<TimerMan>("TimerManager") .property("TimeScale", &TimerMan::GetTimeScale, &TimerMan::SetTimeScale) .property("RealToSimCap", &TimerMan::GetRealToSimCap) .property("DeltaTimeTicks", &LuaAdaptersTimerMan::GetDeltaTimeTicks, &TimerMan::SetDeltaTimeTicks) .property("DeltaTimeSecs", &TimerMan::GetDeltaTimeSecs, &TimerMan::SetDeltaTimeSecs) .property("DeltaTimeMS", &TimerMan::GetDeltaTimeMS) .property("AIDeltaTimeSecs", &TimerMan::GetAIDeltaTimeSecs) .property("AIDeltaTimeMS", &TimerMan::GetAIDeltaTimeMS) .property("TicksPerSecond", &LuaAdaptersTimerMan::GetTicksPerSecond) .def("TimeForSimUpdate", &TimerMan::TimeForSimUpdate) .def("DrawnSimUpdate", &TimerMan::DrawnSimUpdate); } LuaBindingRegisterFunctionDefinitionForType(ManagerLuaBindings, UInputMan) { return luabind::class_<UInputMan>("UInputManager") .property("FlagLAltState", &UInputMan::FlagLAltState) .property("FlagRAltState", &UInputMan::FlagRAltState) .property("FlagAltState", &UInputMan::FlagAltState) .property("FlagLCtrlState", &UInputMan::FlagLCtrlState) .property("FlagRCtrlState", &UInputMan::FlagRCtrlState) .property("FlagCtrlState", &UInputMan::FlagCtrlState) .property("FlagLShiftState", &UInputMan::FlagLShiftState) .property("FlagRShiftState", &UInputMan::FlagRShiftState) .property("FlagShiftState", &UInputMan::FlagShiftState) .def("GetInputDevice", &UInputMan::GetInputDevice) .def("ElementPressed", &UInputMan::ElementPressed) .def("ElementReleased", &UInputMan::ElementReleased) .def("ElementHeld", &UInputMan::ElementHeld) .def("KeyPressed", (bool(UInputMan::*)(SDL_Keycode, int) const) & UInputMan::KeyPressed) .def("KeyPressed", (bool(UInputMan::*)(SDL_Keycode) const) & UInputMan::KeyPressedKeycode) .def("KeyReleased", (bool(UInputMan::*)(SDL_Keycode, int) const) & UInputMan::KeyReleased) .def("KeyReleased", (bool(UInputMan::*)(SDL_Keycode) const) & UInputMan::KeyReleasedKeycode) .def("KeyHeld", (bool(UInputMan::*)(SDL_Keycode, int) const) & UInputMan::KeyHeld) .def("KeyHeld", (bool(UInputMan::*)(SDL_Keycode) const) & UInputMan::KeyHeldKeycode) .def("ScancodePressed", (bool(UInputMan::*)(SDL_Scancode, int) const) & UInputMan::KeyPressed) .def("ScancodePressed", (bool(UInputMan::*)(SDL_Scancode) const) & UInputMan::KeyPressedScancode) .def("ScancodeReleased", (bool(UInputMan::*)(SDL_Scancode, int) const) & UInputMan::KeyReleased) .def("ScancodeReleased", (bool(UInputMan::*)(SDL_Scancode) const) & UInputMan::KeyReleasedScancode) .def("ScancodeHeld", (bool(UInputMan::*)(SDL_Scancode, int) const) & UInputMan::KeyHeld) .def("ScancodeHeld", (bool(UInputMan::*)(SDL_Scancode) const) & UInputMan::KeyHeldScancode) .def("MouseButtonPressed", &UInputMan::MouseButtonPressed) .def("MouseButtonReleased", &UInputMan::MouseButtonReleased) .def("MouseButtonHeld", &UInputMan::MouseButtonHeld) .def("GetMousePos", &UInputMan::GetAbsoluteMousePosition) .def("MouseWheelMoved", &UInputMan::MouseWheelMoved) .def("JoyButtonPressed", &UInputMan::JoyButtonPressed) .def("JoyButtonReleased", &UInputMan::JoyButtonReleased) .def("JoyButtonHeld", &UInputMan::JoyButtonHeld) .def("WhichJoyButtonPressed", &UInputMan::WhichJoyButtonPressed) .def("JoyDirectionPressed", &UInputMan::JoyDirectionPressed) .def("JoyDirectionReleased", &UInputMan::JoyDirectionReleased) .def("JoyDirectionHeld", &UInputMan::JoyDirectionHeld) .def("AnalogMoveValues", &UInputMan::AnalogMoveValues) .def("AnalogAimValues", &UInputMan::AnalogAimValues) .def("SetMouseValueMagnitude", &UInputMan::SetMouseValueMagnitude) .def("AnalogAxisValue", &UInputMan::AnalogAxisValue) .def("MouseUsedByPlayer", &UInputMan::MouseUsedByPlayer) .def("AnyMouseButtonPress", &UInputMan::AnyMouseButtonPress) .def("GetMouseMovement", &UInputMan::GetMouseMovement) .def("DisableMouseMoving", &UInputMan::DisableMouseMoving) .def("SetMousePos", &UInputMan::SetMousePos) .def("ForceMouseWithinBox", &UInputMan::ForceMouseWithinBox) .def("AnyKeyPress", &UInputMan::AnyKeyPress) .def("AnyJoyInput", &UInputMan::AnyJoyInput) .def("AnyJoyPress", &UInputMan::AnyJoyPress) .def("AnyJoyButtonPress", &UInputMan::AnyJoyButtonPress) .def("AnyInput", &UInputMan::AnyKeyOrJoyInput) .def("AnyPress", &UInputMan::AnyPress) .def("AnyStartPress", &UInputMan::AnyStartPress) .def("HasTextInput", &UInputMan::HasTextInput) .def("GetTextInput", (const std::string& (UInputMan::*)() const) & UInputMan::GetTextInput) .def("MouseButtonPressed", &LuaAdaptersUInputMan::MouseButtonPressed) .def("MouseButtonReleased", &LuaAdaptersUInputMan::MouseButtonReleased) .def("MouseButtonHeld", &LuaAdaptersUInputMan::MouseButtonHeld); }
412
0.631433
1
0.631433
game-dev
MEDIA
0.802634
game-dev
0.818942
1
0.818942
Eaglercraft-Archive/EaglercraftX-1.8-workspace
4,311
src/game/java/net/minecraft/util/ClassInheritanceMultiMap.java
package net.minecraft.util; import java.util.AbstractSet; import java.util.Iterator; import java.util.List; import java.util.Map; import java.util.Set; import com.google.common.collect.Iterators; import com.google.common.collect.Lists; import com.google.common.collect.Maps; import com.google.common.collect.Sets; /**+ * This portion of EaglercraftX contains deobfuscated Minecraft 1.8 source code. * * Minecraft 1.8.8 bytecode is (c) 2015 Mojang AB. "Do not distribute!" * Mod Coder Pack v9.18 deobfuscation configs are (c) Copyright by the MCP Team * * EaglercraftX 1.8 patch files (c) 2022-2025 lax1dude, ayunami2000. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ public class ClassInheritanceMultiMap<T> extends AbstractSet<T> { private static final Set<Class<?>> field_181158_a = Sets.newHashSet(); private final Map<Class<?>, List<T>> map = Maps.newHashMap(); private final Set<Class<?>> knownKeys = Sets.newIdentityHashSet(); private final Class<T> baseClass; private final List<T> field_181745_e = Lists.newArrayList(); public ClassInheritanceMultiMap(Class<T> baseClassIn) { this.baseClass = baseClassIn; this.knownKeys.add(baseClassIn); this.map.put(baseClassIn, this.field_181745_e); for (Class oclass : field_181158_a) { this.createLookup(oclass); } } protected void createLookup(Class<?> clazz) { field_181158_a.add(clazz); for (int i = 0, l = this.field_181745_e.size(); i < l; ++i) { T object = this.field_181745_e.get(i); if (clazz.isAssignableFrom(object.getClass())) { this.func_181743_a(object, clazz); } } this.knownKeys.add(clazz); } protected Class<?> func_181157_b(Class<?> parClass1) { if (this.baseClass.isAssignableFrom(parClass1)) { if (!this.knownKeys.contains(parClass1)) { this.createLookup(parClass1); } return parClass1; } else { throw new IllegalArgumentException("Don\'t know how to search for " + parClass1); } } public boolean add(T parObject) { for (Class oclass : this.knownKeys) { if (oclass.isAssignableFrom(parObject.getClass())) { this.func_181743_a(parObject, oclass); } } return true; } private void func_181743_a(T parObject, Class<?> parClass1) { List list = (List) this.map.get(parClass1); if (list == null) { this.map.put(parClass1, (List<T>) Lists.newArrayList(new Object[] { parObject })); } else { list.add(parObject); } } public boolean remove(Object parObject) { Object object = parObject; boolean flag = false; for (Class oclass : this.knownKeys) { if (oclass.isAssignableFrom(object.getClass())) { List list = (List) this.map.get(oclass); if (list != null && list.remove(object)) { flag = true; } } } return flag; } public boolean contains(Object parObject) { return Iterators.contains(this.getByClass(parObject.getClass()).iterator(), parObject); } public <S> Iterable<S> getByClass(final Class<S> clazz) { return new Iterable<S>() { public Iterator<S> iterator() { List list = (List) ClassInheritanceMultiMap.this.map .get(ClassInheritanceMultiMap.this.func_181157_b(clazz)); if (list == null) { return Iterators.emptyIterator(); } else { Iterator iterator = list.iterator(); return Iterators.filter(iterator, clazz); } } }; } public Iterator<T> iterator() { return this.field_181745_e.isEmpty() ? Iterators.emptyIterator() : Iterators.unmodifiableIterator(this.field_181745_e.iterator()); } public int size() { return this.field_181745_e.size(); } }
412
0.912308
1
0.912308
game-dev
MEDIA
0.457986
game-dev
0.955318
1
0.955318
MATTYOneInc/AionEncomBase_Java8
6,658
AL-Game/src/com/aionemu/gameserver/network/aion/clientpackets/CM_USE_ITEM.java
/* * * Encom is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Encom 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 Public License for more details. * * You should have received a copy of the GNU Lesser Public License * along with Encom. If not, see <http://www.gnu.org/licenses/>. */ package com.aionemu.gameserver.network.aion.clientpackets; import java.util.ArrayList; import com.aionemu.gameserver.model.Race; import com.aionemu.gameserver.model.TaskId; import com.aionemu.gameserver.model.gameobjects.HouseObject; import com.aionemu.gameserver.model.gameobjects.Item; import com.aionemu.gameserver.model.gameobjects.player.Player; import com.aionemu.gameserver.model.templates.item.actions.AbstractItemAction; import com.aionemu.gameserver.model.templates.item.actions.HouseDyeAction; import com.aionemu.gameserver.model.templates.item.actions.InstanceTimeClear; import com.aionemu.gameserver.model.templates.item.actions.ItemActions; import com.aionemu.gameserver.model.templates.item.actions.MultiReturnAction; import com.aionemu.gameserver.network.aion.AionClientPacket; import com.aionemu.gameserver.network.aion.AionConnection.State; import com.aionemu.gameserver.network.aion.serverpackets.SM_SYSTEM_MESSAGE; import com.aionemu.gameserver.questEngine.QuestEngine; import com.aionemu.gameserver.questEngine.handlers.HandlerResult; import com.aionemu.gameserver.questEngine.model.QuestEnv; import com.aionemu.gameserver.restrictions.RestrictionsManager; import com.aionemu.gameserver.utils.PacketSendUtility; public class CM_USE_ITEM extends AionClientPacket { public int uniqueItemId; public int type, targetItemId, syncId, returnId; public CM_USE_ITEM(int opcode, State state, State... restStates) { super(opcode, state, restStates); } @Override protected void readImpl() { uniqueItemId = readD(); type = readC(); if (type == 2) { targetItemId = readD(); } else if (type == 5) { syncId = readD(); } else if (type == 6) { returnId = readD(); } } @Override protected void runImpl() { Player player = getConnection().getActivePlayer(); /** * 5.0 ITEM_USE Cancel System */ if (type == 0) { if (player.getController().hasTask(TaskId.ITEM_USE)) { player.getController().cancelUseItem(); return; } } if (player.isProtectionActive()) { player.getController().stopProtectionActiveTask(); } Item item = player.getInventory().getItemByObjId(uniqueItemId); Item targetItem = player.getInventory().getItemByObjId(targetItemId); HouseObject<?> targetHouseObject = null; if (item == null) { return; } if (targetItem == null) { targetItem = player.getEquipment().getEquippedItemByObjId(targetItemId); } if (targetItem == null && player.getHouseRegistry() != null) { targetHouseObject = player.getHouseRegistry().getObjectByObjId(targetItemId); } if (item.getItemTemplate().getTemplateId() == 165000001 && targetItem.getItemTemplate().canExtract()) { PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.STR_ITEM_COLOR_ERROR); return; } // check use item multicast delay exploit cast (spam) if (player.isCasting()) { player.getController().cancelCurrentSkill(); } if (!RestrictionsManager.canUseItem(player, item)) { return; } if (item.getItemTemplate().getRace() != Race.PC_ALL && item.getItemTemplate().getRace() != player.getRace()) { PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.STR_CANNOT_USE_ITEM_INVALID_RACE); return; } int requiredLevel = item.getItemTemplate().getRequiredLevel(player.getCommonData().getPlayerClass()); if (requiredLevel == -1) { PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.STR_CANNOT_USE_ITEM_INVALID_CLASS); return; } if (requiredLevel > player.getLevel()) { PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE .STR_CANNOT_USE_ITEM_TOO_LOW_LEVEL_MUST_BE_THIS_LEVEL(item.getNameId(), requiredLevel)); return; } HandlerResult result = QuestEngine.getInstance().onItemUseEvent(new QuestEnv(null, player, 0, 0), item); if (result == HandlerResult.FAILED) { return; } ItemActions itemActions = item.getItemTemplate().getActions(); ArrayList<AbstractItemAction> actions = new ArrayList<AbstractItemAction>(); if (itemActions == null) { return; } for (AbstractItemAction itemAction : itemActions.getItemActions()) { // check if the item can be used before placing it on the cooldown list. if (targetHouseObject != null && itemAction instanceof HouseDyeAction) { HouseDyeAction action = (HouseDyeAction) itemAction; if (action != null && action.canAct(player, item, targetHouseObject)) { actions.add(itemAction); } } else if (itemAction.canAct(player, item, targetItem)) { actions.add(itemAction); } } if (actions.size() == 0) { PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.STR_ITEM_IS_NOT_USABLE); return; } // Store Item CD in server Player variable. // Prevents potion spamming, and relogging to use kisks/aether jelly/long CD // items. if (player.isItemUseDisabled(item.getItemTemplate().getUseLimits())) { PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.STR_ITEM_CANT_USE_UNTIL_DELAY_TIME); return; } int useDelay = player.getItemCooldown(item.getItemTemplate()); if (useDelay > 0) { player.addItemCoolDown(item.getItemTemplate().getUseLimits().getDelayId(), System.currentTimeMillis() + useDelay, useDelay / 1000); } // notify item use observer player.getObserveController().notifyItemuseObservers(item); for (AbstractItemAction itemAction : actions) { if (targetHouseObject != null && itemAction instanceof HouseDyeAction) { HouseDyeAction action = (HouseDyeAction) itemAction; action.act(player, item, targetHouseObject); } else if (type == 5) { if (itemAction instanceof InstanceTimeClear) { InstanceTimeClear action = (InstanceTimeClear) itemAction; int SelectedSyncId = syncId; action.act(player, item, SelectedSyncId); } } else if (type == 6) { if (itemAction instanceof MultiReturnAction) { MultiReturnAction action = (MultiReturnAction) itemAction; int SelectedMapIndex = returnId; action.act(player, item, SelectedMapIndex); } } else { itemAction.act(player, item, targetItem); } } } }
412
0.952637
1
0.952637
game-dev
MEDIA
0.918979
game-dev
0.917871
1
0.917871
EvolutionRTS/Evolution-RTS
4,568
Scripts/ehbotfac.bos
#define TA // This is a TA script #include "sfxtype.h" #include "exptype.h" piece base, base1, base2, base3, base4, spinner1, spinner2, spinner3, spinner4, nanopoint1, nano1, nano2, nano3, nano4, sfxpoint1, sfxpoint2, lilypad; static-var spray, unitviewer, statechg_DesiredState, statechg_StateChanging, building, terraintype; // Signal definitions #define SIG_ACTIVATE 2 SmokeUnit(healthpercent, sleeptime, smoketype) { while( get BUILD_PERCENT_LEFT ) { sleep 400; } while( TRUE ) { healthpercent = get HEALTH; if( healthpercent < 66 ) { smoketype = 256 | 2; if( Rand( 1, 66 ) < healthpercent ) { smoketype = 256 | 1; } emit-sfx 1026 from base; } sleeptime = healthpercent * 50; if( sleeptime < 200 ) { sleeptime = 200; } sleep sleeptime; } } setSFXoccupy(setSFXoccupy_argument) { terraintype = setSFXoccupy_argument; if(terraintype == 2) { move base to y-axis [-3] speed [50]; } else { move base to y-axis [-3] speed [50]; } if(terraintype == 4) { move base to y-axis [-3] speed [50]; } else { move base to y-axis [-3] speed [50]; } } buildingfx() { while( TRUE ) { if (building) { emit-sfx 1024 from nano1; sleep 60; emit-sfx 1024 from nano4; sleep 60; emit-sfx 1024 from nano3; sleep 60; emit-sfx 1024 from nano2; sleep 60; } sleep 600; } } buildingfx2() { while( TRUE ) { if (building) { emit-sfx 1025 from nanopoint1; } sleep 300; } } fx() { while( get BUILD_PERCENT_LEFT ) { sleep 400; } while( TRUE ) { // if (tech) // { emit-sfx 1027 from sfxpoint1; emit-sfx 1027 from sfxpoint2; // } sleep 500; } } OpenYard() { spin spinner1 around y-axis speed <50.005495>; spin spinner2 around y-axis speed <50.005495>; spin spinner3 around y-axis speed <50.005495>; spin spinner4 around y-axis speed <50.005495>; set YARD_OPEN to 1; while( !get YARD_OPEN ) { set BUGGER_OFF to 1; sleep 1500; set YARD_OPEN to 1; } set BUGGER_OFF to 0; } CloseYard() { stop-spin spinner1 around z-axis decelerate <15.000000>; stop-spin spinner2 around z-axis decelerate <15.000000>; stop-spin spinner3 around z-axis decelerate <15.000000>; stop-spin spinner4 around z-axis decelerate <15.000000>; set YARD_OPEN to 0; while( get YARD_OPEN ) { set BUGGER_OFF to 1; sleep 1500; set YARD_OPEN to 0; } set BUGGER_OFF to 0; } Go() { call-script OpenYard(); set INBUILDSTANCE to 1; } Stop() { set INBUILDSTANCE to 0; call-script CloseYard(); } InitState() { statechg_DesiredState = TRUE; statechg_StateChanging = FALSE; } RequestState(requestedstate, currentstate) { if( statechg_StateChanging ) { statechg_DesiredState = requestedstate; return (0); } statechg_StateChanging = TRUE; currentstate = statechg_DesiredState; statechg_DesiredState = requestedstate; while( statechg_DesiredState != currentstate ) { if( statechg_DesiredState == 0 ) { call-script Go(); currentstate = 0; } if( statechg_DesiredState == 1 ) { call-script Stop(); currentstate = 1; } } statechg_StateChanging = FALSE; } Create() { unitviewer = FALSE; spray = 0; call-script InitState(); start-script SmokeUnit(); start-script Buildingfx(); // start-script Buildingfx2(); start-script fx(); } QueryNanoPiece(piecenum) { if( spray == 0 ) { piecenum = nano1; } if( spray == 1 ) { piecenum = nano2; } if( spray == 2 ) { piecenum = nano3; } if( spray == 3 ) { piecenum = nano4; } ++spray; if( spray >= 4 ) { spray = 0; } } Activate() { signal SIG_ACTIVATE; start-script RequestState(0); } Deactivate() { signal SIG_ACTIVATE; set-signal-mask SIG_ACTIVATE; set-signal-mask 0; start-script RequestState(1); } StartBuilding() { building = 1; } StopBuilding() { building = 0; } QueryBuildInfo(piecenum) { piecenum = nanopoint1; } Killed(severity, corpsetype) // how it explodes { corpsetype = 1; explode base1 type EXPLODE_ON_HIT; explode base2 type EXPLODE_ON_HIT; explode base3 type EXPLODE_ON_HIT; explode base4 type EXPLODE_ON_HIT; explode spinner1 type EXPLODE_ON_HIT; explode spinner2 type EXPLODE_ON_HIT; explode spinner3 type EXPLODE_ON_HIT; explode spinner4 type EXPLODE_ON_HIT; }
412
0.796912
1
0.796912
game-dev
MEDIA
0.986123
game-dev
0.892757
1
0.892757
AAEmu/AAEmu
1,068
AAEmu.Game/Models/Game/DoodadObj/Funcs/DoodadFuncBuff.cs
using AAEmu.Game.Core.Managers.World; using AAEmu.Game.Models.Game.DoodadObj.Templates; using AAEmu.Game.Models.Game.Units; namespace AAEmu.Game.Models.Game.DoodadObj.Funcs; public class DoodadFuncBuff : DoodadFuncTemplate { // doodad_funcs public uint BuffId { get; set; } public float Radius { get; set; } public int Count { get; set; } public uint PermId { get; set; } // Unused public uint RelationshipId { get; set; } public override void Use(BaseUnit caster, Doodad owner, uint skillId, int nextPhase = 0) { Logger.Trace("DoodadFuncBuff"); // TODO: ImplementRelationShipId // TODO: Not sure what count is, maximum targets maybe? if (Radius <= 0f) { // Caster only caster.Buffs.AddBuff(BuffId, caster); } else { var targets = WorldManager.GetAround<BaseUnit>(caster, Radius, true); foreach (var target in targets) { target.Buffs.AddBuff(BuffId, caster); } } } }
412
0.893547
1
0.893547
game-dev
MEDIA
0.972941
game-dev
0.933234
1
0.933234
nomnomab/unity-project-patcher
2,750
Libs/UniTask/Runtime/UniTask.AsValueTask.cs
#pragma warning disable 0649 #if UNITASK_NETCORE || UNITY_2022_3_OR_NEWER #define SUPPORT_VALUETASK #endif #if SUPPORT_VALUETASK using System; using System.Threading.Tasks; using System.Threading.Tasks.Sources; namespace Cysharp.Threading.Tasks { public static class UniTaskValueTaskExtensions { public static ValueTask AsValueTask(this in UniTask task) { #if (UNITASK_NETCORE && NETSTANDARD2_0) return new ValueTask(new UniTaskValueTaskSource(task), 0); #else return task; #endif } public static ValueTask<T> AsValueTask<T>(this in UniTask<T> task) { #if (UNITASK_NETCORE && NETSTANDARD2_0) return new ValueTask<T>(new UniTaskValueTaskSource<T>(task), 0); #else return task; #endif } public static async UniTask<T> AsUniTask<T>(this ValueTask<T> task) { return await task; } public static async UniTask AsUniTask(this ValueTask task) { await task; } #if (UNITASK_NETCORE && NETSTANDARD2_0) class UniTaskValueTaskSource : IValueTaskSource { readonly UniTask task; readonly UniTask.Awaiter awaiter; public UniTaskValueTaskSource(UniTask task) { this.task = task; this.awaiter = task.GetAwaiter(); } public void GetResult(short token) { awaiter.GetResult(); } public ValueTaskSourceStatus GetStatus(short token) { return (ValueTaskSourceStatus)task.Status; } public void OnCompleted(Action<object> continuation, object state, short token, ValueTaskSourceOnCompletedFlags flags) { awaiter.SourceOnCompleted(continuation, state); } } class UniTaskValueTaskSource<T> : IValueTaskSource<T> { readonly UniTask<T> task; readonly UniTask<T>.Awaiter awaiter; public UniTaskValueTaskSource(UniTask<T> task) { this.task = task; this.awaiter = task.GetAwaiter(); } public T GetResult(short token) { return awaiter.GetResult(); } public ValueTaskSourceStatus GetStatus(short token) { return (ValueTaskSourceStatus)task.Status; } public void OnCompleted(Action<object> continuation, object state, short token, ValueTaskSourceOnCompletedFlags flags) { awaiter.SourceOnCompleted(continuation, state); } } #endif } } #endif
412
0.914491
1
0.914491
game-dev
MEDIA
0.835584
game-dev
0.95044
1
0.95044
openscope/openscope
10,479
test/trafficGenerator/buildPreSpawnAircraft.spec.js
import ava from 'ava'; import sinon from 'sinon'; import _floor from 'lodash/floor'; import RouteModel from '../../src/assets/scripts/client/aircraft/FlightManagementSystem/RouteModel'; import { _calculateOffsetsToEachWaypointInRoute, _calculateAltitudeOffsets, _calculateAltitudeAtOffset, _calculateIdealSpawnAltitudeAtOffset, buildPreSpawnAircraft } from '../../src/assets/scripts/client/trafficGenerator/buildPreSpawnAircraft'; import { airportModelFixture } from '../fixtures/airportFixtures'; import { createNavigationLibraryFixture, resetNavigationLibraryFixture } from '../fixtures/navigationLibraryFixtures'; import { ARRIVAL_PATTERN_MOCK } from './_mocks/spawnPatternMocks'; let sandbox; ava.beforeEach(() => { sandbox = sinon.createSandbox(); createNavigationLibraryFixture(); }); ava.afterEach(() => { sandbox.restore(); resetNavigationLibraryFixture(); }); ava('_calculateOffsetsToEachWaypointInRoute() returns array of distances between waypoints, ignoring vector waypoints', (t) => { const routeModel = new RouteModel('PGS..MLF..OAL..KEPEC..BOACH..CHIPZ..#340'); const waypointModelList = routeModel.waypoints; const expectedResult = [ 0, 166.20954056162077, 391.7193092657528, 553.2190261558699, 575.1449276267966, 613.1666698503408 ]; const result = _calculateOffsetsToEachWaypointInRoute(waypointModelList); t.deepEqual(result, expectedResult); }); ava('_calculateAltitudeOffsets returns an array of the altitudes required and their ATDs', (t) => { const routeModel = new RouteModel('PGS.TYSSN4.KLAS01L'); const waypointModelList = routeModel.waypoints; const waypointOffsetMap = _calculateOffsetsToEachWaypointInRoute(waypointModelList); const expectedResult = [ [18.958610430426404, 19000], [41.52033243401482, 12000], [60.46996764011041, 10000], [70.68723901280046, 8000] ]; const result = _calculateAltitudeOffsets(waypointModelList, waypointOffsetMap); t.deepEqual(result, expectedResult); }); ava('_calculateAltitudeAtOffset throws when there are no altitude restrictions ahead nor behind', (t) => { const altitudesAtOffsets = []; const offsetDistanceMock = 25; t.throws(() => _calculateAltitudeAtOffset(altitudesAtOffsets, offsetDistanceMock)); }); ava('_calculateAltitudeAtOffset returns altitude of previous restriction when there are restrictions behind but none ahead', (t) => { const altitudesAtOffsets = [ [18.958610430426404, 19000], [41.52033243401482, 12000], [60.46996764011041, 10000], [70.68723901280046, 8000] ]; const offsetDistanceMock = 75; const expectedResult = 8000; const result = _calculateAltitudeAtOffset(altitudesAtOffsets, offsetDistanceMock); t.true(result === expectedResult); }); ava('_calculateAltitudeAtOffset returns altitude of next restriction when there are restrictions ahead but none behind', (t) => { const altitudesAtOffsets = [ [18.958610430426404, 19000], [41.52033243401482, 12000], [60.46996764011041, 10000], [70.68723901280046, 8000] ]; const offsetDistanceMock = 15; const expectedResult = 19000; const result = _calculateAltitudeAtOffset(altitudesAtOffsets, offsetDistanceMock); t.true(result === expectedResult); }); ava('_calculateAltitudeAtOffset returns the interpolated altitude along the optimal descent path', (t) => { const altitudesAtOffsets = [ [18.958610430426404, 19000], [41.52033243401482, 12000] ]; const offsetDistanceMock = (18.958610430426404 + 41.52033243401482) / 2; const expectedResult = _floor((19000 + 12000) / 2, -3); const result = _calculateAltitudeAtOffset(altitudesAtOffsets, offsetDistanceMock); t.true(result === expectedResult); }); ava('_calculateIdealSpawnAltitudeAtOffset() returns an interpolated altitude based on available descent distance to boundary when no restrictions exist', (t) => { const altitudesAtOffsets = []; const spawnAltitudeMock = 23000; const airspaceCeilingMock = 11000; const spawnSpeedMock = 360; // 6 miles per minute const totalDistanceMock = 60; // 10 minutes to airspace boundary (at 6mpm) const offsetDistanceMock = 18; // 7 minute to airspace boundary (at 6mpm) const expectedResult = airspaceCeilingMock + 7000; // 1000fpm descent rate for 1 minute const result = _calculateIdealSpawnAltitudeAtOffset(altitudesAtOffsets, offsetDistanceMock, spawnSpeedMock, spawnAltitudeMock, totalDistanceMock, airspaceCeilingMock); t.true(expectedResult === result); }); ava('_calculateIdealSpawnAltitudeAtOffset() returns an interpolated altitude based on available descent distance to first altitude restriction', (t) => { const altitudesAtOffsets = [ [18.958610430426404, 19000], [41.52033243401482, 12000], [60.46996764011041, 10000], [70.68723901280046, 8000] ]; const spawnAltitudeMock = 23000; const airspaceCeilingMock = 11000; const spawnSpeedMock = 360; const totalDistanceMock = 85; const offsetDistanceMock = 6.5; const expectedResult = 21000; const result = _calculateIdealSpawnAltitudeAtOffset(altitudesAtOffsets, offsetDistanceMock, spawnSpeedMock, spawnAltitudeMock, totalDistanceMock, airspaceCeilingMock); t.true(expectedResult === result); }); ava('_calculateIdealSpawnAltitudeAtOffset() returns an interpolated altitude based on a flat glidepath between restrictions when spawn point is beyond the first altitude restriction', (t) => { const altitudesAtOffsets = [ [18.958610430426404, 19000], [41.52033243401482, 12000], [60.46996764011041, 10000], [70.68723901280046, 8000] ]; const spawnAltitudeMock = 23000; const airspaceCeilingMock = 11000; const spawnSpeedMock = 360; const totalDistanceMock = 85; const offsetDistanceMock = 25; const expectedResult = 17000; const result = _calculateIdealSpawnAltitudeAtOffset(altitudesAtOffsets, offsetDistanceMock, spawnSpeedMock, spawnAltitudeMock, totalDistanceMock, airspaceCeilingMock); t.true(expectedResult === result); }); ava('_calculateIdealSpawnAltitudeAtOffset() returns an appropriate altitude when a range of spawn altitudes is specified instead of a specific one', (t) => { const altitudesAtOffsets = [ [18.958610430426404, 19000], [41.52033243401482, 12000], [60.46996764011041, 10000], [70.68723901280046, 8000] ]; const spawnAltitudeMock = [23000, 23456]; const airspaceCeilingMock = 11000; const spawnSpeedMock = 250; const totalDistanceMock = 85; const offsetDistanceMock = 0; const expectedResult = 23000; const result = _calculateIdealSpawnAltitudeAtOffset(altitudesAtOffsets, offsetDistanceMock, spawnSpeedMock, spawnAltitudeMock, totalDistanceMock, airspaceCeilingMock); t.true(expectedResult === result); }); ava('buildPreSpawnAircraft() throws when called with missing parameters', (t) => { const expectedMessage = /Invalid parameter\(s\) passed to buildPreSpawnAircraft\. Expected spawnPatternJson and currentAirport to be defined, but received .*/; t.throws(() => buildPreSpawnAircraft(), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft(ARRIVAL_PATTERN_MOCK), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft(airportModelFixture), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft(null, airportModelFixture), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft(ARRIVAL_PATTERN_MOCK, null), { instanceOf: TypeError, message: expectedMessage }); }); ava('buildPreSpawnAircraft() throws when passed invalid spawnPatternJson', (t) => { const expectedMessage = /Invalid spawnPatternJson passed to buildPreSpawnAircraft\. Expected a non-empty object, but received .*/; t.throws(() => buildPreSpawnAircraft({}, airportModelFixture), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft([], airportModelFixture), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft(42, airportModelFixture), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft('threeve', airportModelFixture), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft(false, airportModelFixture), { instanceOf: TypeError, message: expectedMessage }); }); ava('buildPreSpawnAircraft() throws when passed invalid currentAirport', (t) => { const expectedMessage = /Invalid currentAirport passed to buildPreSpawnAircraft\. Expected instance of AirportModel, but received .*/; t.throws(() => buildPreSpawnAircraft(ARRIVAL_PATTERN_MOCK, {}), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft(ARRIVAL_PATTERN_MOCK, []), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft(ARRIVAL_PATTERN_MOCK, 42), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft(ARRIVAL_PATTERN_MOCK, 'threeve'), { instanceOf: TypeError, message: expectedMessage }); t.throws(() => buildPreSpawnAircraft(ARRIVAL_PATTERN_MOCK, false), { instanceOf: TypeError, message: expectedMessage }); }); ava('buildPreSpawnAircraft() does not throw when passed valid parameters', (t) => { t.notThrows(() => buildPreSpawnAircraft(ARRIVAL_PATTERN_MOCK, airportModelFixture)); }); // ava('buildPreSpawnAircraft() returns an array of objects with correct keys', (t) => { // const results = buildPreSpawnAircraft(ARRIVAL_PATTERN_MOCK, airportModelFixture); // // t.true(_isArray(results)); // // _map(results, (result) => { // t.true(typeof result.heading === 'number'); // t.true(typeof result.nextFix === 'string'); // t.true(_isArray(result.positionModel.relativePosition)); // }); // });
412
0.568588
1
0.568588
game-dev
MEDIA
0.583824
game-dev
0.756536
1
0.756536
ReinaS-64892/TexTransTool
1,266
Runtime/Common/PropertyName.cs
using System; using UnityEngine; namespace net.rs64.TexTransTool { [Serializable] public struct PropertyName { [SerializeField] string _propertyName; #pragma warning disable CS0414 , IDE0052 [SerializeField] bool _useCustomProperty; [SerializeField] string _shaderName; #pragma warning restore CS0414 , IDE0052 public PropertyName(string propertyName, bool useCustomProperty = false) { _propertyName = propertyName; _useCustomProperty = useCustomProperty; _shaderName = "DefaultShader"; } internal bool UseCustomProperty => _useCustomProperty; public const string MainTex = "_MainTex"; public static PropertyName DefaultValue => new PropertyName(MainTex); public override string ToString() { return (string)this; } public static implicit operator string(PropertyName p) => p._propertyName; internal PropertyName AsLilToon() { var lv = this; lv._shaderName = "lilToon"; return lv; } internal PropertyName AsUnknown() { var lv = this; lv._shaderName = ""; return lv; } } }
412
0.535383
1
0.535383
game-dev
MEDIA
0.738054
game-dev
0.721015
1
0.721015
GrognardsFromHell/TemplePlus
4,129
tpdatasrc/palcov/scr/Spell288 - Magic Missile.py
from toee import * import tpdp def OnBeginSpellCast( spell ): print "Magic Missile OnBeginSpellCast" print "spell.target_list=", spell.target_list print "spell.caster=", spell.caster, " caster.level= ", spell.caster_level game.particles( "sp-evocation-conjure", spell.caster ) #spell.num_of_projectiles = spell.num_of_projectiles + 1 #spell.target_list.push_target(spell.caster) # didn't work :( # generally the sequence is: OnBeginSpellCast, OnBeginProjectile, OnSpellEffect,OnEndProjectile (OnBeginRound isn't called) def OnSpellEffect( spell ): print "Magic Missile OnSpellEffect" # only enable mirror image behavior in strict rules if not tpdp.config_get_bool('stricterRulesEnforcement'): return # Calculate which missiles hit mirror images instead of the actual target. # # This needs to be calculated ahead of time if we want to simulate picking # targets _before_ we know which is the real one, for situations where there # are more missiles than (real and fake) targets. offsets = [] seen = [] hits = [0,0,0,0,0] hi = -1 for target_item in spell.target_list: target = target_item.obj hi += 1 # handles can't be hashed, so we need to do something like this if target in seen: ix = seen.index(target) # if the same spell target occurs more than once, assume we're targeting # as many distinct copies if possible off, copies = offsets[ix] offsets[ix] = (off+1, copies) if off % copies > 0: hits[hi] = 1 else: mirrors = target.d20_query(Q_Critter_Has_Mirror_Image) # no mirrors, always hit if mirrors <= 0: continue copies = mirrors+1 off = dice_new(1, copies, -1).roll() # save the _next_ offset offsets.append((off+1, copies)) seen.append(target) if off > 0: hits[hi] = 1 h1, h2, h3, h4, h5 = hits spell.caster.condition_add_with_args('Magic Missile Mirror', spell.id, h1, h2, h3, h4, h5) def OnBeginRound( spell ): print "Magic Missile OnBeginRound" def OnBeginProjectile( spell, projectile, index_of_target ): print "Magic Missile OnBeginProjectile" projectile.obj_set_int( obj_f_projectile_part_sys_id, game.particles( 'sp-magic missle-proj', projectile ) ) def OnEndProjectile( spell, projectile, index_of_target ): print "Magic Missile OnEndProjectile" game.particles_end( projectile.obj_get_int( obj_f_projectile_part_sys_id ) ) target_item = spell.target_list[ index_of_target ] target = target_item.obj hit_mirror = spell.caster.d20_query_with_data('Missile Mirror Hit', spell.id, index_of_target + 1) if hit_mirror > 0: if target.d20_query(Q_Critter_Has_Mirror_Image) > 0: mirror_id = target.d20_query_get_data(Q_Critter_Has_Mirror_Image, 0) target.d20_send_signal(S_Spell_Mirror_Image_Struck, mirror_id, 0) target.float_mesfile_line('mes\\combat.mes', 109) game.create_history_from_pattern(10, spell.caster, target) else: # normal damage damage_dice = dice_new(1,4,1) is_enemy = not spell.caster in game.party[0].group_list() target_charmed = target.d20_query(Q_Critter_Is_Charmed) if is_enemy and target_charmed: # NPC enemy is trying to cast on a charmed target - this is mostly meant for the Cult of the Siren encounter target = party_closest( spell.caster, conscious_only= 1, mode_select= 1, exclude_warded= 1, exclude_charmed = 1) # select nearest conscious PC instead, who isn't already charmed if target == OBJ_HANDLE_NULL: target = target_item.obj # always hits target.condition_add_with_args('sp-Magic Missile', spell.id, spell.duration, damage_dice.roll()) target_item.partsys_id = game.particles('sp-magic missle-hit', target) # special scripting for NPCs no longer necessary - NPCs will launch multiple projectiles now #spell.target_list.remove_target_by_index( index_of_target ) spell.num_of_projectiles -= 1 if spell.num_of_projectiles == 0: ## loc = target.location ## target.destroy() ## mxcr = game.obj_create( 12021, loc ) ## game.global_vars[30] = game.global_vars[30] + 1 spell.caster.d20_send_signal(S_Spell_End, spell.id) spell.spell_end( spell.id, 1 ) def OnEndSpellCast( spell ): print "Magic Missile OnEndSpellCast"
412
0.766691
1
0.766691
game-dev
MEDIA
0.953285
game-dev
0.855475
1
0.855475
FPSMasterTeam/FPSMaster
4,535
shared/java/top/fpsmaster/features/impl/utility/AutoGG.java
package top.fpsmaster.features.impl.utility; import net.minecraft.event.ClickEvent; import net.minecraft.util.IChatComponent; import net.minecraft.util.StringUtils; import top.fpsmaster.FPSMaster; import top.fpsmaster.event.Subscribe; import top.fpsmaster.event.events.EventPacket; import top.fpsmaster.features.manager.Category; import top.fpsmaster.features.manager.Module; import top.fpsmaster.features.settings.impl.BooleanSetting; import top.fpsmaster.features.settings.impl.ModeSetting; import top.fpsmaster.features.settings.impl.NumberSetting; import top.fpsmaster.features.settings.impl.TextSetting; import top.fpsmaster.interfaces.ProviderManager; import top.fpsmaster.utils.Utility; import top.fpsmaster.utils.math.MathTimer; public class AutoGG extends Module { private final BooleanSetting autoPlay = new BooleanSetting("AutoPlay", false); private final NumberSetting delay = new NumberSetting("DelayToPlay", 5, 0, 10, 1, autoPlay::getValue); private final TextSetting message = new TextSetting("Message", "gg"); private final ModeSetting servers = new ModeSetting("Servers", 0, "hypixel", "kkcraft"); private final String[] hypixelTrigger = new String[]{"Reward Summary", "1st Killer", "Damage Dealt", "奖励总览", "击杀数第一名", "造成伤害"}; private final String[] kkcraftTrigger = new String[]{"获胜者", "第一名杀手", "击杀第一名"}; private final MathTimer timer = new MathTimer(); public AutoGG() { super("AutoGG", Category.Utility); this.addSettings(autoPlay, delay, message, servers); } @Subscribe public void onPacket(EventPacket event) { if (event.type == EventPacket.PacketType.RECEIVE && ProviderManager.packetChat.isPacket(event.packet)) { IChatComponent componentValue = ProviderManager.packetChat.getChatComponent(event.packet); String chatMessage = componentValue.getUnformattedText(); switch (servers.getValue()) { case 0: if (timer.delay(10000)) { for (String s : hypixelTrigger) { if (StringUtils.stripControlCodes(chatMessage).contains(s)) { Utility.sendChatMessage("/ac " + message.getValue()); timer.reset(); break; } } } if (autoPlay.getValue()) { for (IChatComponent chatComponent : componentValue.getSiblings()) { ClickEvent clickEvent = chatComponent.getChatStyle().getChatClickEvent(); if (clickEvent != null && clickEvent.getAction().equals(ClickEvent.Action.RUN_COMMAND) && clickEvent.getValue().trim().toLowerCase().startsWith("/play ")) { if (delay.getValue().doubleValue() > 0) { Utility.sendClientNotify("Sending you to the next game in " + delay.getValue().intValue() + " seconds"); FPSMaster.async.runnable(() -> { try { Thread.sleep(delay.getValue().longValue() * 1000); Utility.sendChatMessage(clickEvent.getValue()); } catch (InterruptedException e) { throw new RuntimeException(e); } }); } else { Utility.sendChatMessage(clickEvent.getValue()); } } } } break; case 1: if (timer.delay(10000)) { for (String s : kkcraftTrigger) { if (StringUtils.stripControlCodes(chatMessage).contains(s)) { Utility.sendChatMessage(message.getValue()); timer.reset(); if (autoPlay.getValue()) { Utility.sendClientNotify("AutoPlay is not supported in KKCraft yet"); } } } } break; default: } } } }
412
0.957207
1
0.957207
game-dev
MEDIA
0.927478
game-dev
0.987382
1
0.987382
coolsee/OpenMugen
2,160
src/loadso/os2/SDL_sysloadso.c
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library 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 2.1 of the License, or (at your option) any later version. This library 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 library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifdef SDL_LOADSO_OS2 /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /* System dependent library loading routines */ #include <stdio.h> #define INCL_DOSERRORS #define INCL_DOSMODULEMGR #include <os2.h> #include "SDL_loadso.h" void *SDL_LoadObject(const char *sofile) { HMODULE handle = NULL; char buf[512]; APIRET ulrc = DosLoadModule(buf, sizeof (buf), (char *) sofile, &handle); /* Generate an error message if all loads failed */ if ((ulrc != NO_ERROR) || (handle == NULL)) SDL_SetError("Failed loading %s: %s", sofile, buf); return((void *) handle); } void *SDL_LoadFunction(void *handle, const char *name) { const char *loaderror = "Unknown error"; void *symbol = NULL; APIRET ulrc = DosQueryProcAddr((HMODULE)handle, 0, (char *)name, &symbol); if (ulrc == ERROR_INVALID_HANDLE) loaderror = "Invalid module handle"; else if (ulrc == ERROR_INVALID_NAME) loaderror = "Symbol not found"; if (symbol == NULL) SDL_SetError("Failed loading %s: %s", name, loaderror); return(symbol); } void SDL_UnloadObject(void *handle) { if ( handle != NULL ) DosFreeModule((HMODULE) handle); } #endif /* SDL_LOADSO_OS2 */
412
0.81663
1
0.81663
game-dev
MEDIA
0.376443
game-dev
0.507285
1
0.507285
kendryte/kendryte-tensorflow
3,936
tensorflow/lite/tools/make/downloads/flatbuffers/samples/lua/MyGame/Sample/Monster.lua
-- automatically generated by the FlatBuffers compiler, do not modify -- namespace: Sample local flatbuffers = require('flatbuffers') local Monster = {} -- the module local Monster_mt = {} -- the class metatable function Monster.New() local o = {} setmetatable(o, {__index = Monster_mt}) return o end function Monster.GetRootAsMonster(buf, offset) local n = flatbuffers.N.UOffsetT:Unpack(buf, offset) local o = Monster.New() o:Init(buf, n + offset) return o end function Monster_mt:Init(buf, pos) self.view = flatbuffers.view.New(buf, pos) end function Monster_mt:Pos() local o = self.view:Offset(4) if o ~= 0 then local x = o + self.view.pos local obj = require('MyGame.Sample.Vec3').New() obj:Init(self.view.bytes, x) return obj end end function Monster_mt:Mana() local o = self.view:Offset(6) if o ~= 0 then return self.view:Get(flatbuffers.N.Int16, o + self.view.pos) end return 150 end function Monster_mt:Hp() local o = self.view:Offset(8) if o ~= 0 then return self.view:Get(flatbuffers.N.Int16, o + self.view.pos) end return 100 end function Monster_mt:Name() local o = self.view:Offset(10) if o ~= 0 then return self.view:String(o + self.view.pos) end end function Monster_mt:Inventory(j) local o = self.view:Offset(14) if o ~= 0 then local a = self.view:Vector(o) return self.view:Get(flatbuffers.N.Uint8, a + ((j-1) * 1)) end return 0 end function Monster_mt:InventoryLength() local o = self.view:Offset(14) if o ~= 0 then return self.view:VectorLen(o) end return 0 end function Monster_mt:Color() local o = self.view:Offset(16) if o ~= 0 then return self.view:Get(flatbuffers.N.Int8, o + self.view.pos) end return 2 end function Monster_mt:Weapons(j) local o = self.view:Offset(18) if o ~= 0 then local x = self.view:Vector(o) x = x + ((j-1) * 4) x = self.view:Indirect(x) local obj = require('MyGame.Sample.Weapon').New() obj:Init(self.view.bytes, x) return obj end end function Monster_mt:WeaponsLength() local o = self.view:Offset(18) if o ~= 0 then return self.view:VectorLen(o) end return 0 end function Monster_mt:EquippedType() local o = self.view:Offset(20) if o ~= 0 then return self.view:Get(flatbuffers.N.Uint8, o + self.view.pos) end return 0 end function Monster_mt:Equipped() local o = self.view:Offset(22) if o ~= 0 then local obj = flatbuffers.view.New(require('flatbuffers.binaryarray').New(0), 0) self.view:Union(obj, o) return obj end end function Monster.Start(builder) builder:StartObject(10) end function Monster.AddPos(builder, pos) builder:PrependStructSlot(0, pos, 0) end function Monster.AddMana(builder, mana) builder:PrependInt16Slot(1, mana, 150) end function Monster.AddHp(builder, hp) builder:PrependInt16Slot(2, hp, 100) end function Monster.AddName(builder, name) builder:PrependUOffsetTRelativeSlot(3, name, 0) end function Monster.AddInventory(builder, inventory) builder:PrependUOffsetTRelativeSlot(5, inventory, 0) end function Monster.StartInventoryVector(builder, numElems) return builder:StartVector(1, numElems, 1) end function Monster.AddColor(builder, color) builder:PrependInt8Slot(6, color, 2) end function Monster.AddWeapons(builder, weapons) builder:PrependUOffsetTRelativeSlot(7, weapons, 0) end function Monster.StartWeaponsVector(builder, numElems) return builder:StartVector(4, numElems, 4) end function Monster.AddEquippedType(builder, equippedType) builder:PrependUint8Slot(8, equippedType, 0) end function Monster.AddEquipped(builder, equipped) builder:PrependUOffsetTRelativeSlot(9, equipped, 0) end function Monster.End(builder) return builder:EndObject() end return Monster -- return the module
412
0.741432
1
0.741432
game-dev
MEDIA
0.821499
game-dev
0.77427
1
0.77427
dsh2dsh/op2ogse
3,081
gamedata/scripts/amk/amk_particle.script
-- -*- mode: lua; coding: windows-1251-dos -*- class "amk_particle" function amk_particle:__init( params ) self.type = params.typ or "absolute" self.dir = params.dir or vector():set( 0, 0, 0 ) self.len = params.len or 1 self.looped = params.looped or false self.life_time = params.life_time or -1 self.obj = params.obj self.bone = params.bone self.pos = params.pos self.stop_on_death = params.stop_on_death or false self.gravity = params.gravity or vector():set( 0, 0, 0 ) self.give_dmg = params.give_dmg or false self.target = params.target if params.sound then self.snd = sound_object( params.sound ) self.snd_looped = params.sound_looped or false end self.cgravity = vector():set( 0, 0, 0 ) self.particle = particles_object( params.particle ) self.started = false self.start_time = time_global() self.finalized = false self:start() end function amk_particle:__finalize() self.particle:stop() end function amk_particle:start() if not self.particle:playing() then local pos if self.bone and self.obj then pos = self.obj:bone_position( self.bone ) elseif self.pos then pos = self.pos end self.start_pos = pos if pos then if self.snd then if self.snd_looped then self.snd:play_at_pos( db.actor, pos, 1, sound_object.looped ) else self.snd:play_at_pos( db.actor, pos ) end self.snd = nil end self.particle:play_at_pos( pos ) self.started = true end end end function amk_particle:update( delta ) if self.finalized then return end self.cgravity = self.cgravity:add( self.gravity ) if self.particle:playing() then if self.life_time > -1 and time_global() > self.start_time + self.life_time then self.started = false self.looped = false self:stop() self.finalized = true end local pos if self.bone and self.obj then pos = self.obj:bone_position( self.bone ) self.pos = pos elseif self.dir then self.pos = self.pos:add( self.dir:set_length( self.len / self.life_time * delta ) ) self.pos = self.pos:add( self.cgravity ) pos = self.pos end if pos then if self.snd and self.snd:playing() then self.snd:set_position( pos ) end self.particle:move_to( pos, pos ) end else if self.started then if self.looped then self:start() else self.started = false self.looped = false self:stop() self.finalized = true end end end end function amk_particle:stop() self.give_dmg = false if self.particle:playing() then self.particle:stop_deffered() end if self.snd and self.snd:playing() then self.snd:stop() end end function amk_particle:get_pos() return self.pos end function amk_particle:is_finished() return self.finalized end function amk_particle:on_death() if self.stop_on_death then self:stop() end end
412
0.569783
1
0.569783
game-dev
MEDIA
0.189469
game-dev
0.913363
1
0.913363
hornyyy/Osu-Toy
1,996
osu.Game.Rulesets.Catch/UI/CatcherSprite.cs
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Catch.UI { public class CatcherSprite : SkinnableDrawable { protected override bool ApplySizeRestrictionsToDefault => true; public CatcherSprite(CatcherAnimationState state) : base(new CatchSkinComponent(componentFromState(state)), _ => new DefaultCatcherSprite(state), confineMode: ConfineMode.ScaleToFit) { RelativeSizeAxes = Axes.None; Size = new Vector2(CatcherArea.CATCHER_SIZE); // Sets the origin roughly to the centre of the catcher's plate to allow for correct scaling. OriginPosition = new Vector2(0.5f, 0.06f) * CatcherArea.CATCHER_SIZE; } private static CatchSkinComponents componentFromState(CatcherAnimationState state) { switch (state) { case CatcherAnimationState.Fail: return CatchSkinComponents.CatcherFail; case CatcherAnimationState.Kiai: return CatchSkinComponents.CatcherKiai; default: return CatchSkinComponents.CatcherIdle; } } private class DefaultCatcherSprite : Sprite { private readonly CatcherAnimationState state; public DefaultCatcherSprite(CatcherAnimationState state) { this.state = state; } [BackgroundDependencyLoader] private void load(TextureStore textures) { Texture = textures.Get($"Gameplay/catch/fruit-catcher-{state.ToString().ToLower()}"); } } } }
412
0.761986
1
0.761986
game-dev
MEDIA
0.866093
game-dev
0.95503
1
0.95503
ifcquery/ifcplusplus
3,460
IfcPlusPlus/src/ifcpp/IFC4X3/include/IfcTransportElementType.h
/* Code generated by IfcQuery EXPRESS generator, www.ifcquery.com */ #pragma once #include "ifcpp/model/GlobalDefines.h" #include "ifcpp/model/BasicTypes.h" #include "ifcpp/model/BuildingObject.h" #include "IfcTransportationDeviceType.h" namespace IFC4X3 { class IFCQUERY_EXPORT IfcTransportElementTypeEnum; //ENTITY class IFCQUERY_EXPORT IfcTransportElementType : public IfcTransportationDeviceType { public: IfcTransportElementType() = default; IfcTransportElementType( int id ); virtual void getStepLine( std::stringstream& stream, size_t precision ) const; virtual void getStepParameter( std::stringstream& stream, bool is_select_type, size_t precision ) const; virtual void readStepArguments( const std::vector<std::string>& args, const BuildingModelMapType<int,shared_ptr<BuildingEntity> >& map, std::stringstream& errorStream, std::unordered_set<int>& entityIdNotFound ); virtual void setInverseCounterparts( shared_ptr<BuildingEntity> ptr_self ); virtual uint8_t getNumAttributes() const { return 10; } virtual void getAttributes( std::vector<std::pair<std::string, shared_ptr<BuildingObject> > >& vec_attributes ) const; virtual void getAttributesInverse( std::vector<std::pair<std::string, shared_ptr<BuildingObject> > >& vec_attributes ) const; virtual void unlinkFromInverseCounterparts(); virtual uint32_t classID() const { return 2097647324; } // IfcRoot ----------------------------------------------------------- // attributes: // shared_ptr<IfcGloballyUniqueId> m_GlobalId; // shared_ptr<IfcOwnerHistory> m_OwnerHistory; //optional // shared_ptr<IfcLabel> m_Name; //optional // shared_ptr<IfcText> m_Description; //optional // IfcObjectDefinition ----------------------------------------------------------- // inverse attributes: // std::vector<weak_ptr<IfcRelAssigns> > m_HasAssignments_inverse; // std::vector<weak_ptr<IfcRelNests> > m_Nests_inverse; // std::vector<weak_ptr<IfcRelNests> > m_IsNestedBy_inverse; // std::vector<weak_ptr<IfcRelDeclares> > m_HasContext_inverse; // std::vector<weak_ptr<IfcRelAggregates> > m_IsDecomposedBy_inverse; // std::vector<weak_ptr<IfcRelAggregates> > m_Decomposes_inverse; // std::vector<weak_ptr<IfcRelAssociates> > m_HasAssociations_inverse; // IfcTypeObject ----------------------------------------------------------- // attributes: // shared_ptr<IfcIdentifier> m_ApplicableOccurrence; //optional // std::vector<shared_ptr<IfcPropertySetDefinition> > m_HasPropertySets; //optional // inverse attributes: // std::vector<weak_ptr<IfcRelDefinesByType> > m_Types_inverse; // IfcTypeProduct ----------------------------------------------------------- // attributes: // std::vector<shared_ptr<IfcRepresentationMap> > m_RepresentationMaps; //optional // shared_ptr<IfcLabel> m_Tag; //optional // inverse attributes: // std::vector<weak_ptr<IfcRelAssignsToProduct> > m_ReferencedBy_inverse; // IfcElementType ----------------------------------------------------------- // attributes: // shared_ptr<IfcLabel> m_ElementType; //optional // IfcTransportationDeviceType ----------------------------------------------------------- // IfcTransportElementType ----------------------------------------------------------- // attributes: shared_ptr<IfcTransportElementTypeEnum> m_PredefinedType; }; }
412
0.922249
1
0.922249
game-dev
MEDIA
0.627127
game-dev
0.653439
1
0.653439
LongbowGames/TreadMarks
5,276
src/game/CJoyInput.cpp
// This file is part of Tread Marks // // Tread Marks 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 3 of the License, or // (at your option) any later version. // // Tread Marks 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 Tread Marks. If not, see <http://www.gnu.org/licenses/>. #include "CJoyInput.h" #include <cmath> #include <SFML/Window.hpp> using namespace std; CJoyInput::CJoyInput() : idJoystick(-1) { } CJoyInput::~CJoyInput() { } CStr getJoystickName(int iId) { // SFML doesn't currently support retrieving the name of a joystick, so we'll make our own. return "Joystick " + String(iId+1); } bool CJoyInput::InitController ( int iController ) { // Default controller in SFML-talk is 0 if(iController == -1) iController = 0; if(m_rController.iName == iController) return true; if(!sf::Joystick::isConnected(iController)) return false; memset(LastButtons, 0, sizeof(LastButtons)); memset(&m_rController, 0, sizeof(trControllerStatus)); m_rController.iName = iController; m_rController.iAxes = 0; for(auto it = 0; it <= sf::Joystick::AxisCount; ++it) m_rController.iAxes += sf::Joystick::hasAxis(iController, sf::Joystick::Axis(it)); m_rController.iButtons = sf::Joystick::getButtonCount(iController); m_rController.rDeviceID.iDevID = m_rController.iName; m_rController.rDeviceID.sDevName = getJoystickName(iController); if(sf::Joystick::hasAxis(iController, sf::Joystick::PovX) || sf::Joystick::hasAxis(iController, sf::Joystick::PovY)) m_rController.bHasHat = true; else m_rController.bHasHat = false; m_rController.aHatVector[0] = m_rController.aHatVector[1] = 0; if (m_rController.iAxes <= 0) return false; if (sf::Joystick::hasAxis(iController, sf::Joystick::X)) m_rController.aAxes[_XAXIS].bActive = true; if (sf::Joystick::hasAxis(iController, sf::Joystick::Y)) m_rController.aAxes[_YAXIS].bActive = true; if (sf::Joystick::hasAxis(iController, sf::Joystick::Z)) m_rController.aAxes[_ZAXIS].bActive = true; if (sf::Joystick::hasAxis(iController, sf::Joystick::R)) m_rController.aAxes[_RAXIS].bActive = true; if (sf::Joystick::hasAxis(iController, sf::Joystick::U)) m_rController.aAxes[_UAXIS].bActive = true; if (sf::Joystick::hasAxis(iController, sf::Joystick::V)) m_rController.aAxes[_VAXIS].bActive = true; idJoystick = iController; return true; } int CJoyInput::UnInitController ( void ) { idJoystick = -1; memset(&m_rController, 0, sizeof(trControllerStatus)); return 0; } int CJoyInput::GetFirstControllerID ( void ) { if(GetNumberOfControllers() > 0) return 0; return -1; } bool CJoyInput::GetDeviceInfo(trDeviceID *pDevInfo, int iID ) { if (iID == -1) { if (idJoystick == -1) // if no controller then try to init the defalut if (!InitController()) // if it don't exist we need to bail return false; // copy the current controlers setup to the sruct pDevInfo->iDevID = m_rController.rDeviceID.iDevID; pDevInfo->sDevName = m_rController.rDeviceID.sDevName; return true; } if(!sf::Joystick::isConnected(iID)) return false; pDevInfo->iDevID = iID; pDevInfo->sDevName = getJoystickName(iID); return true; } int CJoyInput::GetDevIDFromInfo ( trDeviceID *pDevInfo ) { if (!pDevInfo) return -1; for (int i = 0; i < sf::Joystick::Count; i ++) { if(getJoystickName(i) == pDevInfo->sDevName) { pDevInfo->iDevID = i; return i; } } return -1; } bool CJoyInput::GetControllerName ( int id, CStr* Name ) { if ( (GetNumberOfControllers() <= 0) || (id > GetNumberOfControllers()) ) return false; if (!Name) return false; if (id == -1) { if (idJoystick == -1) // if no controller then try to init the defalut if (!InitController()) // if it don't exist we need to bail return false; // copy the name of the defalut *Name = m_rController.rDeviceID.sDevName; return true; } *Name = getJoystickName(id); return true; } int CJoyInput::GetNumberOfControllers( void ) { int i = 0; for(; i < sf::Joystick::Count; ++i) if(!sf::Joystick::isConnected(i)) return i; return i; } void CJoyInput::Update(void) { bool bError = false; if(idJoystick != -1) { memcpy(LastButtons, m_rController.aButtons, sizeof(LastButtons)); for(int i = _XAXIS; i <= _VAXIS; ++i) { if (m_rController.aAxes[i].bActive) { m_rController.aAxes[i].position = sf::Joystick::getAxisPosition(idJoystick, sf::Joystick::Axis(i)) / 100.0f; } } if (m_rController.bHasHat) { m_rController.aHatVector[0] = sf::Joystick::getAxisPosition(idJoystick, sf::Joystick::PovX) / 100.0f; m_rController.aHatVector[1] = sf::Joystick::getAxisPosition(idJoystick, sf::Joystick::PovY) / 100.0f; } else m_rController.aHatVector[0] = m_rController.aHatVector[1] = 0; for (int i = 0; i < m_rController.iButtons; i ++) m_rController.aButtons[i] = sf::Joystick::isButtonPressed(idJoystick, i); } }
412
0.867135
1
0.867135
game-dev
MEDIA
0.76616
game-dev
0.973088
1
0.973088
aquietone/lazbis
71,143
init.lua
--[[ Best In Slot - Project Lazarus Edition aquietone, dlilah, ... Tracker lua script for all the good stuff to have on Project Lazarus server. ]] local meta = {version = '3.5.2', name = string.match(string.gsub(debug.getinfo(1, 'S').short_src, '\\init.lua', ''), "[^\\]+$")} local mq = require('mq') local ImGui = require('ImGui') local bisConfig = require('bis') local spellConfig = require('spells') local PackageMan = require('mq/PackageMan') local icons = require('mq/icons') local sql = PackageMan.Require('lsqlite3') local dbpath = string.format('%s\\%s', mq.TLO.MacroQuest.Path('resources')(), 'lazbis.db') local ok, actors = pcall(require, 'actors') if not ok then printf('Your version of MacroQuest does not support Lua Actors, exiting.') mq.exit() end -- UI States local openGUI = true local shouldDrawGUI = true local minimizedGUI = false local currentTab = nil -- Character info storage local gear = {} local group = {} local sortedGroup = {} local itemChecks = {} local tradeskills = {} local emptySlots = {} local teams = {} local spellData = {} local groupSpellData = {} -- Item list information local selectedItemList = bisConfig.ItemLists[bisConfig.DefaultItemList.group][bisConfig.DefaultItemList.index] local itemList = bisConfig.sebilis local selectionChanged = true local firstTimeLoad = true local settings = {ShowSlots=true,ShowMissingOnly=false,AnnounceNeeds=false,AnnounceChannel='Group',Locked=false} local orderedSkills = {'Baking', 'Blacksmithing', 'Brewing', 'Fletching', 'Jewelry Making', 'Pottery', 'Tailoring'} local recipeQuestIdx = 1 local ingredientsArray = {} local reapplyFilter = false local slots = {'charm','leftear','head','face','rightear','neck','shoulder','arms','back','leftwrist','rightwrist','ranged','hands','mainhand','offhand','leftfinger','rightfinger','chest','legs','feet','waist','powersource'} local hideOwnedSpells = false local server = mq.TLO.EverQuest.Server() local dbfmt = "INSERT INTO Inventory VALUES ('%s','%s','%s','%s','%s','%s',%d,%d,'%s');\n" local db local actor local teamName = '' local showPopup = false local selectedTeam = '' local DZ_NAMES = { Raid = { {name='The Crimson Curse', lockout='The Crimson Curse', zone='Chardok'}, {name='Crest Event', lockout='Threads_of_Chaos', zone='Qeynos Hills (BB)'}, {name='Fippy', lockout='=Broken World', zone='HC Qeynos Hills (pond)'}, {name='$$PAID$$ Fippy', lockout='Broken World [Time Keeper]', zone='Plane of Time'}, {name='DSK', lockout='=Dreadspire_HC', zone='Castle Mistmoore'}, {name='$$PAID$$ DSK', lockout='Dreadspire_HC [Time Keeper]', zone='Plane of Time'}, {name='Veksar', lockout='A Lake of Ill Omens', zone='Lake of Ill Omen'}, {name='Anguish', lockout='=Overlord Mata Muram', zone='Wall of Slaughter', index=3}, {name='Trak', lockout='Trakanon_Final', zone='HC Sebilis'}, {name='FUKU', lockout='The Fabled Undead Knight', zone='Unrest'} }, Group = { {name='Venril Sathir', lockout='Revenge on Venril Sathir', zone='Karnors Castle'}, {name='Fenrir', lockout='Bloodfang', zone='West Karana'}, {name='Selana', lockout='Moonshadow', zone='West Karana'}, {name='Finish Them Off', lockout='Finish them off', zone='Castle Mistmoore'}, {name='Keepsakes', lockout='Keepsakes', zone='Surefall Glade'}, {name='Ayonae', lockout='Confront the Maestra', zone='Surefall Glade'}, {name='Howling Stones', lockout='Echoes of Charasis', zone='The Overthere'}, {name='Doll Maker', lockout='Doll Maker', zone='Kithicor Forest'}, }, OldRaids = { {name='Trial of Hatred', lockout='Proving Grounds: The Mastery of Hatred', zone='MPG'}, {name='Trial of Corruption', lockout='Proving Grounds: The Mastery of Corruption', zone='MPG'}, {name='Trial of Adaptation', lockout='Proving Grounds: The Mastery of Adaptation', zone='MPG'}, {name='Trial of Specialization', lockout='Proving Grounds: The Mastery of Specialization', zone='MPG'}, {name='Trial of Foresight', lockout='Proving Grounds: The Mastery of Foresight', zone='MPG'}, {name='Trial of Endurance', lockout='Proving Grounds: The Mastery of Endurance', zone='MPG'}, {name='Riftseekers', lockout='Riftseeker', zone='Riftseeker'}, {name='Tacvi', lockout='Tunat', zone='Txevu', index=3}, {name='Txevu', lockout='Txevu', zone='Txevu'}, {name='Plane of Time', lockout='Quarm', zone='Plane of Time', index=3}, -- 'Phase 1 Complete', 'Phase 2 Complete', 'Phase 3 Complete', 'Phase 4 Complete', 'Phase 5 Complete', 'Quarm' } } local dzInfo = {[mq.TLO.Me.CleanName()] = {Raid={}, Group={}, OldRaids={}}} local niceImg = mq.CreateTexture(mq.luaDir .. "/" .. meta.name .. "/bis.png") local iconImg = mq.CreateTexture(mq.luaDir .. "/" .. meta.name .. "/icon_lazbis.png") -- Default to e3bca if mq2mono is loaded, else use dannet local broadcast = '/e3bca' local selectedBroadcast = 1 local rebroadcast = false local isBackground = false local dumpInv = false local grouponly = false local argopts = {['0']=function() isBackground=true end, debug=function() debug = true end, dumpinv=function() dumpInv = true end, group=function() grouponly = true broadcast = '/e3bcg' if not mq.TLO.Plugin('mq2mono')() then broadcast = '/dgge' end end} local debug = false if not mq.TLO.Plugin('mq2mono')() then broadcast = '/dge' end local function split(str, char) return string.gmatch(str, '[^' .. char .. ']+') end local function splitToTable(str, char) local t = {} for str in split(str, char) do table.insert(t, str) end return t end local function addCharacter(name, class, offline, show, msg) if not group[name] then if debug then printf('Add character: Name=%s Class=%s Offline=%s Show=%s, Msg=%s', name, class, offline, show, msg) end local char = {Name=name, Class=class, Offline=offline, Show=show, PingTime=mq.gettime()} group[name] = char table.insert(group, char) table.insert(sortedGroup, char.Name) table.sort(sortedGroup, function(a,b) return a < b end) if msg then selectionChanged = true msg:send({id='hello',Name=mq.TLO.Me(),Class=mq.TLO.Me.Class.Name()}) end elseif msg and group[name].Offline then if debug then printf('Add character: Name=%s Class=%s Offline=%s Show=%s, Msg=%s', name, class, offline, show, msg) end group[name].Offline = false group[name].PingTime=mq.gettime() if selectedBroadcast == 1 or (selectedBroadcast == 3 and mq.TLO.Group.Member(name)()) then group[name].Show = true end end end local function simpleExec(stmt) repeat local result = db:exec(stmt) if result ~= 0 then printf('Result: %s', result) end if result == sql.BUSY then print('\arDatebase was busy!') mq.delay(math.random(10,50)) end until result ~= sql.BUSY end local function initTables() local foundInventory = false local foundSettings = false local foundTradeskills = false local foundSpells = false local function versioncallback(udata,cols,values,names) for i=1,cols do if values[i] == 'Inventory' then foundInventory = true elseif values[i] == 'Settings' then foundSettings = true elseif values[i] == 'Tradeskills' then foundTradeskills = true elseif values[i] == 'Spells' then foundSpells = true end end return 0 end repeat local result = db:exec([[SELECT name FROM sqlite_master WHERE type='table';]], versioncallback) if result == sql.BUSY then print('\arDatabase was busy!') mq.delay(math.random(10,50)) end until result ~= sql.BUSY if not foundInventory then simpleExec([[CREATE TABLE IF NOT EXISTS Inventory (Character TEXT NOT NULL, Class TEXT NOT NULL, Server TEXT NOT NULL, Slot TEXT NOT NULL, ItemName TEXT NOT NULL, Location TEXT NOT NULL, Count INTEGER NOT NULL, ComponentCount INTEGER NOT NULL, Category TEXT NOT NULL)]]) end simpleExec([[DROP TABLE IF EXISTS Info]]) if not foundSettings then simpleExec([[CREATE TABLE IF NOT EXISTS Settings (Key TEXT UNIQUE NOT NULL, Value TEXT NOT NULL)]]) end if not foundTradeskills then simpleExec([[CREATE TABLE IF NOT EXISTS Tradeskills (Character TEXT NOT NULL, Class TEXT NOT NULL, Server TEXT NOT NULL, Tradeskill TEXT NOT NULL, Value INTEGER NOT NULL)]]) end if not foundSpells then simpleExec([[CREATE TABLE IF NOT EXISTS Spells (Character TEXT NOT NULL, Class TEXT NOT NULL, Server TEXT NOT NULL, SpellName TEXT NOT NULL, Level INTEGER NOT NULL, Location TEXT NOT NULL)]]) end -- check version and handle any migrations, none atm simpleExec(("INSERT INTO Settings VALUES ('Version', '%s') ON CONFLICT(Key) DO UPDATE SET Value = '%s'"):format(meta.version, meta.version)) end local function settingsRowCallback(udata,cols,values,names) if values[1]:find('TEAM:') then -- printf('loaded team %s - %s', values[1], values[2]) teams[values[1]] = {} for token in string.gmatch(values[2], "[^,]+") do -- print(token) table.insert(teams[values[1]], token) end return 0 end local value = values[2] if value == 'true' then value = true elseif value == 'false' then value = false elseif tonumber(value) then value = tonumber(value) end settings[values[1]] = value return 0 end local function initSettings() repeat local result = db:exec("SELECT * FROM Settings WHERE Key != 'Version'", settingsRowCallback) if result == sql.BUSY then print('\arDatabase was busy!') mq.delay(math.random(10,50)) end until result ~= sql.BUSY end local function initDB() db = sql.open(dbpath) if db then db:exec("PRAGMA journal_mode=WAL;") initTables() initSettings() end end local function exec(stmt, name, category, action) for i=1,10 do local wrappedStmt = ('BEGIN TRANSACTION;%s;COMMIT;'):format(stmt) if debug then printf('Exec: %s', wrappedStmt) end local result = db:exec(wrappedStmt) if result == sql.BUSY then print('\arDatabase was Busy!') mq.delay(math.random(100,1000)) elseif result ~= sql.OK then printf('\ar%s failed for name: %s, category: %s, result: %s\n%s', action, name, category, result, wrappedStmt) elseif result == sql.OK then if debug then printf('Successfully %s for name: %s, category: %s', action, name, category) end break end end end local function clearAllDataForCharacter(name) local deleteStmt = ("DELETE FROM Inventory WHERE Character = '%s' AND Server = '%s'"):format(name, server) exec(deleteStmt, name, nil, 'deleted') end local function clearCategoryDataForCharacter(name, category) local deleteStmt = ("DELETE FROM Inventory WHERE Character = '%s' AND Server = '%s' AND Category = '%s'"):format(name, server, category) exec(deleteStmt, name, category, 'deleted') end local function clearTradeskillDataForCharacter(name) local deleteStmt = ("DELETE FROM Tradeskills WHERE Character = '%s' AND Server = '%s'"):format(name, server) exec(deleteStmt, name, nil, 'deleted') end local function clearSpellDataForCharacter(name) local deleteStmt = ("DELETE FROM Spells WHERE Character = '%s' AND Server = '%s'"):format(name, server) exec(deleteStmt, name, nil, 'deleted') end local function resolveInvSlot(invslot) if invslot == 'Bank' then return ' (Bank)' end local numberinvslot = tonumber(invslot) if not numberinvslot then return '' end if numberinvslot >= 23 then return ' (in bag'..invslot - 22 ..')' else return ' ('..mq.TLO.InvSlot(invslot).Name()..')' end end local function buildInsertStmt(name, category) local stmt = "\n" local char = group[name] for slot,value in pairs(gear[name]) do local itemName = value.actualname local configSlot = slot ~= 'Wrist1' and slot ~= 'Wrist2' and slot or 'Wrists' if not itemName then itemName = itemList[char.Class] and (itemList[char.Class][configSlot] or itemList[char.Class][slot] or itemList.Template[configSlot] or itemList.Template[slot]) if itemName and string.find(itemName, '/') then itemName = itemName:match("([^/]+)") end end if itemName then stmt = stmt .. dbfmt:format(name,char.Class,server,slot:gsub('\'','\'\''),itemName:gsub('\'','\'\''),resolveInvSlot(value.invslot):gsub('\'','\'\''),tonumber(value.count) or 0,tonumber(value.componentcount) or 0,category) end end return stmt end local function insertCharacterDataForCategory(name, category) local insertStmt = buildInsertStmt(name, category) exec(insertStmt, name, category, 'inserted') end local function rowCallback(udata,cols,values,names) if group[values[1]] and not group[values[1]].Offline then return 0 end addCharacter(values[1], values[2], true, false) gear[values[1]] = gear[values[1]] or {} gear[values[1]][values[4]] = {count=tonumber(values[7]), componentcount=tonumber(values[8]), actualname=values[6] and values[5], location=values[6]} return 0 end local function loadInv(category) for _,char in ipairs(group) do if char.Offline then gear[char.Name] = {} end end repeat local result = db:exec(string.format("SELECT * FROM Inventory WHERE Category='%s' AND Server = '%s';", category, server), rowCallback) if result == sql.BUSY then print('\arDatabase was busy!') mq.delay(math.random(10,50)) end until result ~= sql.BUSY reapplyFilter = true end local function tsRowCallback(udata,cols,values,names) if group[values[1]] and not group[values[1]].Offline then return 0 end addCharacter(values[1], values[2], true, false) tradeskills[values[1]] = tradeskills[values[1]] or {} tradeskills[values[1]][values[4]] = tonumber(values[5]) return 0 end local function loadTradeskillsFromDB() for _,char in ipairs(group) do if char.Offline then tradeskills[char.Name] = {} end end repeat local result = db:exec(string.format("SELECT * FROM Tradeskills WHERE Server = '%s';", server), tsRowCallback) if result == sql.BUSY then print('\arDatabase was busy!') mq.delay(math.random(10,50)) end until result ~= sql.BUSY reapplyFilter = true end local function spellRowCallback(udata,cols,values,names) if group[values[1]] and not group[values[1]].Offline then return 0 end addCharacter(values[1], values[2], true, false) groupSpellData[values[1]] = groupSpellData[values[1]] or {} table.insert(groupSpellData[values[1]], {values[5], values[4], values[6]}) return 0 end local function loadSpellsFromDB() for _,char in ipairs(group) do if char.Offline then groupSpellData[char.Name] = {} end end repeat local result = db:exec(string.format("SELECT * FROM Spells WHERE Server = '%s';", server), spellRowCallback) if result == sql.BUSY then print('\arDatabase was busy!') mq.delay(math.random(10,50)) end until result ~= sql.BUSY reapplyFilter = true end local foundItem = nil local function singleRowCallback(udata,cols,values,names) foundItem = {Character=values[1], Count=tonumber(values[7]), ItemName=values[6] and values[5], ComponentCount=tonumber(values[8])} end local function loadSingleRow(category, charName, itemName) for _,char in ipairs(group) do if char.Offline then gear[char.Name] = {} end end repeat local result = db:exec(string.format("SELECT * FROM Inventory WHERE Category='%s' AND Server = '%s' AND Character = '%s' AND ItemName = '%s';", category, server, charName, itemName:gsub('\'','\'\'')), singleRowCallback) if result == sql.BUSY then print('\arDatabase was busy!') mq.delay(math.random(10,50)) end until result ~= sql.BUSY end local function doDumpInv(name, category) clearCategoryDataForCharacter(name, category) insertCharacterDataForCategory(name, category) end local function dumpTradeskills(name, skills) clearTradeskillDataForCharacter(name) -- name,class,server,skill,value local char = group[name] local stmt = "\n" for skill,value in pairs(skills) do stmt = stmt .. ("INSERT INTO Tradeskills VALUES ('%s','%s','%s','%s',%d);\n"):format(name, char.Class, server, skill, value) end exec(stmt, name, 'Tradeskills', 'inserted') end local function dumpSpells(name, spells) clearSpellDataForCharacter(name) if not spells then return end -- name,class,server,skill,value local char = group[name] local stmt = "\n" for _,missingSpell in ipairs(spells) do stmt = stmt .. ("INSERT INTO Spells VALUES ('%s','%s','%s','%s',%d,'%s');\n"):format(name, char.Class, server, missingSpell[2]:gsub('\'','\'\''), missingSpell[1], missingSpell[3] and missingSpell[3]:gsub('\'','\'\'') or '') end exec(stmt, name, 'Spells', 'inserted') end local function searchItemsInList(list) local classItems = bisConfig[list][mq.TLO.Me.Class.Name()] local templateItems = bisConfig[list].Template local results = {} for _,itembucket in ipairs({templateItems,classItems}) do for slot,item in pairs(itembucket) do local currentResult = 0 local componentResult = 0 local currentSlot = nil local actualName = nil if string.find(item, '/') then for itemName in split(item, '/') do if slot == 'Wrists' then local leftwrist = mq.TLO.Me.Inventory('leftwrist') local rightwrist = mq.TLO.Me.Inventory('rightwrist') if leftwrist.Name() == itemName or leftwrist.ID() == tonumber(itemName) then results['Wrist1'] = {count=1,invslot=9,actualname=leftwrist.Name()} elseif not results['Wrist1'] then results['Wrist1'] = {count=0,invslot='',actualname=nil} end if rightwrist.Name() == itemName or rightwrist.ID() == tonumber(itemName) then results['Wrist2'] = {count=1,invslot=10,actualname=rightwrist.Name()} elseif not results['Wrist2'] then results['Wrist2'] = {count=0,invslot='',actualname=nil} end else local searchString = itemName local findItem = mq.TLO.FindItem(searchString) local findItemBank = mq.TLO.FindItemBank(searchString) local count = mq.TLO.FindItemCount(searchString)() + mq.TLO.FindItemBankCount(searchString)() if slot == 'PSAugSprings' and itemName == '39071' and currentResult < 3 then currentResult = 0 end if count > 0 and not actualName then actualName = findItem() or findItemBank() currentSlot = findItem.ItemSlot() or (findItemBank() and 'Bank') or '' end currentResult = currentResult + count end end else local searchString = item currentResult = currentResult + mq.TLO.FindItemCount(searchString)() + mq.TLO.FindItemBankCount(searchString)() currentSlot = mq.TLO.FindItem(searchString).ItemSlot() or (mq.TLO.FindItemBank(searchString)() and 'Bank') or '' end if slot ~= 'Wrists' then if currentResult == 0 and bisConfig[list].Visible and bisConfig[list].Visible[slot] then local compItem = bisConfig[list].Visible[slot] componentResult = mq.TLO.FindItemCount(compItem)() + mq.TLO.FindItemBankCount(compItem)() currentSlot = mq.TLO.FindItem(compItem).ItemSlot() or (mq.TLO.FindItemBank(compItem)() and 'Bank') or '' end results[slot] = {count=currentResult, invslot=currentSlot, componentcount=componentResult>0 and componentResult or nil, actualname=actualName} else if bisConfig[list].Visible and bisConfig[list].Visible['Wrists'] then local compItem = bisConfig[list].Visible[slot] componentResult = mq.TLO.FindItemCount(compItem)() + mq.TLO.FindItemBankCount(compItem)() if results['Wrist1'].count == 0 and componentResult >= 1 then results['Wrist1'].count = 1 results['Wrist1'].componentcount = 1 componentResult = componentResult - 1 end if results['Wrist2'].count == 0 and componentResult >= 1 then results['Wrist2'].count = 1 results['Wrist2'].componentcount = 1 end end end end end return results end local function loadTradeskills() return { Blacksmithing = mq.TLO.Me.Skill('blacksmithing')(), Baking = mq.TLO.Me.Skill('baking')(), Brewing = mq.TLO.Me.Skill('brewing')(), Tailoring = mq.TLO.Me.Skill('tailoring')(), Pottery = mq.TLO.Me.Skill('pottery')(), ['Jewelry Making'] = mq.TLO.Me.Skill('jewelry making')(), Fletching = mq.TLO.Me.Skill('fletching')(), } end local function loadMissingSpells() local missingSpells = {} for _,level in ipairs({70,69,68,67,66}) do local levelSpells = spellConfig[mq.TLO.Me.Class()][level] for _,spellName in ipairs(levelSpells) do local spellDetails = splitToTable(spellName, '|') spellName = spellDetails[1] local spellLocation = spellDetails[2] spellData[spellName] = spellData[spellName] or mq.TLO.Me.Book(spellName)() or mq.TLO.Me.CombatAbility(spellName)() or 0 if spellData[spellName] == 0 then table.insert(missingSpells, {level, spellName, spellLocation}) end end end return missingSpells end -- Actor message handler local function actorCallback(msg) local content = msg() if debug then printf('<<< MSG RCVD: id=%s', content.id) end if content.id == 'hello' then if debug then printf('=== MSG: id=%s Name=%s Class=%s group=%s', content.id, content.Name, content.Class, content.group) end if content.group and content.group ~= mq.TLO.Group.Leader() then return end if isBackground then return end addCharacter(content.Name, content.Class, false, true, msg) elseif content.id == 'search' then if debug then printf('=== MSG: id=%s list=%s', content.id, content.list) end if content.group and content.group ~= mq.TLO.Group.Leader() then return end -- {id='search', list='dsk'} local results = searchItemsInList(content.list) if debug then printf('>>> SEND MSG: id=%s Name=%s list=%s class=%s', content.id, mq.TLO.Me.CleanName(), content.list, mq.TLO.Me.Class.Name()) end msg:send({id='result', Name=mq.TLO.Me.CleanName(), list=content.list, class=mq.TLO.Me.Class.Name(), results=results, group=content.group}) elseif content.id == 'result' then if debug then printf('=== MSG: id=%s Name=%s list=%s class=%s', content.id, content.Name, content.list, content.class) end if content.group and content.group ~= mq.TLO.Group.Leader() then return end if isBackground then return end -- {id='result', Name='name', list='dsk', class='Warrior', results={slot1=1, slot2=0}} local results = content.results if results == nil then return end local char = group[content.Name] gear[char.Name] = {} for slot,res in pairs(results) do if (bisConfig[content.list][content.class] and bisConfig[content.list][content.class][slot]) or bisConfig[content.list].Template[slot] then gear[char.Name][slot] = res elseif slot == 'Wrist1' or slot == 'Wrist2' then gear[char.Name][slot] = res end end if bisConfig[content.list].Visible ~= nil and bisConfig[content.list].Visible.Slots ~= nil then gear[char.Name].Visible = gear[char.Name].Visible or {} for slot in split(bisConfig[content.list].Visible.Slots, ',') do gear[char.Name].Visible[slot] = gear[char.Name][slot] end end reapplyFilter = true doDumpInv(char.Name, content.list) elseif content.id == 'tsquery' then if debug then printf('=== MSG: id=%s', content.id) end if content.group and content.group ~= mq.TLO.Group.Leader() then return end local skills = loadTradeskills() if debug then printf('>>> SEND MSG: id=%s Name=%s Skills=%s', content.id, mq.TLO.Me.CleanName(), skills) end msg:send({id='tsresult', Skills=skills, Name=mq.TLO.Me.CleanName(), group=content.group}) elseif content.id == 'tsresult' then if debug then printf('=== MSG: id=%s Name=%s Skills=%s', content.id, content.Name, content.Skills) end if content.group and content.group ~= mq.TLO.Group.Leader() then return end if isBackground then return end local char = group[content.Name] tradeskills[char.Name] = tradeskills[char.Name] or {} for name,skill in pairs(content.Skills) do tradeskills[char.Name][name] = skill end dumpTradeskills(char.Name, tradeskills[char.Name]) elseif content.id == 'searchempties' then if content.group and content.group ~= mq.TLO.Group.Leader() then return end local empties={} for i = 0, 21 do local slot = mq.TLO.InvSlot(i).Item if slot.ID() ~= nil then for j=1,6 do local augType = slot.AugSlot(j).Type() if augType and augType ~= 0 and augType ~= 20 and augType ~= 30 then local augSlot = slot.AugSlot(j).Item() if not augSlot then--and augType ~= 0 then -- empty aug slot table.insert(empties, ('%s: Slot %s, Type %s'):format(slots[i+1], j, augType)) end end end else -- empty slot table.insert(empties, slots[i+1]) end end if debug then printf('>>> SEND MSG: id=%s Name=%s empties=%s', content.id, mq.TLO.Me.CleanName(), empties) end msg:send({id='emptiesresult', empties=empties, Name=mq.TLO.Me.CleanName(), group=content.group}) elseif content.id == 'emptiesresult' then if content.group and content.group ~= mq.TLO.Group.Leader() then return end if debug then printf('=== MSG: id=%s Name=%s empties=%s', content.id, content.Name, content.empties) end if isBackground then return end emptySlots[content.Name] = content.empties local message = 'Empties for ' .. content.Name .. ' - ' if not content.empties then return end for _,empty in ipairs(content.empties) do message = message .. empty .. ', ' end elseif content.id == 'searchspells' then if content.group and content.group ~= mq.TLO.Group.Leader() then return end msg:send({id='spellsresult', missingSpells=loadMissingSpells(), Name=mq.TLO.Me.CleanName(), group=content.group}) elseif content.id == 'spellsresult' then if content.group and content.group ~= mq.TLO.Group.Leader() then return end if content.Name == mq.TLO.Me.CleanName() then return end if isBackground then return end groupSpellData[content.Name] = content.missingSpells dumpSpells(content.Name, groupSpellData[content.Name]) elseif content.id == 'dzquery' then if content.group and content.group ~= mq.TLO.Group.Leader() then return end msg:send({id='dzresult', lockouts=dzInfo[mq.TLO.Me.CleanName()], Name=mq.TLO.Me.CleanName(), group=content.group}) elseif content.id == 'dzresult' then if content.group and content.group ~= mq.TLO.Group.Leader() then return end if content.Name == mq.TLO.Me.CleanName() then return end if isBackground then return end dzInfo[content.Name] = content.lockouts elseif content.id == 'pingreq' then if content.group and content.group ~= mq.TLO.Group.Leader() then return end msg:send({id='pingresp', Name=mq.TLO.Me.CleanName(), time=mq.gettime(), group=content.group}) elseif content.id == 'pingresp' then if content.group and content.group ~= mq.TLO.Group.Leader() then return end if content.Name == mq.TLO.Me.CleanName() then return end if not group[content.Name] then return end if isBackground then return end group[content.Name].Offline = false group[content.Name].PingTime = content.time if debug then printf('char pingtime updated %s %s', content.Name, content.time) end end end local function changeBroadcastMode(tempBroadcast) local origBroadcast = broadcast local bChanged = false if not grouponly then if not mq.TLO.Plugin('mq2mono')() then if tempBroadcast == 3 and broadcast ~= '/dgge' then broadcast = '/dgge' bChanged = true elseif broadcast ~= '/dge' then broadcast = '/dge' bChanged = true end else if tempBroadcast == 3 and broadcast ~= '/e3bcg' then broadcast = '/e3bcg' bChanged = true elseif broadcast ~= '/e3bca' then broadcast = '/e3bca' bChanged = true end end end if tempBroadcast == 1 or tempBroadcast == 3 then -- remove offline toons for _,char in ipairs(group) do if char.Offline or (tempBroadcast == 3 and not mq.TLO.Group.Member(char.Name)()) then char.Show = false elseif tempBroadcast == 1 or (tempBroadcast == 3 and mq.TLO.Group.Member(char.Name)()) then char.Show = true end end selectedTeam = '' elseif tempBroadcast == 2 then -- add offline toons for _,char in ipairs(group) do char.Show = true end selectedTeam = '' elseif tempBroadcast == 4 then selectedTeam = '' elseif type(tempBroadcast) ~= 'number' then for _,char in ipairs(group) do char.Show = false end for _,teamMember in ipairs(teams[tempBroadcast]) do for _,char in ipairs(group) do if teamMember == char.Name then char.Show = true end end end end if bChanged then rebroadcast = true mq.cmdf('%s /lua stop %s', origBroadcast, meta.name) end selectedBroadcast = tempBroadcast end local function getItemColor(slot, count, visibleCount, componentCount) if componentCount and componentCount > 0 then return { 1, 1, 0 } end -- if slot == 'Wrists2' then -- return { count == 2 and 0 or 1, count == 2 and 1 or 0, .1 } -- end return { count > 0 and 0 or 1, (count > 0 or visibleCount > 0) and 1 or 0, .1 } end local function slotRow(slot, tmpGear) -- local realSlot = slot ~= 'Wrists2' and slot or 'Wrists' local realSlot = slot ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.Text('' .. slot) for _, char in ipairs(group) do if char.Show then ImGui.TableNextColumn() if (tmpGear[char.Name] ~= nil and tmpGear[char.Name][realSlot] ~= nil) then local configSlot = slot if configSlot == 'Wrist1' or configSlot == 'Wrist2' then if itemList[char.Class] and itemList[char.Class]['Wrists'] then configSlot = 'Wrists' end end local itemName = itemList[char.Class] and itemList[char.Class][configSlot] or itemList.Template[configSlot] if (itemName ~= nil) then if string.find(itemName, '/') then itemName = itemName:match("([^/]+)") end local actualName = tmpGear[char.Name][realSlot].actualname if not actualName or string.find(actualName, '/') then actualName = itemName end local count, invslot = tmpGear[char.Name][realSlot].count, tmpGear[char.Name][realSlot].invslot local countVis = tmpGear[char.Name].Visible and tmpGear[char.Name].Visible[configSlot] and tmpGear[char.Name].Visible[configSlot].count or 0 local componentcount = tmpGear[char.Name][realSlot].componentcount local color = getItemColor(slot, tonumber(count), tonumber(countVis), tonumber(componentcount)) ImGui.PushStyleColor(ImGuiCol.Text, color[1], color[2], color[3], 1) if itemName == actualName then local resolvedInvSlot = tmpGear[char.Name][realSlot].location or resolveInvSlot(invslot) local lootDropper = color[2] == 0 and bisConfig.LootDroppers[actualName] ImGui.Text('%s%s%s', itemName, settings.ShowSlots and resolvedInvSlot or '', lootDropper and ' ('..lootDropper..')' or '') ImGui.PopStyleColor() if ImGui.IsItemHovered() and ImGui.IsMouseClicked(ImGuiMouseButton.Left) then mq.cmdf('/link %s', itemName) end else local lootDropper = color[2] == 0 and bisConfig.LootDroppers[actualName] local resolvedInvSlot = tmpGear[char.Name][realSlot].location or resolveInvSlot(invslot) --ImGui.Text('%s%s', itemName, lootDropper and ' ('..lootDropper..')' or '') ImGui.Text('%s%s%s', itemName, settings.ShowSlots and resolvedInvSlot or '', lootDropper and ' ('..lootDropper..')' or '') ImGui.PopStyleColor() if ImGui.IsItemHovered() then --local resolvedInvSlot = tmpGear[char.Name][realSlot].location or resolveInvSlot(invslot) ImGui.BeginTooltip() ImGui.Text('Found ') ImGui.SameLine() ImGui.TextColored(0,1,0,1,'%s', actualName) ImGui.SameLine() ImGui.Text('in slot %s', resolvedInvSlot) ImGui.EndTooltip() end if ImGui.IsItemHovered() and ImGui.IsMouseClicked(ImGuiMouseButton.Left) then mq.cmdf('/squelch /link %s', itemName) end end end end end end end local filter = '' local filteredGear = {} local filteredSlots = {} local useFilter = false local function filterGear(slots) filteredGear = {} filteredSlots = {} local lowerFilter = filter:lower() if slots then for _,category in ipairs(slots) do local catSlots = category.Slots for _,slot in ipairs(catSlots) do for _, char in ipairs(group) do if (gear[char.Name] ~= nil and gear[char.Name][slot] ~= nil) then local itemName = itemList[char.Class] and itemList[char.Class][slot] or itemList.Template[slot] if (itemName ~= nil) and itemName:lower():find(lowerFilter) and (not settings.ShowMissingOnly or gear[char.Name][slot].count == 0) then filteredGear[char.Name] = filteredGear[char.Name] or {Name=char.Name, Class=char.Class} filteredGear[char.Name][slot] = gear[char.Name][slot] if not filteredSlots[category.Name] then table.insert(filteredSlots, {Name=category.Name, Slots={slot}}) filteredSlots[category.Name] = category.Name else for _,cat in ipairs(filteredSlots) do if cat.Name == category.Name then local addSlot = true for _,s in ipairs(cat.Slots) do if s == slot then addSlot = false break end end if addSlot then table.insert(cat.Slots, slot) end break end end end end end end end end end end local ingredientFilter = '' local filteredIngredients = {} local useIngredientFilter = false local function filterIngredients() filteredIngredients = {} for _,ingredient in pairs(ingredientsArray) do if ingredient.Name:lower():find(ingredientFilter:lower()) then table.insert(filteredIngredients, ingredient) end end end local function DrawTextLink(label, url) ImGui.PushStyleColor(ImGuiCol.Text, ImGui.GetStyleColor(ImGuiCol.ButtonHovered)) ImGui.Text(label) ImGui.PopStyleColor() if ImGui.IsItemHovered() then if ImGui.IsMouseClicked(ImGuiMouseButton.Left) then os.execute(('start "" "%s"'):format(url)) end ImGui.BeginTooltip() ImGui.Text('%s', url) ImGui.EndTooltip() end end local ColumnID_Name = 1 local ColumnID_Location = 2 local current_sort_specs = nil local function CompareWithSortSpecs(a, b) for n = 1, current_sort_specs.SpecsCount, 1 do local sort_spec = current_sort_specs:Specs(n) local delta = 0 local sortA = a local sortB = b if sort_spec.ColumnUserID == ColumnID_Name then sortA = a.Name sortB = b.Name elseif sort_spec.ColumnUserID == ColumnID_Location then sortA = a.Location sortB = b.Location end if sortA < sortB then delta = -1 elseif sortB < sortA then delta = 1 else delta = 0 end if delta ~= 0 then if sort_spec.SortDirection == ImGuiSortDirection.Ascending then return delta < 0 end return delta > 0 end end -- Always return a way to differentiate items. return a.Name < b.Name end local function updateSetting(name, value) settings[name] = value simpleExec(("INSERT INTO Settings VALUES ('%s', '%s') ON CONFLICT(Key) DO UPDATE SET Value = '%s'"):format(name, value, value)) end local function getAnnounceChannel() if settings.AnnounceChannel == 'Raid' then if mq.TLO.Raid.Members() > 0 then return '/rs ' else return '/g ' end elseif settings.AnnounceChannel == 'Group' then return '/g ' elseif settings.AnnounceChannel == 'Guild' then return '/gu ' elseif settings.AnnounceChannel == 'Say' then return '/say ' end end local function VerticalSeparator() ImGui.PushStyleColor(ImGuiCol.Button, 0, 0.2, 0.4, 1) ImGui.PushStyleColor(ImGuiCol.ButtonActive, 0, 0.2, 0.4, 1) ImGui.PushStyleColor(ImGuiCol.ButtonHovered, 0, 0.2, 0.4, 1) ImGui.Button('##separator', 3, 0) ImGui.PopStyleColor(3) end local function LockButton(id, isLocked) local lockedIcon = settings.Locked and icons.FA_LOCK .. '##' .. id or icons.FA_UNLOCK .. '##' .. id if ImGui.Button(lockedIcon) then isLocked = not isLocked end return isLocked end local function drawCharacterMenus() ImGui.PushItemWidth(150) if ImGui.BeginCombo('##Characters', 'Characters', ImGuiComboFlags.HeightLarge) then for teamName,_ in pairs(teams) do local _,pressed = ImGui.Checkbox(teamName:gsub('TEAM:', 'Team: '), selectedTeam == teamName) if pressed then if selectedTeam ~= teamName then selectedTeam = teamName changeBroadcastMode(teamName) else selectedTeam = '' end end end local _,pressed = ImGui.Checkbox('All Online', selectedBroadcast == 1) if pressed then changeBroadcastMode(1) end _,pressed = ImGui.Checkbox('All Offline', selectedBroadcast == 2) if pressed then changeBroadcastMode(2) end _,pressed = ImGui.Checkbox('Group', selectedBroadcast == 3) if pressed then changeBroadcastMode(3) end for i,name in ipairs(sortedGroup) do local char = group[name] _,pressed = ImGui.Checkbox(char.Name, char.Show or false) if pressed then char.Show = not char.Show changeBroadcastMode(4) end end ImGui.EndCombo() end ImGui.PopItemWidth() ImGui.SameLine() if ImGui.Button('Save Character Set') then showPopup = true ImGui.OpenPopup('Save Team') ImGui.SetNextWindowSize(200, 90) end ImGui.SameLine() if ImGui.Button('Delete Character Set') then if selectedTeam then simpleExec(("DELETE FROM Settings WHERE Key = '%s'"):format(selectedTeam)) teams[teamName] = nil end end ImGui.SameLine() if ImGui.Button('Delete Selected Characters') then showPopup = true ImGui.OpenPopup('Delete Characters') ImGui.SetNextWindowSize(200, 90) end if ImGui.BeginPopupModal('Delete Characters') then if ImGui.Button('Proceed') then for _,char in ipairs(group) do if char.Show then simpleExec(("DELETE FROM Inventory WHERE Character = '%s' AND Server = '%s'"):format(char.Name, server)) end end for i=#sortedGroup,1,-1 do if group[sortedGroup[i]].Show then table.remove(sortedGroup, i) end end for i=#group,1,-1 do local charName = group[i].Name if group[i].Show then table.remove(group, i) group[charName] = nil end end showPopup = false ImGui.CloseCurrentPopup() end ImGui.SameLine() if ImGui.Button('Cancel') then showPopup = false ImGui.CloseCurrentPopup() end ImGui.EndPopup() end if ImGui.BeginPopupModal('Save Team', showPopup) then teamName,_ = ImGui.InputText('Name', teamName) if ImGui.Button('Save') and teamName ~= '' then local nameList = '' local newTeam = {} for i,char in ipairs(group) do if char.Show then table.insert(newTeam, char.Name) nameList = nameList .. char.Name .. ',' end end simpleExec(("INSERT INTO Settings VALUES ('TEAM:%s', '%s') ON CONFLICT(Key) DO UPDATE SET Value = '%s'"):format(teamName, nameList, nameList)) teams['TEAM:'..teamName] = newTeam showPopup = false ImGui.CloseCurrentPopup() teamName = '' end ImGui.SameLine() if ImGui.Button('Cancel') then showPopup = false ImGui.CloseCurrentPopup() teamName = '' end ImGui.EndPopup() end end local WINDOW_FLAGS = ImGuiWindowFlags.HorizontalScrollbar local classes = {Bard='BRD',Beastlord='BST',Berserker='BER',Cleric='CLR',Druid='DRU',Enchanter='ENC',Magician='MAG',Monk='MNK',Necromancer='NEC',Paladin='PAL',Ranger='RNG',Rogue='ROG',['Shadow Knight']='SHD',Shaman='SHM',Warrior='WAR',Wizard='WIZ'} local function bisGUI() ImGui.SetNextWindowSize(ImVec2(800,500), ImGuiCond.FirstUseEver) if minimizedGUI then openGUI, shouldDrawGUI = ImGui.Begin('BIS Check (' .. meta.version .. ')###BIS Check Mini', openGUI, bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoTitleBar)) else local windowFlags = WINDOW_FLAGS if settings.Locked then windowFlags = bit32.bor(windowFlags, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoResize) end openGUI, shouldDrawGUI = ImGui.Begin('BIS Check ('.. meta.version ..')###BIS Check', openGUI, windowFlags) end if shouldDrawGUI then if minimizedGUI then if ImGui.ImageButton('MinimizeLazBis', iconImg:GetTextureID(), ImVec2(30, 30)) then minimizedGUI = false end if ImGui.IsItemHovered() then ImGui.SetTooltip("LazBis is Running") end else ImGui.PushStyleVar(ImGuiStyleVar.ScrollbarSize, 17) if ImGui.Button(icons.MD_FULLSCREEN_EXIT) then minimizedGUI = true end if ImGui.IsItemHovered() then ImGui.BeginTooltip() ImGui.Text('Minimize') ImGui.EndTooltip() end ImGui.SameLine() local oldLocked = settings.Locked settings.Locked = LockButton('bislocked', settings.Locked) if oldLocked ~= settings.Locked then updateSetting('Locked', settings.Locked) end ImGui.SameLine() if ImGui.BeginTabBar('bistabs') then if ImGui.BeginTabItem('Gear') then currentTab = 'Gear' local origSelectedItemList = selectedItemList ImGui.PushItemWidth(150) ImGui.SetNextWindowSize(150, 350) if ImGui.BeginCombo('Item List', selectedItemList.name) then for _, group in ipairs(bisConfig.Groups) do ImGui.TextColored(1, 1, 0, 1, group) ImGui.Separator() for i, list in ipairs(bisConfig.ItemLists[group]) do if ImGui.Selectable(list.name, selectedItemList.id == list.id) then selectedItemList = list settings['SelectedList'] = selectedItemList.id updateSetting('SelectedList', selectedItemList.id) end end end ImGui.EndCombo() end ImGui.PopItemWidth() itemList = bisConfig[selectedItemList.id] local slots = itemList.Main.Slots if selectedItemList.id ~= origSelectedItemList.id then selectionChanged = true filter = '' settings.ShowMissingOnly = false updateSetting('SelectedList', selectedItemList.id) end ImGui.SameLine() if ImGui.Button('Refresh') then selectionChanged = true end ImGui.SameLine() ImGui.PushItemWidth(300) local tmpFilter = ImGui.InputTextWithHint('##filter', 'Search...', filter) ImGui.PopItemWidth() ImGui.SameLine() ImGui.Text('Show:') ImGui.SameLine() local tmpShowSlots = ImGui.Checkbox('Slots', settings.ShowSlots) if tmpShowSlots ~= settings.ShowSlots then updateSetting('ShowSlots', tmpShowSlots) end ImGui.SameLine() local tmpShowMissingOnly = ImGui.Checkbox('Missing Only', settings.ShowMissingOnly) if tmpShowMissingOnly ~= settings.ShowMissingOnly or tmpFilter ~= filter or reapplyFilter then filter = tmpFilter if tmpShowMissingOnly ~= settings.ShowMissingOnly then updateSetting('ShowMissingOnly', tmpShowMissingOnly) end filterGear(slots) reapplyFilter = false end if filter ~= '' or settings.ShowMissingOnly then useFilter = true else useFilter = false end ImGui.SameLine() VerticalSeparator() ImGui.SameLine() ImGui.Text('Announce:') ImGui.SameLine() local tmpAnnounceNeeds = ImGui.Checkbox('##AnnounceNeeds', settings.AnnounceNeeds) if tmpAnnounceNeeds ~= settings.AnnounceNeeds then updateSetting('AnnounceNeeds', tmpAnnounceNeeds) end ImGui.SameLine() ImGui.PushItemWidth(90) if ImGui.BeginCombo('##Channel', settings.AnnounceChannel) then for i,name in ipairs({'Group','Raid','Guild','Say'}) do local selected = ImGui.Selectable(name, settings.AnnounceChannel == name) if selected and name ~= settings.AnnounceChannel then updateSetting('AnnounceChannel', name) end end ImGui.EndCombo() end ImGui.PopItemWidth() ImGui.SameLine() VerticalSeparator() ImGui.SameLine() drawCharacterMenus() local numColumns = 1 for _,char in ipairs(group) do if char.Show then numColumns = numColumns + 1 end end if next(itemChecks) ~= nil then ImGui.Separator() if ImGui.Button('X##LinkedItems') then itemChecks = {} end ImGui.SameLine() ImGui.Text('Linked items:') if ImGui.BeginTable('linked items', numColumns, bit32.bor(ImGuiTableFlags.NoSavedSettings, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY), -1.0, 115) then ImGui.TableSetupScrollFreeze(0, 1) ImGui.TableSetupColumn('ItemName', bit32.bor(ImGuiTableColumnFlags.NoSort, ImGuiTableColumnFlags.WidthFixed), 250, 0) for i,char in ipairs(group) do if char.Show then ImGui.TableSetupColumn(char.Name, bit32.bor(ImGuiTableColumnFlags.NoSort, ImGuiTableColumnFlags.WidthFixed), -1.0, 0) end end ImGui.TableHeadersRow() for itemName, _ in pairs(itemChecks) do ImGui.TableNextRow() ImGui.TableSetColumnIndex(0) if ImGui.Button('X##' .. itemName) then itemChecks[itemName] = nil end ImGui.SameLine() if ImGui.Button('Announce##'..itemName) then local message = getAnnounceChannel() local doSend = false message = message .. itemName .. ' - ' for _,name in ipairs(sortedGroup) do local char = group[name] if itemChecks[itemName][char.Name] == false then -- message = message .. string.format('%s(%s)', char.Name, classes[char.Class]) .. ', ' message = message .. char.Name .. ', ' doSend = true end end if doSend then mq.cmd(message) end end ImGui.SameLine() ImGui.Text(itemName) if itemChecks[itemName] then for _,char in ipairs(group) do if char.Show then ImGui.TableNextColumn() if itemChecks[itemName][char.Name] ~= nil then local hasItem = itemChecks[itemName][char.Name] ImGui.PushStyleColor(ImGuiCol.Text, hasItem and 0 or 1, hasItem and 1 or 0, 0.1, 1) ImGui.Text(hasItem and 'HAVE' or 'NEED') ImGui.PopStyleColor() end end end end end ImGui.EndTable() end end if ImGui.BeginTable('gear', numColumns, bit32.bor(ImGuiTableFlags.BordersInner, ImGuiTableFlags.RowBg, ImGuiTableFlags.Reorderable, ImGuiTableFlags.NoSavedSettings, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY)) then ImGui.TableSetupScrollFreeze(0, 1) ImGui.TableSetupColumn('Item', bit32.bor(ImGuiTableColumnFlags.NoSort, ImGuiTableColumnFlags.WidthFixed), -1.0, 0) for i,char in ipairs(group) do if char.Show then ImGui.TableSetupColumn(char.Name, bit32.bor(ImGuiTableColumnFlags.NoSort, ImGuiTableColumnFlags.WidthFixed), -1.0, 0) end end ImGui.TableHeadersRow() local tmpSlots = slots local tmpGear = gear if useFilter then tmpSlots = filteredSlots tmpGear = filteredGear end if tmpSlots then for _,category in ipairs(tmpSlots) do local catName = category.Name ImGui.TableNextRow() ImGui.TableNextColumn() if ImGui.TreeNodeEx(catName, bit32.bor(ImGuiTreeNodeFlags.SpanFullWidth, ImGuiTreeNodeFlags.DefaultOpen)) then local catSlots = category.Slots for _,slot in ipairs(catSlots) do if slot ~= 'Wrists' then slotRow(slot, tmpGear) else slotRow('Wrist1', tmpGear) slotRow('Wrist2', tmpGear) end end ImGui.TreePop() end if catName == 'Powersource' and selectedItemList.id == 'questitems' then ImGui.TableNextRow() ImGui.TableNextColumn() if ImGui.TreeNodeEx('Tradeskills', bit32.bor(ImGuiTreeNodeFlags.SpanFullWidth, ImGuiTreeNodeFlags.DefaultOpen)) then for _,name in ipairs(orderedSkills) do ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.Text(name) for _,char in ipairs(group) do if char.Show then ImGui.TableNextColumn() local skill = tradeskills[char.Name] and tradeskills[char.Name][name] or 0 ImGui.TextColored(skill < 300 and 1 or 0, skill == 300 and 1 or 0, 0, 1, '%s', tradeskills[char.Name] and tradeskills[char.Name][name]) end end end ImGui.TreePop() end end end end ImGui.EndTable() end ImGui.EndTabItem() end if ImGui.BeginTabItem('Empties') then currentTab = 'Empties' local hadEmpties = false for char,empties in pairs(emptySlots) do if empties then ImGui.PushID(char) hadEmpties = true if ImGui.TreeNode('%s', char) then for _,empty in ipairs(empties) do ImGui.Text(' - %s', empty) end ImGui.TreePop() end ImGui.PopID() end end if not hadEmpties then ImGui.ImageButton('NiceButton', niceImg:GetTextureID(), ImVec2(200, 200),ImVec2(0.0,0.0), ImVec2(.55, .7)) end ImGui.EndTabItem() end if bisConfig.StatFoodRecipes and ImGui.BeginTabItem('Stat Food') then currentTab = 'Stat Food' if ImGui.BeginTabBar('##statfoodtabs') then if ImGui.BeginTabItem('Recipes') then for _,recipe in ipairs(bisConfig.StatFoodRecipes) do ImGui.PushStyleColor(ImGuiCol.Text, 0,1,1,1) local expanded = ImGui.TreeNode(recipe.Name) ImGui.PopStyleColor() if expanded then ImGui.Indent(30) for _,ingredient in ipairs(recipe.Ingredients) do ImGui.Text('%s%s', ingredient, bisConfig.StatFoodIngredients[ingredient] and ' - '..bisConfig.StatFoodIngredients[ingredient].Location or '') ImGui.SameLine() ImGui.TextColored(1,1,0,1,'(%s)', mq.TLO.FindItemCount('='..ingredient)) end ImGui.Unindent(30) ImGui.TreePop() end end ImGui.EndTabItem() end if ImGui.BeginTabItem('Quests') then ImGui.PushItemWidth(300) if ImGui.BeginCombo('Quest', bisConfig.StatFoodQuests[recipeQuestIdx].Name) then for i,quest in ipairs(bisConfig.StatFoodQuests) do if ImGui.Selectable(quest.Name, recipeQuestIdx == i) then recipeQuestIdx = i end end ImGui.EndCombo() end ImGui.PopItemWidth() for _,questStep in ipairs(bisConfig.StatFoodQuests[recipeQuestIdx].Recipes) do ImGui.TextColored(0,1,1,1,questStep.Name) ImGui.Indent(25) for _,step in ipairs(questStep.Steps) do ImGui.Text('\xee\x97\x8c %s', step) end ImGui.Unindent(25) end ImGui.EndTabItem() end if ImGui.BeginTabItem('Ingredients') then ImGui.SameLine() ImGui.PushItemWidth(300) local tmpIngredientFilter = ImGui.InputTextWithHint('##ingredientfilter', 'Search...', ingredientFilter) ImGui.PopItemWidth() if tmpIngredientFilter ~= ingredientFilter then ingredientFilter = tmpIngredientFilter filterIngredients() end if ingredientFilter ~= '' then useIngredientFilter = true else useIngredientFilter = false end local tmpIngredients = ingredientsArray if useIngredientFilter then tmpIngredients = filteredIngredients end if ImGui.BeginTable('Ingredients', 3, bit32.bor(ImGuiTableFlags.BordersInner, ImGuiTableFlags.RowBg, ImGuiTableFlags.Reorderable, ImGuiTableFlags.NoSavedSettings, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY, ImGuiTableFlags.Sortable)) then ImGui.TableSetupScrollFreeze(0, 1) ImGui.TableSetupColumn('Ingredient', bit32.bor(ImGuiTableColumnFlags.DefaultSort, ImGuiTableColumnFlags.WidthFixed), -1.0, ColumnID_Name) ImGui.TableSetupColumn('Location', bit32.bor(ImGuiTableColumnFlags.WidthFixed), -1.0, ColumnID_Location) ImGui.TableSetupColumn('Count', bit32.bor(ImGuiTableColumnFlags.NoSort, ImGuiTableColumnFlags.WidthFixed), -1.0, 0) ImGui.TableHeadersRow() local sort_specs = ImGui.TableGetSortSpecs() if sort_specs then if sort_specs.SpecsDirty then current_sort_specs = sort_specs table.sort(tmpIngredients, CompareWithSortSpecs) current_sort_specs = nil sort_specs.SpecsDirty = false end end for _,ingredient in ipairs(tmpIngredients) do ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.Text(ingredient.Name) ImGui.TableNextColumn() ImGui.Text(ingredient.Location) ImGui.TableNextColumn() ImGui.Text('%s', mq.TLO.FindItemCount('='..ingredient.Name)()) end ImGui.EndTable() end ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.EndTabItem() end if ImGui.BeginTabItem('Spells') then currentTab = 'Spells' hideOwnedSpells = ImGui.Checkbox('Missing Only', hideOwnedSpells) ImGui.SameLine() if ImGui.Button('Refresh') then selectionChanged = true end ImGui.SameLine() ImGui.TextColored(1, 0, 0, 1, 'Note: Other toons only send missing spells') ImGui.SameLine() VerticalSeparator() ImGui.SameLine() drawCharacterMenus() local numSpellDataToons = 1 for _,_ in pairs(groupSpellData) do numSpellDataToons = numSpellDataToons + 1 end ImGui.Columns(6) ImGui.Text('%s', mq.TLO.Me.CleanName()) if ImGui.BeginTable('Spells', 2, bit32.bor(ImGuiTableFlags.BordersInner, ImGuiTableFlags.RowBg, ImGuiTableFlags.NoSavedSettings, ImGuiTableFlags.ScrollY), -1, 300) then ImGui.TableSetupScrollFreeze(0, 1) ImGui.TableSetupColumn('Name', bit32.bor(ImGuiTableColumnFlags.WidthFixed), -1, 2) ImGui.TableSetupColumn('Location', bit32.bor(ImGuiTableColumnFlags.WidthFixed), -1, 3) ImGui.TableHeadersRow() for _,level in ipairs({70,69,68,67,66}) do ImGui.TableNextRow() ImGui.TableNextColumn() if ImGui.TreeNodeEx(level..'##'..mq.TLO.Me.CleanName(), bit32.bor(ImGuiTreeNodeFlags.SpanFullWidth, ImGuiTreeNodeFlags.DefaultOpen)) then local levelSpells = spellConfig[mq.TLO.Me.Class()][level] for _,spellName in ipairs(levelSpells) do local spellDetails = splitToTable(spellName, '|') spellName = spellDetails[1] local spellLocation = spellDetails[2] spellData[spellName] = spellData[spellName] or mq.TLO.Me.Book(spellName)() or mq.TLO.Me.CombatAbility(spellName)() or 0 if not hideOwnedSpells or spellData[spellName] == 0 then ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.TextColored(spellData[spellName] == 0 and 1 or 0, spellData[spellName] ~= 0 and 1 or 0, 0, 1, '%s', spellName) ImGui.TableNextColumn() ImGui.Text('%s', spellLocation) end end ImGui.TreePop() end end ImGui.EndTable() end for i,char in ipairs(group) do if char.Show and groupSpellData[char.Name] then local data = groupSpellData[char.Name] ImGui.NextColumn() ImGui.Text('%s', char.Name) if ImGui.BeginTable('Spells'..char.Name, 2, bit32.bor(ImGuiTableFlags.BordersInner, ImGuiTableFlags.RowBg, ImGuiTableFlags.NoSavedSettings, ImGuiTableFlags.ScrollY), -1, 300) then ImGui.TableSetupScrollFreeze(0, 1) ImGui.TableSetupColumn('Name', bit32.bor(ImGuiTableColumnFlags.WidthFixed), -1, 2) ImGui.TableSetupColumn('Location', bit32.bor(ImGuiTableColumnFlags.WidthFixed), -1, 3) ImGui.TableHeadersRow() for _,level in ipairs({70,69,68,67,66}) do ImGui.TableNextRow() ImGui.TableNextColumn() if ImGui.TreeNodeEx(level..'##'..char.Name, bit32.bor(ImGuiTreeNodeFlags.SpanFullWidth, ImGuiTreeNodeFlags.DefaultOpen)) then for _,entry in ipairs(data) do if tonumber(entry[1]) == level then ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.TextColored(1, 0, 0, 1, '%s', entry[2]) ImGui.TableNextColumn() ImGui.Text('%s', entry[3]) end end ImGui.TreePop() end end ImGui.EndTable() end end end ImGui.Columns(1) ImGui.EndTabItem() end if ImGui.BeginTabItem('Lockouts') then currentTab = 'Lockouts' drawCharacterMenus() local numColumns = 1 for _,char in ipairs(group) do if char.Show and not char.Offline then numColumns = numColumns + 1 end end if ImGui.BeginTable('Lockouts', numColumns, bit32.bor(ImGuiTableFlags.BordersInner, ImGuiTableFlags.RowBg, ImGuiTableFlags.Reorderable, ImGuiTableFlags.NoSavedSettings, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY, ImGuiTableFlags.Sortable)) then ImGui.TableSetupScrollFreeze(0, 1) ImGui.TableSetupColumn('Name', bit32.bor(ImGuiTableColumnFlags.NoSort, ImGuiTableColumnFlags.WidthFixed), -1.0, 1) for i,char in ipairs(group) do if char.Show and not char.Offline then ImGui.TableSetupColumn(char.Name, bit32.bor(ImGuiTableColumnFlags.NoSort, ImGuiTableColumnFlags.WidthFixed), -1.0, 0) end end ImGui.TableHeadersRow() -- for _,category in ipairs({'Raid','Group','OldRaids'}) do for _,category in ipairs({'Raid','Group'}) do ImGui.TableNextRow() ImGui.TableNextColumn() if ImGui.TreeNodeEx(category, bit32.bor(ImGuiTreeNodeFlags.SpanFullWidth, ImGuiTreeNodeFlags.DefaultOpen)) then for _,instance in ipairs(DZ_NAMES[category]) do ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.Text('%s (%s)', instance.name, instance.zone) for _,char in ipairs(group) do if char.Show and not char.Offline then ImGui.TableNextColumn() if not dzInfo[char.Name] then ImGui.Text(icons.FA_SPINNER) elseif dzInfo[char.Name][category] and dzInfo[char.Name][category][instance.name] then ImGui.TextColored(1,0,0,1, icons.FA_LOCK) if ImGui.IsItemHovered() then ImGui.BeginTooltip() ImGui.TextColored(0,1,1,1, 'Available in: %s', dzInfo[char.Name][category][instance.name]) ImGui.EndTooltip() end else ImGui.TextColored(0,1,0,1, icons.FA_UNLOCK) end end end end ImGui.TreePop() end end ImGui.EndTable() end ImGui.EndTabItem() end for _,infoTab in ipairs(bisConfig.Info) do if ImGui.BeginTabItem(infoTab.Name) then currentTab = infoTab.Name ImGui.Text(infoTab.Text) ImGui.EndTabItem() end end if ImGui.BeginTabItem('Links') then currentTab = 'Links' for _,link in ipairs(bisConfig.Links) do DrawTextLink(link.label, link.url) end ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.PopStyleVar() end end ImGui.End() if not openGUI and not minimizedGUI then mq.cmdf('%s /lua stop %s', broadcast, meta.name) mq.exit() end end local function resolveGroupId() return grouponly and mq.TLO.Group.Leader() or nil end local function searchAll() if currentTab == 'Gear' or firstTimeLoad then for _, char in ipairs(group) do if not char.Offline then actor:send({character=char.Name}, {id='search', list=selectedItemList.id, group=resolveGroupId()}) if selectedItemList.id == 'questitems' or firstTimeLoad then actor:send({character=char.Name}, {id='tsquery'}) end end end end if currentTab == 'Empties' or firstTimeLoad then for _, char in ipairs(group) do if not char.Offline then actor:send({character=char.Name}, {id='searchempties', group=resolveGroupId()}) end end end if currentTab == 'Spells' or firstTimeLoad then for _, char in ipairs(group) do if not char.Offline then actor:send({character=char.Name}, {id='searchspells', group=resolveGroupId()}) end end end if currentTab == 'Lockouts' or firstTimeLoad then for _, char in ipairs(group) do if not char.Offline then actor:send({character=char.Name}, {id='dzquery', group=resolveGroupId()}) end end end end local function doPing() for _,char in ipairs(group) do if not char.Offline then actor:send({character=char.Name}, {id='pingreq', group=resolveGroupId()}) end end end local LINK_TYPES = nil if mq.LinkTypes then LINK_TYPES = { [mq.LinkTypes.Item] = 'Item', [mq.LinkTypes.Player] = 'Player', [mq.LinkTypes.Spam] = 'Spam', [mq.LinkTypes.Achievement] = 'Achievement', [mq.LinkTypes.Dialog] = 'Dialog', [mq.LinkTypes.Command] = 'Command', [mq.LinkTypes.Spell] = 'Spell', [mq.LinkTypes.Faction] = 'Faction', } end local recentlyAnnounced = {} local function sayCallback(line) local itemLinks = {} local foundAnyLinks = false if mq.ExtractLinks then local links = mq.ExtractLinks(line) for _,link in ipairs(links) do if link.type == mq.LinkTypes.Item then local item = mq.ParseItemLink(link.link) itemLinks[item.itemName] = link.link foundAnyLinks = true end end end if itemList == nil or group == nil or gear == nil or (mq.LinkTypes and not foundAnyLinks) then return end if string.find(line, 'Burns') then return end local currentZone = mq.TLO.Zone.ShortName() -- currentZone = 'anguish' local currentZoneList = bisConfig.ZoneMap[currentZone] and bisConfig.ItemLists[bisConfig.ZoneMap[currentZone].group][bisConfig.ZoneMap[currentZone].index] local scanLists = currentZoneList and {currentZoneList} or bisConfig.ItemLists['Raid Best In Slot'] local messages = {} for _,list in ipairs(scanLists) do for _, name in ipairs(sortedGroup) do local char = group[name] if char.Show then local classItems = bisConfig[list.id][char.Class] local templateItems = bisConfig[list.id].Template local visibleItems = bisConfig[list.id].Visible for _,itembucket in ipairs({classItems,templateItems,visibleItems}) do for slot,item in pairs(itembucket) do if item then for itemName in split(item, '/') do if string.find(line, itemName:gsub('-','%%-')) then local hasItem = gear[char.Name][slot] ~= nil and (gear[char.Name][slot].count > 0 or (gear[char.Name][slot].componentcount or 0) > 0) if not hasItem and list.id ~= selectedItemList.id then loadSingleRow(list.id, char.Name, itemName) if foundItem and (foundItem.Count > 0 or (foundItem.ComponentCount or 0) > 0) then hasItem = true end foundItem = nil end itemChecks[itemName] = itemChecks[itemName] or {} itemChecks[itemName][char.Name] = hasItem if debug then printf('list.id=%s slot=%s item=%s hasItem=%s', list.id, slot, item, hasItem) end if not hasItem then if not messages[itemName] then if itemLinks[itemName] then messages[itemName] = itemLinks[itemName] .. ' - ' else messages[itemName] = itemName .. ' - ' end end messages[itemName] = messages[itemName] .. char.Name .. ', ' end end end end end end end end end if settings.AnnounceNeeds then for itemName,msg in pairs(messages) do if not recentlyAnnounced[itemName] or mq.gettime() - recentlyAnnounced[itemName] > 30000 then local prefix = getAnnounceChannel() mq.cmdf('%s%s', prefix, msg) recentlyAnnounced[itemName] = mq.gettime() end end end end local function lootedCallback(line, who, item) if who == 'You' then who = mq.TLO.Me.CleanName() end if not group[who] then return end local char = group[who] local currentZone = mq.TLO.Zone.ShortName() local listToScan = bisConfig.ZoneMap[currentZone] and bisConfig.ItemLists[bisConfig.ZoneMap[currentZone].group][bisConfig.ZoneMap[currentZone].index] if not listToScan then return end local classItems = bisConfig[listToScan.id][char.Class] local templateItems = bisConfig[listToScan.id].Template local visibleItems = bisConfig[listToScan.id].Visible for _,itembucket in ipairs({classItems,templateItems,visibleItems}) do for slot,itemLine in pairs(itembucket) do for itemName in split(itemLine, '/') do if itemName == item then if listToScan.id == selectedItemList.id then gear[char.Name][slot] = gear[char.Name][slot] or {count=0, componentcount=0, actualname=item} if visibleItems and visibleItems[slot] == item then gear[char.Name][slot].componentcount = (gear[char.Name][slot].componentcount or 0) + 1 else gear[char.Name][slot].count = (gear[char.Name][slot].count or 0) + 1 end end local stmt = dbfmt:format(char.Name,char.Class,server,slot:gsub('\'','\'\''),item:gsub('\'','\'\''),'',gear[char.Name] and gear[char.Name][slot].count or 0,gear[char.Name] and gear[char.Name][slot].componentcount or 0,listToScan.id) exec(stmt, char.Name, listToScan.id, 'inserted') end end end end end local function writeAllItemLists() local name = mq.TLO.Me.CleanName() addCharacter(name, mq.TLO.Me.Class.Name(), false, true) local insertStmt = '' for _,group in ipairs(bisConfig.Groups) do for _,list in ipairs(bisConfig.ItemLists[group]) do itemList = bisConfig[list.id] gear[name] = searchItemsInList(list.id) insertStmt = insertStmt .. buildInsertStmt(name, list.id) end clearAllDataForCharacter(name) exec(insertStmt, name, nil, 'inserted') end -- clear spell data clearSpellDataForCharacter(name) -- insert spell data dumpSpells(name, loadMissingSpells()) -- clear tradeskill data clearTradeskillDataForCharacter(name) -- insert tradeskill data dumpTradeskills(mq.TLO.Me.CleanName(), loadTradeskills()) end local function zonedCallback() local zone = mq.TLO.Zone.ShortName() -- Load item list for specific zone if inside raid instance for that zone if bisConfig.ZoneMap[zone] then local newItemList = bisConfig.ItemLists[bisConfig.ZoneMap[zone].group][bisConfig.ZoneMap[zone].index] if newItemList.id ~= selectedItemList.id then selectedItemList = newItemList itemList = bisConfig[selectedItemList.id] selectionChanged = true filter = '' printf('Switched BIS list to %s', zone) end end end local function bisCommand(...) local args = {...} if args[1] == 'missing' then local missingSpellsText = {} local classSpells = spellConfig[mq.TLO.Me.Class()] for _,level in ipairs({70,69,68,67,66}) do local levelSpells = classSpells[level] for _,spellName in ipairs(levelSpells) do if spellData[spellName] == 0 then table.insert(missingSpellsText, ('- %s: %s'):format(level, spellName)) end end end printf('Missing Spells:\n%s', table.concat(missingSpellsText, '\n')) elseif args[1] == 'lockouts' then local output = '' -- for _,category in ipairs({'Raid','Group','OldRaids'}) do for _,category in ipairs({'Raid','Group'}) do if not args[2] or args[2]:lower() == category:lower() then for _,dz in ipairs(DZ_NAMES[category]) do output = output .. '\ay' .. dz.name .. '\ax \ar' .. category .. '\ax (\ag' .. dz.zone .. '\ax): ' for _,char in ipairs(group) do if char.Show and not char.Offline then if dzInfo[char.Name] and dzInfo[char.Name][category] and dzInfo[char.Name][category][dz.name] then output = output .. '\ar' .. char.Name .. '\ax, ' else output = output .. '\ag' .. char.Name .. '\ax, ' end end end output = output .. '\n' end print(output) end end end end local function populateDZInfo() mq.TLO.Window('DynamicZoneWnd').DoOpen() mq.delay(1) mq.TLO.Window('DynamicZoneWnd').DoClose() mq.delay(1) -- for _,category in ipairs({'Raid','Group','OldRaids'}) do for _,category in ipairs({'Raid','Group'}) do for _,dz in ipairs(DZ_NAMES[category]) do local idx = mq.TLO.Window('DynamicZoneWnd/DZ_TimerList').List(dz.lockout,dz.index or 2)() if idx then dzInfo[mq.TLO.Me.CleanName()][category][dz.name] = mq.TLO.Window('DynamicZoneWnd/DZ_TimerList').List(idx,1)() end end end end local function resolveArgs(args) printf('\ag%s\ax started with \ay%d\ax arguments:', meta.name, #args) for i, arg in ipairs(args) do printf('args[%d]: %s', i, arg) end for _,arg in ipairs(args) do if argopts[arg] then argopts[arg]() end end if not isBackground then initDB() else openGUI = false end if dumpInv then writeAllItemLists() mq.exit() end if isBackground then openGUI = false end end local function init(args) resolveArgs(args) actor = actors.register(actorCallback) populateDZInfo() if isBackground then mq.delay(100) actor:send({id='hello',Name=mq.TLO.Me(),Class=mq.TLO.Me.Class.Name(),group=resolveGroupId()}) while true do mq.delay(1000) end end local zone = mq.TLO.Zone.ShortName() -- Load item list for specific zone if inside raid instance for that zone if bisConfig.ZoneMap[zone] then selectedItemList = bisConfig.ItemLists[bisConfig.ZoneMap[zone].group][bisConfig.ZoneMap[zone].index] itemList = bisConfig[selectedItemList.id] else -- Otherwise load the last list we were looking at if settings['SelectedList'] then for _, group in ipairs(bisConfig.Groups) do for _, list in ipairs(bisConfig.ItemLists[group]) do if list.id == settings['SelectedList'] then selectedItemList = list break end end end end end for name,ingredient in pairs(bisConfig.StatFoodIngredients) do table.insert(ingredientsArray, {Name=name, Location=ingredient.Location}) end table.sort(ingredientsArray, function(a,b) return a.Name < b.Name end) addCharacter(mq.TLO.Me.CleanName(), mq.TLO.Me.Class.Name(), false, true) mq.cmdf('%s /lua stop %s', broadcast, meta.name) mq.delay(500) mq.cmdf('%s /lua run %s 0%s%s', broadcast, meta.name, resolveGroupId() and ' group' or '', debug and ' debug' or '') mq.delay(500) mq.event('meSayItems', 'You say, #*#', sayCallback, {keepLinks = true}) mq.event('sayItems', '#*# says, #*#', sayCallback, {keepLinks = true}) mq.event('rsayItems', '#*# tells the raid, #*#', sayCallback, {keepLinks = true}) mq.event('rMeSayItems', 'You tell your raid, #*#', sayCallback, {keepLinks = true}) mq.event('gsayItems', '#*# tells the group, #*#', sayCallback, {keepLinks = true}) mq.event('gMeSayItems', 'You tell your party, #*#', sayCallback, {keepLinks = true}) mq.event('zoned', 'You have entered #*#', zonedCallback) -- loot callback doesn't work right, just disable them for now -- mq.event('otherLootedItem', '#*#--#1# has looted a #2#.--#*#', lootedCallback, {keepLinks = true}) -- mq.event('youLootedItem', '#*#--#1# have looted a #2#.--#*#', lootedCallback, {keepLinks = true}) mq.imgui.init('BISCheck', bisGUI) mq.bind('/bis', bisCommand) end init({...}) local lastPingTime = mq.gettime() + 15000 while openGUI do mq.delay(1000) if rebroadcast then gear = {} itemChecks = {} tradeskills = {} for _,c in ipairs(group) do if c.Name ~= mq.TLO.Me.CleanName() then c.Offline = true printf('set %s offline', c.Name) end end mq.delay(500) mq.cmdf('%s /lua run %s 0%s%s', broadcast, meta.name, resolveGroupId() and ' group' or '', debug and ' debug' or '') mq.delay(500) selectionChanged = true rebroadcast = false end if selectionChanged then selectionChanged = false searchAll() if currentTab == 'Gear' or firstTimeLoad then loadInv(selectedItemList.id) end if (currentTab == 'Gear' and selectedItemList.id == 'questitems') or firstTimeLoad then loadTradeskillsFromDB() end if currentTab == 'Spells' or firstTimeLoad then loadSpellsFromDB() end if firstTimeLoad then firstTimeLoad = false end end for itemName,lastAnnounced in pairs(recentlyAnnounced) do if mq.gettime() - lastAnnounced > 30000 then recentlyAnnounced[itemName] = nil end end local curTime = mq.gettime() if curTime - lastPingTime > 25000 then if debug then printf('send ping') end doPing() group[mq.TLO.Me.CleanName()].PingTime = curTime lastPingTime = curTime end for _,char in ipairs(group) do if curTime - char.PingTime > 90000 then if debug then printf('char hasnt responded %s %s %s', char.Name, curTime, char.PingTime) end char.Offline = true end end mq.doevents() end
412
0.763868
1
0.763868
game-dev
MEDIA
0.63214
game-dev
0.940522
1
0.940522
Code-Guy/Bamboo
5,518
external/jolt/Jolt/Physics/Collision/Shape/CylinderShape.h
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include <Jolt/Physics/Collision/Shape/ConvexShape.h> #include <Jolt/Physics/PhysicsSettings.h> JPH_NAMESPACE_BEGIN /// Class that constructs a CylinderShape class JPH_EXPORT CylinderShapeSettings final : public ConvexShapeSettings { public: JPH_DECLARE_SERIALIZABLE_VIRTUAL(JPH_EXPORT, CylinderShapeSettings) /// Default constructor for deserialization CylinderShapeSettings() = default; /// Create a shape centered around the origin with one top at (0, -inHalfHeight, 0) and the other at (0, inHalfHeight, 0) and radius inRadius. /// (internally the convex radius will be subtracted from the cylinder the total cylinder will not grow with the convex radius, but the edges of the cylinder will be rounded a bit). CylinderShapeSettings(float inHalfHeight, float inRadius, float inConvexRadius = cDefaultConvexRadius, const PhysicsMaterial *inMaterial = nullptr) : ConvexShapeSettings(inMaterial), mHalfHeight(inHalfHeight), mRadius(inRadius), mConvexRadius(inConvexRadius) { } // See: ShapeSettings virtual ShapeResult Create() const override; float mHalfHeight = 0.0f; float mRadius = 0.0f; float mConvexRadius = 0.0f; }; /// A cylinder class JPH_EXPORT CylinderShape final : public ConvexShape { public: JPH_OVERRIDE_NEW_DELETE /// Constructor CylinderShape() : ConvexShape(EShapeSubType::Cylinder) { } CylinderShape(const CylinderShapeSettings &inSettings, ShapeResult &outResult); /// Create a shape centered around the origin with one top at (0, -inHalfHeight, 0) and the other at (0, inHalfHeight, 0) and radius inRadius. /// (internally the convex radius will be subtracted from the cylinder the total cylinder will not grow with the convex radius, but the edges of the cylinder will be rounded a bit). CylinderShape(float inHalfHeight, float inRadius, float inConvexRadius = cDefaultConvexRadius, const PhysicsMaterial *inMaterial = nullptr); /// Get half height of cylinder float GetHalfHeight() const { return mHalfHeight; } /// Get radius of cylinder float GetRadius() const { return mRadius; } // See Shape::GetLocalBounds virtual AABox GetLocalBounds() const override; // See Shape::GetInnerRadius virtual float GetInnerRadius() const override { return min(mHalfHeight, mRadius); } // See Shape::GetMassProperties virtual MassProperties GetMassProperties() const override; // See Shape::GetSurfaceNormal virtual Vec3 GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const override; // See Shape::GetSupportingFace virtual void GetSupportingFace(const SubShapeID &inSubShapeID, Vec3Arg inDirection, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform, SupportingFace &outVertices) const override; // See ConvexShape::GetSupportFunction virtual const Support * GetSupportFunction(ESupportMode inMode, SupportBuffer &inBuffer, Vec3Arg inScale) const override; #ifdef JPH_DEBUG_RENDERER // See Shape::Draw virtual void Draw(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const override; #endif // JPH_DEBUG_RENDERER // See Shape::CastRay using ConvexShape::CastRay; virtual bool CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const override; // See: Shape::CollidePoint virtual void CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter = { }) const override; // See: Shape::ColideSoftBodyVertices virtual void CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, SoftBodyVertex *ioVertices, uint inNumVertices, float inDeltaTime, Vec3Arg inDisplacementDueToGravity, int inCollidingShapeIndex) const override; // See Shape::TransformShape virtual void TransformShape(Mat44Arg inCenterOfMassTransform, TransformedShapeCollector &ioCollector) const override; // See Shape::GetTrianglesStart virtual void GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const override; // See Shape::GetTrianglesNext virtual int GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials = nullptr) const override; // See Shape virtual void SaveBinaryState(StreamOut &inStream) const override; // See Shape::GetStats virtual Stats GetStats() const override { return Stats(sizeof(*this), 0); } // See Shape::GetVolume virtual float GetVolume() const override { return 2.0f * JPH_PI * mHalfHeight * Square(mRadius); } /// Get the convex radius of this cylinder float GetConvexRadius() const { return mConvexRadius; } // See Shape::IsValidScale virtual bool IsValidScale(Vec3Arg inScale) const override; // Register shape functions with the registry static void sRegister(); protected: // See: Shape::RestoreBinaryState virtual void RestoreBinaryState(StreamIn &inStream) override; private: // Class for GetSupportFunction class Cylinder; float mHalfHeight = 0.0f; float mRadius = 0.0f; float mConvexRadius = 0.0f; }; JPH_NAMESPACE_END
412
0.859871
1
0.859871
game-dev
MEDIA
0.756853
game-dev,graphics-rendering
0.726608
1
0.726608
Kei-Luna/LunaGC_5.3.0
5,168
src/generated/main/java/emu/grasscutter/net/proto/IslandPartySailStageOuterClass.java
// Generated by the protocol buffer compiler. DO NOT EDIT! // source: IslandPartySailStage.proto package emu.grasscutter.net.proto; public final class IslandPartySailStageOuterClass { private IslandPartySailStageOuterClass() {} public static void registerAllExtensions( com.google.protobuf.ExtensionRegistryLite registry) { } public static void registerAllExtensions( com.google.protobuf.ExtensionRegistry registry) { registerAllExtensions( (com.google.protobuf.ExtensionRegistryLite) registry); } /** * <pre> * Obf: IAJMOMGBODC * </pre> * * Protobuf enum {@code IslandPartySailStage} */ public enum IslandPartySailStage implements com.google.protobuf.ProtocolMessageEnum { /** * <code>ISLAND_PARTY_SAIL_STAGE_NONE = 0;</code> */ ISLAND_PARTY_SAIL_STAGE_NONE(0), /** * <code>ISLAND_PARTY_SAIL_STAGE_SAIL = 1;</code> */ ISLAND_PARTY_SAIL_STAGE_SAIL(1), /** * <code>ISLAND_PARTY_SAIL_STAGE_BATTLE = 2;</code> */ ISLAND_PARTY_SAIL_STAGE_BATTLE(2), UNRECOGNIZED(-1), ; /** * <code>ISLAND_PARTY_SAIL_STAGE_NONE = 0;</code> */ public static final int ISLAND_PARTY_SAIL_STAGE_NONE_VALUE = 0; /** * <code>ISLAND_PARTY_SAIL_STAGE_SAIL = 1;</code> */ public static final int ISLAND_PARTY_SAIL_STAGE_SAIL_VALUE = 1; /** * <code>ISLAND_PARTY_SAIL_STAGE_BATTLE = 2;</code> */ public static final int ISLAND_PARTY_SAIL_STAGE_BATTLE_VALUE = 2; public final int getNumber() { if (this == UNRECOGNIZED) { throw new java.lang.IllegalArgumentException( "Can't get the number of an unknown enum value."); } return value; } /** * @param value The numeric wire value of the corresponding enum entry. * @return The enum associated with the given numeric wire value. * @deprecated Use {@link #forNumber(int)} instead. */ @java.lang.Deprecated public static IslandPartySailStage valueOf(int value) { return forNumber(value); } /** * @param value The numeric wire value of the corresponding enum entry. * @return The enum associated with the given numeric wire value. */ public static IslandPartySailStage forNumber(int value) { switch (value) { case 0: return ISLAND_PARTY_SAIL_STAGE_NONE; case 1: return ISLAND_PARTY_SAIL_STAGE_SAIL; case 2: return ISLAND_PARTY_SAIL_STAGE_BATTLE; default: return null; } } public static com.google.protobuf.Internal.EnumLiteMap<IslandPartySailStage> internalGetValueMap() { return internalValueMap; } private static final com.google.protobuf.Internal.EnumLiteMap< IslandPartySailStage> internalValueMap = new com.google.protobuf.Internal.EnumLiteMap<IslandPartySailStage>() { public IslandPartySailStage findValueByNumber(int number) { return IslandPartySailStage.forNumber(number); } }; public final com.google.protobuf.Descriptors.EnumValueDescriptor getValueDescriptor() { if (this == UNRECOGNIZED) { throw new java.lang.IllegalStateException( "Can't get the descriptor of an unrecognized enum value."); } return getDescriptor().getValues().get(ordinal()); } public final com.google.protobuf.Descriptors.EnumDescriptor getDescriptorForType() { return getDescriptor(); } public static final com.google.protobuf.Descriptors.EnumDescriptor getDescriptor() { return emu.grasscutter.net.proto.IslandPartySailStageOuterClass.getDescriptor().getEnumTypes().get(0); } private static final IslandPartySailStage[] VALUES = values(); public static IslandPartySailStage valueOf( com.google.protobuf.Descriptors.EnumValueDescriptor desc) { if (desc.getType() != getDescriptor()) { throw new java.lang.IllegalArgumentException( "EnumValueDescriptor is not for this type."); } if (desc.getIndex() == -1) { return UNRECOGNIZED; } return VALUES[desc.getIndex()]; } private final int value; private IslandPartySailStage(int value) { this.value = value; } // @@protoc_insertion_point(enum_scope:IslandPartySailStage) } public static com.google.protobuf.Descriptors.FileDescriptor getDescriptor() { return descriptor; } private static com.google.protobuf.Descriptors.FileDescriptor descriptor; static { java.lang.String[] descriptorData = { "\n\032IslandPartySailStage.proto*~\n\024IslandPa" + "rtySailStage\022 \n\034ISLAND_PARTY_SAIL_STAGE_" + "NONE\020\000\022 \n\034ISLAND_PARTY_SAIL_STAGE_SAIL\020\001" + "\022\"\n\036ISLAND_PARTY_SAIL_STAGE_BATTLE\020\002B\033\n\031" + "emu.grasscutter.net.protob\006proto3" }; descriptor = com.google.protobuf.Descriptors.FileDescriptor .internalBuildGeneratedFileFrom(descriptorData, new com.google.protobuf.Descriptors.FileDescriptor[] { }); } // @@protoc_insertion_point(outer_class_scope) }
412
0.863647
1
0.863647
game-dev
MEDIA
0.597972
game-dev,networking
0.7735
1
0.7735
Vek17/TabletopTweaks-Core
1,989
TabletopTweaks-Core/NewComponents/IgnoreArmorMaxDexBonus.cs
using Kingmaker.Blueprints.Items.Armors; using Kingmaker.Blueprints.JsonSystem; using Kingmaker.PubSubSystem; using Kingmaker.RuleSystem.Rules; using Kingmaker.UnitLogic; using Kingmaker.Utility; using System.Linq; namespace TabletopTweaks.Core.NewComponents { [TypeId("0542dd3cbb5949a7b120f2165758db9b")] public class IgnoreArmorMaxDexBonus : UnitFactComponentDelegate, IInitiatorRulebookHandler<RuleCalculateArmorMaxDexBonusLimit>, IRulebookHandler<RuleCalculateArmorMaxDexBonusLimit>, ISubscriber, IInitiatorRulebookSubscriber { public override void OnTurnOn() { base.OnTurnOn(); if (Owner.Body.Armor.HasArmor && Owner.Body.Armor.Armor.Blueprint.IsArmor) { Owner.Body.Armor.Armor.RecalculateStats(); Owner.Body.Armor.Armor.RecalculateMaxDexBonus(); if (Owner.Body.SecondaryHand.HasShield) { Owner.Body.SecondaryHand.MaybeShield.ArmorComponent.RecalculateStats(); Owner.Body.SecondaryHand.MaybeShield.ArmorComponent.RecalculateMaxDexBonus(); } } } public void OnEventAboutToTrigger(RuleCalculateArmorMaxDexBonusLimit evt) { } public void OnEventDidTrigger(RuleCalculateArmorMaxDexBonusLimit evt) { if (!CheckCategory) { evt.Result = null; return; } if (!evt.Armor.Blueprint.IsShield && CheckCategory && (Categorys.Contains(evt.Armor.ArmorType()) || Categorys.Contains(evt.Armor.Blueprint.ProficiencyGroup))) { evt.Result = null; return; } if (evt.Armor.Blueprint.IsShield && CheckCategory && Categorys.Contains(evt.Armor.Blueprint.ProficiencyGroup)) { evt.Result = null; } } public bool CheckCategory = true; [ShowIf("CheckCategory")] public ArmorProficiencyGroup[] Categorys; } }
412
0.89997
1
0.89997
game-dev
MEDIA
0.984557
game-dev
0.882796
1
0.882796
AU-Avengers/TOU-Mira
12,427
TownOfUs/Patches/Misc/ChatCommandsPatch.cs
using System.Globalization; using HarmonyLib; using MiraAPI.GameOptions; using Reactor.Networking.Attributes; using Reactor.Utilities.Extensions; using TownOfUs.Modules; using TownOfUs.Options; using TownOfUs.Patches.Options; using TownOfUs.Roles.Crewmate; using TownOfUs.Roles.Neutral; using TownOfUs.Roles.Other; using TownOfUs.Utilities; namespace TownOfUs.Patches.Misc; [HarmonyPatch(typeof(ChatController), nameof(ChatController.SendChat))] public static class ChatPatches { // ReSharper disable once InconsistentNaming public static bool Prefix(ChatController __instance) { var text = __instance.freeChatField.Text.ToLower(CultureInfo.InvariantCulture); var textRegular = __instance.freeChatField.Text.WithoutRichText(); if (textRegular.Length < 1 || textRegular.Length > 100) { return true; } var spaceLess = text.Replace(" ", string.Empty); if (spaceLess.StartsWith("/spec", StringComparison.OrdinalIgnoreCase)) { if (!LobbyBehaviour.Instance) { MiscUtils.AddFakeChat(PlayerControl.LocalPlayer.Data, "<color=#8BFDFD>System</color>", "You cannot select your spectate status outside of the lobby!"); } else { if (SpectatorRole.TrackedSpectators.Contains(PlayerControl.LocalPlayer.Data.PlayerName)) { MiscUtils.AddFakeChat(PlayerControl.LocalPlayer.Data, "<color=#8BFDFD>System</color>", "You are no longer a spectator!"); RpcRemoveSpectator(PlayerControl.LocalPlayer); } else { MiscUtils.AddFakeChat(PlayerControl.LocalPlayer.Data, "<color=#8BFDFD>System</color>", "Set yourself as a spectator!"); RpcSelectSpectator(PlayerControl.LocalPlayer); } } __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } if (spaceLess.StartsWith("/", StringComparison.OrdinalIgnoreCase) && spaceLess.Contains("summary", StringComparison.OrdinalIgnoreCase)) { var title = "<color=#8BFDFD>System</color>"; var msg = "No game summary to show!"; if (GameHistory.EndGameSummary != string.Empty) { var factionText = string.Empty; if (GameHistory.WinningFaction != string.Empty) { factionText = $"<size=80%>Winning Team: {GameHistory.WinningFaction}</size>\n"; } title = $"<color=#8BFDFD>System</color>\n<size=62%>{factionText}{GameHistory.EndGameSummary}</size>"; msg = string.Empty; } MiscUtils.AddFakeChat(PlayerControl.LocalPlayer.Data, title, msg); __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } if (spaceLess.StartsWith("/nerfme", StringComparison.OrdinalIgnoreCase)) { var title = "<color=#8BFDFD>System</color>"; var msg = "You cannot Nerf yourself outside of the lobby!"; if (LobbyBehaviour.Instance) { VisionPatch.NerfMe = !VisionPatch.NerfMe; msg = $"Toggled Nerf Status To {VisionPatch.NerfMe}!"; } MiscUtils.AddFakeChat(PlayerControl.LocalPlayer.Data, title, msg); __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } if (spaceLess.StartsWith("/setname", StringComparison.OrdinalIgnoreCase)) { var title = "<color=#8BFDFD>System</color>"; if (text.StartsWith("/setname ", StringComparison.OrdinalIgnoreCase)) { textRegular = textRegular[9..]; } else if (text.StartsWith("/setname", StringComparison.OrdinalIgnoreCase)) { textRegular = textRegular[8..]; } else if (text.StartsWith("/ setname ", StringComparison.OrdinalIgnoreCase)) { textRegular = textRegular[10..]; } else if (text.StartsWith("/ setname", StringComparison.OrdinalIgnoreCase)) { textRegular = textRegular[9..]; } var msg = "You cannot change your name outside of the lobby!"; if (LobbyBehaviour.Instance) { if (textRegular.Length < 1 || textRegular.Length > 12) { msg = "The player name must be at least 1 character long, and cannot be more than 12 characters long!"; } else if (PlayerControl.AllPlayerControls.ToArray().Any(x => x.Data.PlayerName.ToLower(CultureInfo.InvariantCulture).Trim() == textRegular.ToLower(CultureInfo.InvariantCulture).Trim() && x.Data.PlayerId != PlayerControl.LocalPlayer.PlayerId)) { msg = $"Another player has a name too similar to {textRegular}! Please try a different name."; } else { PlayerControl.LocalPlayer.CmdCheckName(textRegular); msg = $"Changed player name for the next match to: {textRegular}"; } } MiscUtils.AddFakeChat(PlayerControl.LocalPlayer.Data, title, msg); __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } if (spaceLess.StartsWith("/help", StringComparison.OrdinalIgnoreCase)) { var title = "<color=#8BFDFD>System</color>"; List<string> randomNames = [ "Atony", "Alchlc", "angxlwtf", "Digi", "Donners", "K3ndo", "DragonBreath", "Pietro", "Nix", "Daemon", "6pak", "twix", "xerm", "XtraCube", "Zeo", "Slushie", "chloe", "moon", "decii", "Northie", "GD", "Chilled", "Himi", "Riki", "Leafly", "miniduikboot" ]; var msg = "<size=75%>Chat Commands:\n" + "/help - Shows this message\n" + "/nerfme - Cuts your vision in half\n" + $"/setname - Change your name to whatever text follows the command (like /setname {randomNames.Random()}) for the next match.\n" + "/spec - Allows you to spectate for the rest of the game automatically.\n" + "/summary - Shows the previous end game summary\n</size>"; MiscUtils.AddFakeChat(PlayerControl.LocalPlayer.Data, title, msg); __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } if (spaceLess.StartsWith("/jail", StringComparison.OrdinalIgnoreCase)) { var title = "<color=#8BFDFD>System</color>"; MiscUtils.AddFakeChat(PlayerControl.LocalPlayer.Data, title, "The mod no longer supports /jail chat. Use the red in-game chat button instead."); __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } if (spaceLess.StartsWith("/", StringComparison.OrdinalIgnoreCase)) { var title = "<color=#8BFDFD>System</color>"; MiscUtils.AddFakeChat(PlayerControl.LocalPlayer.Data, title, "Invalid command. If you need information on chat commands, type /help. If you are trying to know what a role or modifier does, check out the in-game wiki by pressing the globe icon on the top right of your screen."); __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } if (TeamChatPatches.TeamChatActive && !PlayerControl.LocalPlayer.HasDied() && (PlayerControl.LocalPlayer.Data.Role is JailorRole || PlayerControl.LocalPlayer.IsJailed() || PlayerControl.LocalPlayer.Data.Role is VampireRole || PlayerControl.LocalPlayer.IsImpostor())) { var genOpt = OptionGroupSingleton<GeneralOptions>.Instance; if (PlayerControl.LocalPlayer.Data.Role is JailorRole) { TeamChatPatches.RpcSendJailorChat(PlayerControl.LocalPlayer, textRegular); MiscUtils.AddTeamChat(PlayerControl.LocalPlayer.Data, $"<color=#{TownOfUsColors.Jailor.ToHtmlStringRGBA()}>{PlayerControl.LocalPlayer.Data.PlayerName} (Jailor)</color>", textRegular, onLeft: false); __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } if (PlayerControl.LocalPlayer.IsJailed()) { TeamChatPatches.RpcSendJaileeChat(PlayerControl.LocalPlayer, textRegular); MiscUtils.AddTeamChat(PlayerControl.LocalPlayer.Data, $"<color=#{TownOfUsColors.Jailor.ToHtmlStringRGBA()}>{PlayerControl.LocalPlayer.Data.PlayerName} (Jailed)</color>", textRegular, onLeft: false); __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } if (PlayerControl.LocalPlayer.Data.Role is VampireRole && genOpt.VampireChat) { TeamChatPatches.RpcSendVampTeamChat(PlayerControl.LocalPlayer, textRegular); MiscUtils.AddTeamChat(PlayerControl.LocalPlayer.Data, $"<color=#{TownOfUsColors.Vampire.ToHtmlStringRGBA()}>{PlayerControl.LocalPlayer.Data.PlayerName} (Vampire Chat)</color>", textRegular, onLeft: false); __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } if (PlayerControl.LocalPlayer.IsImpostor() && genOpt is { FFAImpostorMode: false, ImpostorChat.Value: true }) { TeamChatPatches.RpcSendImpTeamChat(PlayerControl.LocalPlayer, textRegular); MiscUtils.AddTeamChat(PlayerControl.LocalPlayer.Data, $"<color=#{TownOfUsColors.ImpSoft.ToHtmlStringRGBA()}>{PlayerControl.LocalPlayer.Data.PlayerName} (Impostor Chat)</color>", textRegular, onLeft: false); __instance.freeChatField.Clear(); __instance.quickChatMenu.Clear(); __instance.quickChatField.Clear(); __instance.UpdateChatMode(); return false; } return true; } return true; } [MethodRpc((uint)TownOfUsRpc.SelectSpectator, SendImmediately = true)] public static void RpcSelectSpectator(PlayerControl player) { if (!SpectatorRole.TrackedSpectators.Contains(player.Data.PlayerName)) { SpectatorRole.TrackedSpectators.Add(player.Data.PlayerName); } } [MethodRpc((uint)TownOfUsRpc.RemoveSpectator, SendImmediately = true)] public static void RpcRemoveSpectator(PlayerControl player) { if (SpectatorRole.TrackedSpectators.Contains(player.Data.PlayerName)) { SpectatorRole.TrackedSpectators.Remove(player.Data.PlayerName); } } }
412
0.922399
1
0.922399
game-dev
MEDIA
0.957867
game-dev
0.971183
1
0.971183
OpenACCUserGroup/openacc-users-group
2,142
Contributed_Sample_Codes/NAS_SHOC_OpenACC_2.5/NPB-CUDA/SP/timers.cpp
#include <stdio.h> #include <sys/time.h> #include "main.h" char *Timers::t_names[t_last]; void Timers::init_timer() { t_names[t_total] = "total"; t_names[t_rhsx] = "rhsx"; t_names[t_rhsy] = "rhsy"; t_names[t_rhsz] = "rhsz"; t_names[t_rhs] = "rhs"; t_names[t_xsolve] = "xsolve"; t_names[t_ysolve] = "ysolve"; t_names[t_zsolve] = "zsolve"; t_names[t_rdis1] = "redist1"; t_names[t_rdis2] = "redist2"; t_names[t_tzetar] = "tzetar"; t_names[t_ninvr] = "ninvr"; t_names[t_pinvr] = "pinvr"; t_names[t_txinvr] = "txinvr"; t_names[t_add] = "add"; } Timers::Timers() { elapsed = new double [t_last]; start = new double [t_last]; } Timers::~Timers() { delete[] elapsed; delete[] start; } void Timers::timer_clear(int n) { elapsed[n] = 0.0; } void Timers::timer_clear_all() { for (int i = 0; i < t_last; i++) elapsed[i] = 0.0; } void Timers::timer_start(int n) { start[n] = elapsed_time(); } void Timers::timer_stop (int n) { elapsed[n] += elapsed_time() - start[n]; } double Timers::timer_read(int n) { return elapsed[n]; } double Timers::elapsed_time() { // a generic timer static int sec = -1; struct timeval tv; gettimeofday(&tv, 0L); if (sec < 0) sec = tv.tv_sec; return (tv.tv_sec - sec) + 1.0e-6*tv.tv_usec; } void Timers::timer_print() { double trecs[t_last], tmax; for (int i = 0; i < t_last; i++) trecs[i] = timer_read(i); tmax = trecs[0] == 0.0 ? 1.0 : trecs[0]; printf(" SECTION Time (secs)\n"); for (int i = 0; i < t_last; i++) { printf(" %8s:%9.3f (%6.2f\%)\n", t_names[i], trecs[i], trecs[i]*100./tmax); if (i == t_rhs) { double t = trecs[t_rhsx] + trecs[t_rhsy] + trecs[t_rhsz]; printf(" --> %8s:%9.3f (%6.2f\%)\n", "sub-rhs", t, t*100.0/tmax); t = trecs[i] - t; printf(" --> %8s:%9.3f (%6.2f\%)\n", "rest-rhs", t, t*100.0/tmax); } else if (i == t_zsolve) { double t = trecs[t_zsolve] - trecs[t_rdis1] - trecs[t_rdis2]; printf(" --> %8s:%9.3f (%6.2f\%)\n", "sub-zsol", t, t*100.0/tmax); } else if (i == t_rdis2) { double t = trecs[t_rdis1] + trecs[t_rdis2]; printf(" --> %8s:%9.3f (%6.2f\%)\n", "redist", t, t*100.0/tmax); } } }
412
0.565416
1
0.565416
game-dev
MEDIA
0.330689
game-dev
0.87215
1
0.87215
blurite/rsprot
1,293
protocol/osrs-228/osrs-228-model/src/main/kotlin/net/rsprot/protocol/game/outgoing/inv/UpdateInvStopTransmit.kt
package net.rsprot.protocol.game.outgoing.inv import net.rsprot.protocol.ServerProtCategory import net.rsprot.protocol.game.outgoing.GameServerProtCategory import net.rsprot.protocol.message.OutgoingGameMessage /** * Update inv stop transmit is used by the server to inform the client * that no more updates for a given inventory are expected. * In OldSchool RuneScape, this is sent whenever an interface that's * linked to the inventory is sent. * In doing so, the client will wipe its cache of the given inventory. * There is no technical reason to send this, however, as it doesn't * prevent anything from functioning as normal. * @property inventoryId the id of the inventory to stop listening to */ public class UpdateInvStopTransmit( public val inventoryId: Int, ) : OutgoingGameMessage { override val category: ServerProtCategory get() = GameServerProtCategory.HIGH_PRIORITY_PROT override fun equals(other: Any?): Boolean { if (this === other) return true if (javaClass != other?.javaClass) return false other as UpdateInvStopTransmit return inventoryId == other.inventoryId } override fun hashCode(): Int = inventoryId override fun toString(): String = "UpdateInvStopTransmit(inventoryId=$inventoryId)" }
412
0.903941
1
0.903941
game-dev
MEDIA
0.610696
game-dev
0.81189
1
0.81189
StrongPC123/Far-Cry-1-Source-Full
22,623
FARCRY/Main.cpp
////////////////////////////////////////////////////////////////////// // // Game Source Code // // File: Main.cpp // Description: Game Entry point // // History: // - August 27, 2001: Created by Alberto Demichelis // - October 2, 2002: Modified by Timur Davidenko. // ////////////////////////////////////////////////////////////////////// #ifdef WIN32 #include <windows.h> #include <process.h> #endif //#define FARCRY_CD_CHECK_RUSSIAN #define FARCRY_CD_LABEL _T("FARCRY_1") ////////////////////////////////////////////////////////////////////////// // Timur. // This is FarCry.exe authentication function, this code is not for public release!! ////////////////////////////////////////////////////////////////////////// void AuthCheckFunction( void *data ) { // src and trg can be the same pointer (in place encryption) // len must be in bytes and must be multiple of 8 byts (64bits). // key is 128bit: int key[4] = {n1,n2,n3,n4}; // void encipher(unsigned int *const v,unsigned int *const w,const unsigned int *const k ) #define TEA_ENCODE( src,trg,len,key ) {\ register unsigned int *v = (src), *w = (trg), *k = (key), nlen = (len) >> 3; \ register unsigned int delta=0x9E3779B9,a=k[0],b=k[1],c=k[2],d=k[3]; \ while (nlen--) {\ register unsigned int y=v[0],z=v[1],n=32,sum=0; \ while(n-->0) { sum += delta; y += (z << 4)+a ^ z+sum ^ (z >> 5)+b; z += (y << 4)+c ^ y+sum ^ (y >> 5)+d; } \ w[0]=y; w[1]=z; v+=2,w+=2; }} // src and trg can be the same pointer (in place decryption) // len must be in bytes and must be multiple of 8 byts (64bits). // key is 128bit: int key[4] = {n1,n2,n3,n4}; // void decipher(unsigned int *const v,unsigned int *const w,const unsigned int *const k) #define TEA_DECODE( src,trg,len,key ) {\ register unsigned int *v = (src), *w = (trg), *k = (key), nlen = (len) >> 3; \ register unsigned int delta=0x9E3779B9,a=k[0],b=k[1],c=k[2],d=k[3]; \ while (nlen--) { \ register unsigned int y=v[0],z=v[1],sum=0xC6EF3720,n=32; \ while(n-->0) { z -= (y << 4)+c ^ y+sum ^ (y >> 5)+d; y -= (z << 4)+a ^ z+sum ^ (z >> 5)+b; sum -= delta; } \ w[0]=y; w[1]=z; v+=2,w+=2; }} // Data assumed to be 32 bytes. int key1[4] = {1873613783,235688123,812763783,1745863682}; TEA_DECODE( (unsigned int*)data,(unsigned int*)data,32,(unsigned int*)key1 ); int key2[4] = {1897178562,734896899,156436554,902793442}; TEA_ENCODE( (unsigned int*)data,(unsigned int*)data,32,(unsigned int*)key2 ); } #define NOT_USE_CRY_MEMORY_MANAGER #include <platform.h> #include <vector> #include <list> #include <map> #include <set> #include <string> #include <algorithm> ///////////////////////////////////////////////////////////////////////////// // CRY Stuff //////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////// #include "Cry_Math.h" #include <Cry_Camera.h> #include <IRenderer.h> #include <ILog.h> #include <ISystem.h> #include <IGame.h> #include <IConsole.h> #include <IInput.h> #include <IStreamEngine.h> #include "resource.h" // IDI_ICON // _WAT_comments //#ifdef USE_MEM_POOL //_DECLARE_POOL("FarCry",1000*1024); //#endif // static ISystem *g_pISystem=NULL; static bool g_bSystemRelaunch = false; static char szMasterCDFolder[_MAX_PATH]; #ifdef WIN32 static HMODULE g_hSystemHandle=NULL; #define DLL_SYSTEM "CrySystem.dll" #define DLL_GAME "CryGame.dll" #endif #ifndef PS2 #if !defined(PS2) bool RunGame(HINSTANCE hInstance,const char *sCmdLine); #else bool RunGame(HINSTANCE hInstance); #endif #ifdef _XBOX void main() { RunGame(NULL,""); } #ifndef _DEBUG int _strcmpi( const char *string1, const char *string2 ) { return _stricmp( string1, string2 ); } int system( const char *command ) { return 0; } char * getenv( const char *varname ) { return 0; } #endif //_DEBUG #endif // _XBOX //FNC_CryFree _CryFree = NULL; #ifndef _XBOX void SetMasterCDFolder() { char szExeFileName[_MAX_PATH]; // Get the path of the executable GetModuleFileName( GetModuleHandle(NULL), szExeFileName, sizeof(szExeFileName)); char path_buffer[_MAX_PATH]; char drive[_MAX_DRIVE]; char dir[_MAX_DIR]; char fname[_MAX_FNAME]; char ext[_MAX_EXT]; _splitpath( szExeFileName, drive, dir, fname, ext ); _makepath( path_buffer, drive,dir,NULL,NULL ); strcat( path_buffer,".." ); SetCurrentDirectory( path_buffer ); GetCurrentDirectory( sizeof(szMasterCDFolder),szMasterCDFolder ); } #ifdef FARCRY_CD_CHECK_RUSSIAN #include <winioctl.h> #include <tchar.h> typedef std::basic_string< TCHAR > tstring; typedef std::vector< TCHAR > tvector; void CheckFarCryCD( HINSTANCE hInstance ) { bool bRet( false ); DWORD nBufferSize( GetLogicalDriveStrings( 0, 0 ) ); if( 0 < nBufferSize ) { // get list of all available logical drives tvector rawDriveLetters( nBufferSize + 1 ); GetLogicalDriveStrings( nBufferSize, &rawDriveLetters[ 0 ] ); // quickly scan all drives tvector::size_type i( 0 ); while( true ) { // check if current drive is cd/dvd drive if( DRIVE_CDROM == GetDriveType( &rawDriveLetters[ i ] ) ) { // get volume name tvector cdVolumeName( MAX_VOLUME_ID_SIZE + 1 ); if( FALSE != GetVolumeInformation( &rawDriveLetters[ i ], &cdVolumeName[ 0 ], (DWORD) cdVolumeName.size(), 0, 0, 0, 0, 0 ) ) { // check volume name to verify it's Far Cry's game cd/dvd tstring cdVolumeLabel( &cdVolumeName[ 0 ] ); if( cdVolumeLabel == FARCRY_CD_LABEL) { // found Far Cry's game cd/dvd, copy information and bail out //szCDPath = &rawDriveLetters[ i ]; return; } } } // proceed to next drive while( 0 != rawDriveLetters[ i ] ) { ++i; } ++i; // skip null termination of current drive // check if we're out of drive letters if( 0 == rawDriveLetters[ i ] ) { // double null termination found, bail out break; } } } // Not CD/DVD with FARCRY_1 label found. Give to user warning message and bail out. char str[1024]; LoadString( hInstance,IDS_NOCD,str,sizeof(str) ); MessageBox( NULL,str,_T("CD Check Error"),MB_OK|MB_ICONERROR ); exit(1); } #else void CheckFarCryCD( HINSTANCE hInstance ) {}; #endif // FARCRY_CD_CHECK_RUSSIAN /////////////////////////////////////////////// int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { #ifdef _DEBUG int tmpDbgFlag; tmpDbgFlag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG); tmpDbgFlag |= _CRTDBG_LEAK_CHECK_DF; _CrtSetDbgFlag(tmpDbgFlag); // Check heap every //_CrtSetBreakAlloc(119065); #endif // [marco] If a previous instance is running, activate // the old one and terminate the new one, depending // on command line devmode status HWND hwndPrev; static char szWndClass[] = "CryENGINE"; bool bDevMode=false; bool bRelaunching=false; if (lpCmdLine) { if (strstr(lpCmdLine,"-DEVMODE")) bDevMode=true; if (strstr(lpCmdLine,"-RELAUNCHING")) bRelaunching=true; } // in devmode we don't care, we allow to run multiple instances // for mp debugging if (!bDevMode) { hwndPrev = FindWindow (szWndClass, NULL); // not in devmode and we found another window - see if the // system is relaunching, in this case is fine 'cos the application // will be closed immediately after if (hwndPrev && !bRelaunching) { SetForegroundWindow (hwndPrev); return (-1); } } CheckFarCryCD(hInstance); SetMasterCDFolder(); #if !defined(PS2) RunGame(hInstance,lpCmdLine); #else RunGame(hInstance); #endif return 0; } LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { // Window procedure RECT rect; switch (msg) { case WM_MOVE: { // TODO break; } case WM_DISPLAYCHANGE: { // TODO break; } case WM_SIZE: { // Check to see if we are losing our window if ((wParam == SIZE_MAXHIDE) || (wParam == SIZE_MINIMIZED)) { // TODO break; } GetClientRect(hWnd, &rect); if (g_pISystem && !g_bSystemRelaunch) g_pISystem->GetIRenderer()->ChangeViewport(0, 0, LOWORD(lParam), HIWORD(lParam)); break; } case WM_ACTIVATEAPP: { if (!wParam) { if (g_pISystem && g_pISystem->GetIInput()) { g_pISystem->GetIInput()->ClearKeyState(); g_pISystem->GetIInput()->SetMouseExclusive(false); g_pISystem->GetIInput()->SetKeyboardExclusive(false); } } else { if (g_pISystem && g_pISystem->GetIInput()) { g_pISystem->GetIInput()->ClearKeyState(); g_pISystem->GetIInput()->SetMouseExclusive(true); g_pISystem->GetIInput()->SetKeyboardExclusive(true); } } break; } case WM_MOUSEACTIVATE: { return MA_ACTIVATEANDEAT; } case WM_ACTIVATE: { if (wParam == WA_INACTIVE) { if (g_pISystem && g_pISystem->GetIInput()) { g_pISystem->GetIInput()->ClearKeyState(); g_pISystem->GetIInput()->SetMouseExclusive(false); g_pISystem->GetIInput()->SetKeyboardExclusive(false); } } else if ((wParam == WA_ACTIVE) ||(wParam == WA_CLICKACTIVE)) { if (g_pISystem && g_pISystem->GetIInput()) { g_pISystem->GetIInput()->SetMouseExclusive(true); g_pISystem->GetIInput()->SetKeyboardExclusive(true); } } break; } case WM_ENTERSIZEMOVE: case WM_ENTERMENULOOP: { return 0; } case WM_SETFOCUS: { if (g_pISystem && g_pISystem->GetIInput()) { g_pISystem->GetIInput()->ClearKeyState(); g_pISystem->GetIInput()->SetMouseExclusive(true); g_pISystem->GetIInput()->SetKeyboardExclusive(true); } break; } case WM_KILLFOCUS: { if (g_pISystem && g_pISystem->GetIInput()) { g_pISystem->GetIInput()->ClearKeyState(); g_pISystem->GetIInput()->SetMouseExclusive(false); g_pISystem->GetIInput()->SetKeyboardExclusive(false); } break; } case WM_DESTROY: { // TODO break; } case WM_HOTKEY: return 0; break; case WM_SYSKEYDOWN: { if (g_pISystem && g_pISystem->GetIInput()) g_pISystem->GetIInput()->FeedVirtualKey(wParam,lParam,true); break; } case WM_SYSKEYUP: { if (g_pISystem && g_pISystem->GetIInput()) g_pISystem->GetIInput()->FeedVirtualKey(wParam,lParam,false); break; } case WM_KEYDOWN: if (g_pISystem && g_pISystem->GetIInput()) g_pISystem->GetIInput()->FeedVirtualKey(wParam,lParam,true); break; case WM_KEYUP: if (g_pISystem && g_pISystem->GetIInput()) g_pISystem->GetIInput()->FeedVirtualKey(wParam,lParam,false); break; case WM_CHAR: { break; } case 0x020A: // WM_MOUSEWHEEL g_pISystem->GetIInput()->GetIMouse()->SetMouseWheelRotation((short) HIWORD(wParam)); break; case WM_QUIT: { /*m_pGame->Release(); m_pGame = NULL; */ /* if (g_pISystem) { g_pISystem->Quit(); } */ break; } case WM_CLOSE: { if (g_pISystem) { g_pISystem->Quit(); } break; } } return (DefWindowProc(hWnd, msg, wParam, lParam)); } bool RegisterWindow(HINSTANCE hInst) { // Register a window class WNDCLASS wc; wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 4; wc.cbWndExtra = 4; wc.hInstance = hInst; wc.hIcon = LoadIcon(hInst, MAKEINTRESOURCE(IDI_ICON)); wc.hCursor = NULL; wc.hbrBackground =(HBRUSH)GetStockObject(BLACK_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = "CryENGINE"; if (!RegisterClass(&wc)) return false; else return true; } #endif #else //PS2 bool RunGamePS2(IGame *hInstance) { SSystemInitParams sip; sip.sLogFileName = "log.txt"; g_pISystem = CreateSystemInterface( sip ); if (!g_pISystem) { //Error( "CreateSystemInterface Failed" ); return false; } // Enable Log verbosity. g_pISystem->GetILog()->EnableVerbosity(true); ///////////////////////////////////////////////////////////////////// // INITIAL CONSOLE STATUS IS ACTIVE ///////////////////////////////////////////////////////////////////// g_pISystem->GetIConsole()->ShowConsole(true); ////////////////////////////////////////////////////////////////////////////////////////////////////////// SGameInitParams gip; if (!g_pISystem->CreateGame( gip )) { //Error( "CreateGame Failed" ); return false; } IGame *pGame = g_pISystem->GetIGame(); pGame->Run(bRelaunch); // Release System and Game. g_pISystem->Release(); g_pISystem = NULL; return true; } #endif //PS2 // returns the decimal string representation of the given int string IntToString (int nNumber) { char szNumber[16]; // itoa (nNumber, szNumber, 10); sprintf (szNumber, "%d", nNumber); return szNumber; } // returns hexadecimal string representation of the given dword string UIntToHexString(DWORD dwNumber) { char szNumber[24]; sprintf (szNumber, "0x%X", dwNumber); return szNumber; } string TryFormatWinError(DWORD dwError) { #ifdef WIN32 LPVOID lpMsgBuf; // pointer to the buffer that will accept the formatted message //DWORD dwLastError = OsGetLastError(); // the last user error for which the description should be formatted DWORD dwFormattedMsgLen = FormatMessage( FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, dwError, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPTSTR) &lpMsgBuf, 0, NULL ); if (!dwFormattedMsgLen) // error. return both the user error and the error received during formatting the user error return string(); else {// the lpMsgBuf contains allocated by the system call message that is to be returned. // we'll copy it into sResult and free it and return sResult string sResult = (LPCTSTR) lpMsgBuf; LocalFree (lpMsgBuf); while (!sResult.empty() && ((unsigned char)sResult[sResult.length()-1]) < 0x20) sResult.resize(sResult.length()-1); return sResult; } #else return "Unknown error"; #endif } // returns the string representation (in natural language) of the last error retrieved by GetLastError() string FormatWinError(DWORD dwError) { string sResult = TryFormatWinError(dwError); if (sResult.empty()) // error. return both the user error and the error received during formatting the user error sResult = "Error " + IntToString (GetLastError()) + " while formatting error message"; return sResult + "\n(" + (dwError & 0x80000000 ? UIntToHexString(dwError):IntToString(dwError)) + ")"; } #define MAX_CMDLINE_LEN 256 #include <crtdbg.h> /////////////////////////////////////////////// // Load the game DLL and run it static void InvokeExternalConfigTool() { #if defined(WIN32) || defined(WIN64) try { // build tmp working directory char tmpWorkingDir[ MAX_PATH ]; GetModuleFileName( 0, tmpWorkingDir, MAX_PATH ); strlwr( tmpWorkingDir ); // look for \bin as it should work for either \bin32 and \bin64 char* pBin( strstr( tmpWorkingDir, "\\bin" ) ); if( 0 != pBin ) { // trunc tmp working directory path to X:\...\MasterCD *pBin = 0; // save current working directory char curWorkingDir[ MAX_PATH ]; GetCurrentDirectory( MAX_PATH, curWorkingDir ); // set temporary working directory and launch external config tool SetCurrentDirectory( tmpWorkingDir ); _spawnl( _P_WAIT, "Bin32\\FarCryConfigurator.exe", "Bin32\\FarCryConfigurator.exe", "/Caller=FarCry", 0 ); // restore current working directory SetCurrentDirectory( curWorkingDir ); } } catch( ... ) { } #endif } ////////////////////////////////////////////////////////////////////////// //#define GERMAN_GORE_CHECK #ifdef GERMAN_GORE_CHECK #include "IEntitySystem.h" #endif ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// bool RunGame(HINSTANCE hInstance,const char *sCmdLine) { InvokeExternalConfigTool(); HWND hWnd=NULL; // initialize the system bool bRelaunch=false; char szLocalCmdLine[MAX_CMDLINE_LEN]; memset(szLocalCmdLine,0,MAX_CMDLINE_LEN); if (sCmdLine) strncpy(szLocalCmdLine,sCmdLine,MAX_CMDLINE_LEN); do { //_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_DELAY_FREE_MEM_DF | _CRTDBG_LEAK_CHECK_DF | _CRTDBG_CHECK_ALWAYS_DF); SSystemInitParams sip; sip.sLogFileName = "log.txt"; if (szLocalCmdLine[0]) { int nLen=(int)strlen(szLocalCmdLine); if (nLen>MAX_CMDLINE_LEN) nLen=MAX_CMDLINE_LEN; strncpy(sip.szSystemCmdLine,szLocalCmdLine,nLen); } #ifndef _XBOX ///////////////////////////////////////////////////// ///////////////////////////////////////////////////// if (!hWnd && !RegisterWindow(hInstance)) { if (!hWnd && RegisterWindow(hInstance)) { MessageBox(0, "Cannot Register Window\n", "Error", MB_OK | MB_DEFAULT_DESKTOP_ONLY); return false; } } g_hSystemHandle = LoadLibrary(DLL_SYSTEM); if (!g_hSystemHandle) { DWORD dwLastError = GetLastError(); MessageBox( NULL,("CrySystem.dll Loading Failed:\n" + TryFormatWinError(dwLastError)).c_str(),"FarCry Error",MB_OK|MB_ICONERROR ); return false; } PFNCREATESYSTEMINTERFACE pfnCreateSystemInterface = (PFNCREATESYSTEMINTERFACE)::GetProcAddress( g_hSystemHandle,"CreateSystemInterface" ); // Initialize with instance and window handles. sip.hInstance = hInstance; sip.hWnd = hWnd; sip.pSystem = g_pISystem; sip.pCheckFunc = AuthCheckFunction; // initialize the system g_pISystem = pfnCreateSystemInterface( sip ); if (!g_pISystem) { MessageBox( NULL,"CreateSystemInterface Failed","FarCry Error",MB_OK|MB_ICONERROR ); return false; } #else // initialize the system g_pISystem = CreateSystemInterface( sip ); #endif ////////////////////////////////////////////////////////////////////////// #ifdef GERMAN_GORE_CHECK string sVar=string("g")+"_"+"g"+"o"+"r"+"e"; ICVar *pGore=g_pISystem->GetIConsole()->CreateVariable(sVar.c_str(),"1",VF_DUMPTODISK|VF_READONLY); pGore->ForceSet("1"); #endif ////////////////////////////////////////////////////////////////////////// // Enable Log verbosity. g_pISystem->GetILog()->EnableVerbosity(true); { AutoSuspendTimeQuota suspender (g_pISystem->GetStreamEngine()); ///////////////////////////////////////////////////////////////////// // INITIAL CONSOLE STATUS IS INACTIVE ///////////////////////////////////////////////////////////////////// g_pISystem->GetIConsole()->ShowConsole(false); g_pISystem->GetIConsole()->SetScrollMax(600/2); #ifdef WIN32 SGameInitParams ip; ip.sGameDLL = DLL_GAME; if (szLocalCmdLine[0]) strncpy(ip.szGameCmdLine,szLocalCmdLine,sizeof(ip.szGameCmdLine)); #ifdef GORE_CHECK ICVar *pGore=g_pISystem->GetIConsole()->CreateVariable("g_gore","1",VF_DUMPTODISK|VF_READONLY); pGore->ForceSet("1"); #endif if (!g_pISystem->CreateGame( ip )) { MessageBox( NULL,"CreateGame Failed: CryGame.dll","FarCry Error",MB_OK|MB_ICONERROR ); return false; } #else SGameInitParams ip; if (!g_pISystem->CreateGame( ip )) { //Error( "CreateGame Failed" ); return false; } #endif // g_pISystem->GetIConsole()->ExecuteString(sCmdLine); } g_bSystemRelaunch = false; // set the controls to exclusive mode g_pISystem->GetIInput()->ClearKeyState(); g_pISystem->GetIInput()->SetMouseExclusive(true); g_pISystem->GetIInput()->SetKeyboardExclusive(true); IGame *pGame = g_pISystem->GetIGame(); ////////////////////////////////////////////////////////////////////////// #ifdef GERMAN_GORE_CHECK string sDLL=string("C")+"r"+"y"+"E"+"n"+"t"+"i"+"t"+"y"+"S"+"y"+"s"+"t"+"e"+"m"+"."+"d"+"l"+"l"; HMODULE tDLL= ::LoadLibrary(sDLL.c_str()); if (!tDLL) { return false; g_pISystem->Release(); g_pISystem->Release(); g_pISystem++; } PFNCREATEMAINENTITYSYSTEM pfnCreateEntitySystem; string sFunc=string("C")+"r"+"e"+"a"+"t"+"e"+"M"+"a"+"i"+"n"+"E"+"n"+"t"+"i"+"t"+"y"+"S"+"y"+"s"+"t"+"e"+"m"; pfnCreateEntitySystem = (PFNCREATEMAINENTITYSYSTEM) ::GetProcAddress( tDLL, sFunc.c_str()); if (!pfnCreateEntitySystem) { return false; g_pISystem->Release(); g_pISystem->Release(); g_pISystem++; } ::FreeLibrary(tDLL); #endif ////////////////////////////////////////////////////////////////////////// pGame->Run(bRelaunch); // remove the previous cmdline in case we relaunch memset(szLocalCmdLine,0,MAX_CMDLINE_LEN); if (g_pISystem) { const char *szMod=NULL; IGameMods *pMods=pGame->GetModsInterface(); if (pMods) szMod=pMods->GetCurrentMod(); if (szMod!=NULL && (strlen(szMod)>0)) { // the game is relaunching because the MOD changed - // add it as system paramter for the next relaunch //strncpy(szLocalCmdLine,szMod,MAX_CMDLINE_LEN); sprintf(szLocalCmdLine,"-MOD:%s",szMod); } hWnd = (HWND)g_pISystem->GetIRenderer()->GetHWND(); g_pISystem->Relaunch(bRelaunch); g_bSystemRelaunch = true; if (!bRelaunch) SAFE_RELEASE(g_pISystem); } #ifdef WIN32 /* // Call to free all allocated memory. if (g_bSystemRelaunch) { typedef void* (*PFN_CRYFREEMEMORYPOOLS)(); PFN_CRYFREEMEMORYPOOLS pfnCryFreeMemoryPools = (PFN_CRYFREEMEMORYPOOLS)::GetProcAddress( g_hSystemHandle,"CryFreeMemoryPools" ); if (pfnCryFreeMemoryPools) pfnCryFreeMemoryPools(); } */ if (!bRelaunch) ::FreeLibrary(g_hSystemHandle); g_hSystemHandle= NULL; if (hWnd) { ::DestroyWindow((HWND)hWnd); hWnd = NULL; } #endif; } while(false); if (bRelaunch) { #ifdef WIN32 // Start a new FarCry process, before exiting this one. // use the new command line when restarting STARTUPINFO si; PROCESS_INFORMATION pi; memset( &pi,0,sizeof(pi) ); memset( &si,0,sizeof(si) ); si.cb = sizeof(si); char szExe[_MAX_PATH]; GetModuleFileName( NULL,szExe,sizeof(szExe) ); // [marco] must alloc a new one 'cos could be modified // by CreateProcess char *szBuf=NULL; if (szLocalCmdLine[0]) { szBuf = new char[strlen(szLocalCmdLine) + strlen(szExe) + strlen("-RELAUNCHING") + 4]; sprintf(szBuf,"%s %s -RELAUNCHING",szExe,szLocalCmdLine); } else { szBuf = new char[strlen(szExe) + strlen("-RELAUNCHING") + 4]; sprintf(szBuf,"%s -RELAUNCHING",szExe); } CreateProcess(0,szBuf,NULL,NULL,FALSE,NULL,NULL,szMasterCDFolder,&si,&pi ); // Now terminate this process as fast as possible. ExitProcess( 0 ); #endif WIN32 } return true; }
412
0.978764
1
0.978764
game-dev
MEDIA
0.748272
game-dev
0.989337
1
0.989337
Chuyu-Team/VC-LTL
1,034
src/14.15.26726/vcruntime/delete_scalar_size.cpp
// // delete_scalar_size.cpp // // Copyright (c) Microsoft Corporation. All rights reserved. // // Defines the scalar operator delete, size_t overload. // #include <vcruntime_internal.h> #include <vcruntime_new.h> //////////////////////////////////////////////////////////////// // delete() Fallback Ordering // // +-------------+ // |delete_scalar<----+-----------------------+ // +--^----------+ | | // | | | // +--+---------+ +--+---------------+ +----+----------------+ // |delete_array| |delete_scalar_size| |delete_scalar_nothrow| // +--^----^----+ +------------------+ +---------------------+ // | | // | +-------------------+ // | | // +--+--------------+ +------+-------------+ // |delete_array_size| |delete_array_nothrow| // +-----------------+ +--------------------+ _CRT_SECURITYCRITICAL_ATTRIBUTE void __CRTDECL operator delete(void* const block, size_t const) noexcept { operator delete(block); }
412
0.930561
1
0.930561
game-dev
MEDIA
0.380432
game-dev
0.82369
1
0.82369
slicol/Snaker
7,441
Assets/SGF/Unity/DelayInvoker.cs
//////////////////////////////////////////////////////////////////// // _ooOoo_ // // o8888888o // // 88" . "88 // // (| ^_^ |) // // O\ = /O // // ____/`---'\____ // // .' \\| |// `. // // / \\||| : |||// \ // // / _||||| -:- |||||- \ // // | | \\\ - /// | | // // | \_| ''\---/'' | | // // \ .-\__ `-` ___/-. / // // ___`. .' /--.--\ `. . ___ // // ."" '< `.___\_<|>_/___.' >'"". // // | | : `- \`.;`\ _ /`;.`/ - ` : | | // // \ \ `-. \_ __\ /__ _/ .-` / / // // ========`-.____`-.___\_____/___.-`____.-'======== // // `=---=' // // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ // // 佛祖保佑 无BUG 不修改 // //////////////////////////////////////////////////////////////////// /* * 描述: * 作者:slicol */ using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using System.Collections; namespace SGF.Unity { public delegate void DelayFunction(object[] args); public class DelayInvoker : MonoSingleton<DelayInvoker> { private List<DelayHelper> m_lstHelper; private List<DelayHelper> m_lstUnscaledHelper; private static WaitForEndOfFrame ms_waitForEndOfFrame = new WaitForEndOfFrame(); class DelayHelper { public object group; public float delay; public DelayFunction func; public object[] args; public void Invoke() { if (func != null) { try { func(args); } catch(Exception e) { Debuger.LogError("DelayInvoker", "Invoke() Error:{0}\n{1}", e.Message, e.StackTrace); } } } } public static void DelayInvoke(object group, float delay, DelayFunction func, params object[] args) { DelayInvoker.Instance.DelayInvokeWorker(group, delay, func, args); } public static void DelayInvoke(float delay, DelayFunction func, params object[] args) { DelayInvoker.Instance.DelayInvokeWorker(null, delay, func, args); } public static void UnscaledDelayInvoke(float delay, DelayFunction func, params object[] args) { DelayInvoker.Instance.UnscaledDelayInvokeWorker(null, delay, func, args); } public static void CancelInvoke(object group) { DelayInvoker.Instance.CancelInvokeWorker(group); } //==================================================================== private void DelayInvokeWorker(object group, float delay, DelayFunction func, params object[] args) { if (m_lstHelper == null) { m_lstHelper = new List<DelayHelper>(); } DelayHelper helper = new DelayHelper(); helper.group = group; helper.delay = delay; helper.func += func; helper.args = args; m_lstHelper.Add(helper); } private void UnscaledDelayInvokeWorker(object group, float delay, DelayFunction func, params object[] args) { if (m_lstUnscaledHelper == null) { m_lstUnscaledHelper = new List<DelayHelper>(); } DelayHelper helper = new DelayHelper(); helper.group = group; helper.delay = delay; helper.func += func; helper.args = args; m_lstUnscaledHelper.Add(helper); } private void CancelInvokeWorker(object group) { if (null != m_lstHelper) { if (group == null) { for (int i = 0; i < m_lstHelper.Count; i++) { m_lstHelper[i] = null; } m_lstHelper.Clear(); return; } for (int i = 0; i < m_lstHelper.Count(); ++i) { DelayHelper helper = m_lstHelper[i]; if (helper.group == group) { m_lstHelper.RemoveAt(i); i--; } } } } //==================================================================== void Update() { if (null != m_lstHelper) { for (int i = 0; i < m_lstHelper.Count(); ++i) { DelayHelper helper = m_lstHelper[i]; helper.delay -= UnityEngine.Time.deltaTime; if (helper.delay <= 0) { m_lstHelper.RemoveAt(i); i--; helper.Invoke(); } } } if (null != m_lstUnscaledHelper) { for (int i = 0; i < m_lstUnscaledHelper.Count(); ++i) { DelayHelper helper = m_lstUnscaledHelper[i]; helper.delay -= UnityEngine.Time.unscaledDeltaTime; if (helper.delay <= 0) { m_lstUnscaledHelper.RemoveAt(i); i--; helper.Invoke(); } } } } void OnDisable() { // Debug.Log("DelayInvoker Release!!!"); CancelInvoke(null); this.StopAllCoroutines(); } //==================================================================== public static void DelayInvokerOnEndOfFrame(DelayFunction func, params object[] args) { Instance.StartCoroutine(DelayInvokerOnEndOfFrameWorker(func, args)); } private static IEnumerator DelayInvokerOnEndOfFrameWorker(DelayFunction func, params object[] args) { yield return ms_waitForEndOfFrame; //Profiler.BeginSample("DelayInvoker_DelayInvokerOnEndOfFrame"); try { func(args); } catch (Exception e) { Debuger.LogError("DelayInvoker", "DelayInvokerOnEndOfFrame() Error:{0}\n{1}", e.Message, e.StackTrace); } //Profiler.EndSample(); } public static void FixedTimeInvoke(int hours, int minitue) { } } }
412
0.937313
1
0.937313
game-dev
MEDIA
0.227939
game-dev
0.978971
1
0.978971
DavidS-Repo/chunker
4,737
Chunker/main/PlayerEvents.java
package main; import org.bukkit.Chunk; import org.bukkit.World; import org.bukkit.entity.Player; import org.bukkit.event.Listener; import org.bukkit.event.player.PlayerMoveEvent; import org.bukkit.event.player.PlayerQuitEvent; import org.bukkit.event.player.PlayerChangedWorldEvent; import org.bukkit.event.EventHandler; import org.bukkit.event.EventPriority; import java.util.Set; import java.util.UUID; import java.util.concurrent.ConcurrentHashMap; import static main.ConsoleColorUtils.*; /** * Listener for player-related events to manage loaded chunks during pre-generation. */ public class PlayerEvents implements Listener { private final ConcurrentHashMap<Integer, PreGenerationTask> tasks; /** * Initializes the listener with a map of pre-generation tasks. * * @param tasks a map of pre-generation tasks keyed by their identifiers */ public PlayerEvents(ConcurrentHashMap<Integer, PreGenerationTask> tasks) { this.tasks = tasks; } /** * Updates loaded chunks when a player moves between chunks. * * @param event the player move event */ @EventHandler(priority = EventPriority.MONITOR) private void onPlayerMove(PlayerMoveEvent event) { try { Player player = event.getPlayer(); Chunk fromChunk = event.getFrom().getChunk(); Chunk toChunk = event.getTo().getChunk(); if (fromChunk.equals(toChunk)) { return; } // Use the new factory method instead of the constructor. ChunkPos fromChunkPos = ChunkPos.get(fromChunk.getX(), fromChunk.getZ()); ChunkPos toChunkPos = ChunkPos.get(toChunk.getX(), toChunk.getZ()); UUID playerId = player.getUniqueId(); synchronized (tasks) { for (PreGenerationTask task : tasks.values()) { task.playerChunkMap.computeIfAbsent(playerId, k -> ConcurrentHashMap.newKeySet()); Set<ChunkPos> playerChunks = task.playerChunkMap.get(playerId); boolean removed = playerChunks.remove(fromChunkPos); if (removed) { boolean stillLoaded = task.playerChunkMap.values().stream() .anyMatch(set -> set.contains(fromChunkPos)); if (!stillLoaded) { task.playerLoadedChunks.remove(fromChunkPos); } } boolean added = playerChunks.add(toChunkPos); if (added) { task.playerLoadedChunks.add(toChunkPos); } } } } catch (Exception e) { exceptionMsg("Exception in onPlayerMove: " + e.getMessage()); e.printStackTrace(); } } /** * Cleans up loaded chunks when a player disconnects. * * @param event the player quit event */ @EventHandler(priority = EventPriority.MONITOR) private void onPlayerQuit(PlayerQuitEvent event) { try { Player player = event.getPlayer(); UUID playerId = player.getUniqueId(); synchronized (tasks) { for (PreGenerationTask task : tasks.values()) { Set<ChunkPos> playerChunks = task.playerChunkMap.remove(playerId); if (playerChunks != null) { for (ChunkPos chunkPos : playerChunks) { boolean stillLoaded = task.playerChunkMap.values().stream() .anyMatch(set -> set.contains(chunkPos)); if (!stillLoaded) { task.playerLoadedChunks.remove(chunkPos); } } } } } } catch (Exception e) { exceptionMsg("Exception in onPlayerQuit: " + e.getMessage()); e.printStackTrace(); } } /** * Updates loaded chunks when a player changes worlds. * * @param event the player changed world event */ @EventHandler(priority = EventPriority.MONITOR) private void onPlayerChangedWorld(PlayerChangedWorldEvent event) { try { Player player = event.getPlayer(); World newWorld = player.getWorld(); Chunk toChunk = player.getLocation().getChunk(); UUID playerId = player.getUniqueId(); synchronized (tasks) { for (PreGenerationTask task : tasks.values()) { Set<ChunkPos> playerChunks = task.playerChunkMap.remove(playerId); if (playerChunks != null) { for (ChunkPos chunkPos : playerChunks) { boolean stillLoaded = task.playerChunkMap.values().stream() .anyMatch(set -> set.contains(chunkPos)); if (!stillLoaded) { task.playerLoadedChunks.remove(chunkPos); } } } if (task.world.equals(newWorld)) { task.playerChunkMap.computeIfAbsent(playerId, k -> ConcurrentHashMap.newKeySet()); Set<ChunkPos> newPlayerChunks = task.playerChunkMap.get(playerId); // Use the new factory method instead of the constructor. ChunkPos toChunkPos = ChunkPos.get(toChunk.getX(), toChunk.getZ()); if (newPlayerChunks.add(toChunkPos)) { task.playerLoadedChunks.add(toChunkPos); } } } } } catch (Exception e) { exceptionMsg("Exception in onPlayerChangedWorld: " + e.getMessage()); e.printStackTrace(); } } }
412
0.841722
1
0.841722
game-dev
MEDIA
0.875453
game-dev
0.942354
1
0.942354
Sduibek/fixtsrc
16,077
SCRIPTS/THOMAS2.SSL
procedure start; variable SrcObj := 0; variable SrcIsParty := 0; procedure combat; procedure critter_p_proc;// script_action == 12 procedure pickup_p_proc;// script_action == 4 procedure destroy_p_proc;// script_action == 18 procedure look_at_p_proc;// script_action == 21 procedure talk_p_proc;// script_action == 11 procedure thomasend; procedure thomas00; procedure thomas01; procedure thomas02; procedure thomas03; procedure thomas04; procedure thomas05; procedure thomas06; procedure thomas07; procedure thomas08; procedure thomas09; procedure thomas10; procedure thomas11; procedure thomas12; procedure thomas13; procedure thomas14; procedure thomas15; procedure thomas16; procedure thomas17; procedure thomas18; procedure thomas19; procedure thomas20; procedure thomas21; procedure thomas22; variable hostile; variable Only_Once := 1; procedure get_reaction; procedure ReactToLevel; procedure LevelToReact; procedure UpReact; procedure DownReact; procedure BottomReact; procedure TopReact; procedure BigUpReact; procedure BigDownReact; procedure UpReactLevel; procedure DownReactLevel; procedure Goodbyes; variable exit_line; procedure start begin if local_var(12) != 1 then begin// Fallout Fixt lvar12 - this code block heals critter to full HP one time (first time player enters the map) to make sure they always start with full HP. if metarule(14, 0) then begin// Fallout Fixt lvar12 - first visit to map? if metarule(22, 0) == 0 then begin// Fallout Fixt lvar12 - Not currently loading a save? if get_critter_stat(self_obj, 7) > 0 then begin critter_heal(self_obj, 999); end// if obj_is_carrying_obj_pid(self_obj, 46) > 0 then begin display_msg("S-bag " + proto_data(obj_pid(self_obj), 1)); end if obj_is_carrying_obj_pid(self_obj, 90) > 0 then begin display_msg("Pack " + proto_data(obj_pid(self_obj), 1)); end if obj_is_carrying_obj_pid(self_obj, 93) > 0 then begin display_msg("M-bag " + proto_data(obj_pid(self_obj), 1)); end if global_var(330) then begin if critter_inven_obj(self_obj, 0) <= 0 then begin// Equip held armor if not currently wearing any. variable A; if obj_carrying_pid_obj(self_obj, 17) then begin debug_msg("Fallout Fixt - Warning: CRITTER " + obj_pid(self_obj) + " HAD ARMOR BUT EMPTY ARMOR SLOT. EQUIPPING COMBAT ARMOR..."); A := obj_carrying_pid_obj(self_obj, 17); rm_obj_from_inven(self_obj, A); add_obj_to_inven(self_obj, A); wield_obj_critter(self_obj, A); end else begin if obj_carrying_pid_obj(self_obj, 2) then begin debug_msg("Fallout Fixt - Warning: CRITTER " + obj_pid(self_obj) + " HAD ARMOR BUT EMPTY ARMOR SLOT. EQUIPPING METAL ARMOR..."); A := obj_carrying_pid_obj(self_obj, 2); rm_obj_from_inven(self_obj, A); add_obj_to_inven(self_obj, A); wield_obj_critter(self_obj, A); end else begin if obj_carrying_pid_obj(self_obj, 1) then begin debug_msg("Fallout Fixt - Warning: CRITTER " + obj_pid(self_obj) + " HAD ARMOR BUT EMPTY ARMOR SLOT. EQUIPPING LEATHER ARMOR..."); A := obj_carrying_pid_obj(self_obj, 1); rm_obj_from_inven(self_obj, A); add_obj_to_inven(self_obj, A); wield_obj_critter(self_obj, A); end else begin if obj_carrying_pid_obj(self_obj, 74) then begin debug_msg("Fallout Fixt - Warning: CRITTER " + obj_pid(self_obj) + " HAD ARMOR BUT EMPTY ARMOR SLOT. EQUIPPING LEATHER JACKET..."); A := obj_carrying_pid_obj(self_obj, 74); rm_obj_from_inven(self_obj, A); add_obj_to_inven(self_obj, A); wield_obj_critter(self_obj, A); end else begin if obj_carrying_pid_obj(self_obj, 113) then begin debug_msg("Fallout Fixt - Warning: CRITTER " + obj_pid(self_obj) + " HAD ARMOR BUT EMPTY ARMOR SLOT. EQUIPPING ROBES..."); A := obj_carrying_pid_obj(self_obj, 113); rm_obj_from_inven(self_obj, A); add_obj_to_inven(self_obj, A); wield_obj_critter(self_obj, A); end end end end end end end set_local_var(12, 1); if obj_carrying_pid_obj(self_obj, 239) then begin variable BroArmor := 0; BroArmor := obj_carrying_pid_obj(self_obj, 239); rm_obj_from_inven(dude_obj, BroArmor); destroy_object(BroArmor); BroArmor := 0; BroArmor := create_object_sid(239, 0, 0, -1); add_obj_to_inven(self_obj, BroArmor); wield_obj_critter(self_obj, BroArmor); end end end end if Only_Once then begin /* TEAM_NUM */ critter_add_trait(self_obj, 1, 6, 44); /* AI_PACKET */ critter_add_trait(self_obj, 1, 5, 64); end if (script_action == 21) then begin//MOUSE-OVER DESCRIPTION -- look_at_p_proc - (usually brief length. hovered mouse over object, haven't clicked on it.) call look_at_p_proc; end else begin if (script_action == 4) then begin//<---caught stealing! (pickup_p_proc) call pickup_p_proc; end else begin if (script_action == 11) then begin//<--- talk_p_proc (Face icon), can also call "do_dialogue" or "do_dialog" call talk_p_proc; end else begin if (script_action == 12) then begin//<-- critter_p_proc - (can also be "Critter_Action") - do they see you, should they wander, should they attack you, etc.. call critter_p_proc; end else begin if (script_action == 18) then begin//destroy_p_proc - Object or Critter has been killed or otherwise eradicated. Fall down go boom. call destroy_p_proc; end end end end end end procedure combat begin hostile := 1; end procedure critter_p_proc begin if (global_var(250)) then begin hostile := 1; end if (tile_distance_objs(self_obj, dude_obj) > 12) then begin hostile := 0; end if (hostile) then begin// This must come FIRST as an if/then/else before "attack dude" type code, otherwise it runs too soon and can override other attack calls set_global_var(250, 1); hostile := 0; attack_complex(dude_obj, 0, 1, 0, 0, 30000, 0, 0); end end procedure pickup_p_proc begin if source_obj > 0 then begin SrcObj := 0; SrcIsParty := 0; SrcObj := obj_pid(source_obj); if party_member_obj(SrcObj) then begin SrcIsParty := 1; end end if (source_obj == dude_obj) or (SrcIsParty == 1) then begin hostile := 1; end end procedure talk_p_proc begin anim(dude_obj, 1000, rotation_to_tile(tile_num(dude_obj), tile_num(self_obj))); call get_reaction; start_gdialog(685, self_obj, 4, -1, -1); gsay_start; if (local_var(4) != 1) then begin set_local_var(4, 1); if (local_var(1) == 1) then begin call thomas01; end else begin call thomas00; end end else begin if (local_var(1) == 1) then begin if (local_var(6) != 0) then begin call thomas09; end else begin call thomas08; end end else begin if (local_var(6) != 0) then begin call thomas20; end else begin call thomas19; end end end gsay_end; end_dialogue; end procedure destroy_p_proc begin // //BEGIN WEAPON DROP MOD CODE //--original code and mod by:-- // Josan12 (http://www.nma-fallout.com/forum/profile.php?mode=viewprofile&u=18843) and // MIB88 (http://www.nma-fallout.com/forum/profile.php?mode=viewprofile&u=4464) // if global_var(460) and not(global_var(0)) and (critter_inven_obj(self_obj, 1) or critter_inven_obj(self_obj, 2)) then begin// only run if Weapon Drop is enabled, AND Fixes Only is disabled, AND actually holding something variable item1 := 0; variable item2 := 0; variable armor := 0; variable item1PID := 0; variable item2PID := 0; variable armorPID := 0; variable drophex := 0; if global_var(325) then begin debug_msg("Weapon Drop BEGINS"); end if (critter_inven_obj(self_obj, 1) > 0) then begin item1 := critter_inven_obj(self_obj, 1); end if (critter_inven_obj(self_obj, 2) > 0) then begin item2 := critter_inven_obj(self_obj, 2); end if (critter_inven_obj(self_obj, 0) > 0) then begin armor := critter_inven_obj(self_obj, 0); end if item1 then begin item1PID := obj_pid(item1); end if item2 then begin item2PID := obj_pid(item2); end if armor then begin armorPID := obj_pid(armor); end drophex := tile_num_in_direction(tile_num(self_obj), random(0, 5), random(global_var(461), global_var(462))); if (item1PID != 19) and (item1PID != 21) and (item1PID != 79) and (item1PID != 205) and (item1PID != 234) and (item1PID != 235) and (item1PID != 244) and (item2PID != 19) and (item2PID != 21) and (item2PID != 79) and (item2PID != 205) and (item2PID != 234) and (item2PID != 235) and (item2PID != 244) then begin//Don't drop if: Rock (19), Brass Knuckles (21), Flare (79), Lit Flare (205), Spiked Knuckles (234), Power Fist (235), or Gold Nugget (244) if (item1 > 0) then begin if (obj_item_subtype(item1) == 3) then begin rm_obj_from_inven(self_obj, item1); move_to(item1, drophex, elevation(self_obj)); end end if (item2 > 0) then begin if (obj_item_subtype(item2) == 3) then begin rm_obj_from_inven(self_obj, item2); move_to(item2, drophex, elevation(self_obj)); end end if global_var(325) then begin debug_msg("Weapon Drop ENDS"); end end end //END WEAPON DROP MOD CODE // set_global_var(250, 1); rm_timer_event(self_obj); if source_obj > 0 then begin SrcObj := 0; SrcIsParty := 0; SrcObj := obj_pid(source_obj); if party_member_obj(SrcObj) then begin SrcIsParty := 1; end end if (source_obj == dude_obj) or (SrcIsParty == 1) then begin if (((global_var(160) + global_var(159)) >= 25) and ((global_var(159) > (2 * global_var(160))) or (global_var(317) == 1))) then begin set_global_var(317, 1); set_global_var(157, 0); end if (((global_var(160) + global_var(159)) >= 25) and ((global_var(160) > (3 * global_var(159))) or (global_var(157) == 1))) then begin set_global_var(157, 1); set_global_var(317, 0); end set_global_var(159, global_var(159) + 1);// THIS MONSTER WAS A GOOD GUY. INCREASE GoodGuysKilled COUNTER if ((global_var(159) % 2) == 0) then begin set_global_var(155, (global_var(155) - 1)); end end end procedure look_at_p_proc begin script_overrides; display_msg(message_str(685, 100)); end procedure thomasend begin end procedure thomas00 begin gsay_reply(685, 101); giq_option(4, 685, 102, thomas05, 50); giq_option(4, 685, 103, thomas06, 50); giq_option(4, 685, 104, thomas04, 50); giq_option(4, 685, 105, thomasend, 50); giq_option(-3, 685, 106, thomas02, 50); end procedure thomas01 begin gsay_reply(685, 108); giq_option(4, 685, 102, thomas05, 50); giq_option(4, 685, 103, thomas06, 50); giq_option(4, 685, 104, thomas04, 50); giq_option(4, 685, 105, thomasend, 50); giq_option(-3, 685, 106, thomas02, 50); end procedure thomas02 begin gsay_message(685, 109, 51); end procedure thomas03 begin gsay_message(685, 110, 51); end procedure thomas04 begin gsay_message(685, message_str(685, 111) + proto_data(obj_pid(dude_obj), 1) + message_str(685, 112), 51); end procedure thomas05 begin gsay_message(685, 113, 50); end procedure thomas06 begin if (get_critter_stat(dude_obj, 34) == 0) then begin gsay_reply(685, 114); end else begin gsay_reply(685, 115); end call thomas10; end procedure thomas07 begin gsay_reply(685, 125); call thomas10; end procedure thomas08 begin if (local_var(5) != 0) then begin set_local_var(5, 1); gsay_reply(685, 126); end else begin gsay_reply(685, 127); end call thomas10; end procedure thomas09 begin gsay_reply(685, 125); giq_option(4, 685, 102, thomas05, 50); giq_option(4, 685, 103, thomas06, 50); giq_option(4, 685, 104, thomas04, 50); giq_option(4, 685, 105, thomas21, 50); giq_option(-3, 685, 107, thomas02, 50); end procedure thomas10 begin giq_option(4, 685, 118, thomas11, 50); giq_option(4, 685, 119, thomas12, 50); giq_option(4, 685, 120, thomas13, 50); giq_option(4, 685, 121, thomas14, 50); giq_option(4, 685, 122, thomas15, 50); giq_option(4, 685, 123, thomas16, 50); giq_option(4, 685, 124, thomas17, 50); giq_option(-3, 685, 106, thomas02, 50); end procedure thomas11 begin if global_var(547) then begin gfade_out(1); gfade_out(1); end gfade_out(1); gfade_in(1); display_msg(message_str(685, 130)); set_local_var(6, 1); end procedure thomas12 begin if global_var(547) then begin gfade_out(1); gfade_out(1); end gfade_out(1); gfade_in(1); display_msg(message_str(685, 132)); set_local_var(6, 1); end procedure thomas13 begin if global_var(547) then begin gfade_out(1); gfade_out(1); end gfade_out(1); gfade_in(1); display_msg(message_str(685, 134)); set_local_var(6, 1); end procedure thomas14 begin if global_var(547) then begin gfade_out(1); gfade_out(1); end gfade_out(1); gfade_in(1); display_msg(message_str(685, 135)); set_local_var(6, 1); end procedure thomas15 begin if global_var(547) then begin gfade_out(1); gfade_out(1); end gfade_out(1); gfade_in(1); display_msg(message_str(685, 136)); set_local_var(6, 1); end procedure thomas16 begin if global_var(547) then begin gfade_out(1); gfade_out(1); end gfade_out(1); gfade_in(1); display_msg(message_str(685, 137)); set_local_var(6, 1); end procedure thomas17 begin gsay_message(685, 138, 50); end procedure thomas18 begin gsay_message(685, 139, 51); end procedure thomas19 begin if (local_var(5) != 0) then begin set_local_var(5, 1); gsay_reply(685, 140); end else begin gsay_reply(685, 127); end call thomas10; end procedure thomas20 begin gsay_reply(685, 140); giq_option(4, 685, 102, thomas03, 50); giq_option(4, 685, 103, thomas07, 50); giq_option(4, 685, 104, thomas04, 50); giq_option(4, 685, 105, thomas22, 50); giq_option(-3, 685, 107, thomas02, 50); end procedure thomas21 begin gsay_message(685, 142, 50); end procedure thomas22 begin gsay_message(685, 143, 51); end procedure get_reaction begin if (local_var(2) == 0) then begin set_local_var(0, 50); set_local_var(1, 2); set_local_var(2, 1); set_local_var(0, local_var(0) + (5 * get_critter_stat(dude_obj, 3)) - 25); set_local_var(0, local_var(0) + (10 * has_trait(0, dude_obj, 10))); if (has_trait(0, dude_obj, 39)) then begin if (global_var(155) > 0) then begin set_local_var(0, local_var(0) + global_var(155)); end else begin set_local_var(0, local_var(0) - global_var(155)); end end else begin if (local_var(3) == 1) then begin set_local_var(0, local_var(0) - global_var(155)); end else begin set_local_var(0, local_var(0) + global_var(155)); end end if (global_var(158) >= global_var(545)) then begin set_local_var(0, local_var(0) - 30); end if (((global_var(160) + global_var(159)) >= 25) and ((global_var(160) > (3 * global_var(159))) or (global_var(157) == 1))) then begin set_local_var(0, local_var(0) + 20); end if (((global_var(160) + global_var(159)) >= 25) and ((global_var(159) > (2 * global_var(160))) or (global_var(317) == 1))) then begin set_local_var(0, local_var(0) - 20); end call ReactToLevel; end end procedure ReactToLevel begin if (local_var(0) <= 25) then begin set_local_var(1, 1); end else begin if (local_var(0) <= 75) then begin set_local_var(1, 2); end else begin set_local_var(1, 3); end end end procedure LevelToReact begin if (local_var(1) == 1) then begin set_local_var(0, random(1, 25)); end else begin if (local_var(1) == 2) then begin set_local_var(0, random(26, 75)); end else begin set_local_var(0, random(76, 100)); end end end procedure UpReact begin set_local_var(0, local_var(0) + 10); call ReactToLevel; end procedure DownReact begin set_local_var(0, local_var(0) - 10); call ReactToLevel; end procedure BottomReact begin set_local_var(1, 1); set_local_var(0, 1); end procedure TopReact begin set_local_var(0, 100); set_local_var(1, 3); end procedure BigUpReact begin set_local_var(0, local_var(0) + 25); call ReactToLevel; end procedure BigDownReact begin set_local_var(0, local_var(0) - 25); call ReactToLevel; end procedure UpReactLevel begin set_local_var(1, local_var(1) + 1); if (local_var(1) > 3) then begin set_local_var(1, 3); end call LevelToReact; end procedure DownReactLevel begin set_local_var(1, local_var(1) - 1); if (local_var(1) < 1) then begin set_local_var(1, 1); end call LevelToReact; end procedure Goodbyes begin exit_line := message_str(634, random(100, 105)); end
412
0.789614
1
0.789614
game-dev
MEDIA
0.962373
game-dev
0.880682
1
0.880682
candybox2/candybox2.github.io
2,776
code/main/Database.ts
///<reference path="./../../libs/jquery.d.ts"/> module Database{ // Variables var asciiMap: { [s: string]: string[]; } = {}; // A map which associates strings (the keys) to array of strings (the ascii arts) var asciiSizeMap: { [s: string]: Pos; } = {}; // A map which associates strings (the keys) to the sizes of ascii arts var textMap: { [s: string]: string; } = {}; // A map which associated strings (the keys) to strings (the texts) // Public functions export function addAscii(asciiName: string, width: number, height: number, asciiArray: string[]): void{ asciiMap[asciiName] = asciiArray; asciiSizeMap[asciiName] = new Pos(width, height); } export function addText(key: string, text: string): void{ textMap[key] = text; } export function isTranslated(): boolean{ if(Saving.loadString("gameLanguage") != "en") return true; return false; } // Public getters export function getAscii(key: string): string[]{ if(asciiMap[key] == null) console.log("Error : trying to access the unknown ascii art \"" + key + "\""); return asciiMap[key]; } export function getAsciiHeight(key: string): number{ return asciiSizeMap[key].y; } export function getAsciiWidth(key: string): number{ return asciiSizeMap[key].x; } export function getPartOfAscii(key: string, y1: number, y2: number): string[]{ return getAscii(key).slice(y1, y2); } export function getText(key: string): string{ if(textMap["en." + key] == null) console.log("Error : trying to access the unknown text \"" + key + "\""); return textMap["en." + key]; } export function getTranslatedText(key: string): string{ // If we have a language (other than english) selected if(Saving.loadString("gameLanguage") != "en"){ // If the translated text can't be found if(textMap[Saving.loadString("gameLanguage") + "." + key] == null) console.log("Error : trying to access the unknown translated text \"" + key + "\" for language " + Saving.loadString("gameLanguage") + "."); // Error // If the translated text isn't chinese if(Saving.loadString("gameLanguage") != "zh") return textMap[Saving.loadString("gameLanguage") + "." + key]; // We just return the text // Else, the translated text is chinese else return textMap[Saving.loadString("gameLanguage") + "." + key].addChineseSpaces(); // We return the text after adding spaces } // Else, we return an empty string return ""; } }
412
0.512931
1
0.512931
game-dev
MEDIA
0.820622
game-dev
0.798813
1
0.798813
ax-grymyr/l2dn-server
1,075
L2Dn/L2Dn.GameServer.Model/Model/Conditions/ConditionPlayerCanEscape.cs
using L2Dn.GameServer.Model.Actor; using L2Dn.GameServer.Model.Items; using L2Dn.GameServer.Model.Skills; namespace L2Dn.GameServer.Model.Conditions; /** * Player Can Escape condition implementation. * @author Adry_85 */ public sealed class ConditionPlayerCanEscape(bool value): Condition { protected override bool TestImpl(Creature effector, Creature? effected, Skill? skill, ItemTemplate? item) { bool canTeleport = true; Player? player = effector.getActingPlayer(); if (player is null) canTeleport = false; else if (player.isInDuel()) canTeleport = false; else if (player.isControlBlocked()) canTeleport = false; else if (player.isCombatFlagEquipped()) canTeleport = false; else if (player.isFlying() || player.isFlyingMounted()) canTeleport = false; else if (player.isInOlympiadMode()) canTeleport = false; else if (player.isOnEvent()) canTeleport = false; return value == canTeleport; } }
412
0.816551
1
0.816551
game-dev
MEDIA
0.897809
game-dev
0.729778
1
0.729778
RCInet/LastEpoch_Mods
4,197
AssetBundleExport/Library/PackageCache/com.unity.visualscripting@1b53f46e931b/Editor/VisualScripting.Core/Dependencies/ReorderableList/ElementAdderMenu/GenericElementAdderMenuBuilder.cs
// Copyright (c) Rotorz Limited. All rights reserved. // Licensed under the MIT license. See LICENSE file in the project root. using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace Unity.VisualScripting.ReorderableList.Element_Adder_Menu { internal sealed class GenericElementAdderMenuBuilder<TContext> : IElementAdderMenuBuilder<TContext> { public GenericElementAdderMenuBuilder() { _typeDisplayNameFormatter = NicifyTypeName; } private Type _contractType; private IElementAdder<TContext> _elementAdder; private Func<Type, string> _typeDisplayNameFormatter; private List<Func<Type, bool>> _typeFilters = new List<Func<Type, bool>>(); private List<IElementAdderMenuCommand<TContext>> _customCommands = new List<IElementAdderMenuCommand<TContext>>(); public void SetContractType(Type contractType) { _contractType = contractType; } public void SetElementAdder(IElementAdder<TContext> elementAdder) { _elementAdder = elementAdder; } public void SetTypeDisplayNameFormatter(Func<Type, string> formatter) { _typeDisplayNameFormatter = formatter ?? NicifyTypeName; } public void AddTypeFilter(Func<Type, bool> typeFilter) { if (typeFilter == null) { throw new ArgumentNullException(nameof(typeFilter)); } _typeFilters.Add(typeFilter); } public void AddCustomCommand(IElementAdderMenuCommand<TContext> command) { if (command == null) { throw new ArgumentNullException(nameof(command)); } _customCommands.Add(command); } public IElementAdderMenu GetMenu() { var menu = new GenericElementAdderMenu(); AddCommandsToMenu(menu, _customCommands); if (_contractType != null) { AddCommandsToMenu(menu, ElementAdderMeta.GetMenuCommands<TContext>(_contractType)); AddConcreteTypesToMenu(menu, ElementAdderMeta.GetConcreteElementTypes(_contractType, _typeFilters.ToArray())); } return menu; } private void AddCommandsToMenu(GenericElementAdderMenu menu, IList<IElementAdderMenuCommand<TContext>> commands) { if (commands.Count == 0) { return; } if (!menu.IsEmpty) { menu.AddSeparator(); } foreach (var command in commands) { if (_elementAdder != null && command.CanExecute(_elementAdder)) { menu.AddItem(command.Content, () => command.Execute(_elementAdder)); } else { menu.AddDisabledItem(command.Content); } } } private void AddConcreteTypesToMenu(GenericElementAdderMenu menu, Type[] concreteTypes) { if (concreteTypes.Length == 0) { return; } if (!menu.IsEmpty) { menu.AddSeparator(); } foreach (var concreteType in concreteTypes) { var content = new GUIContent(_typeDisplayNameFormatter(concreteType)); if (_elementAdder != null && _elementAdder.CanAddElement(concreteType)) { menu.AddItem(content, () => { if (_elementAdder.CanAddElement(concreteType)) { _elementAdder.AddElement(concreteType); } }); } else { menu.AddDisabledItem(content); } } } private static string NicifyTypeName(Type type) { return ObjectNames.NicifyVariableName(type.Name); } } }
412
0.813754
1
0.813754
game-dev
MEDIA
0.520745
game-dev
0.902606
1
0.902606
electronicarts/CnC_Generals_Zero_Hour
6,405
Generals/Code/GameEngine/Source/GameLogic/Object/Upgrade/RadarUpgrade.cpp
/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** 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 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 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/>. */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: RadarUpgrade.cpp ///////////////////////////////////////////////////////////////////////////// // Author: Colin Day, March 2002 // Desc: Radar upgrades /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/ModelState.h" #include "Common/Player.h" #include "Common/Xfer.h" #include "GameClient/Drawable.h" #include "GameLogic/Object.h" #include "GameLogic/Module/RadarUpdate.h" #include "GameLogic/Module/RadarUpgrade.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void RadarUpgradeModuleData::buildFieldParse(MultiIniFieldParse& p) { UpgradeModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "DisableProof", INI::parseBool, NULL, offsetof( RadarUpgradeModuleData, m_isDisableProof ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- RadarUpgrade::RadarUpgrade( Thing *thing, const ModuleData* moduleData ) : UpgradeModule( thing, moduleData ) { } // end RadarUpgrade //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- RadarUpgrade::~RadarUpgrade( void ) { } // end ~RadarUpgrade //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void RadarUpgrade::onDelete( void ) { const RadarUpgradeModuleData *md = getRadarUpgradeModuleData(); // if we haven't been upgraded there is nothing to clean up if( isAlreadyUpgraded() == FALSE ) return; // If we're currently disabled, we shouldn't do anything, because we've already done it. if ( getObject()->isDisabled() ) return; // remove the radar from the player Player *player = getObject()->getControllingPlayer(); if( player ) player->removeRadar( md->m_isDisableProof ); // this upgrade module is now "not upgraded" setUpgradeExecuted(FALSE); } // end onDelete //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void RadarUpgrade::onCapture( Player *oldOwner, Player *newOwner ) { const RadarUpgradeModuleData *md = getRadarUpgradeModuleData(); // do nothing if we haven't upgraded yet if( isAlreadyUpgraded() == FALSE ) return; // If we're currently disabled, we shouldn't do anything, because we've already done it. if ( getObject()->isDisabled() ) return; // remove radar from old player and add to new player if( oldOwner ) { oldOwner->removeRadar( md->m_isDisableProof ); setUpgradeExecuted(FALSE); } // end if if( newOwner ) { newOwner->addRadar( md->m_isDisableProof ); setUpgradeExecuted(TRUE); } // end if } // end onCapture //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void RadarUpgrade::upgradeImplementation( void ) { const RadarUpgradeModuleData *md = getRadarUpgradeModuleData(); Player *player = getObject()->getControllingPlayer(); // update the player with another radar facility player->addRadar( md->m_isDisableProof ); // find the radar update module of this object NameKeyType radarUpdateKey = NAMEKEY( "RadarUpdate" ); RadarUpdate *radarUpdate = (RadarUpdate *)getObject()->findUpdateModule( radarUpdateKey ); if( radarUpdate ) radarUpdate->extendRadar(); } // end upgradeImplementation // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void RadarUpgrade::crc( Xfer *xfer ) { // extend base class UpgradeModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void RadarUpgrade::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpgradeModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void RadarUpgrade::loadPostProcess( void ) { // extend base class UpgradeModule::loadPostProcess(); } // end loadPostProcess
412
0.716566
1
0.716566
game-dev
MEDIA
0.961662
game-dev
0.898294
1
0.898294
melanchall/drywetmidi
1,082
DryWetMidi/Composing/Actions/SetProgram/SetGeneralMidiProgramAction.cs
using Melanchall.DryWetMidi.Interaction; using Melanchall.DryWetMidi.Standards; namespace Melanchall.DryWetMidi.Composing { internal sealed class SetGeneralMidiProgramAction : PatternAction { #region Constructor public SetGeneralMidiProgramAction(GeneralMidiProgram program) { Program = program; } #endregion #region Properties public GeneralMidiProgram Program { get; } #endregion #region Overrides public override PatternActionResult Invoke(long time, PatternContext context) { if (State != PatternActionState.Enabled) return PatternActionResult.DoNothing; var programEvent = Program.GetProgramEvent(context.Channel); var timedEvent = new TimedEvent(programEvent, time); return new PatternActionResult(time, new[] { timedEvent }); } public override PatternAction Clone() { return new SetGeneralMidiProgramAction(Program); } #endregion } }
412
0.84257
1
0.84257
game-dev
MEDIA
0.806689
game-dev
0.674213
1
0.674213
IgnaceMaes/MaterialSkin
13,887
MaterialSkin/Animations/AnimationManager.cs
using System; using System.Collections.Generic; using System.Drawing; using System.Windows.Forms; namespace MaterialSkin.Animations { class AnimationManager { public bool InterruptAnimation { get; set; } public double Increment { get; set; } public double SecondaryIncrement { get; set; } public AnimationType AnimationType { get; set; } public bool Singular { get; set; } public delegate void AnimationFinished(object sender); public event AnimationFinished OnAnimationFinished; public delegate void AnimationProgress(object sender); public event AnimationProgress OnAnimationProgress; private readonly List<double> _animationProgresses; private readonly List<Point> _animationSources; private readonly List<AnimationDirection> _animationDirections; private readonly List<object[]> _animationDatas; private const double MIN_VALUE = 0.00; private const double MAX_VALUE = 1.00; private readonly Timer _animationTimer = new Timer { Interval = 5, Enabled = false }; /// <summary> /// Constructor /// </summary> /// <param name="singular">If true, only one animation is supported. The current animation will be replaced with the new one. If false, a new animation is added to the list.</param> public AnimationManager(bool singular = true) { _animationProgresses = new List<double>(); _animationSources = new List<Point>(); _animationDirections = new List<AnimationDirection>(); _animationDatas = new List<object[]>(); Increment = 0.03; SecondaryIncrement = 0.03; AnimationType = AnimationType.Linear; InterruptAnimation = true; Singular = singular; if (Singular) { _animationProgresses.Add(0); _animationSources.Add(new Point(0, 0)); _animationDirections.Add(AnimationDirection.In); } _animationTimer.Tick += AnimationTimerOnTick; } private void AnimationTimerOnTick(object sender, EventArgs eventArgs) { for (var i = 0; i < _animationProgresses.Count; i++) { UpdateProgress(i); if (!Singular) { if ((_animationDirections[i] == AnimationDirection.InOutIn && _animationProgresses[i] == MAX_VALUE)) { _animationDirections[i] = AnimationDirection.InOutOut; } else if ((_animationDirections[i] == AnimationDirection.InOutRepeatingIn && _animationProgresses[i] == MIN_VALUE)) { _animationDirections[i] = AnimationDirection.InOutRepeatingOut; } else if ((_animationDirections[i] == AnimationDirection.InOutRepeatingOut && _animationProgresses[i] == MIN_VALUE)) { _animationDirections[i] = AnimationDirection.InOutRepeatingIn; } else if ( (_animationDirections[i] == AnimationDirection.In && _animationProgresses[i] == MAX_VALUE) || (_animationDirections[i] == AnimationDirection.Out && _animationProgresses[i] == MIN_VALUE) || (_animationDirections[i] == AnimationDirection.InOutOut && _animationProgresses[i] == MIN_VALUE)) { _animationProgresses.RemoveAt(i); _animationSources.RemoveAt(i); _animationDirections.RemoveAt(i); _animationDatas.RemoveAt(i); } } else { if ((_animationDirections[i] == AnimationDirection.InOutIn && _animationProgresses[i] == MAX_VALUE)) { _animationDirections[i] = AnimationDirection.InOutOut; } else if ((_animationDirections[i] == AnimationDirection.InOutRepeatingIn && _animationProgresses[i] == MAX_VALUE)) { _animationDirections[i] = AnimationDirection.InOutRepeatingOut; } else if ((_animationDirections[i] == AnimationDirection.InOutRepeatingOut && _animationProgresses[i] == MIN_VALUE)) { _animationDirections[i] = AnimationDirection.InOutRepeatingIn; } } } OnAnimationProgress?.Invoke(this); } public bool IsAnimating() { return _animationTimer.Enabled; } public void StartNewAnimation(AnimationDirection animationDirection, object[] data = null) { StartNewAnimation(animationDirection, new Point(0, 0), data); } public void StartNewAnimation(AnimationDirection animationDirection, Point animationSource, object[] data = null) { if (!IsAnimating() || InterruptAnimation) { if (Singular && _animationDirections.Count > 0) { _animationDirections[0] = animationDirection; } else { _animationDirections.Add(animationDirection); } if (Singular && _animationSources.Count > 0) { _animationSources[0] = animationSource; } else { _animationSources.Add(animationSource); } if (!(Singular && _animationProgresses.Count > 0)) { switch (_animationDirections[_animationDirections.Count - 1]) { case AnimationDirection.InOutRepeatingIn: case AnimationDirection.InOutIn: case AnimationDirection.In: _animationProgresses.Add(MIN_VALUE); break; case AnimationDirection.InOutRepeatingOut: case AnimationDirection.InOutOut: case AnimationDirection.Out: _animationProgresses.Add(MAX_VALUE); break; default: throw new Exception("Invalid AnimationDirection"); } } if (Singular && _animationDatas.Count > 0) { _animationDatas[0] = data ?? new object[] { }; } else { _animationDatas.Add(data ?? new object[] { }); } } _animationTimer.Start(); } public void UpdateProgress(int index) { switch (_animationDirections[index]) { case AnimationDirection.InOutRepeatingIn: case AnimationDirection.InOutIn: case AnimationDirection.In: IncrementProgress(index); break; case AnimationDirection.InOutRepeatingOut: case AnimationDirection.InOutOut: case AnimationDirection.Out: DecrementProgress(index); break; default: throw new Exception("No AnimationDirection has been set"); } } private void IncrementProgress(int index) { _animationProgresses[index] += Increment; if (_animationProgresses[index] > MAX_VALUE) { _animationProgresses[index] = MAX_VALUE; for (int i = 0; i < GetAnimationCount(); i++) { if (_animationDirections[i] == AnimationDirection.InOutIn) return; if (_animationDirections[i] == AnimationDirection.InOutRepeatingIn) return; if (_animationDirections[i] == AnimationDirection.InOutRepeatingOut) return; if (_animationDirections[i] == AnimationDirection.InOutOut && _animationProgresses[i] != MAX_VALUE) return; if (_animationDirections[i] == AnimationDirection.In && _animationProgresses[i] != MAX_VALUE) return; } _animationTimer.Stop(); OnAnimationFinished?.Invoke(this); } } private void DecrementProgress(int index) { _animationProgresses[index] -= (_animationDirections[index] == AnimationDirection.InOutOut || _animationDirections[index] == AnimationDirection.InOutRepeatingOut) ? SecondaryIncrement : Increment; if (_animationProgresses[index] < MIN_VALUE) { _animationProgresses[index] = MIN_VALUE; for (var i = 0; i < GetAnimationCount(); i++) { if (_animationDirections[i] == AnimationDirection.InOutIn) return; if (_animationDirections[i] == AnimationDirection.InOutRepeatingIn) return; if (_animationDirections[i] == AnimationDirection.InOutRepeatingOut) return; if (_animationDirections[i] == AnimationDirection.InOutOut && _animationProgresses[i] != MIN_VALUE) return; if (_animationDirections[i] == AnimationDirection.Out && _animationProgresses[i] != MIN_VALUE) return; } _animationTimer.Stop(); OnAnimationFinished?.Invoke(this); } } public double GetProgress() { if (!Singular) throw new Exception("Animation is not set to Singular."); if (_animationProgresses.Count == 0) throw new Exception("Invalid animation"); return GetProgress(0); } public double GetProgress(int index) { if (!(index < GetAnimationCount())) throw new IndexOutOfRangeException("Invalid animation index"); switch (AnimationType) { case AnimationType.Linear: return AnimationLinear.CalculateProgress(_animationProgresses[index]); case AnimationType.EaseInOut: return AnimationEaseInOut.CalculateProgress(_animationProgresses[index]); case AnimationType.EaseOut: return AnimationEaseOut.CalculateProgress(_animationProgresses[index]); case AnimationType.CustomQuadratic: return AnimationCustomQuadratic.CalculateProgress(_animationProgresses[index]); default: throw new NotImplementedException("The given AnimationType is not implemented"); } } public Point GetSource(int index) { if (!(index < GetAnimationCount())) throw new IndexOutOfRangeException("Invalid animation index"); return _animationSources[index]; } public Point GetSource() { if (!Singular) throw new Exception("Animation is not set to Singular."); if (_animationSources.Count == 0) throw new Exception("Invalid animation"); return _animationSources[0]; } public AnimationDirection GetDirection() { if (!Singular) throw new Exception("Animation is not set to Singular."); if (_animationDirections.Count == 0) throw new Exception("Invalid animation"); return _animationDirections[0]; } public AnimationDirection GetDirection(int index) { if (!(index < _animationDirections.Count)) throw new IndexOutOfRangeException("Invalid animation index"); return _animationDirections[index]; } public object[] GetData() { if (!Singular) throw new Exception("Animation is not set to Singular."); if (_animationDatas.Count == 0) throw new Exception("Invalid animation"); return _animationDatas[0]; } public object[] GetData(int index) { if (!(index < _animationDatas.Count)) throw new IndexOutOfRangeException("Invalid animation index"); return _animationDatas[index]; } public int GetAnimationCount() { return _animationProgresses.Count; } public void SetProgress(double progress) { if (!Singular) throw new Exception("Animation is not set to Singular."); if (_animationProgresses.Count == 0) throw new Exception("Invalid animation"); _animationProgresses[0] = progress; } public void SetDirection(AnimationDirection direction) { if (!Singular) throw new Exception("Animation is not set to Singular."); if (_animationProgresses.Count == 0) throw new Exception("Invalid animation"); _animationDirections[0] = direction; } public void SetData(object[] data) { if (!Singular) throw new Exception("Animation is not set to Singular."); if (_animationDatas.Count == 0) throw new Exception("Invalid animation"); _animationDatas[0] = data; } } }
412
0.732888
1
0.732888
game-dev
MEDIA
0.499283
game-dev
0.679159
1
0.679159
CharlieTap/chasm
2,594
libs/stack/src/commonMain/kotlin/io/github/charlietap/chasm/stack/Stack.kt
package io.github.charlietap.chasm.stack import kotlin.jvm.JvmOverloads class Stack<T> @JvmOverloads constructor(minCapacity: Int = MIN_CAPACITY) { private var elements: Array<T?> private var top = 0 init { val arrayCapacity: Int = if (minCapacity.countOneBits() != 1) { (minCapacity - 1).takeHighestOneBit() shl 1 } else { minCapacity } @Suppress("UNCHECKED_CAST") elements = arrayOfNulls<Any?>(arrayCapacity) as Array<T?> } fun push(value: T) { elements[top] = value top++ if (top == elements.size) { doubleCapacity() } } fun pushAll(values: Array<T>) { val requiredSize = top + values.size while (requiredSize > elements.size) { doubleCapacity() } values.copyInto(elements, startIndex = 0, endIndex = values.size, destinationOffset = top) top += values.size } fun popOrNull(): T? = try { top-- val value = elements[top] elements[top] = null value } catch (_: Exception) { top++ null } fun peekOrNull(): T? = try { elements[top - 1] } catch (_: Exception) { null } fun peekNthOrNull(n: Int): T? = try { elements[top - 1 - n] } catch (_: Exception) { null } fun shrink(preserveTopN: Int, depth: Int) { elements.copyInto( destination = elements, destinationOffset = depth, startIndex = top - preserveTopN, endIndex = top, ) var i = depth + preserveTopN while (i < top) { elements[i] = null i++ } top = depth + preserveTopN } fun depth(): Int = top fun clear() { for (i in 0 until top) { elements[i] = null } top = 0 } fun entries() = buildList { for (i in 0 until top) { @Suppress("UNCHECKED_CAST") add(elements[i] as T) } } private fun doubleCapacity() { val newCapacity = elements.size * 2 elements = elements.copyOf(newCapacity) } } private const val MIN_CAPACITY = 256
412
0.959775
1
0.959775
game-dev
MEDIA
0.898219
game-dev
0.987807
1
0.987807
ratrecommends/dice-heroes
3,221
main/src/com/vlaaad/dice/game/actions/imp/RestrictUseAbilities.java
/* * Dice heroes is a turn based rpg-strategy game where characters are dice. * Copyright (C) 2016 Vladislav Protsenko * * 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 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 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/>. */ package com.vlaaad.dice.game.actions.imp; import com.vlaaad.common.util.Function; import com.vlaaad.common.util.MapHelper; import com.vlaaad.common.util.Numbers; import com.vlaaad.common.util.futures.Future; import com.vlaaad.common.util.futures.IFuture; import com.vlaaad.dice.game.actions.CreatureAction; import com.vlaaad.dice.game.actions.results.IActionResult; import com.vlaaad.dice.game.actions.results.imp.GiveExpResult; import com.vlaaad.dice.game.actions.results.imp.RestrictUseAbilitiesResult; import com.vlaaad.dice.game.actions.results.imp.SequenceResult; import com.vlaaad.dice.game.config.abilities.Ability; import com.vlaaad.dice.game.config.attributes.Attribute; import com.vlaaad.dice.game.config.thesaurus.Thesaurus; import com.vlaaad.dice.game.objects.Creature; import com.vlaaad.dice.game.util.ExpHelper; import com.vlaaad.dice.game.world.World; import java.util.Map; /** * Created 17.04.14 by vlaaad */ public class RestrictUseAbilities extends CreatureAction { private float radius; private int turnCount; public RestrictUseAbilities(Ability owner) { super(owner); } @Override protected void doInit(Object setup) { Map map = (Map) setup; //{radius: 6, turns: 8} radius = MapHelper.get(map, "radius", Numbers.ONE).floatValue(); turnCount = MapHelper.get(map, "turns", Numbers.ONE).intValue(); } @Override public void fillDescriptionParams(Thesaurus.Params params, Creature creature) { params.with("turns", String.valueOf(turnCount)); params.with("radius", String.valueOf((int) radius)); } @Override public IFuture<? extends IActionResult> apply(final Creature creature, World world) { return withCreature(creature, creatures(creature, new Function<Creature, Boolean>() { @Override public Boolean apply(Creature that) { return creature.inRelation(Creature.CreatureRelation.enemy, that) && that.get(Attribute.canUseProfessionAbilities); } }, radius), new Function<Creature, IFuture<? extends IActionResult>>() { @Override public IFuture<? extends IActionResult> apply(Creature target) { return Future.completed(new SequenceResult( new RestrictUseAbilitiesResult(owner, creature, target, turnCount), new GiveExpResult(creature, ExpHelper.MIN_EXP) )); } }); } }
412
0.604134
1
0.604134
game-dev
MEDIA
0.760153
game-dev
0.971124
1
0.971124
jinglikeblue/ZeroGameKit
1,273
Assets/Zero/Scripts/Patterns/BaseModuleGroup.cs
using System; using System.Reflection; namespace Zero { /// <summary> /// 模块组基类 /// </summary> public abstract class BaseModuleGroup : IDisposable { protected BaseModuleGroup() { InitModules(); } ~BaseModuleGroup() { DisposeModules(); } public void Dispose() { DisposeModules(); } void InitModules() { PropertyInfo[] properties = GetType().GetProperties(); foreach (PropertyInfo v in properties) { if(v.GetValue(this) == null) { v.SetValue(this, Activator.CreateInstance(v.PropertyType)); } } } void DisposeModules() { PropertyInfo[] properties = GetType().GetProperties(); foreach(PropertyInfo v in properties) { var module = v.GetValue(this) as BaseModule; module.Dispose(); v.SetValue(this, null); } } protected void ResetModules() { DisposeModules(); InitModules(); } } }
412
0.94074
1
0.94074
game-dev
MEDIA
0.867596
game-dev
0.961466
1
0.961466
apple/foundationdb
2,935
flowbench/BenchVersionVectorSerialization.cpp
/* * BenchVersionVector.cpp * * This source file is part of the FoundationDB open source project * * Copyright 2013-2024 Apple Inc. and the FoundationDB project authors * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "flow/Arena.h" #include "benchmark/benchmark.h" #include "fdbclient/VersionVector.h" #include <cstdint> struct TestContextArena { Arena& _arena; Arena& arena() { return _arena; } ProtocolVersion protocolVersion() const { return g_network->protocolVersion(); } uint8_t* allocate(size_t size) { return new (_arena) uint8_t[size]; } }; static void bench_serializable_traits_version(benchmark::State& state) { int tagCount = state.range(0); Version version = 100000; VersionVector serializedVV(version); for (int i = 0; i < tagCount; i++) { serializedVV.setVersion(Tag(0, i), ++version); } size_t size = 0; VersionVector deserializedVV; for (auto _ : state) { Standalone<StringRef> msg = ObjectWriter::toValue(serializedVV, Unversioned()); // Capture the serialized buffer size. state.PauseTiming(); size = msg.size(); state.ResumeTiming(); ObjectReader rd(msg.begin(), Unversioned()); rd.deserialize(deserializedVV); } ASSERT(serializedVV.compare(deserializedVV)); state.SetItemsProcessed(static_cast<long>(state.iterations())); state.counters.insert({ { "Tags", tagCount }, { "Size", size } }); } static void bench_dynamic_size_traits_version(benchmark::State& state) { Arena arena; TestContextArena context{ arena }; int tagCount = state.range(0); Version version = 100000; VersionVector serializedVV(version); for (int i = 0; i < tagCount; i++) { serializedVV.setVersion(Tag(0, i), ++version); } size_t size = 0; VersionVector deserializedVV; for (auto _ : state) { size = dynamic_size_traits<VersionVector>::size(serializedVV, context); uint8_t* buf = context.allocate(size); dynamic_size_traits<VersionVector>::save(buf, serializedVV, context); dynamic_size_traits<VersionVector>::load(buf, size, deserializedVV, context); } ASSERT(serializedVV.compare(deserializedVV)); state.SetItemsProcessed(static_cast<long>(state.iterations())); state.counters.insert({ { "Tags", tagCount }, { "Size", size } }); } BENCHMARK(bench_serializable_traits_version)->Ranges({ { 1 << 4, 1 << 10 } })->ReportAggregatesOnly(true); BENCHMARK(bench_dynamic_size_traits_version)->Ranges({ { 1 << 4, 1 << 10 } })->ReportAggregatesOnly(true);
412
0.942307
1
0.942307
game-dev
MEDIA
0.232325
game-dev
0.942876
1
0.942876
manisha-v/Unity3D
2,057
Part2 - 3D Object Intraction/Codes/Library/PackageCache/com.unity.ugui@1.0.0/Editor/EventSystem/EventSystemEditor.cs
using UnityEngine; using UnityEngine.EventSystems; namespace UnityEditor.EventSystems { [CustomEditor(typeof(EventSystem), true)] /// <summary> /// Custom Editor for the EventSystem Component. /// Extend this class to write a custom editor for a component derived from EventSystem. /// </summary> public class EventSystemEditor : Editor { public override void OnInspectorGUI() { DrawDefaultInspector(); var eventSystem = target as EventSystem; if (eventSystem == null) return; if (eventSystem.GetComponent<BaseInputModule>() != null) return; // no input modules :( if (GUILayout.Button("Add Default Input Modules")) { ObjectFactory.AddComponent<StandaloneInputModule>(eventSystem.gameObject); Undo.RegisterCreatedObjectUndo(eventSystem.gameObject, "Add StandaloneInputModule"); } } public override bool HasPreviewGUI() { return Application.isPlaying; } private GUIStyle m_PreviewLabelStyle; protected GUIStyle previewLabelStyle { get { if (m_PreviewLabelStyle == null) { m_PreviewLabelStyle = new GUIStyle("PreOverlayLabel") { richText = true, alignment = TextAnchor.UpperLeft, fontStyle = FontStyle.Normal }; } return m_PreviewLabelStyle; } } public override bool RequiresConstantRepaint() { return Application.isPlaying; } public override void OnPreviewGUI(Rect rect, GUIStyle background) { var system = target as EventSystem; if (system == null) return; GUI.Label(rect, system.ToString(), previewLabelStyle); } } }
412
0.755383
1
0.755383
game-dev
MEDIA
0.925234
game-dev
0.784861
1
0.784861
amate/scrsndcpy
43,939
delayFrame/SDL/SDL_events.h
/* Simple DirectMedia Layer Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.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. */ /** * \file SDL_events.h * * Include file for SDL event handling. */ #ifndef SDL_events_h_ #define SDL_events_h_ #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_video.h" #include "SDL_keyboard.h" #include "SDL_mouse.h" #include "SDL_joystick.h" #include "SDL_gamecontroller.h" #include "SDL_quit.h" #include "SDL_gesture.h" #include "SDL_touch.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* General keyboard/mouse state definitions */ #define SDL_RELEASED 0 #define SDL_PRESSED 1 /** * The types of events that can be delivered. */ typedef enum { SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */ /* Application events */ SDL_QUIT = 0x100, /**< User-requested quit */ /* These application events have special meaning on iOS, see README-ios.md for details */ SDL_APP_TERMINATING, /**< The application is being terminated by the OS Called on iOS in applicationWillTerminate() Called on Android in onDestroy() */ SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible. Called on iOS in applicationDidReceiveMemoryWarning() Called on Android in onLowMemory() */ SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background Called on iOS in applicationWillResignActive() Called on Android in onPause() */ SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time Called on iOS in applicationDidEnterBackground() Called on Android in onPause() */ SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground Called on iOS in applicationWillEnterForeground() Called on Android in onResume() */ SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive Called on iOS in applicationDidBecomeActive() Called on Android in onResume() */ SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */ /* Display events */ SDL_DISPLAYEVENT = 0x150, /**< Display state change */ /* Window events */ SDL_WINDOWEVENT = 0x200, /**< Window state change */ SDL_SYSWMEVENT, /**< System specific event */ /* Keyboard events */ SDL_KEYDOWN = 0x300, /**< Key pressed */ SDL_KEYUP, /**< Key released */ SDL_TEXTEDITING, /**< Keyboard text editing (composition) */ SDL_TEXTINPUT, /**< Keyboard text input */ SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an input language or keyboard layout change. */ /* Mouse events */ SDL_MOUSEMOTION = 0x400, /**< Mouse moved */ SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */ SDL_MOUSEBUTTONUP, /**< Mouse button released */ SDL_MOUSEWHEEL, /**< Mouse wheel motion */ /* Joystick events */ SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */ SDL_JOYBALLMOTION, /**< Joystick trackball motion */ SDL_JOYHATMOTION, /**< Joystick hat position change */ SDL_JOYBUTTONDOWN, /**< Joystick button pressed */ SDL_JOYBUTTONUP, /**< Joystick button released */ SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */ SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */ /* Game controller events */ SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */ SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */ SDL_CONTROLLERBUTTONUP, /**< Game controller button released */ SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */ SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */ SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */ SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */ SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */ SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */ SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */ /* Touch events */ SDL_FINGERDOWN = 0x700, SDL_FINGERUP, SDL_FINGERMOTION, /* Gesture events */ SDL_DOLLARGESTURE = 0x800, SDL_DOLLARRECORD, SDL_MULTIGESTURE, /* Clipboard events */ SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */ /* Drag and drop events */ SDL_DROPFILE = 0x1000, /**< The system requests a file open */ SDL_DROPTEXT, /**< text/plain drag-and-drop event */ SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */ SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */ /* Audio hotplug events */ SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */ SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */ /* Sensor events */ SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */ /* Render events */ SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, * and should be allocated with SDL_RegisterEvents() */ SDL_USEREVENT = 0x8000, /** * This last event is only for bounding internal arrays */ SDL_LASTEVENT = 0xFFFF } SDL_EventType; /** * \brief Fields shared by every event */ typedef struct SDL_CommonEvent { Uint32 type; Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ } SDL_CommonEvent; /** * \brief Display state change event data (event.display.*) */ typedef struct SDL_DisplayEvent { Uint32 type; /**< ::SDL_DISPLAYEVENT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 display; /**< The associated display index */ Uint8 event; /**< ::SDL_DisplayEventID */ Uint8 padding1; Uint8 padding2; Uint8 padding3; Sint32 data1; /**< event dependent data */ } SDL_DisplayEvent; /** * \brief Window state change event data (event.window.*) */ typedef struct SDL_WindowEvent { Uint32 type; /**< ::SDL_WINDOWEVENT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The associated window */ Uint8 event; /**< ::SDL_WindowEventID */ Uint8 padding1; Uint8 padding2; Uint8 padding3; Sint32 data1; /**< event dependent data */ Sint32 data2; /**< event dependent data */ } SDL_WindowEvent; /** * \brief Keyboard button event structure (event.key.*) */ typedef struct SDL_KeyboardEvent { Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with keyboard focus, if any */ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ Uint8 repeat; /**< Non-zero if this is a key repeat */ Uint8 padding2; Uint8 padding3; SDL_Keysym keysym; /**< The key that was pressed or released */ } SDL_KeyboardEvent; #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) /** * \brief Keyboard text editing event structure (event.edit.*) */ typedef struct SDL_TextEditingEvent { Uint32 type; /**< ::SDL_TEXTEDITING */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with keyboard focus, if any */ char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */ Sint32 start; /**< The start cursor of selected editing text */ Sint32 length; /**< The length of selected editing text */ } SDL_TextEditingEvent; #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32) /** * \brief Keyboard text input event structure (event.text.*) */ typedef struct SDL_TextInputEvent { Uint32 type; /**< ::SDL_TEXTINPUT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with keyboard focus, if any */ char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */ } SDL_TextInputEvent; /** * \brief Mouse motion event structure (event.motion.*) */ typedef struct SDL_MouseMotionEvent { Uint32 type; /**< ::SDL_MOUSEMOTION */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with mouse focus, if any */ Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ Uint32 state; /**< The current button state */ Sint32 x; /**< X coordinate, relative to window */ Sint32 y; /**< Y coordinate, relative to window */ Sint32 xrel; /**< The relative motion in the X direction */ Sint32 yrel; /**< The relative motion in the Y direction */ } SDL_MouseMotionEvent; /** * \brief Mouse button event structure (event.button.*) */ typedef struct SDL_MouseButtonEvent { Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with mouse focus, if any */ Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ Uint8 button; /**< The mouse button index */ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ Uint8 padding1; Sint32 x; /**< X coordinate, relative to window */ Sint32 y; /**< Y coordinate, relative to window */ } SDL_MouseButtonEvent; /** * \brief Mouse wheel event structure (event.wheel.*) */ typedef struct SDL_MouseWheelEvent { Uint32 type; /**< ::SDL_MOUSEWHEEL */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with mouse focus, if any */ Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */ } SDL_MouseWheelEvent; /** * \brief Joystick axis motion event structure (event.jaxis.*) */ typedef struct SDL_JoyAxisEvent { Uint32 type; /**< ::SDL_JOYAXISMOTION */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 axis; /**< The joystick axis index */ Uint8 padding1; Uint8 padding2; Uint8 padding3; Sint16 value; /**< The axis value (range: -32768 to 32767) */ Uint16 padding4; } SDL_JoyAxisEvent; /** * \brief Joystick trackball motion event structure (event.jball.*) */ typedef struct SDL_JoyBallEvent { Uint32 type; /**< ::SDL_JOYBALLMOTION */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 ball; /**< The joystick trackball index */ Uint8 padding1; Uint8 padding2; Uint8 padding3; Sint16 xrel; /**< The relative motion in the X direction */ Sint16 yrel; /**< The relative motion in the Y direction */ } SDL_JoyBallEvent; /** * \brief Joystick hat position change event structure (event.jhat.*) */ typedef struct SDL_JoyHatEvent { Uint32 type; /**< ::SDL_JOYHATMOTION */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 hat; /**< The joystick hat index */ Uint8 value; /**< The hat position value. * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN * * Note that zero means the POV is centered. */ Uint8 padding1; Uint8 padding2; } SDL_JoyHatEvent; /** * \brief Joystick button event structure (event.jbutton.*) */ typedef struct SDL_JoyButtonEvent { Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 button; /**< The joystick button index */ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ Uint8 padding1; Uint8 padding2; } SDL_JoyButtonEvent; /** * \brief Joystick device event structure (event.jdevice.*) */ typedef struct SDL_JoyDeviceEvent { Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */ } SDL_JoyDeviceEvent; /** * \brief Game controller axis motion event structure (event.caxis.*) */ typedef struct SDL_ControllerAxisEvent { Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */ Uint8 padding1; Uint8 padding2; Uint8 padding3; Sint16 value; /**< The axis value (range: -32768 to 32767) */ Uint16 padding4; } SDL_ControllerAxisEvent; /** * \brief Game controller button event structure (event.cbutton.*) */ typedef struct SDL_ControllerButtonEvent { Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 button; /**< The controller button (SDL_GameControllerButton) */ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ Uint8 padding1; Uint8 padding2; } SDL_ControllerButtonEvent; /** * \brief Controller device event structure (event.cdevice.*) */ typedef struct SDL_ControllerDeviceEvent { Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ } SDL_ControllerDeviceEvent; /** * \brief Game controller touchpad event structure (event.ctouchpad.*) */ typedef struct SDL_ControllerTouchpadEvent { Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Sint32 touchpad; /**< The index of the touchpad */ Sint32 finger; /**< The index of the finger on the touchpad */ float x; /**< Normalized in the range 0...1 with 0 being on the left */ float y; /**< Normalized in the range 0...1 with 0 being at the top */ float pressure; /**< Normalized in the range 0...1 */ } SDL_ControllerTouchpadEvent; /** * \brief Game controller sensor event structure (event.csensor.*) */ typedef struct SDL_ControllerSensorEvent { Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */ float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */ } SDL_ControllerSensorEvent; /** * \brief Audio device event structure (event.adevice.*) */ typedef struct SDL_AudioDeviceEvent { Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */ Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */ Uint8 padding1; Uint8 padding2; Uint8 padding3; } SDL_AudioDeviceEvent; /** * \brief Touch finger event structure (event.tfinger.*) */ typedef struct SDL_TouchFingerEvent { Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_TouchID touchId; /**< The touch device id */ SDL_FingerID fingerId; float x; /**< Normalized in the range 0...1 */ float y; /**< Normalized in the range 0...1 */ float dx; /**< Normalized in the range -1...1 */ float dy; /**< Normalized in the range -1...1 */ float pressure; /**< Normalized in the range 0...1 */ Uint32 windowID; /**< The window underneath the finger, if any */ } SDL_TouchFingerEvent; /** * \brief Multiple Finger Gesture Event (event.mgesture.*) */ typedef struct SDL_MultiGestureEvent { Uint32 type; /**< ::SDL_MULTIGESTURE */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_TouchID touchId; /**< The touch device id */ float dTheta; float dDist; float x; float y; Uint16 numFingers; Uint16 padding; } SDL_MultiGestureEvent; /** * \brief Dollar Gesture Event (event.dgesture.*) */ typedef struct SDL_DollarGestureEvent { Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_TouchID touchId; /**< The touch device id */ SDL_GestureID gestureId; Uint32 numFingers; float error; float x; /**< Normalized center of gesture */ float y; /**< Normalized center of gesture */ } SDL_DollarGestureEvent; /** * \brief An event used to request a file open by the system (event.drop.*) * This event is enabled by default, you can disable it with SDL_EventState(). * \note If this event is enabled, you must free the filename in the event. */ typedef struct SDL_DropEvent { Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */ Uint32 windowID; /**< The window that was dropped on, if any */ } SDL_DropEvent; /** * \brief Sensor event structure (event.sensor.*) */ typedef struct SDL_SensorEvent { Uint32 type; /**< ::SDL_SENSORUPDATE */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Sint32 which; /**< The instance ID of the sensor */ float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */ } SDL_SensorEvent; /** * \brief The "quit requested" event */ typedef struct SDL_QuitEvent { Uint32 type; /**< ::SDL_QUIT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ } SDL_QuitEvent; /** * \brief OS Specific event */ typedef struct SDL_OSEvent { Uint32 type; /**< ::SDL_QUIT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ } SDL_OSEvent; /** * \brief A user-defined event type (event.user.*) */ typedef struct SDL_UserEvent { Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The associated window if any */ Sint32 code; /**< User defined event code */ void *data1; /**< User defined data pointer */ void *data2; /**< User defined data pointer */ } SDL_UserEvent; struct SDL_SysWMmsg; typedef struct SDL_SysWMmsg SDL_SysWMmsg; /** * \brief A video driver dependent system event (event.syswm.*) * This event is disabled by default, you can enable it with SDL_EventState() * * \note If you want to use this event, you should include SDL_syswm.h. */ typedef struct SDL_SysWMEvent { Uint32 type; /**< ::SDL_SYSWMEVENT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */ } SDL_SysWMEvent; /** * \brief General event structure */ typedef union SDL_Event { Uint32 type; /**< Event type, shared with all events */ SDL_CommonEvent common; /**< Common event data */ SDL_DisplayEvent display; /**< Display event data */ SDL_WindowEvent window; /**< Window event data */ SDL_KeyboardEvent key; /**< Keyboard event data */ SDL_TextEditingEvent edit; /**< Text editing event data */ SDL_TextInputEvent text; /**< Text input event data */ SDL_MouseMotionEvent motion; /**< Mouse motion event data */ SDL_MouseButtonEvent button; /**< Mouse button event data */ SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ SDL_JoyBallEvent jball; /**< Joystick ball event data */ SDL_JoyHatEvent jhat; /**< Joystick hat event data */ SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */ SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */ SDL_AudioDeviceEvent adevice; /**< Audio device event data */ SDL_SensorEvent sensor; /**< Sensor event data */ SDL_QuitEvent quit; /**< Quit request event data */ SDL_UserEvent user; /**< Custom event data */ SDL_SysWMEvent syswm; /**< System dependent window event data */ SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ SDL_MultiGestureEvent mgesture; /**< Gesture event data */ SDL_DollarGestureEvent dgesture; /**< Gesture event data */ SDL_DropEvent drop; /**< Drag and drop event data */ /* This is necessary for ABI compatibility between Visual C++ and GCC. Visual C++ will respect the push pack pragma and use 52 bytes (size of SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit architectures) for this union, and GCC will use the alignment of the largest datatype within the union, which is 8 bytes on 64-bit architectures. So... we'll add padding to force the size to be 56 bytes for both. On architectures where pointers are 16 bytes, this needs rounding up to the next multiple of 16, 64, and on architectures where pointers are even larger the size of SDL_UserEvent will dominate as being 3 pointers. */ Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)]; } SDL_Event; /* Make sure we haven't broken binary compatibility */ SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding)); /* Function prototypes */ /** * Pump the event loop, gathering events from the input devices. * * This function updates the event queue and internal input device state. * * **WARNING**: This should only be run in the thread that initialized the * video subsystem, and for extra safety, you should consider only doing those * things on the main thread in any case. * * SDL_PumpEvents() gathers all the pending input information from devices and * places it in the event queue. Without calls to SDL_PumpEvents() no events * would ever be placed on the queue. Often the need for calls to * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not * polling or waiting for events (e.g. you are filtering them), then you must * call SDL_PumpEvents() to force an event queue update. * * \sa SDL_PollEvent * \sa SDL_WaitEvent */ extern DECLSPEC void SDLCALL SDL_PumpEvents(void); /* @{ */ typedef enum { SDL_ADDEVENT, SDL_PEEKEVENT, SDL_GETEVENT } SDL_eventaction; /** * Check the event queue for messages and optionally return them. * * `action` may be any of the following: * * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the * event queue. * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue, * within the specified minimum and maximum type, will be returned to the * caller and will _not_ be removed from the queue. * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue, * within the specified minimum and maximum type, will be returned to the * caller and will be removed from the queue. * * You may have to call SDL_PumpEvents() before calling this function. * Otherwise, the events may not be ready to be filtered when you call * SDL_PeepEvents(). * * This function is thread-safe. * * \param events destination buffer for the retrieved events * \param numevents if action is SDL_ADDEVENT, the number of events to add * back to the event queue; if action is SDL_PEEKEVENT or * SDL_GETEVENT, the maximum number of events to retrieve * \param action action to take; see [[#action|Remarks]] for details * \param minType minimum value of the event type to be considered; * SDL_FIRSTEVENT is a safe choice * \param maxType maximum value of the event type to be considered; * SDL_LASTEVENT is a safe choice * \returns the number of events actually stored or a negative error code on * failure; call SDL_GetError() for more information. * * \sa SDL_PollEvent * \sa SDL_PumpEvents * \sa SDL_PushEvent */ extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType); /* @} */ /** * Check for the existence of a certain event type in the event queue. * * If you need to check for a range of event types, use SDL_HasEvents() * instead. * * \param type the type of event to be queried; see SDL_EventType for details * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if * events matching `type` are not present. * * \sa SDL_HasEvents */ extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type); /** * Check for the existence of certain event types in the event queue. * * If you need to check for a single event type, use SDL_HasEvent() instead. * * \param minType the low end of event type to be queried, inclusive; see * SDL_EventType for details * \param maxType the high end of event type to be queried, inclusive; see * SDL_EventType for details * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are * present, or SDL_FALSE if not. * * \sa SDL_HasEvents */ extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); /** * Clear events of a specific type from the event queue. * * This will unconditionally remove any events from the queue that match * `type`. If you need to remove a range of event types, use SDL_FlushEvents() * instead. * * It's also normal to just ignore events you don't care about in your event * loop without calling this function. * * This function only affects currently queued events. If you want to make * sure that all pending OS events are flushed, you can call SDL_PumpEvents() * on the main thread immediately before the flush call. * * \param type the type of event to be cleared; see SDL_EventType for details * * \sa SDL_FlushEvents */ extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); /** * Clear events of a range of types from the event queue. * * This will unconditionally remove any events from the queue that are in the * range of `minType` to `maxType`, inclusive. If you need to remove a single * event type, use SDL_FlushEvent() instead. * * It's also normal to just ignore events you don't care about in your event * loop without calling this function. * * This function only affects currently queued events. If you want to make * sure that all pending OS events are flushed, you can call SDL_PumpEvents() * on the main thread immediately before the flush call. * * \param minType the low end of event type to be cleared, inclusive; see * SDL_EventType for details * \param maxType the high end of event type to be cleared, inclusive; see * SDL_EventType for details * * \sa SDL_FlushEvent */ extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); /** * Poll for currently pending events. * * If `event` is not NULL, the next event is removed from the queue and stored * in the SDL_Event structure pointed to by `event`. The 1 returned refers to * this event, immediately stored in the SDL Event structure -- not an event * to follow. * * If `event` is NULL, it simply returns 1 if there is an event in the queue, * but will not remove it from the queue. * * As this function implicitly calls SDL_PumpEvents(), you can only call this * function in the thread that set the video mode. * * SDL_PollEvent() is the favored way of receiving system events since it can * be done from the main loop and does not suspend the main loop while waiting * on an event to be posted. * * The common practice is to fully process the event queue once every frame, * usually as a first step before updating the game's state: * * ```c * while (game_is_still_running) { * SDL_Event event; * while (SDL_PollEvent(&event)) { // poll until all events are handled! * // decide what to do with this event. * } * * // update game state, draw the current frame * } * ``` * * \param event the SDL_Event structure to be filled with the next event from * the queue, or NULL * \returns 1 if there is a pending event or 0 if there are none available. * * \sa SDL_GetEventFilter * \sa SDL_PeepEvents * \sa SDL_PushEvent * \sa SDL_SetEventFilter * \sa SDL_WaitEvent * \sa SDL_WaitEventTimeout */ extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event); /** * Wait indefinitely for the next available event. * * If `event` is not NULL, the next event is removed from the queue and stored * in the SDL_Event structure pointed to by `event`. * * As this function implicitly calls SDL_PumpEvents(), you can only call this * function in the thread that initialized the video subsystem. * * \param event the SDL_Event structure to be filled in with the next event * from the queue, or NULL * \returns 1 on success or 0 if there was an error while waiting for events; * call SDL_GetError() for more information. * * \sa SDL_PollEvent * \sa SDL_PumpEvents * \sa SDL_WaitEventTimeout */ extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); /** * Wait until the specified timeout (in milliseconds) for the next available * event. * * If `event` is not NULL, the next event is removed from the queue and stored * in the SDL_Event structure pointed to by `event`. * * As this function implicitly calls SDL_PumpEvents(), you can only call this * function in the thread that initialized the video subsystem. * * \param event the SDL_Event structure to be filled in with the next event * from the queue, or NULL * \param timeout the maximum number of milliseconds to wait for the next * available event * \returns 1 on success or 0 if there was an error while waiting for events; * call SDL_GetError() for more information. This also returns 0 if * the timeout elapsed without an event arriving. * * \sa SDL_PollEvent * \sa SDL_PumpEvents * \sa SDL_WaitEvent */ extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, int timeout); /** * Add an event to the event queue. * * The event queue can actually be used as a two way communication channel. * Not only can events be read from the queue, but the user can also push * their own events onto it. `event` is a pointer to the event structure you * wish to push onto the queue. The event is copied into the queue, and the * caller may dispose of the memory pointed to after SDL_PushEvent() returns. * * Note: Pushing device input events onto the queue doesn't modify the state * of the device within SDL. * * This function is thread-safe, and can be called from other threads safely. * * Note: Events pushed onto the queue with SDL_PushEvent() get passed through * the event filter but events added with SDL_PeepEvents() do not. * * For pushing application-specific events, please use SDL_RegisterEvents() to * get an event type that does not conflict with other code that also wants * its own custom event types. * * \param event the SDL_Event to be added to the queue * \returns 1 on success, 0 if the event was filtered, or a negative error * code on failure; call SDL_GetError() for more information. A * common reason for error is the event queue being full. * * \sa SDL_PeepEvents * \sa SDL_PollEvent * \sa SDL_RegisterEvents */ extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event); /** * A function pointer used for callbacks that watch the event queue. * * \param userdata what was passed as `userdata` to SDL_SetEventFilter() * or SDL_AddEventWatch, etc * \param event the event that triggered the callback * \returns 1 to permit event to be added to the queue, and 0 to disallow * it. When used with SDL_AddEventWatch, the return value is ignored. * * \sa SDL_SetEventFilter * \sa SDL_AddEventWatch */ typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event); /** * Set up a filter to process all events before they change internal state and * are posted to the internal event queue. * * If the filter function returns 1 when called, then the event will be added * to the internal queue. If it returns 0, then the event will be dropped from * the queue, but the internal state will still be updated. This allows * selective filtering of dynamically arriving events. * * **WARNING**: Be very careful of what you do in the event filter function, * as it may run in a different thread! * * On platforms that support it, if the quit event is generated by an * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the * application at the next event poll. * * There is one caveat when dealing with the ::SDL_QuitEvent event type. The * event filter is only called when the window manager desires to close the * application window. If the event filter returns 1, then the window will be * closed, otherwise the window will remain open if possible. * * Note: Disabled events never make it to the event filter function; see * SDL_EventState(). * * Note: If you just want to inspect events without filtering, you should use * SDL_AddEventWatch() instead. * * Note: Events pushed onto the queue with SDL_PushEvent() get passed through * the event filter, but events pushed onto the queue with SDL_PeepEvents() do * not. * * \param filter An SDL_EventFilter function to call when an event happens * \param userdata a pointer that is passed to `filter` * * \sa SDL_AddEventWatch * \sa SDL_EventState * \sa SDL_GetEventFilter * \sa SDL_PeepEvents * \sa SDL_PushEvent */ extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata); /** * Query the current event filter. * * This function can be used to "chain" filters, by saving the existing filter * before replacing it with a function that will call that saved filter. * * \param filter the current callback function will be stored here * \param userdata the pointer that is passed to the current event filter will * be stored here * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set. * * \sa SDL_SetEventFilter */ extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, void **userdata); /** * Add a callback to be triggered when an event is added to the event queue. * * `filter` will be called when an event happens, and its return value is * ignored. * * **WARNING**: Be very careful of what you do in the event filter function, * as it may run in a different thread! * * If the quit event is generated by a signal (e.g. SIGINT), it will bypass * the internal queue and be delivered to the watch callback immediately, and * arrive at the next event poll. * * Note: the callback is called for events posted by the user through * SDL_PushEvent(), but not for disabled events, nor for events by a filter * callback set with SDL_SetEventFilter(), nor for events posted by the user * through SDL_PeepEvents(). * * \param filter an SDL_EventFilter function to call when an event happens. * \param userdata a pointer that is passed to `filter` * * \sa SDL_DelEventWatch * \sa SDL_SetEventFilter */ extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, void *userdata); /** * Remove an event watch callback added with SDL_AddEventWatch(). * * This function takes the same input as SDL_AddEventWatch() to identify and * delete the corresponding callback. * * \param filter the function originally passed to SDL_AddEventWatch() * \param userdata the pointer originally passed to SDL_AddEventWatch() * * \sa SDL_AddEventWatch */ extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, void *userdata); /** * Run a specific filter function on the current event queue, removing any * events for which the filter returns 0. * * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(), * this function does not change the filter permanently, it only uses the * supplied filter until this function returns. * * \param filter the SDL_EventFilter function to call when an event happens * \param userdata a pointer that is passed to `filter` * * \sa SDL_GetEventFilter * \sa SDL_SetEventFilter */ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata); /* @{ */ #define SDL_QUERY -1 #define SDL_IGNORE 0 #define SDL_DISABLE 0 #define SDL_ENABLE 1 /** * Set the state of processing events by type. * * `state` may be any of the following: * * - `SDL_QUERY`: returns the current processing state of the specified event * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped * from the event queue and will not be filtered * - `SDL_ENABLE`: the event will be processed normally * * \param type the type of event; see SDL_EventType for details * \param state how to process the event * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state * of the event before this function makes any changes to it. * * \sa SDL_GetEventState */ extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); /* @} */ #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) /** * Allocate a set of user-defined events, and return the beginning event * number for that set of events. * * Calling this function with `numevents` <= 0 is an error and will return * (Uint32)-1. * * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or * 0xFFFFFFFF), but is clearer to write. * * \param numevents the number of events to be allocated * \returns the beginning event number, or (Uint32)-1 if there are not enough * user-defined events left. * * \since This function is available since SDL 2.0.0. * * \sa SDL_PushEvent */ extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* SDL_events_h_ */ /* vi: set ts=4 sw=4 expandtab: */
412
0.771479
1
0.771479
game-dev
MEDIA
0.693307
game-dev
0.586088
1
0.586088
MATTYOneInc/AionEncomBase_Java8
1,669
AL-Game/src/com/aionemu/gameserver/world/geo/DummyGeoMap.java
/* * * Encom is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Encom 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 Public License for more details. * * You should have received a copy of the GNU Lesser Public License * along with Encom. If not, see <http://www.gnu.org/licenses/>. */ package com.aionemu.gameserver.world.geo; import com.aionemu.gameserver.geoEngine.math.Vector3f; import com.aionemu.gameserver.geoEngine.models.GeoMap; import com.aionemu.gameserver.geoEngine.scene.Spatial; /** * @author ATracer */ public class DummyGeoMap extends GeoMap { public DummyGeoMap(String name, int worldSize) { super(name, worldSize); } @Override public final float getZ(float x, float y, float z, int instanceId) { return z; } @Override public final boolean canSee(float x, float y, float z, float targetX, float targetY, float targetZ, float limit, int instanceId) { return true; } @Override public Vector3f getClosestCollision(float x, float y, float z, float targetX, float targetY, float targetZ, boolean changeDirction, boolean fly, int instanceId, byte intentions) { return new Vector3f(targetX, targetY, targetZ); } @Override public void setDoorState(int instanceId, String name, boolean state) { } @Override public int attachChild(Spatial child) { return 0; } }
412
0.582547
1
0.582547
game-dev
MEDIA
0.972754
game-dev
0.575439
1
0.575439
evemuproject/evemu_server
35,704
src/eve-server/system/cosmicMgrs/DungeonMgr.cpp
/** * @name DungeonMgr.cpp * Dungeon management system for EVEmu * * @Author: Allan * @date: 12 December 2015 * @updated: 27 August 2017 */ #include "eve-server.h" #include "EVEServerConfig.h" #include "PyServiceMgr.h" #include "StaticDataMgr.h" #include "system/SystemBubble.h" #include "system/cosmicMgrs/AnomalyMgr.h" #include "system/cosmicMgrs/BeltMgr.h" #include "system/cosmicMgrs/DungeonMgr.h" #include "system/cosmicMgrs/SpawnMgr.h" DungeonDataMgr::DungeonDataMgr() { m_dungeonID = DUNGEON_ID; } int DungeonDataMgr::Initialize() { // for now, we are deleting all saved dungeons on startup. will fix this later as system matures. ManagerDB::ClearDungeons(); Populate(); sLog.Blue(" DungeonDataMgr", "Dungeon Data Manager Initialized."); return 1; } void DungeonDataMgr::Populate() { double start = GetTimeMSeconds(); DBQueryResult* res = new DBQueryResult(); DBResultRow row; ManagerDB::GetDunTemplates(*res); while (res->GetRow(row)) { // SELECT dunTemplateID, dunTemplateName, dunEntryID, dunSpawnID, dunRoomID FROM dunTemplates Dungeon::Template dtemplates = Dungeon::Template(); dtemplates.dunName = row.GetText(1); dtemplates.dunRoomID = row.GetInt(4); dtemplates.dunEntryID = row.GetInt(2); dtemplates.dunSpawnClass = row.GetInt(3); templates.emplace(row.GetInt(0), dtemplates); } //res->Reset(); ManagerDB::GetDunRoomData(*res); while (res->GetRow(row)) { // SELECT dunRoomID, dunGroupID, xpos, ypos, zpos FROM dunRoomData Dungeon::RoomData drooms = Dungeon::RoomData(); drooms.dunGroupID = row.GetInt(1); drooms.x = row.GetInt(2); drooms.y = row.GetInt(3); drooms.z = row.GetInt(4); rooms.emplace(row.GetInt(0), drooms); } //res->Reset(); ManagerDB::GetDunGroupData(*res); while (res->GetRow(row)) { // SELECT d.dunGroupID, d.itemTypeID, d.itemGroupID, t.typeName, t.groupID, g.categoryID, t.radius, d.xpos, d.ypos, d.zpos FROM dunGroupData Dungeon::GroupData dgroups = Dungeon::GroupData(); dgroups.typeID = row.GetInt(1); dgroups.typeName = row.GetText(3); dgroups.typeGrpID = row.GetInt(4); dgroups.typeCatID = row.GetInt(5); dgroups.radius = row.GetInt(6); dgroups.x = row.GetInt(7); dgroups.y = row.GetInt(8); dgroups.z = row.GetInt(9); groups.emplace(row.GetInt(0), dgroups); } //res->Reset(); ManagerDB::GetDunEntryData(*res); while (res->GetRow(row)) { //SELECT dunEntryID, xpos, ypos, zpos FROM dunEntryData Dungeon::EntryData dentry = Dungeon::EntryData(); dentry.x = row.GetInt(1); dentry.y = row.GetInt(2); dentry.z = row.GetInt(3); entrys.emplace(row.GetInt(0), dentry); } /* not ready yet //res->Reset(); ManagerDB::GetDunSpawnInfo(*res); while (res->GetRow(row)) { //SELECT dunRoomSpawnID, dunRoomSpawnType, xpos, ypos, zpos Dungeon::RoomSpawnInfo spawn = Dungeon::RoomSpawnInfo(); spawn.dunRoomSpawnID = row.GetInt(0); spawn.dunRoomSpawnType = row.GetInt(1); spawn.x = row.GetInt(2); spawn.y = row.GetInt(3); spawn.z = row.GetInt(4); groups.emplace(spawn.dunRoomSpawnID, spawn); } */ // sort/save template room/group data to avoid compilation later? //cleanup SafeDelete(res); //sLog.Cyan(" DungeonDataMgr", "%u rooms in %u buckets and %u groups in %u buckets for %u dungeon templates loaded in %.3fms.",\ rooms.size(), rooms.bucket_count(), groups.size(), groups.bucket_count(), templates.size(), (GetTimeMSeconds() - start)); sLog.Cyan(" DungeonDataMgr", "%u entrys, %u rooms and %u groups for %u dungeon templates loaded in %.3fms.",\ entrys.size(), rooms.size(), groups.size(), templates.size(), (GetTimeMSeconds() - start)); } void DungeonDataMgr::AddDungeon(Dungeon::ActiveData& dungeon) { activeDungeons.emplace(dungeon.systemID, dungeon); _log(COSMIC_MGR__DEBUG, "Added Dungeon %u (%u) in systemID %u to active dungeon list.", dungeon.dunItemID, dungeon.dunTemplateID, dungeon.systemID); //ManagerDB::SaveActiveDungeon(dungeon); } void DungeonDataMgr::GetDungeons(std::vector<Dungeon::ActiveData>& dunList) { for (auto cur : activeDungeons) dunList.push_back(cur.second); } bool DungeonDataMgr::GetTemplate(uint32 templateID, Dungeon::Template& dTemplate) { std::map<uint32, Dungeon::Template>::iterator itr = templates.find(templateID); if (itr == templates.end()) { _log(COSMIC_MGR__ERROR, "DungeonDataMgr - templateID %u not found.", templateID); return false; } dTemplate = itr->second; return true; } const char* DungeonDataMgr::GetDungeonType(int8 typeID) { switch (typeID) { case Dungeon::Type::Mission: return "Mission"; case Dungeon::Type::Gravimetric: return "Gravimetric"; case Dungeon::Type::Magnetometric: return "Magnetometric"; case Dungeon::Type::Radar: return "Radar"; case Dungeon::Type::Ladar: return "Ladar"; case Dungeon::Type::Rated: return "Rated"; case Dungeon::Type::Anomaly: return "Anomaly"; case Dungeon::Type::Unrated: return "Unrated"; case Dungeon::Type::Escalation: return "Escalation"; case Dungeon::Type::Wormhole: return "Wormhole"; default: return "Invalid"; } } DungeonMgr::DungeonMgr(SystemManager* mgr, PyServiceMgr& svc) : m_system(mgr), m_services(svc), m_anomMgr(nullptr), m_spawnMgr(nullptr) { m_initalized = false; m_anomalyItems.clear(); } DungeonMgr::~DungeonMgr() { //for now we're deleting everything till i can write proper item handling code /* this is not needed as all items are temp at this time. for (auto cur : m_dungeonList) for (auto item : cur.second) InventoryDB::DeleteItem(item); */ } bool DungeonMgr::Init(AnomalyMgr* anomMgr, SpawnMgr* spawnMgr) { m_anomMgr = anomMgr; m_spawnMgr = spawnMgr; if (m_anomMgr == nullptr) { _log(COSMIC_MGR__ERROR, "System Init Fault. anomMgr == nullptr. Not Initializing Dungeon Manager for %s(%u)", m_system->GetName(), m_system->GetID()); return m_initalized; } if (m_spawnMgr == nullptr) { _log(COSMIC_MGR__ERROR, "System Init Fault. spawnMgr == nullptr. Not Initializing Dungeon Manager for %s(%u)", m_system->GetName(), m_system->GetID()); return m_initalized; } if (!sConfig.cosmic.DungeonEnabled){ _log(COSMIC_MGR__MESSAGE, "Dungeon System Disabled. Not Initializing Dungeon Manager for %s(%u)", m_system->GetName(), m_system->GetID()); return true; } if (!sConfig.cosmic.AnomalyEnabled) { _log(COSMIC_MGR__MESSAGE, "Anomaly System Disabled. Not Initializing Dungeon Manager for %s(%u)", m_system->GetName(), m_system->GetID()); return true; } if (!sConfig.npc.RoamingSpawns and !sConfig.npc.StaticSpawns) { _log(COSMIC_MGR__MESSAGE, "SpawnMgr Disabled. Not Initializing Dungeon Manager for %s(%u)", m_system->GetName(), m_system->GetID()); return true; } if (!sConfig.cosmic.BeltEnabled) { _log(COSMIC_MGR__MESSAGE, "BeltMgr Disabled. Not Initializing Dungeon Manager for %s(%u)", m_system->GetName(), m_system->GetID()); return true; } m_spawnMgr->SetDungMgr(this); Load(); _log(COSMIC_MGR__MESSAGE, "DungeonMgr Initialized for %s(%u)", m_system->GetName(), m_system->GetID()); m_initalized = true; return m_initalized; } // called from systemMgr void DungeonMgr::Process() { if (!m_initalized) return; // this is used to remove empty/completed/timed-out dungons....eventually } void DungeonMgr::Load() { std::vector<Dungeon::ActiveData> dungeons; ManagerDB::GetSavedDungeons(m_system->GetID(), dungeons); /** @todo this will need more work as the system matures... for(auto dungeon : dungeons) { InventoryItemRef dungeonRef = m_system->itemFactory()->GetItem( dungeon.dungeonID ); if( !dungeonRef ) { _log(COSMIC_MGR__WARNING, "DungeonMgr::Load() - Unable to spawn dungeon item #%u:'%s' of type %u.", dungeon.dungeonID, dungeon.typeID); continue; } AsteroidSE* asteroidObj = new AsteroidSE( dungeonRef, *(m_system->GetServiceMgr()), m_system ); if( !asteroidObj ) { _log(COSMIC_MGR__WARNING, "DungeonMgr::Load() - Unable to spawn dungeon entity #%u:'%s' of type %u.", dungeon.dungeonID, dungeon.typeID); continue; } _log(COSMIC_MGR__TRACE, "DungeonMgr::Load() - Loaded dungeon %u, type %u for %s(%u)", dungeon.dungeonID, dungeon.typeID, m_system->GetName(), m_systemID ); sBubbleMgr.Add( asteroidObj ); sDunDataMgr.AddDungeon(std::pair<uint32, Dungeon::ActiveData*>(m_system->GetID(), dungeon)); } */ } bool DungeonMgr::Create(uint32 templateID, CosmicSignature& sig) { Dungeon::Template dTemplate = Dungeon::Template(); if (!sDunDataMgr.GetTemplate(templateID, dTemplate)) return false; if (dTemplate.dunRoomID == 0) { _log(COSMIC_MGR__ERROR, "DungeonMgr::Create() - roomID is 0 for template %u.", templateID); return false; } if ((sig.dungeonType < Dungeon::Type::Wormhole) // 1 - 5 or (sig.ownerID == factionRogueDrones)) { sig.sigName = dTemplate.dunName; } else { sig.sigName = sDataMgr.GetFactionName(sig.ownerID); sig.sigName += dTemplate.dunName; } // spawn and save actual anomaly item // typeID, ownerID, locationID, flag, name, &_position /** @todo make specific table for dungeon items: dungeonID, systemID, entity shit if we decide to keep them. */ /* std::string info = "Dungeon: "; info += sig.sigName; info += " in "; info += m_system->GetName(); */ ItemData iData(sig.sigTypeID, sig.ownerID, sig.systemID, flagNone, sig.sigName.c_str(), sig.position/*, info*/); InventoryItemRef iRef = InventoryItem::SpawnItem(sItemFactory.GetNextTempID(), iData); if (iRef.get() == nullptr) // make error and exit return false; CelestialSE* cSE = new CelestialSE(iRef, *(m_system->GetServiceMgr()), m_system); if (cSE == nullptr) return false; // we'll get over it. // dont add signal thru sysMgr. signal is added when this returns to anomMgr m_system->AddEntity(cSE, false); sig.sigItemID = iRef->itemID(); sig.bubbleID = cSE->SysBubble()->GetID(); _log(COSMIC_MGR__TRACE, "DungeonMgr::Create() - %s using templateID %u and roomID %i", sig.sigName.c_str(), templateID, dTemplate.dunRoomID); /* do we need this? persistent dungeons? if ((typeID == 1) or (typeID == 8) or (typeID == 9) or (typeID == 10)) { // setup data to save active dungeon ActiveDungeon dungeon = ActiveDungeon(); dungeon.dunExpiryTime = Win32TimeNow() + (EvE::Time::Day * 3); // 3 days - i know this isnt right. just for testing. dungeon.dunTemplateID = templateID; dungeon.dunItemID = sig.sigItemID; dungeon.state = 0; //dunType here. dungeon.systemID = sig.systemID; dungeon.x = sig.x; dungeon.y = sig.y; dungeon.z = sig.z; sDunDataMgr.AddDungeon(dungeon); } */ /* roomID format. ABCD * A = roomtype - 1:combat, 2:rescue, 3:capture, 4:salvage, 5:relic, 6:hacking, 7:roids, 8:clouds, 9:recon * B = level - 0:none, 1:f, 2:d, 3:c, 4:af/ad, 5:bc, 6:ac, 7:bs, 8:abs, 9:hard * C = amount/size - 0:code defined 1:small(1-5), 2:medium(2-10), 3:large(5-25), 4:enormous(10-50), 5:colossal(20-100), 6-9:ice * D = faction - 0=drone, 1:Serpentis, 2:Angel, 3:Blood, 4:Guristas, 5:Sansha, 6:Amarr, 7:Caldari, 8:Gallente, 9:Minmatar * D = sublevel - 0:gas, 1-5:ore, 6-9:ice */ int16 x=0, y=0, z=0; Dungeon::GroupData grp; auto roomRange = sDunDataMgr.rooms.equal_range(dTemplate.dunRoomID); for (auto it = roomRange.first; it != roomRange.second; ++it) { x = it->second.x; y = it->second.y; z = it->second.z; auto groupRange = sDunDataMgr.groups.equal_range(it->second.dunGroupID); for (auto it2 = groupRange.first; it2 != groupRange.second; ++it2) { grp.typeCatID = it2->second.typeCatID; grp.typeGrpID = it2->second.typeGrpID; grp.typeName = it2->second.typeName; grp.typeID = it2->second.typeID; grp.x = (x + it2->second.x); grp.y = (y + it2->second.y); grp.z = (z + it2->second.z); m_anomalyItems.push_back(grp); } } if (sig.dungeonType == Dungeon::Type::Gravimetric) { // dungeon template for grav sites just give 'extra' roid data int16 size = m_anomalyItems.size(); uint8 divisor = 10; if (size < 100) divisor = 100; float chance = (100.0 /size) /divisor; if (chance < 0.01) chance = 0.01; std::unordered_multimap<float, uint16> roidTypes; for (auto cur : m_anomalyItems) roidTypes.emplace(chance, cur.typeID); m_system->GetBeltMgr()->Create(sig, roidTypes); // clear out extra roids data to continue with room deco m_anomalyItems.clear(); } else { // other types have a chance for roids. } // create deco items for this dungeon CreateDeco(templateID, sig); // item spawning method uint32 systemID = m_system->GetID(); std::vector<uint32> items; GPoint pos2(NULL_ORIGIN); std::vector<Dungeon::GroupData>::iterator itr = m_anomalyItems.begin(), end = m_anomalyItems.end(); while (itr != end) { pos2.x = sig.position.x + itr->x; pos2.y = sig.position.y + itr->y; pos2.z = sig.position.z + itr->z; // typeID, ownerID, locationID, flag, name, &_position ItemData dData(itr->typeID, sig.ownerID, systemID, flagNone, itr->typeName.c_str(), pos2); iRef = InventoryItem::SpawnItem(sItemFactory.GetNextTempID(), dData); if (iRef.get() == nullptr) // we'll survive... continue; // should ALL of these be CelestialSEs? cSE = new CelestialSE(iRef, *(m_system->GetServiceMgr()), m_system); m_system->AddEntity(cSE, false); items.push_back(iRef->itemID()); ++itr; } if (dTemplate.dunSpawnClass > 0) m_spawnMgr->DoSpawnForAnomaly(sBubbleMgr.FindBubble(m_system->GetID(), sig.position), dTemplate.dunSpawnClass); _log(COSMIC_MGR__TRACE, "DungeonMgr::Create() - dungeonID %u created for %s with %u items.", \ sig.sigItemID, sig.sigName.c_str(), m_anomalyItems.size()); m_anomalyItems.clear(); if (!items.empty()) m_dungeonList.emplace(sig.sigItemID, items); return true; } /* * Band 1/5 1/10 1/15 1/20 1/25 1/40 1/45 1/60 1/80 * Percentage 20.0% 10.0% 6.67% 5.0% 4.0% 2.5% 2.22% 1.67% 1.25% */ /* templateID format. ABCDE * A = site - 1:mission, 2:grav, 3:mag, 4:radar, 5:ladar, 6:ded, 7:anomaly, 8:unrated, 9:escalation * B = sec - mission: 1-9 (incomplete); others - sysSec: 1=hi, 2=lo, 3=null, 4=mid; * C = type - grav: ore 0-5, ice 6-9; anomaly: 1-5; mission: 1-9; mag: *see below*; ded: 1-8; ladar/radar: 1-8 * D = level - mission: 1-9; grav: ore 1-3, ice 0; mag: *see below*; radar: 1-norm; 2-digital(nullsec); ladar: 1; anomaly: 1-5 * E = faction - 0=code defined, 1=Serpentis, 2=Angel, 3=Blood, 4=Guristas, 5=Sansha, 6=Drones, 7=region sov, 8=region rat, 9=other * * NOTE: mag sites have multiple types and levels based on other variables. * types are defined as relic(1), salvage(2), and drone(3), with salvage being dominant. * for hisec and losec, levels are 1-8 for relic and salvage. there are no drone mag sites here * for nullsec, relic site levels are 1-8, salvage site levels are 1-4, and drone site levels are 1-7 * * NOTE: faction can only be 8 for grav and anomaly sites, unless drones (6). all others MUST use 1-6 */ bool DungeonMgr::MakeDungeon(CosmicSignature& sig) { float secRating = m_system->GetSystemSecurityRating(); int8 sec = 1; // > 0.6 if (secRating < -0.2) { sec = 3; } else if (secRating < 0.2) { sec = 4; } else if (secRating < 0.6) { sec = 2; } float level(1.0f); int8 type(1); // need to determine region sov, region rat or other here also int8 faction(GetFaction(sig.ownerID)); using namespace Dungeon::Type; switch (sig.dungeonType) { case Gravimetric: { // 2 faction = 8; // region rat // all roid types can spawn in grav sites. level = MakeRandomFloat(); if (level < 0.1) { level = 3; } else if (level < 0.3) { level = 2; } else { level = 1; } // sigStrength depends on roid types as well as trueSec if (sec == 1) { // hi sec sig.sigStrength = 0.2 /level; // 1/5 base //sig.sigStrength = 0.0125; // testing 1/80 type = MakeRandomInt(0,5); } else if (sec == 2) { // lo sec sig.sigStrength = 0.1 /level; // 1/10 base type = MakeRandomInt(0,3); } else if (sec == 4) { // mid sec sig.sigStrength = 0.0667 /level; // 1/15 base type = MakeRandomInt(0,2); } else { // null sec sig.sigStrength = 0.05 /level; // 1/20 base type = MakeRandomInt(0,2); } } break; case Magnetometric: { // 3 level = MakeRandomFloat(); if (sec == 3) { // nullsec if (level < 0.1) { // 10% to be drone site level = 3; type = MakeRandomInt(1,7); sig.sigStrength = 0.0125; // 1/80 } else if (level < 0.3) { // 20% to be relic site level = 1; type = MakeRandomInt(1,8); sig.sigStrength = 0.025; // 1/40 } else { // else salvage site level = 1; type = MakeRandomInt(1,4); sig.sigStrength = 0.05; // 1/20 } } else { // hi, mid and lo sec type = MakeRandomInt(1,8); if (level < 0.3) { // 20% to be relic site level = 1; sig.sigStrength = 0.05; // 1/20 } else { level = 2; sig.sigStrength = 0.1; // 1/10 } } if (level == 3) { faction = 6; // drone } else if (faction == 6) { // lvls 1&2 cannot be drone. set to region pirate faction = GetFaction(sDataMgr.GetRegionRatFaction(m_system->GetRegionID())); } } break; case Radar: { // 4 // type 1, level 1 are covert research (ghost sites) // level 2 are digital sites and region-specific (only in nullsec) // both are incomplete and will be harder than reg sites. type = MakeRandomInt(1,8); if (sec == 1) { sig.sigStrength = 0.1; // 1/10 if (type == 1) { // Covert Research level = 1; sig.sigStrength = 0.05; // 1/20 } } else if (sec == 2) { sig.sigStrength = 0.05; // 1/20 if (type == 1) { // Covert Research level = 1; sig.sigStrength = 0.025; // 1/40 } } else if (sec == 3) { sig.sigStrength = 0.025; // 1/40 if (faction == 0) { // this should not hit level = 2; sig.sigStrength = 0.0222; // 1/45 } else if (type == 1) { // Covert Research level = 1; sig.sigStrength = 0.0167; // 1/60 } } } break; case Ladar: { // 5 faction = 0; type = MakeRandomInt(1,8); if (sec == 1) { sig.sigStrength = 0.1; // 1/10 } else if (sec == 2) { sig.sigStrength = 0.05; // 1/20 } else if (sec == 3) { sig.sigStrength = 0.025; // 1/40 } } break; case Anomaly: { // 7 type = MakeRandomInt(1,5); // if anomaly is non-drone, set template variables for types. // looking over this again (years later) it dont make much sense. // will have to look deeper when i have time. if (faction != 6) { faction = 8; if (sec == 1) { if (type == 1) { level = GetRandLevel(); } } else if (sec == 2) { if (type == 2) { level = GetRandLevel(); } else if (type == 4) { level = GetRandLevel(); } } else if (sec == 3) { if (type == 1) { level = GetRandLevel(); } else if (type == 3) { level = GetRandLevel(); } } } } break; // yes, these will 'fall thru' to 'Unrated' here. this is on purpose case Escalation: // 9 case Rated: { // 10 //sig.dungeonType = 9; }; case Mission: { // 1 // not sure how im gonna do this one yet...make it unrated for now sig.dungeonType = 8; }; case Unrated: { // 8 if (faction == 6) { type = MakeRandomInt(1,3); } else { faction = 0; type = MakeRandomInt(1,5); } } break; case 0: default: { sig.dungeonType = 7; MakeDungeon(sig); } break; } if (faction == 7) { // faction is defined to be region sovereign holder. // this hasnt been written yet, so default to region rats faction = GetFaction(sDataMgr.GetRegionRatFaction(m_system->GetRegionID())); } uint32 templateID = (sig.dungeonType * 10000) + (sec * 1000) + (type * 100) + (level * 10) + faction; _log(COSMIC_MGR__TRACE, "DungeonMgr::MakeDungeon() - Calling Create for type %s(%u) using templateID %u", \ sDunDataMgr.GetDungeonType(sig.dungeonType), sig.dungeonType, templateID); return Create(templateID, sig); } int8 DungeonMgr::GetFaction(uint32 factionID) { switch (factionID) { case factionAngel: return 2; case factionSanshas: return 5; case factionGuristas: return 4; case factionSerpentis: return 1; case factionBloodRaider: return 3; case factionRogueDrones: return 6; case 0: return 7; // these are incomplete. set to default (region rat) case factionAmarr: case factionAmmatar: case factionCaldari: case factionGallente: case factionMinmatar: default: return GetFaction(sDataMgr.GetRegionRatFaction(m_system->GetRegionID())); } } int8 DungeonMgr::GetRandLevel() { double level = MakeRandomFloat(); _log(COSMIC_MGR__TRACE, "DungeonMgr::GetRandLevel() - level = %.2f", level); if (level < 0.15) { return 4; } else if (level < 0.25) { return 3; } else if (level < 0.50) { return 2; } else { return 1; } } /* struct CosmicSignature { std::string sigID; // this is unique xxx-nnn id displayed in scanner std::string sigName; uint32 ownerID; uint32 systemID; uint32 sigItemID; // itemID of this entry uint8 dungeonType; uint16 sigTypeID; uint16 sigGroupID; uint16 scanGroupID; uint16 scanAttributeID; GPoint position; }; */ void DungeonMgr::CreateDeco(uint32 templateID, CosmicSignature& sig) { /** @todo this needs work for proper sizing of deco. */ /* templateID format. ABCDE * A = site - 1:mission, 2:grav, 3:mag, 4:radar, 5:ladar, 6:ded, 7:anomaly, 8:unrated, 9:escalation * B = sec - mission: 1-9 (incomplete); others - sysSec: 1=hi, 2=lo, 3=null, 4=mid; * C = type - grav: ore 0-5, ice 6-9; anomaly: 1-5; mission: 1-9; mag: *see below*; ded: 1-8; ladar/radar: 1-8 * D = level - mission: 1-9; grav: ore 1-3, ice 0; mag: *see below*; radar: 1-norm; 2-digital(nullsec); ladar: 1; anomaly: 1-5 * E = faction - 0=code defined, 1=Serpentis, 2=Angel, 3=Blood, 4=Guristas, 5=Sansha, 6=Drones, 7=region sov, 8=region rat, 9=other * * NOTE: mag sites have multiple types and levels based on other variables. * levels are defined as relic(1), salvage(2), and drone(3), with salvage being dominant. * for hisec and losec, types are 1-8 for relic and salvage. there are no drone mag sites here * for nullsec, relic site types are 1-8, salvage site types are 1-4, and drone site types are 1-7 * * NOTE: faction can only be 8 for grav and anomaly sites, unless drones (6). all others MUST use 1-6 */ // templateID = (sig.dungeonType *10000) + (sec *1000) + (type *100) + (level *10) + factionID; uint8 factionID = templateID % 10; uint8 level = templateID / 10 % 10; uint8 type = templateID / 100 % 10; //uint8 sec = templateID / 1000 % 10; // create groupIDs for this dungeon, and add to vector // NOTE: these are NOT invGroups here.... std::vector<uint16> groupVec; groupVec.clear(); // all groups get the worthless mining types and misc deco items groupVec.push_back(131); //misc roids groupVec.push_back(132); //worthless mining types groupVec.push_back(691); // misc // add worthless shit to vector AddDecoToVector(sig.dungeonType, templateID, groupVec); // clear out vector before adding specific types groupVec.clear(); using namespace Dungeon::Type; switch (sig.dungeonType) { case Mission: { //1 } break; case Gravimetric: { //2 groupVec.push_back(130); //named roids groupVec.push_back(160); //asteroid colony items groupVec.push_back(620); // Starbase groupVec.push_back(630); // Habitation } break; case Magnetometric: { //3 groupVec.push_back(620); // Starbase groupVec.push_back(630); // Habitation groupVec.push_back(640); // Stationary groupVec.push_back(650); // Indestructible groupVec.push_back(660); // Forcefield groupVec.push_back(670); // Shipyard groupVec.push_back(680); // Construction groupVec.push_back(690); // Storage } break; case Radar: { //4 groupVec.push_back(130); //named roids groupVec.push_back(160); //asteroid colony items groupVec.push_back(630); // Habitation groupVec.push_back(640); // Stationary } break; case Ladar: { //5 groupVec.push_back(160); //asteroid colony items groupVec.push_back(670); // Shipyard groupVec.push_back(680); // Construction groupVec.push_back(690); // Storage } break; case Anomaly: //7 case Rated: { //10 groupVec.push_back(430); //lco misc groupVec.push_back(431); //lco Habitation groupVec.push_back(432); //lco drug labs groupVec.push_back(433); //lco Starbase groupVec.push_back(630); // Habitation groupVec.push_back(640); // Stationary groupVec.push_back(650); // Indestructible } break; case Unrated: { //8 groupVec.push_back(430); //lco misc groupVec.push_back(431); //lco Habitation groupVec.push_back(432); //lco drug labs groupVec.push_back(433); //lco Starbase } break; case Escalation: { //9 groupVec.push_back(640); // Stationary groupVec.push_back(650); // Indestructible } break; } // add misc shit to vector AddDecoToVector(sig.dungeonType, templateID, groupVec); // clear out vector before adding specific faction types groupVec.clear(); switch (sig.dungeonType) { case Anomaly: //7 case Unrated: //8 case Escalation: //9 case Rated: { //10 switch (factionID) { case 1: { //Serpentis groupVec.push_back(401); //faction lco groupVec.push_back(601); //faction base } break; case 2: { //Angel groupVec.push_back(402); //faction lco groupVec.push_back(602); //faction base } break; case 3: { //Blood groupVec.push_back(403); //faction lco groupVec.push_back(603); //faction base } break; case 4: { //Guristas groupVec.push_back(404); //faction lco groupVec.push_back(604); //faction base } break; case 5: { //Sansha groupVec.push_back(405); //faction lco groupVec.push_back(605); //faction base } break; case 6: { //Drones groupVec.push_back(406); //faction lco groupVec.push_back(606); //faction base } break; // make error for default or 0 here? } } } AddDecoToVector(sig.dungeonType, templateID, groupVec); } void DungeonMgr::AddDecoToVector(uint8 dunType, uint32 templateID, std::vector<uint16>& groupVec) { // templateID = (sig.dungeonType *10000) + (sec *1000) + (type *100) + (level *10) + factionID; uint8 factionID = templateID % 10; uint8 level = templateID / 10 % 10; uint8 type = templateID / 100 % 10; uint8 sec = templateID / 1000 % 10; int8 step = 0; uint16 count = 0, radius = 0, pos = 10000 * level; double theta = 0; // level is 0 to 9, system multiplier is 0.1 to 2.0 (x10 is 1-20) level *= (m_system->GetSecValue() *10); // config variable here? // set origLevel 0 to 18, rounding up uint8 origLevel = ceil(level /10); if (origLevel < 1) origLevel = 1; for (auto cur : groupVec) { level = origLevel; count = sDunDataMgr.groups.count(cur); if (count < 1) continue; _log(COSMIC_MGR__DEBUG, "DungeonMgr::AddDecoToVector() - %s(%u): faction %u, group %u, type %u, level %u, count %u, baseLvl %u",\ sDunDataMgr.GetDungeonType(dunType), dunType, factionID, \ cur, type, level, count, origLevel); auto groupRange = sDunDataMgr.groups.equal_range(cur); auto it = groupRange.first; double degreeSeparation = (250/level); // make 1-20 random items in the anomaly based on system trusec for (uint8 i=0; i < level; ++i) { Dungeon::GroupData grp = Dungeon::GroupData(); step = MakeRandomInt(1,count); std::advance(it,step); // this is some fancy shit here grp.typeID = it->second.typeID; grp.typeName = it->second.typeName; grp.typeGrpID = it->second.typeGrpID; grp.typeCatID = it->second.typeCatID; // site size and item radius determine position radius = it->second.radius; //if (sig.dungeonType == Gravimetric) { theta = EvE::Trig::Deg2Rad(degreeSeparation * i); //theta = MakeRandomFloat(0, EvE::Trig::Pi); grp.x = (radius + pos * std::cos(theta)) * (IsEven(MakeRandomInt(0,10)) ? -1 : 1); grp.z = (radius + pos * std::sin(theta)) * -1; /* grp.y = MakeRandomFloat(-radius, radius); } else if (IsEven(MakeRandomInt(0,10))) { grp.x = (pos + it->second.x + (radius*2)) * (IsEven(MakeRandomInt(0,10)) ? -1 : 1); grp.z = pos + it->second.z + radius; } else { grp.x = (pos + it->second.x + radius) * -1; grp.z = (pos + it->second.z + (radius*2)) * -1; } */ grp.y = it->second.y + MakeRandomInt(-5000, radius * 2); m_anomalyItems.push_back(grp); it = groupRange.first; } } } /* groupID format ABB - item def groups A = group type - 1:deco, 2:system effect beacon, 3:mining, 4:lco, 5:ships, 6:base, 7:station gun, 8:station wrecks, 9:misc B = 1:space objects, 2:effect beacons, 3:roid types, 4:ice types, 5:, 6:asteroid colony, 7:, 8:, 9:misc B = ship/gun faction: 1:Amarr, 2:Caldari, 3:Gallente, 4:Minmatar, 5:Sentinel, 6:Guardian B = faction: 00:none, 01:Serpentis, 02:Angel, 03:Blood, 04:Guristas, 05:Sansha, 06:Drones, 07:Amarr, 08:Caldari, 09:Gallente, 10:Minmatar, 11:Sleeper, 12:Talocan, 13:Ammatar 1xx deco items 110 wormholes 13x mining types 130 named roids 131 misc roids 132 worthless mining types 140 infested items 160 Asteroid Colony 191 Monument 2xx effect beacons **incomplete 211 Electronic 212 omni 22x Incursion 23x Black Hole 24x Magnetar 25x Pulsar 26x Red Giant 27x Wolf Rayet 28x Cataclysmic Variable 3xx mining objects 30x ore 34x ice 36x clouds 4xx lco 401 Serpentis 402 Angel 403 Blood 404 Guristas 405 Sansha 406 drone 407 Amarr 408 Caldari 409 Gallente 410 Minmatar 42x lco ships 43x lco structures 430 lco misc 431 lco Habitation 432 lco drug labs 433 lco Starbase 5xx ships 51x Amarr 52x Caldari 53x Gallente 54x Minmatar 6xx base 601 Serpentis 602 Angel 603 Blood 604 Guristas 605 Sansha 606 drone 607 Amarr 608 Caldari 609 Gallente 610 Minmatar 611 Sleeper 612 Talocan 613 Ammatar 620 Starbase 630 Habitation 640 Stationary 650 Indestructible 660 Forcefield 670 Shipyard 680 Construction 690 Storage 691 misc 7xx station guns **incomplete 8xx station and structure ruins **incomplete 80x Sansha 81x Amarr 82x Caldari 83x Gallente 84x Minmatar 85x misc ruined parts 86x misc debris 9xx misc **incomplete 91x comets 92x clouds 93x environment 96x event lco/lcs */ /* In player-owned sovereign nullsec, using Ore Prospecting Arrays, (23510,'Small Asteroid Cluster',0,2,0,1,0,0,0), (23520,'Moderate Asteroid Cluster',0,2,0,15,0,0,0), (23530,'Large Asteroid Cluster',0,2,0,29,0,0,0), (23540,' Enormous Asteroid Cluster ',0,2,0,29,0,0,0), (23550,'Colossal Asteroid Cluster',0,2,0,29,0,0,0), */
412
0.941116
1
0.941116
game-dev
MEDIA
0.93357
game-dev
0.856044
1
0.856044
SonahSofern/Xenoblade-Series-Randomizer
6,797
XC3/XC3_Scripts/Enemy.py
import json, random, copy, traceback, math from XC3.XC3_Scripts import IDs, Options from scripts import Helper, JSONParser, PopupDescriptions, Enemies as Enemy # https://xenobladedata.github.io/xb3_130/SYS_GimmickLocation.html#25513 useful file has enemy xyz and probably how fights dteremine where try again places you # To fix: # Too many agnus/keves soldier enemies dillutes the pool of intereszting enemies StaticEnemyData:list[Enemy.EnemyGroup] = [] def Enemies(targetGroup, isNormal, isUnique, isBoss, isSuperboss, isEnemies, isMatchSizeOption:Options.Option, isBossGroupBalancing): global StaticEnemyData GroupFightViolations = GetGroupFightViolations() GroupFightIDs = GetGroupFightIDs() Aggro = ["<AB4BA3D5>", "<1104E9C5>", "<B5C5F3B3>", "<EC666A80>", "<64251F47>", "<3B6DFBC4>"] RetryBattleLandmark = "<9A220E4D>" PostBattleConqueredPopup = "CatMain" # Currently not using it has weird effects fights take a long time to end after enemy goes down without it happens eithery way with UMs so something is wrong with UMS ignoreKeys = ["$id", "ID", PostBattleConqueredPopup, "Level", "IdMove", "NamedFlag", "IdDropPrecious", "FlgLevAttack", "FlgLevBattleOff", "FlgDmgFloor", "FlgFixed", "IdMove", "FlgNoVanish", "FlgSpDead" , "KillEffType", "FlgSerious", RetryBattleLandmark, "<3CEBD0A4>", "<C6717CFE>", "FlgKeepSword", "FlgColonyReleased", "FlgNoDead", "FlgNoTarget", "ExpRate", "GoldRate", "FlgNoFalling"] + Aggro actKeys = ["ActType"] with open("XC3/JsonOutputs/fld/FLD_EnemyData.json", 'r+', encoding='utf-8') as eneFile: with open("XC3/JsonOutputs/btl/BTL_Enemy.json", 'r+', encoding='utf-8') as paramFile: with open("XC3/JsonOutputs/btl/BTL_EnRsc.json", 'r+', encoding='utf-8') as rscFile: paramData = json.load(paramFile) rscData = json.load(rscFile) eneData = json.load(eneFile) isMatchSize = isMatchSizeOption.GetState() eRando = Enemy.EnemyRandomizer(IDs.NormalMonsters, IDs.UniqueMonsters, IDs.BossMonsters, IDs.SuperbossMonsters, isEnemies, isNormal, isUnique, isBoss, isSuperboss, "Resource", "IdBattleEnemy", eneData, paramData, rscData, actKeys=actKeys) if StaticEnemyData == []: StaticEnemyData = eRando.GenEnemyData() for en in eneData["rows"]: if eRando.FilterEnemies(en, targetGroup): continue newEn = eRando.CreateRandomEnemy(StaticEnemyData) eRando.ActTypeFix(newEn, en) # Flying Enemies and some enemies in Erythia will still fall despite act type fix HPLimitFix(en, newEn, eRando) # if isBossGroupBalancing: # eRando.BalanceFight(en, newEn, GroupFightIDs, GroupFightViolations) if isMatchSize: EnemySizeHelper(en, newEn, eRando) IntroFightBalances(en, newEn, eRando) Helper.CopyKeys(en, newEn, ignoreKeys) for group in StaticEnemyData: group.RefreshCurrentGroup() if StaticEnemyData == []: Bandaids(eRando) JSONParser.CloseFile(eneData, eneFile) JSONParser.CloseFile(paramData, paramFile) JSONParser.CloseFile(rscData, rscFile) def HPLimitFix(en, newEn, eRando:Enemy.EnemyRandomizer): oldRSC = eRando.FindParam(en) newRSC = eRando.FindParam(newEn) if oldRSC["LowerLimitHP"] != newRSC["LowerLimitHP"]: eRando.ChangeStats([newEn], [("LowerLimitHP", oldRSC["LowerLimitHP"])]) def SummonFix(): # For now this is lower priority for how difficult it would be to fix so im removing summons with open("XC3/JsonOutputs/btl/BTL_EnSummon.json", 'r+', encoding='utf-8') as summonFile: summonData = json.load(summonFile) for summon in summonData["rows"]: for i in range(1,4): summon[f"EnemyID0{i}"] = 0 JSONParser.CloseFile(summonData, summonFile) def EnemySizeHelper(oldEn, newEn, eRando:Enemy.EnemyRandomizer): Massive = 3 Large = 2 Normal = 1 Small = 0 multDict = { (Massive, Large): 3, (Massive, Normal): 4, (Massive, Small): 5, (Large, Normal): 3, (Large, Small): 4, (Normal, Small): 1, } keys = ["Scale", "EliteScale", "WeaponScale"] eRando.EnemySizeMatch(oldEn, newEn, keys, multDict) def GetGroupFightViolations(): return [] def GetGroupFightIDs(): return [] def BreakTutorial(eRando:Enemy.EnemyRandomizer): # Tutorial that requires an enemy to be break, topple, dazed breakTutorial = [738] eRando.ChangeStats(breakTutorial, [("RstBreak", 0)]) def IntroFightBalances(en, newEn, eRando:Enemy.EnemyRandomizer): introTutorial = [449, 450, 451, 452, 453, 454, 455] bossIntroFights = [456, 457] returningToColony = [737 ,739] breakTutorial = [738] Piranhax = [588] DrifterRopl = [458] StealthShip = [460,461,462] Sentry = [463] AgnusTrio = [464,465,466] MysteriousEnemy = [467] cantLoseFights = introTutorial + bossIntroFights + returningToColony introFights = breakTutorial + Piranhax + DrifterRopl + Sentry + StealthShip + AgnusTrio + MysteriousEnemy + cantLoseFights if en["$id"] in introFights: oldEnParam = eRando.FindParam(en) if en["$id"] in cantLoseFights: hpChange = 5 else: hpChange = oldEnParam["StRevHp"] eRando.ChangeStats([newEn], [("StRevHp", hpChange),("StRevStr", oldEnParam["StRevStr"]),("StRevHeal", oldEnParam["StRevHeal"]),("StRevDex", oldEnParam["StRevDex"]),("StRevAgi", oldEnParam["StRevAgi"])]) def Bandaids(eRando): BreakTutorial(eRando) SummonFix() def EnemyDesc(name): desc = PopupDescriptions.Description() desc.Header("Enemies") desc.Text("This randomizes enemies in the world from the target category into the chosen ones.") desc.Header(Options.BossEnemyOption_MatchSize.name) desc.Text("Shrinks/grows enemies to match the size of the original enemy.") return desc
412
0.734035
1
0.734035
game-dev
MEDIA
0.39809
game-dev
0.879842
1
0.879842
suyoumo/DeepClaude_Benchmark
2,744
src/2025-03-04-03-28-40--deepseek-chat-0304/python/exercises/practice/go-counting/go_counting.py
WHITE = 'W' BLACK = 'B' EMPTY = ' ' class Board: """Count territories of each player in a Go game Args: board (list[str]): A two-dimensional Go board """ def __init__(self, board): self.board = [list(row) for row in board] self.height = len(self.board) self.width = len(self.board[0]) if self.height else 0 def _is_valid(self, x, y): """Check if coordinates are within board bounds""" return 0 <= x < self.width and 0 <= y < self.height def territory(self, x, y): """Find the owner and the territories given a coordinate on the board Args: x (int): Column on the board y (int): Row on the board Returns: (str, set): A tuple, the first element being the owner of that area. One of "W", "B", "". The second being a set of coordinates, representing the owner's territories. Raises: ValueError: If coordinates are invalid """ if not self._is_valid(x, y): raise ValueError('Invalid coordinate') if self.board[y][x] != ' ': return ('', set()) visited = set() queue = [(x, y)] borders = set() while queue: cx, cy = queue.pop(0) if (cx, cy) in visited: continue visited.add((cx, cy)) for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]: nx, ny = cx + dx, cy + dy if not self._is_valid(nx, ny): continue if self.board[ny][nx] == ' ': if (nx, ny) not in visited: queue.append((nx, ny)) else: borders.add(self.board[ny][nx]) if len(borders) == 1: owner = borders.pop() else: owner = '' return (owner, visited) def territories(self): """Find the owners and the territories of the whole board Args: none Returns: dict(str, set): A dictionary whose key being the owner , i.e. "W", "B", "". The value being a set of coordinates owned by the owner. """ result = {'B': set(), 'W': set(), '': set()} visited = set() for y in range(self.height): for x in range(self.width): if self.board[y][x] == ' ' and (x, y) not in visited: owner, territory = self.territory(x, y) result[owner].update(territory) visited.update(territory) return result
412
0.944406
1
0.944406
game-dev
MEDIA
0.829638
game-dev
0.910835
1
0.910835
AtomicGameEngine/AtomicGameEngine
2,702
Source/Atomic/Atomic2D/CollisionChain2D.h
// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #pragma once #include "../Atomic2D/CollisionShape2D.h" namespace Atomic { /// 2D chain collision component. class ATOMIC_API CollisionChain2D : public CollisionShape2D { ATOMIC_OBJECT(CollisionChain2D, CollisionShape2D); public: /// Construct. CollisionChain2D(Context* context); /// Destruct. virtual ~CollisionChain2D(); /// Register object factory. static void RegisterObject(Context* context); /// Set loop. void SetLoop(bool loop); /// Set vertex count. void SetVertexCount(unsigned count); /// Set vertex. void SetVertex(unsigned index, const Vector2& vertex); /// Set vertices. void SetVertices(const PODVector<Vector2>& vertices); /// Set vertices attribute. void SetVerticesAttr(const PODVector<unsigned char>& value); /// Return loop. bool GetLoop() const { return loop_; } /// Return vertex count. unsigned GetVertexCount() const { return vertices_.Size(); } /// Return vertex. const Vector2& GetVertex(unsigned index) const { return (index < vertices_.Size()) ? vertices_[index] : Vector2::ZERO; } /// Return vertices. const PODVector<Vector2>& GetVertices() const { return vertices_; } /// Return vertices attribute. PODVector<unsigned char> GetVerticesAttr() const; private: /// Apply node world scale. virtual void ApplyNodeWorldScale(); /// Recreate fixture. void RecreateFixture(); /// Chain shape. b2ChainShape chainShape_; /// Loop. bool loop_; /// Vertices. PODVector<Vector2> vertices_; }; }
412
0.831378
1
0.831378
game-dev
MEDIA
0.682594
game-dev,graphics-rendering
0.747265
1
0.747265
CalamityTeam/CalamityModPublic
1,920
Items/Weapons/Melee/SpineOfThanatos.cs
using CalamityMod.Projectiles.Melee; using CalamityMod.Rarities; using Microsoft.Xna.Framework; using Terraria; using Terraria.DataStructures; using Terraria.ID; using Terraria.ModLoader; namespace CalamityMod.Items.Weapons.Melee { public class SpineOfThanatos : ModItem, ILocalizedModType { public new string LocalizationCategory => "Items.Weapons.Melee"; public override void SetDefaults() { Item.width = Item.height = 28; Item.damage = 128; Item.value = CalamityGlobalItem.RarityVioletBuyPrice; Item.rare = ModContent.RarityType<Violet>(); Item.noMelee = true; Item.noUseGraphic = true; Item.channel = true; Item.autoReuse = true; Item.DamageType = DamageClass.MeleeNoSpeed; Item.useAnimation = Item.useTime = 24; Item.useStyle = ItemUseStyleID.Shoot; Item.knockBack = 8f; Item.UseSound = SoundID.Item68; Item.shootSpeed = 1f; Item.shoot = ModContent.ProjectileType<SpineOfThanatosProjectile>(); } public override bool CanUseItem(Player player) => player.ownedProjectileCounts[Item.shoot] <= 0; public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback) { for (int i = 0; i < 2; i++) Projectile.NewProjectile(source, position.X, position.Y, velocity.X, velocity.Y, type, damage, knockback, player.whoAmI, 0f, (i == 0f).ToDirectionInt()); // Create a third, final whip that does not swing around at all and instead simply flies towards the mouse. Projectile.NewProjectile(source, position.X, position.Y, velocity.X, velocity.Y, type, damage, knockback, player.whoAmI, 0f, 0f); return false; } } }
412
0.885904
1
0.885904
game-dev
MEDIA
0.992423
game-dev
0.877016
1
0.877016
shedaniel/cloth-config
8,408
common/src/main/java/me/shedaniel/clothconfig2/gui/entries/IntegerSliderEntry.java
/* * This file is part of Cloth Config. * Copyright (C) 2020 - 2021 shedaniel * * 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, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ package me.shedaniel.clothconfig2.gui.entries; import com.google.common.collect.Lists; import com.mojang.blaze3d.platform.Window; import com.mojang.blaze3d.vertex.PoseStack; import net.fabricmc.api.EnvType; import net.fabricmc.api.Environment; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.components.AbstractSliderButton; import net.minecraft.client.gui.components.AbstractWidget; import net.minecraft.client.gui.components.Button; import net.minecraft.client.gui.components.events.GuiEventListener; import net.minecraft.client.gui.narration.NarratableEntry; import net.minecraft.network.chat.Component; import net.minecraft.util.Mth; import org.jetbrains.annotations.ApiStatus; import java.util.List; import java.util.Optional; import java.util.concurrent.atomic.AtomicInteger; import java.util.function.Consumer; import java.util.function.Function; import java.util.function.Supplier; @Environment(EnvType.CLIENT) public class IntegerSliderEntry extends TooltipListEntry<Integer> { protected Slider sliderWidget; protected Button resetButton; protected AtomicInteger value; protected final long orginial; private int minimum, maximum; private final Supplier<Integer> defaultValue; private Function<Integer, Component> textGetter = integer -> Component.literal(String.format("Value: %d", integer)); private final List<AbstractWidget> widgets; @ApiStatus.Internal @Deprecated public IntegerSliderEntry(Component fieldName, int minimum, int maximum, int value, Component resetButtonKey, Supplier<Integer> defaultValue, Consumer<Integer> saveConsumer) { this(fieldName, minimum, maximum, value, resetButtonKey, defaultValue, saveConsumer, null); } @ApiStatus.Internal @Deprecated public IntegerSliderEntry(Component fieldName, int minimum, int maximum, int value, Component resetButtonKey, Supplier<Integer> defaultValue, Consumer<Integer> saveConsumer, Supplier<Optional<Component[]>> tooltipSupplier) { this(fieldName, minimum, maximum, value, resetButtonKey, defaultValue, saveConsumer, tooltipSupplier, false); } @ApiStatus.Internal @Deprecated public IntegerSliderEntry(Component fieldName, int minimum, int maximum, int value, Component resetButtonKey, Supplier<Integer> defaultValue, Consumer<Integer> saveConsumer, Supplier<Optional<Component[]>> tooltipSupplier, boolean requiresRestart) { super(fieldName, tooltipSupplier, requiresRestart); this.orginial = value; this.defaultValue = defaultValue; this.value = new AtomicInteger(value); this.saveCallback = saveConsumer; this.maximum = maximum; this.minimum = minimum; this.sliderWidget = new Slider(0, 0, 152, 20, ((double) this.value.get() - minimum) / Math.abs(maximum - minimum)); this.resetButton = new Button(0, 0, Minecraft.getInstance().font.width(resetButtonKey) + 6, 20, resetButtonKey, widget -> { setValue(defaultValue.get()); }); this.sliderWidget.setMessage(textGetter.apply(IntegerSliderEntry.this.value.get())); this.widgets = Lists.newArrayList(sliderWidget, resetButton); } public Function<Integer, Component> getTextGetter() { return textGetter; } public IntegerSliderEntry setTextGetter(Function<Integer, Component> textGetter) { this.textGetter = textGetter; this.sliderWidget.setMessage(textGetter.apply(IntegerSliderEntry.this.value.get())); return this; } @Override public Integer getValue() { return value.get(); } @Deprecated public void setValue(int value) { sliderWidget.setValue((Mth.clamp(value, minimum, maximum) - minimum) / (double) Math.abs(maximum - minimum)); this.value.set(Math.min(Math.max(value, minimum), maximum)); sliderWidget.updateMessage(); } @Override public boolean isEdited() { return super.isEdited() || getValue() != orginial; } @Override public Optional<Integer> getDefaultValue() { return defaultValue == null ? Optional.empty() : Optional.ofNullable(defaultValue.get()); } @Override public List<? extends GuiEventListener> children() { return widgets; } @Override public List<? extends NarratableEntry> narratables() { return widgets; } public IntegerSliderEntry setMaximum(int maximum) { this.maximum = maximum; return this; } public IntegerSliderEntry setMinimum(int minimum) { this.minimum = minimum; return this; } @Override public void render(PoseStack matrices, int index, int y, int x, int entryWidth, int entryHeight, int mouseX, int mouseY, boolean isHovered, float delta) { super.render(matrices, index, y, x, entryWidth, entryHeight, mouseX, mouseY, isHovered, delta); Window window = Minecraft.getInstance().getWindow(); this.resetButton.active = isEditable() && getDefaultValue().isPresent() && defaultValue.get() != value.get(); this.resetButton.y = y; this.sliderWidget.active = isEditable(); this.sliderWidget.y = y; Component displayedFieldName = getDisplayedFieldName(); if (Minecraft.getInstance().font.isBidirectional()) { Minecraft.getInstance().font.drawShadow(matrices, displayedFieldName.getVisualOrderText(), window.getGuiScaledWidth() - x - Minecraft.getInstance().font.width(displayedFieldName), y + 6, getPreferredTextColor()); this.resetButton.x = x; this.sliderWidget.x = x + resetButton.getWidth() + 1; } else { Minecraft.getInstance().font.drawShadow(matrices, displayedFieldName.getVisualOrderText(), x, y + 6, getPreferredTextColor()); this.resetButton.x = x + entryWidth - resetButton.getWidth(); this.sliderWidget.x = x + entryWidth - 150; } this.sliderWidget.setWidth(150 - resetButton.getWidth() - 2); resetButton.render(matrices, mouseX, mouseY, delta); sliderWidget.render(matrices, mouseX, mouseY, delta); } private class Slider extends AbstractSliderButton { protected Slider(int int_1, int int_2, int int_3, int int_4, double double_1) { super(int_1, int_2, int_3, int_4, Component.empty(), double_1); } @Override public void updateMessage() { setMessage(textGetter.apply(IntegerSliderEntry.this.value.get())); } @Override protected void applyValue() { IntegerSliderEntry.this.value.set((int) (minimum + Math.abs(maximum - minimum) * value)); } @Override public boolean keyPressed(int int_1, int int_2, int int_3) { if (!isEditable()) return false; return super.keyPressed(int_1, int_2, int_3); } @Override public boolean mouseDragged(double double_1, double double_2, int int_1, double double_3, double double_4) { if (!isEditable()) return false; return super.mouseDragged(double_1, double_2, int_1, double_3, double_4); } public double getProgress() { return value; } public void setProgress(double integer) { this.value = integer; } public void setValue(double integer) { this.value = integer; } } }
412
0.857122
1
0.857122
game-dev
MEDIA
0.717402
game-dev
0.948784
1
0.948784
python-qt-tools/PyQt5-stubs
10,144
tests/qflags/test_QtWidgets_StandardButtons_StandardButton.py
# mypy: no-warn-unreachable import sys from typing import Union, TypeVar, Type if sys.version_info[:2] >= (3,8): from typing import Literal else: from typing_extensions import Literal import pytest ### Specific part # file generated from qflags_test_template.py for QFlags class "QMessageBox.StandardButtons" and flag class "QMessageBox.StandardButton" from PyQt5 import QtWidgets OneFlagClass = QtWidgets.QMessageBox.StandardButton MultiFlagClass = QtWidgets.QMessageBox.StandardButtons oneFlagRefValue1 = QtWidgets.QMessageBox.StandardButton.NoButton oneFlagRefValue2 = QtWidgets.QMessageBox.StandardButton.Ok OR_CONVERTS_TO_MULTI: Literal[True] = True OR_INT_CONVERTS_TO_MULTI: Literal[False] = False INT_OR_CONVERTS_TO_MULTI: Literal[True] = True ### End of specific part def assert_type_of_value_int(value: int) -> None: '''Raise an exception if the value is not of type expected_type''' assert isinstance(value, int) def assert_type_of_value_oneFlag(value: OneFlagClass) -> None: '''Raise an exception if the value is not of type expected_type''' assert type(value) == OneFlagClass def assert_type_of_value_multiFlag(value: MultiFlagClass) -> None: '''Raise an exception if the value is not of type expected_type''' assert type(value) == MultiFlagClass def test_on_one_flag_class() -> None: oneFlagValue1 = oneFlagRefValue1 oneFlagValue2 = oneFlagRefValue2 oneFlagValueTest = oneFlagValue1 # type: OneFlagClass intValue = 0 # type: int oneOrMultiFlagValueTest = oneFlagValue1 # type: Union[OneFlagClass, MultiFlagClass] oneFlagOrIntValue = oneFlagValue1 # type: Union[int, OneFlagClass] # upcast from OneFlagClass to int intValue = oneFlagValue1 # conversion also accepted intValue = int(oneFlagValue1) # this is not supported type-safely for a good reason oneFlagValueTest = 1 # type: ignore # correct way to do it oneFlagValueTest = OneFlagClass(1) oneFlagValueTest = OneFlagClass(oneFlagValue1) # The rules of OneFlagClass conversion defined in PyQt5 are: # 1. | ~= with OneFlagClass return a MultiFlagClass (which is not compatible to int) # Note that this breaks Liskov principle # 2. everything else returns int: & ^ &= ^= # 3. operations with int return int. if OR_CONVERTS_TO_MULTI: assert_type_of_value_multiFlag(oneFlagValue1 | oneFlagValue2) else: assert_type_of_value_int(oneFlagValue1 | oneFlagValue2) assert_type_of_value_int(~oneFlagValue1) assert_type_of_value_int(oneFlagValue1 & oneFlagValue2) assert_type_of_value_int(oneFlagValue1 ^ oneFlagValue2) # right operand if OR_INT_CONVERTS_TO_MULTI: assert_type_of_value_multiFlag(oneFlagValue1 | 1) else: assert_type_of_value_int(oneFlagValue1 | 1) assert_type_of_value_int(oneFlagValue1 & 1) assert_type_of_value_int(oneFlagValue1 ^ 1) assert_type_of_value_int(oneFlagValue1 + 1) assert_type_of_value_int(oneFlagValue1 - 1) # left operand if INT_OR_CONVERTS_TO_MULTI: assert_type_of_value_multiFlag(1 | oneFlagValue1) else: assert_type_of_value_int(1 | oneFlagValue1) assert_type_of_value_int(1 & oneFlagValue1) assert_type_of_value_int(1 ^ oneFlagValue1) assert_type_of_value_int(1 + oneFlagValue1) assert_type_of_value_int(1 - oneFlagValue1) if OR_CONVERTS_TO_MULTI: oneOrMultiFlagValueTest = oneFlagValue1 # reset type and value assert_type_of_value_oneFlag(oneOrMultiFlagValueTest) oneOrMultiFlagValueTest |= oneFlagValue2 assert_type_of_value_multiFlag(oneOrMultiFlagValueTest) # nice violation of Liskov principle here else: oneFlagOrIntValue = oneFlagValue1 # reset type and value assert_type_of_value_oneFlag(oneFlagOrIntValue) oneFlagOrIntValue |= oneFlagValue2 assert_type_of_value_int(oneFlagOrIntValue) if OR_INT_CONVERTS_TO_MULTI: oneOrMultiFlagValueTest = oneFlagValue1 # reset type and value assert_type_of_value_oneFlag(oneOrMultiFlagValueTest) oneOrMultiFlagValueTest |= 1 assert_type_of_value_multiFlag(oneOrMultiFlagValueTest) else: oneFlagOrIntValue = oneFlagValue1 # reset type and value assert_type_of_value_oneFlag(oneFlagOrIntValue) oneFlagOrIntValue |= 1 assert_type_of_value_int(oneFlagOrIntValue) oneFlagOrIntValue = oneFlagValue1 # reset type and value assert_type_of_value_oneFlag(oneFlagOrIntValue) oneFlagOrIntValue &= 1 assert_type_of_value_int(oneFlagOrIntValue) oneFlagOrIntValue = oneFlagValue1 # reset type and value assert_type_of_value_oneFlag(oneFlagOrIntValue) oneFlagOrIntValue &= oneFlagValue2 assert_type_of_value_int(oneFlagOrIntValue) oneFlagOrIntValue = oneFlagValue1 # reset type and value assert_type_of_value_oneFlag(oneFlagOrIntValue) oneFlagOrIntValue ^= 1 assert_type_of_value_int(oneFlagOrIntValue) oneFlagOrIntValue = oneFlagValue1 # reset type and value assert_type_of_value_oneFlag(oneFlagOrIntValue) oneFlagOrIntValue ^= oneFlagValue2 assert_type_of_value_int(oneFlagOrIntValue) def test_on_multi_flag_class() -> None: oneFlagValue1 = oneFlagRefValue1 multiFlagValue1 = MultiFlagClass() multiFlagValue2 = MultiFlagClass() multiFlagValueTest = multiFlagValue1 # type: MultiFlagClass intValue = 0 assert_type_of_value_oneFlag(oneFlagValue1) assert_type_of_value_multiFlag(multiFlagValue1) assert_type_of_value_multiFlag(multiFlagValue2) assert_type_of_value_multiFlag(multiFlagValueTest) assert_type_of_value_int(intValue) # MultiFlagClass may be created by combining MultiFlagClass together assert_type_of_value_multiFlag( ~multiFlagValue1 ) assert_type_of_value_multiFlag( multiFlagValue1 | multiFlagValue2 ) assert_type_of_value_multiFlag( multiFlagValue1 & multiFlagValue2 ) assert_type_of_value_multiFlag( multiFlagValue1 ^ multiFlagValue2 ) # MultiFlagClass may be created by combining MultiFlagClass and OneFlagClass, left or right assert_type_of_value_multiFlag( multiFlagValue1 | oneFlagValue1 ) assert_type_of_value_multiFlag( multiFlagValue1 & oneFlagValue1 ) assert_type_of_value_multiFlag( multiFlagValue1 ^ oneFlagValue1 ) assert_type_of_value_multiFlag( oneFlagValue1 | multiFlagValue1 ) assert_type_of_value_multiFlag( oneFlagValue1 & multiFlagValue1 ) assert_type_of_value_multiFlag( oneFlagValue1 ^ multiFlagValue1 ) # MultClassFlag may be created by combining MultiFlagClass and int, right only assert_type_of_value_multiFlag(multiFlagValue1 | 1) assert_type_of_value_multiFlag(multiFlagValue1 & 1) assert_type_of_value_multiFlag(multiFlagValue1 ^ 1) # this is rejected by mypy and is slightly annoying: you can not pass a OneFlagClass variable to a method expecting a MultiFlagClass # explicit typing must be used on those methods to accept both OneFlagClass and MultiFlagClass multiFlagValueTest = oneFlagValue1 # type: ignore # correct way to do it multiFlagValueTest = MultiFlagClass(oneFlagValue1) assert_type_of_value_multiFlag(multiFlagValueTest) # this is rejected for the same reason as for OneFlagClass. intValue = multiFlagValueTest # type: ignore # correct way to do it intValue = int(multiFlagValueTest) assert_type_of_value_int(intValue) # rejected by mypy rightfully multiFlagValueTest = 1 # type: ignore # correct way to do it multiFlagValueTest = MultiFlagClass(1) # assignments operations with OneFlagClass assert_type_of_value_multiFlag(multiFlagValueTest) multiFlagValueTest |= oneFlagValue1 assert_type_of_value_multiFlag(multiFlagValueTest) assert_type_of_value_multiFlag(multiFlagValueTest) multiFlagValueTest &= oneFlagValue1 assert_type_of_value_multiFlag(multiFlagValueTest) assert_type_of_value_multiFlag(multiFlagValueTest) multiFlagValueTest ^= oneFlagValue1 assert_type_of_value_multiFlag(multiFlagValueTest) # assignments operations with int assert_type_of_value_multiFlag(multiFlagValueTest) multiFlagValueTest |= 1 assert_type_of_value_multiFlag(multiFlagValueTest) assert_type_of_value_multiFlag(multiFlagValueTest) multiFlagValueTest &= 1 assert_type_of_value_multiFlag(multiFlagValueTest) assert_type_of_value_multiFlag(multiFlagValueTest) multiFlagValueTest ^= 1 assert_type_of_value_multiFlag(multiFlagValueTest) #########################################################1 # # Exploring errors # #########################################################1 # This checks the following: # + and - operations are not supported on MultiFlagClass # combining int with MultiFlagClass does not work pytest.raises(TypeError, lambda: 1 | multiFlagValue1 ) # type: ignore[operator] pytest.raises(TypeError, lambda: 1 & multiFlagValue1 ) # type: ignore[operator] pytest.raises(TypeError, lambda: 1 ^ multiFlagValue1 ) # type: ignore[operator] pytest.raises(TypeError, lambda: multiFlagValue1 + multiFlagValue2 ) # type: ignore[operator] pytest.raises(TypeError, lambda: multiFlagValue1 - multiFlagValue2 ) # type: ignore[operator] pytest.raises(TypeError, lambda: multiFlagValue1 + oneFlagValue1) # type: ignore[operator] pytest.raises(TypeError, lambda: multiFlagValue1 - oneFlagValue1) # type: ignore[operator] pytest.raises(TypeError, lambda: multiFlagValue1 + 1) # type: ignore[operator] pytest.raises(TypeError, lambda: multiFlagValue1 - 1) # type: ignore[operator] pytest.raises(TypeError, lambda: oneFlagValue1 + multiFlagValue1) # type: ignore[operator] pytest.raises(TypeError, lambda: oneFlagValue1 - multiFlagValue1) # type: ignore[operator] pytest.raises(TypeError, lambda: 1 + multiFlagValue1) # type: ignore[operator] pytest.raises(TypeError, lambda: 1 - multiFlagValue1) # type: ignore[operator] def f1() -> None: multiFlagValueTest = MultiFlagClass() multiFlagValueTest += oneFlagValue1 # type: ignore[assignment, operator] def f2() -> None: multiFlagValueTest = MultiFlagClass() multiFlagValueTest += 1 # type: ignore[assignment, operator] def f3() -> None: multiFlagValueTest = MultiFlagClass() multiFlagValueTest -= oneFlagValue1 # type: ignore[assignment, operator] def f4() -> None: multiFlagValueTest = MultiFlagClass() multiFlagValueTest -= 1 # type: ignore[assignment, operator] pytest.raises(TypeError, f1) pytest.raises(TypeError, f2) pytest.raises(TypeError, f3) pytest.raises(TypeError, f4)
412
0.844478
1
0.844478
game-dev
MEDIA
0.341381
game-dev
0.627655
1
0.627655
commandlineparser/commandline
1,770
src/CommandLine/Core/Verb.cs
// Copyright 2005-2015 Giacomo Stelluti Scala & Contributors. All rights reserved. See License.md in the project root for license information. using System; using System.Collections.Generic; using System.Linq; using System.Reflection; namespace CommandLine.Core { sealed class Verb { public Verb(string name, string helpText, bool hidden, bool isDefault, string[] aliases) { if (string.IsNullOrWhiteSpace(name)) throw new ArgumentNullException(nameof(name)); Name = name; HelpText = helpText ?? throw new ArgumentNullException(nameof(helpText)); Hidden = hidden; IsDefault = isDefault; Aliases = aliases ?? new string[0]; } public string Name { get; private set; } public string HelpText { get; private set; } public bool Hidden { get; private set; } public bool IsDefault { get; private set; } public string[] Aliases { get; private set; } public static Verb FromAttribute(VerbAttribute attribute) { return new Verb( attribute.Name, attribute.HelpText, attribute.Hidden, attribute.IsDefault, attribute.Aliases ); } public static IEnumerable<Tuple<Verb, Type>> SelectFromTypes(IEnumerable<Type> types) { return from type in types let attrs = type.GetTypeInfo().GetCustomAttributes(typeof(VerbAttribute), true).ToArray() where attrs.Length == 1 select Tuple.Create( FromAttribute((VerbAttribute)attrs.Single()), type); } } }
412
0.633475
1
0.633475
game-dev
MEDIA
0.278953
game-dev
0.939022
1
0.939022
Arcnor/pixel-dungeon-gdx
2,835
core/src/com/watabou/pixeldungeon/actors/hero/HeroSubClass.java
/* * Pixel Dungeon * Copyright (C) 2012-2014 Oleg Dolya * * 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 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 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/> */ package com.watabou.pixeldungeon.actors.hero; import com.watabou.utils.Bundle; public enum HeroSubClass { NONE( null, null ), GLADIATOR( "gladiator", "A successful attack with a melee weapon allows the _Gladiator_ to start a combo, " + "in which every next successful hit inflicts more damage." ), BERSERKER( "berserker", "When severely wounded, the _Berserker_ enters a state of wild fury " + "significantly increasing his damage output." ), WARLOCK( "warlock", "After killing an enemy the _Warlock_ consumes its soul. " + "It heals his wounds and satisfies his hunger." ), BATTLEMAGE( "battlemage", "When fighting with a wand in his hands, the _Battlemage_ inflicts additional damage depending " + "on the current number of charges. Every successful hit restores 1 charge to this wand." ), ASSASSIN( "assassin", "When performing a surprise attack, the _Assassin_ inflicts additional damage to his target." ), FREERUNNER( "freerunner", "The _Freerunner_ can move almost twice faster, than most of the monsters. When he " + "is running, the Freerunner is much harder to hit. For that he must be unencumbered and not starving." ), SNIPER( "sniper", "_Snipers_ are able to detect weak points in an enemy's armor, " + "effectively ignoring it when using a missile weapon." ), WARDEN( "warden", "Having a strong connection with forces of nature gives _Wardens_ an ability to gather dewdrops and " + "seeds from plants. Also trampling a high grass grants them a temporary armor buff." ); private String title; private String desc; private HeroSubClass( String title, String desc ) { this.title = title; this.desc = desc; } public String title() { return title; } public String desc() { return desc; } private static final String SUBCLASS = "subClass"; public void storeInBundle( Bundle bundle ) { bundle.put( SUBCLASS, toString() ); } public static HeroSubClass restoreInBundle( Bundle bundle ) { String value = bundle.getString( SUBCLASS ); try { return valueOf( value ); } catch (Exception e) { return NONE; } } }
412
0.800109
1
0.800109
game-dev
MEDIA
0.957789
game-dev
0.979841
1
0.979841
XFactHD/FramedBlocks
2,732
src/main/java/io/github/xfacthd/framedblocks/common/blockentity/doubled/slopeedge/FramedElevatedDoubleCornerSlopeEdgeBlockEntity.java
package io.github.xfacthd.framedblocks.common.blockentity.doubled.slopeedge; import io.github.xfacthd.framedblocks.api.block.FramedProperties; import io.github.xfacthd.framedblocks.api.block.blockentity.FramedDoubleBlockEntity; import io.github.xfacthd.framedblocks.api.util.Utils; import io.github.xfacthd.framedblocks.common.FBContent; import io.github.xfacthd.framedblocks.common.data.PropertyHolder; import io.github.xfacthd.framedblocks.common.data.property.CornerType; import net.minecraft.core.BlockPos; import net.minecraft.core.Direction; import net.minecraft.world.level.block.state.BlockState; import net.minecraft.world.phys.BlockHitResult; import net.minecraft.world.phys.Vec3; public class FramedElevatedDoubleCornerSlopeEdgeBlockEntity extends FramedDoubleBlockEntity { public FramedElevatedDoubleCornerSlopeEdgeBlockEntity(BlockPos pos, BlockState state) { super(FBContent.BE_TYPE_FRAMED_ELEVATED_DOUBLE_CORNER_SLOPE_EDGE.value(), pos, state); } @Override protected boolean hitSecondary(BlockHitResult hit, Vec3 lookVec, Vec3 eyePos) { Direction dir = getBlockState().getValue(FramedProperties.FACING_HOR); CornerType type = getBlockState().getValue(PropertyHolder.CORNER_TYPE); Direction side = hit.getDirection(); Direction baseFace = switch (type) { case BOTTOM -> Direction.DOWN; case TOP -> Direction.UP; default -> dir; }; if (side == baseFace) return false; Vec3 hitVec = hit.getLocation(); Direction xFront; Direction yFront; if (type.isHorizontal()) { xFront = type.isRight() ? dir.getCounterClockWise() : dir.getClockWise(); yFront = type.isTop() ? Direction.DOWN : Direction.UP; } else { xFront = dir.getClockWise(); yFront = dir.getOpposite(); } if (side == baseFace.getOpposite()) { double offX = Utils.fractionInDir(hitVec, xFront); double offY = Utils.fractionInDir(hitVec, yFront); return offX > .5D || offY > .5D; } else if (side == xFront || side == yFront) { double off = Utils.fractionInDir(hitVec, baseFace.getOpposite()); return off > .5D; } else if (side == xFront.getOpposite() || side == yFront.getOpposite()) { double offY = (Utils.fractionInDir(hitVec, baseFace.getOpposite()) - .5D) * 2D; double offXZ = (Utils.fractionInDir(hitVec, side == xFront.getOpposite() ? yFront : xFront) - .5D) * 2D; return offXZ >= 0D && offY >= (1D - offXZ); } return false; } }
412
0.763202
1
0.763202
game-dev
MEDIA
0.530402
game-dev
0.749618
1
0.749618
lsw5530/RPG_GameFramework
5,625
Client_GF/Assets/XLua/Src/CopyByValue.cs
/* * Tencent is pleased to support the open source community by making xLua available. * Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved. * Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at * http://opensource.org/licenses/MIT * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ #if USE_UNI_LUA using LuaAPI = UniLua.Lua; using RealStatePtr = UniLua.ILuaState; using LuaCSFunction = UniLua.CSharpFunctionDelegate; #else using LuaAPI = XLua.LuaDLL.Lua; using RealStatePtr = System.IntPtr; using LuaCSFunction = XLua.LuaDLL.lua_CSFunction; #endif using System; namespace XLua { public static partial class CopyByValue { // for int 8 public static bool Pack(IntPtr buff, int offset, byte field) { return LuaAPI.xlua_pack_int8_t(buff, offset, field); } public static bool UnPack(IntPtr buff, int offset, out byte field) { return LuaAPI.xlua_unpack_int8_t(buff, offset, out field); } public static bool Pack(IntPtr buff, int offset, sbyte field) { return LuaAPI.xlua_pack_int8_t(buff, offset, (byte)field); } public static bool UnPack(IntPtr buff, int offset, out sbyte field) { byte tfield; bool ret = LuaAPI.xlua_unpack_int8_t(buff, offset, out tfield); field = (sbyte)tfield; return ret; } // for int16 public static bool Pack(IntPtr buff, int offset, short field) { return LuaAPI.xlua_pack_int16_t(buff, offset, field); } public static bool UnPack(IntPtr buff, int offset, out short field) { return LuaAPI.xlua_unpack_int16_t(buff, offset, out field); } public static bool Pack(IntPtr buff, int offset, ushort field) { return LuaAPI.xlua_pack_int16_t(buff, offset, (short)field); } public static bool UnPack(IntPtr buff, int offset, out ushort field) { short tfield; bool ret = LuaAPI.xlua_unpack_int16_t(buff, offset, out tfield); field = (ushort)tfield; return ret; } // for int32 public static bool Pack(IntPtr buff, int offset, int field) { return LuaAPI.xlua_pack_int32_t(buff, offset, field); } public static bool UnPack(IntPtr buff, int offset, out int field) { return LuaAPI.xlua_unpack_int32_t(buff, offset, out field); } public static bool Pack(IntPtr buff, int offset, uint field) { return LuaAPI.xlua_pack_int32_t(buff, offset, (int)field); } public static bool UnPack(IntPtr buff, int offset, out uint field) { int tfield; bool ret = LuaAPI.xlua_unpack_int32_t(buff, offset, out tfield); field = (uint)tfield; return ret; } // for int64 public static bool Pack(IntPtr buff, int offset, long field) { return LuaAPI.xlua_pack_int64_t(buff, offset, field); } public static bool UnPack(IntPtr buff, int offset, out long field) { return LuaAPI.xlua_unpack_int64_t(buff, offset, out field); } public static bool Pack(IntPtr buff, int offset, ulong field) { return LuaAPI.xlua_pack_int64_t(buff, offset, (long)field); } public static bool UnPack(IntPtr buff, int offset, out ulong field) { long tfield; bool ret = LuaAPI.xlua_unpack_int64_t(buff, offset, out tfield); field = (ulong)tfield; return ret; } // for float public static bool Pack(IntPtr buff, int offset, float field) { return LuaAPI.xlua_pack_float(buff, offset, field); } public static bool UnPack(IntPtr buff, int offset, out float field) { return LuaAPI.xlua_unpack_float(buff, offset, out field); } // for double public static bool Pack(IntPtr buff, int offset, double field) { return LuaAPI.xlua_pack_double(buff, offset, field); } public static bool UnPack(IntPtr buff, int offset, out double field) { return LuaAPI.xlua_unpack_double(buff, offset, out field); } // for decimal public static bool Pack(IntPtr buff, int offset, decimal field) { return LuaAPI.xlua_pack_decimal(buff, offset, ref field); } public static bool UnPack(IntPtr buff, int offset, out decimal field) { byte scale; byte sign; int hi32; ulong lo64; if (!LuaAPI.xlua_unpack_decimal(buff, offset, out scale, out sign, out hi32, out lo64)) { field = default(decimal); return false; } field = new Decimal((int)(lo64 & 0xFFFFFFFF), (int)(lo64 >> 32), hi32, (sign & 0x80) != 0, scale); return true; } public static bool IsStruct(Type type) { return type.IsValueType() && !type.IsEnum() && !type.IsPrimitive(); } } }
412
0.723357
1
0.723357
game-dev
MEDIA
0.449005
game-dev
0.55654
1
0.55654
space-wizards/space-station-14
4,163
Content.Client/Maps/GridDraggingSystem.cs
using System.Numerics; using Content.Shared.Maps; using Robust.Client.GameObjects; using Robust.Client.Graphics; using Robust.Client.Input; using Robust.Shared.Input; using Robust.Shared.Map; using Robust.Shared.Physics.Components; using Robust.Shared.Timing; namespace Content.Client.Maps; /// <inheritdoc /> public sealed class GridDraggingSystem : SharedGridDraggingSystem { [Dependency] private readonly IEyeManager _eyeManager = default!; [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IInputManager _inputManager = default!; [Dependency] private readonly IMapManager _mapManager = default!; [Dependency] private readonly InputSystem _inputSystem = default!; [Dependency] private readonly SharedTransformSystem _transformSystem = default!; public bool Enabled { get; set; } private EntityUid? _dragging; private Vector2 _localPosition; private MapCoordinates? _lastMousePosition; public override void Initialize() { base.Initialize(); SubscribeNetworkEvent<GridDragToggleMessage>(OnToggleMessage); } private void OnToggleMessage(GridDragToggleMessage ev) { if (Enabled == ev.Enabled) return; Enabled = ev.Enabled; if (!Enabled) StopDragging(); } private void StartDragging(EntityUid grid, Vector2 localPosition) { _dragging = grid; _localPosition = localPosition; if (HasComp<PhysicsComponent>(grid)) { RaiseNetworkEvent(new GridDragVelocityRequest() { Grid = GetNetEntity(grid), LinearVelocity = Vector2.Zero }); } } private void StopDragging() { if (_dragging == null) return; if (_lastMousePosition != null && TryComp(_dragging.Value, out TransformComponent? xform) && TryComp<PhysicsComponent>(_dragging.Value, out _) && xform.MapID == _lastMousePosition.Value.MapId) { var tickTime = _gameTiming.TickPeriod; var distance = _lastMousePosition.Value.Position - _transformSystem.GetWorldPosition(xform); RaiseNetworkEvent(new GridDragVelocityRequest() { Grid = GetNetEntity(_dragging.Value), LinearVelocity = distance.LengthSquared() > 0f ? (distance / (float) tickTime.TotalSeconds) * 0.25f : Vector2.Zero, }); } _dragging = null; _localPosition = Vector2.Zero; _lastMousePosition = null; } public override void Update(float frameTime) { base.Update(frameTime); if (!Enabled || !_gameTiming.IsFirstTimePredicted) return; var state = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use); if (state != BoundKeyState.Down) { StopDragging(); return; } var mouseScreenPos = _inputManager.MouseScreenPosition; var mousePos = _eyeManager.PixelToMap(mouseScreenPos); if (_dragging == null) { if (!_mapManager.TryFindGridAt(mousePos, out var gridUid, out var grid)) return; StartDragging(gridUid, Vector2.Transform(mousePos.Position, _transformSystem.GetInvWorldMatrix(gridUid))); } if (!TryComp(_dragging, out TransformComponent? xform)) { StopDragging(); return; } if (xform.MapID != mousePos.MapId) { StopDragging(); return; } var localToWorld = Vector2.Transform(_localPosition, _transformSystem.GetWorldMatrix(xform)); if (localToWorld.EqualsApprox(mousePos.Position, 0.01f)) return; var requestedGridOrigin = mousePos.Position - _transformSystem.GetWorldRotation(xform).RotateVec(_localPosition); _lastMousePosition = new MapCoordinates(requestedGridOrigin, mousePos.MapId); RaiseNetworkEvent(new GridDragRequestPosition() { Grid = GetNetEntity(_dragging.Value), WorldPosition = requestedGridOrigin, }); } }
412
0.939472
1
0.939472
game-dev
MEDIA
0.8893
game-dev
0.984414
1
0.984414
Decencies/CheatBreaker
2,616
CheatBreaker/src/main/java/net/minecraft/client/resources/ResourcePackListEntryDefault.java
package net.minecraft.client.resources; import com.google.gson.JsonParseException; import java.io.IOException; import net.minecraft.client.gui.GuiScreenResourcePacks; import net.minecraft.client.renderer.texture.DynamicTexture; import net.minecraft.client.renderer.texture.TextureUtil; import net.minecraft.client.resources.data.PackMetadataSection; import net.minecraft.util.EnumChatFormatting; import net.minecraft.util.ResourceLocation; import org.apache.logging.log4j.LogManager; import org.apache.logging.log4j.Logger; public class ResourcePackListEntryDefault extends ResourcePackListEntry { private static final Logger logger = LogManager.getLogger(); private final IResourcePack field_148320_d; private final ResourceLocation field_148321_e; public ResourcePackListEntryDefault(GuiScreenResourcePacks p_i45052_1_) { super(p_i45052_1_); this.field_148320_d = this.field_148317_a.getResourcePackRepository().rprDefaultResourcePack; DynamicTexture var2; try { var2 = new DynamicTexture(this.field_148320_d.getPackImage()); } catch (IOException var4) { var2 = TextureUtil.missingTexture; } this.field_148321_e = this.field_148317_a.getTextureManager().getDynamicTextureLocation("texturepackicon", var2); } protected String func_148311_a() { try { PackMetadataSection var1 = (PackMetadataSection)this.field_148320_d.getPackMetadata(this.field_148317_a.getResourcePackRepository().rprMetadataSerializer, "pack"); if (var1 != null) { return var1.func_152805_a().getFormattedText(); } } catch (JsonParseException var2) { logger.error("Couldn\'t load metadata info", var2); } catch (IOException var3) { logger.error("Couldn\'t load metadata info", var3); } return EnumChatFormatting.RED + "Missing " + "pack.mcmeta" + " :("; } protected boolean func_148309_e() { return false; } protected boolean func_148308_f() { return false; } protected boolean func_148314_g() { return false; } protected boolean func_148307_h() { return false; } protected String func_148312_b() { return "Default"; } protected void func_148313_c() { this.field_148317_a.getTextureManager().bindTexture(this.field_148321_e); } protected boolean func_148310_d() { return false; } }
412
0.862714
1
0.862714
game-dev
MEDIA
0.932261
game-dev
0.912997
1
0.912997
OvercastNetwork/SportBukkit
2,047
snapshot/CraftBukkit/src/main/java/org/bukkit/craftbukkit/entity/CraftFirework.java
package org.bukkit.craftbukkit.entity; import net.minecraft.server.EntityFireworks; import net.minecraft.server.ItemStack; import net.minecraft.server.Items; import org.bukkit.Material; import org.bukkit.craftbukkit.CraftServer; import org.bukkit.craftbukkit.inventory.CraftItemStack; import org.bukkit.entity.EntityType; import org.bukkit.entity.Firework; import org.bukkit.inventory.meta.FireworkMeta; import java.util.Random; public class CraftFirework extends CraftEntity implements Firework { private final Random random = new Random(); private final CraftItemStack item; public CraftFirework(CraftServer server, EntityFireworks entity) { super(server, entity); ItemStack item = getHandle().getDataWatcher().get(EntityFireworks.FIREWORK_ITEM); if (item.isEmpty()) { item = new ItemStack(Items.FIREWORKS); getHandle().getDataWatcher().set(EntityFireworks.FIREWORK_ITEM, item); } this.item = CraftItemStack.asCraftMirror(item); // Ensure the item is a firework... if (this.item.getType() != Material.FIREWORK) { this.item.setType(Material.FIREWORK); } } @Override public EntityFireworks getHandle() { return (EntityFireworks) entity; } @Override public String toString() { return "CraftFirework"; } @Override public EntityType getType() { return EntityType.FIREWORK; } @Override public FireworkMeta getFireworkMeta() { return (FireworkMeta) item.getItemMeta(); } @Override public void setFireworkMeta(FireworkMeta meta) { item.setItemMeta(meta); // Copied from EntityFireworks constructor, update firework lifetime/power getHandle().expectedLifespan = 10 * (1 + meta.getPower()) + random.nextInt(6) + random.nextInt(7); getHandle().getDataWatcher().markDirty(EntityFireworks.FIREWORK_ITEM); } @Override public void detonate() { getHandle().expectedLifespan = 0; } }
412
0.756258
1
0.756258
game-dev
MEDIA
0.950853
game-dev
0.824955
1
0.824955
magefree/mage
1,813
Mage.Sets/src/mage/cards/s/SwiftWarden.java
package mage.cards.s; import java.util.UUID; import mage.MageInt; import mage.abilities.Ability; import mage.abilities.common.EntersBattlefieldTriggeredAbility; import mage.abilities.effects.common.continuous.GainAbilityTargetEffect; import mage.abilities.keyword.FlashAbility; import mage.abilities.keyword.HexproofAbility; import mage.cards.CardImpl; import mage.cards.CardSetInfo; import mage.constants.CardType; import mage.constants.Duration; import mage.constants.SubType; import mage.constants.TargetController; import mage.filter.FilterPermanent; import mage.target.TargetPermanent; /** * * @author LevelX2 */ public final class SwiftWarden extends CardImpl { private static final FilterPermanent filter = new FilterPermanent("Merfolk you control"); static { filter.add(TargetController.YOU.getControllerPredicate()); filter.add(SubType.MERFOLK.getPredicate()); } public SwiftWarden(UUID ownerId, CardSetInfo setInfo) { super(ownerId, setInfo, new CardType[]{CardType.CREATURE}, "{1}{G}{G}"); this.subtype.add(SubType.MERFOLK); this.subtype.add(SubType.WARRIOR); this.power = new MageInt(3); this.toughness = new MageInt(3); // Flash this.addAbility(FlashAbility.getInstance()); // When Swift Warden enters the battlefield, target Merfolk you control gains hexproof until end of turn. Ability ability = new EntersBattlefieldTriggeredAbility(new GainAbilityTargetEffect(HexproofAbility.getInstance(), Duration.EndOfTurn)); ability.addTarget(new TargetPermanent(filter)); this.addAbility(ability); } private SwiftWarden(final SwiftWarden card) { super(card); } @Override public SwiftWarden copy() { return new SwiftWarden(this); } }
412
0.965461
1
0.965461
game-dev
MEDIA
0.975803
game-dev
0.993278
1
0.993278
WolfyScript/CustomCrafting
3,352
spigot/src/main/java/me/wolfyscript/customcrafting/recipes/conditions/AdvancedWorkbenchCondition.java
/* * ____ _ _ ____ ___ ____ _ _ ____ ____ ____ ____ ___ _ _ _ ____ * | | | [__ | | | |\/| | |__/ |__| |___ | | |\ | | __ * |___ |__| ___] | |__| | | |___ | \ | | | | | | \| |__] * * CustomCrafting Recipe creation and management tool for Minecraft * Copyright (C) 2021 WolfyScript * * 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 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 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 <https://www.gnu.org/licenses/>. */ package me.wolfyscript.customcrafting.recipes.conditions; import com.wolfyscript.utilities.bukkit.items.CustomItemBlockData; import me.wolfyscript.customcrafting.CustomCrafting; import me.wolfyscript.customcrafting.recipes.CraftingRecipe; import me.wolfyscript.customcrafting.recipes.CustomRecipe; import me.wolfyscript.customcrafting.recipes.RecipeType; import me.wolfyscript.customcrafting.utils.NamespacedKeyUtils; import me.wolfyscript.utilities.api.WolfyUtilCore; import me.wolfyscript.utilities.util.NamespacedKey; import org.bukkit.Material; import java.util.List; public class AdvancedWorkbenchCondition extends Condition<AdvancedWorkbenchCondition> { public static final NamespacedKey KEY = new NamespacedKey(NamespacedKeyUtils.NAMESPACE, "advanced_workbench"); public AdvancedWorkbenchCondition() { super(KEY); setAvailableOptions(Conditions.Option.EXACT); } @Override public boolean check(CustomRecipe<?> recipe, Conditions.Data data) { if (recipe instanceof CraftingRecipe) { if (data.getBlock() != null) { return WolfyUtilCore.getInstance().getPersistentStorage().getOrCreateWorldStorage(data.getBlock().getWorld()) .getBlock(data.getBlock().getLocation()) .flatMap(blockStorage -> blockStorage.getData(CustomItemBlockData.ID, CustomItemBlockData.class) .map(customItemData -> customItemData.getItem().equals(CustomCrafting.ADVANCED_WORKBENCH) || customItemData.getItem().equals(CustomCrafting.ADVANCED_CRAFTING_TABLE)) ) .orElse(false); } return false; } return true; } @Override public boolean isApplicable(CustomRecipe<?> recipe) { return RecipeType.Container.CRAFTING.isInstance(recipe); } public static class GUIComponent extends IconGUIComponent<AdvancedWorkbenchCondition> { public GUIComponent() { super(Material.CRAFTING_TABLE, getLangKey("advanced_crafting_table", "name"), List.of(getLangKey("advanced_crafting_table", "description"))); } @Override public boolean shouldRender(RecipeType<?> type) { return RecipeType.Container.CRAFTING.has(type); } } }
412
0.891637
1
0.891637
game-dev
MEDIA
0.968271
game-dev
0.844228
1
0.844228
ReactVision/virocore
2,361
macos/Libraries/bullet/include/BulletCollision/NarrowPhaseCollision/btConvexCast.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_CONVEX_CAST_H #define BT_CONVEX_CAST_H #include "LinearMath/btTransform.h" #include "LinearMath/btVector3.h" #include "LinearMath/btScalar.h" class btMinkowskiSumShape; #include "LinearMath/btIDebugDraw.h" /// btConvexCast is an interface for Casting class btConvexCast { public: virtual ~btConvexCast(); ///RayResult stores the closest result /// alternatively, add a callback method to decide about closest/all results struct CastResult { //virtual bool addRayResult(const btVector3& normal,btScalar fraction) = 0; virtual void DebugDraw(btScalar fraction) {(void)fraction;} virtual void drawCoordSystem(const btTransform& trans) {(void)trans;} virtual void reportFailure(int errNo, int numIterations) {(void)errNo;(void)numIterations;} CastResult() :m_fraction(btScalar(BT_LARGE_FLOAT)), m_debugDrawer(0), m_allowedPenetration(btScalar(0)) { } virtual ~CastResult() {}; btTransform m_hitTransformA; btTransform m_hitTransformB; btVector3 m_normal; btVector3 m_hitPoint; btScalar m_fraction; //input and output btIDebugDraw* m_debugDrawer; btScalar m_allowedPenetration; }; /// cast a convex against another convex object virtual bool calcTimeOfImpact( const btTransform& fromA, const btTransform& toA, const btTransform& fromB, const btTransform& toB, CastResult& result) = 0; }; #endif //BT_CONVEX_CAST_H
412
0.958802
1
0.958802
game-dev
MEDIA
0.978243
game-dev
0.941296
1
0.941296
Elfocrash/L2dotNET
3,917
src/L2dotNET/Network/serverpackets/SystemMessage.cs
using System.Collections.Generic; using L2dotNET.DataContracts.Shared.Enums; using L2dotNET.Models; using L2dotNET.Models.Items; using L2dotNET.Models.Npcs; using L2dotNET.Models.Player; namespace L2dotNET.Network.serverpackets { public class SystemMessage : GameserverPacket { private readonly List<object[]> _data = new List<object[]>(); public int MessgeId; public SystemMessage(SystemMessageId msgId) { MessgeId = (int)msgId; } public SystemMessage AddString(string val) { _data.Add(new object[] { 0, val }); return this; } public SystemMessage AddNumber(int val) { _data.Add(new object[] { 1, val }); return this; } public SystemMessage AddNumber(double val) { _data.Add(new object[] { 1, (int)val }); return this; } public SystemMessage AddNpcName(int val) { _data.Add(new object[] { 2, 1000000 + val }); return this; } public SystemMessage AddItemName(int val) { _data.Add(new object[] { 3, val }); return this; } public SystemMessage AddSkillName(int val, int lvl) { _data.Add(new object[] { 4, val, lvl }); return this; } public void AddCastleName(int val) { _data.Add(new object[] { 5, val }); } public void AddItemCount(int val) { _data.Add(new object[] { 6, val }); } public void AddZoneName(int val, int y, int z) { _data.Add(new object[] { 7, val, y, z }); } public void AddElementName(int val) { _data.Add(new object[] { 9, val }); } public void AddInstanceName(int val) { _data.Add(new object[] { 10, val }); } public SystemMessage AddPlayerName(string val) { _data.Add(new object[] { 12, val }); return this; } public SystemMessage AddName(L2Object obj) { if (obj is L2Player) return AddPlayerName(((L2Player)obj).Name); if (obj is L2Npc) return AddNpcName(((L2Npc)obj).NpcId); if (obj is L2Item) return AddItemName(((L2Item)obj).Template.ItemId); return AddString(obj.AsString()); } public void AddSysStr(int val) { _data.Add(new object[] { 13, val }); } public override void Write() { WriteByte(0x64); WriteInt(MessgeId); WriteInt(_data.Count); foreach (object[] d in _data) { int type = (int)d[0]; WriteInt(type); switch (type) { case 0: //text case 12: WriteString((string)d[1]); break; case 1: //number case 2: //npcid case 3: //itemid case 5: case 9: case 10: case 13: WriteInt((int)d[1]); break; case 4: //skillname WriteInt((int)d[1]); WriteInt((int)d[2]); break; case 6: WriteLong((long)d[1]); break; case 7: //zone WriteInt((int)d[1]); WriteInt((int)d[2]); WriteInt((int)d[3]); break; } } } } }
412
0.856496
1
0.856496
game-dev
MEDIA
0.624098
game-dev,networking
0.569599
1
0.569599
Sigma-Skidder-Team/SigmaRebase
2,234
src/main/java/net/minecraft/command/impl/DeOpCommand.java
package net.minecraft.command.impl; import com.mojang.authlib.GameProfile; import com.mojang.brigadier.CommandDispatcher; import com.mojang.brigadier.exceptions.CommandSyntaxException; import com.mojang.brigadier.exceptions.SimpleCommandExceptionType; import java.util.Collection; import net.minecraft.command.CommandSource; import net.minecraft.command.Commands; import net.minecraft.command.ISuggestionProvider; import net.minecraft.command.arguments.GameProfileArgument; import net.minecraft.server.management.PlayerList; import net.minecraft.util.text.TranslationTextComponent; public class DeOpCommand { private static final SimpleCommandExceptionType FAILED_EXCEPTION = new SimpleCommandExceptionType(new TranslationTextComponent("commands.deop.failed")); public static void register(CommandDispatcher<CommandSource> dispatcher) { dispatcher.register(Commands.literal("deop").requires((p_198325_0_) -> { return p_198325_0_.hasPermissionLevel(3); }).then(Commands.argument("targets", GameProfileArgument.gameProfile()).suggests((p_198323_0_, p_198323_1_) -> { return ISuggestionProvider.suggest(p_198323_0_.getSource().getServer().getPlayerList().getOppedPlayerNames(), p_198323_1_); }).executes((p_198324_0_) -> { return deopPlayers(p_198324_0_.getSource(), GameProfileArgument.getGameProfiles(p_198324_0_, "targets")); }))); } private static int deopPlayers(CommandSource source, Collection<GameProfile> players) throws CommandSyntaxException { PlayerList playerlist = source.getServer().getPlayerList(); int i = 0; for (GameProfile gameprofile : players) { if (playerlist.canSendCommands(gameprofile)) { playerlist.removeOp(gameprofile); ++i; source.sendFeedback(new TranslationTextComponent("commands.deop.success", players.iterator().next().getName()), true); } } if (i == 0) { throw FAILED_EXCEPTION.create(); } else { source.getServer().kickPlayersNotWhitelisted(source); return i; } } }
412
0.826527
1
0.826527
game-dev
MEDIA
0.944033
game-dev
0.960338
1
0.960338
magefree/mage
1,124
Mage.Sets/src/mage/cards/m/MirrodinAvenged.java
package mage.cards.m; import mage.abilities.effects.common.DestroyTargetEffect; import mage.abilities.effects.common.DrawCardSourceControllerEffect; import mage.cards.CardImpl; import mage.cards.CardSetInfo; import mage.constants.CardType; import mage.filter.StaticFilters; import mage.target.TargetPermanent; import java.util.UUID; /** * @author TheElk801 */ public final class MirrodinAvenged extends CardImpl { public MirrodinAvenged(UUID ownerId, CardSetInfo setInfo) { super(ownerId, setInfo, new CardType[]{CardType.INSTANT}, "{B}"); // Destroy target creature that was dealt damage this turn. this.getSpellAbility().addEffect(new DestroyTargetEffect()); this.getSpellAbility().addTarget(new TargetPermanent(StaticFilters.FILTER_CREATURE_DAMAGED_THIS_TURN)); // Draw a card. this.getSpellAbility().addEffect(new DrawCardSourceControllerEffect(1).concatBy("<br>")); } private MirrodinAvenged(final MirrodinAvenged card) { super(card); } @Override public MirrodinAvenged copy() { return new MirrodinAvenged(this); } }
412
0.92561
1
0.92561
game-dev
MEDIA
0.85415
game-dev
0.93936
1
0.93936
baileyholl/Ars-Nouveau
2,287
src/main/java/com/hollingsworth/arsnouveau/common/network/PacketUpdateSpellColorAll.java
package com.hollingsworth.arsnouveau.common.network; import com.hollingsworth.arsnouveau.ArsNouveau; import com.hollingsworth.arsnouveau.api.registry.SpellCasterRegistry; import com.hollingsworth.arsnouveau.api.spell.AbstractCaster; import com.hollingsworth.arsnouveau.client.particle.ParticleColor; import com.hollingsworth.arsnouveau.common.items.SpellBook; import net.minecraft.network.RegistryFriendlyByteBuf; import net.minecraft.network.codec.StreamCodec; import net.minecraft.network.protocol.common.custom.CustomPacketPayload; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.InteractionHand; import net.minecraft.world.item.ItemStack; public class PacketUpdateSpellColorAll extends PacketUpdateSpellColors { public PacketUpdateSpellColorAll(int slot, ParticleColor color, boolean mainHand) { super(slot, color, mainHand); } public PacketUpdateSpellColorAll(RegistryFriendlyByteBuf buf) { super(buf); } public void toBytes(RegistryFriendlyByteBuf buf) { super.toBytes(buf); } @Override public void onServerReceived(MinecraftServer minecraftServer, ServerPlayer player) { ItemStack stack = player.getItemInHand(mainHand ? InteractionHand.MAIN_HAND : InteractionHand.OFF_HAND); if (stack.getItem() instanceof SpellBook) { AbstractCaster<?> caster = SpellCasterRegistry.from(stack); for (int i = 0; i < caster.getMaxSlots(); i++) { caster = caster.setColor(color, i); } caster.setCurrentSlot(castSlot).saveToStack(stack); Networking.sendToPlayerClient(new PacketUpdateBookGUI(stack), player); Networking.sendToPlayerClient(new PacketOpenSpellBook(mainHand ? InteractionHand.MAIN_HAND : InteractionHand.OFF_HAND), player); } } public static final Type<PacketUpdateSpellColorAll> TYPE = new Type<>(ArsNouveau.prefix("update_spell_color_all")); public static final StreamCodec<RegistryFriendlyByteBuf, PacketUpdateSpellColorAll> CODEC = StreamCodec.ofMember(PacketUpdateSpellColorAll::toBytes, PacketUpdateSpellColorAll::new); @Override public Type<? extends CustomPacketPayload> type() { return TYPE; } }
412
0.85082
1
0.85082
game-dev
MEDIA
0.895206
game-dev,networking
0.741687
1
0.741687
ronbrogan/OpenH2
25,061
src/OpenH2.Engine/Systems/Physics/PhysxPhysicsSystem.cs
using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Numerics; using OpenH2.Core.Architecture; using OpenH2.Engine.Components; using OpenH2.Engine.Components.Globals; using OpenH2.Engine.Stores; using OpenH2.Engine.Systems.Movement; using OpenH2.Foundation.Physics; using OpenH2.Physics.Colliders; using OpenH2.Physics.Core; using OpenH2.Physics.Proxying; using OpenH2.Physx.Extensions; using OpenH2.Physx.Proxies; using PhysX; using PhysX.VisualDebugger; using ErrorCode = PhysX.ErrorCode; using PxFoundation = PhysX.Foundation; using PxPhysics = PhysX.Physics; using PxScene = PhysX.Scene; using PxTolerancesScale = PhysX.TolerancesScale; namespace OpenH2.Engine.Systems.Physics { public class PhysxPhysicsSystem : WorldSystem { private PxFoundation physxFoundation; private PxPhysics physxPhysics; private PxScene physxScene; private PxTolerancesScale physxScale; private ControllerManager controllerManager; private Cooking cooker; private Pvd pvd; private Material defaultMat; private Material characterControlMat; private Material frictionlessMat; private MaterialListComponent materialList; private Material[] globalMaterials; private Dictionary<int, Material> adhocMaterials = new Dictionary<int, Material>(); private Dictionary<MoverComponent, Controller> ControllerMap = new Dictionary<MoverComponent, Controller>(); private PhysicsForceQueue queuedForces = new PhysicsForceQueue(); private IContactCreateProvider contactProvider; private InputStore input; public bool StepMode = false; public bool ShouldStep = false; private SimulationCallback simCallback; public PhysxPhysicsSystem(World world) : base(world) { // Setup PhysX infra here physxFoundation = new PxFoundation(new ConsoleErrorCallback()); physxScale = new PxTolerancesScale() { Length = 0.1f, Speed = 98.1f }; #if DEBUG pvd = new Pvd(physxFoundation); pvd.Connect("localhost", 5425, TimeSpan.FromSeconds(2), InstrumentationFlag.Debug); physxPhysics = new PxPhysics(physxFoundation, physxScale, false, pvd); #else this.physxPhysics = new PxPhysics(this.physxFoundation, this.physxScale); #endif defaultMat = physxPhysics.CreateMaterial(0.5f, 0.5f, 0.1f); characterControlMat = physxPhysics.CreateMaterial(0.5f, 0.5f, 0f); characterControlMat.RestitutionCombineMode = CombineMode.Minimum; frictionlessMat = physxPhysics.CreateMaterial(0f, 0f, 0f); frictionlessMat.RestitutionCombineMode = CombineMode.Minimum; frictionlessMat.Flags = MaterialFlags.DisableFriction; var sceneDesc = new SceneDesc(physxScale) { BroadPhaseType = BroadPhaseType.SweepAndPrune, Gravity = world.Gravity, Flags = SceneFlag.EnableStabilization, SolverType = SolverType.TGS, FilterShader = new DefaultFilterShader(), BounceThresholdVelocity = 0.2f * world.Gravity.Length() }; physxScene = physxPhysics.CreateScene(sceneDesc); #if DEBUG physxScene.SetVisualizationParameter(VisualizationParameter.ContactPoint, true); physxScene.SetVisualizationParameter(VisualizationParameter.ContactNormal, true); physxScene.SetVisualizationParameter(VisualizationParameter.ContactForce, true); physxScene.SetVisualizationParameter(VisualizationParameter.ContactError, true); var pvdClient = physxScene.GetPvdSceneClient(); pvdClient.SetScenePvdFlags(SceneVisualizationFlags.TransmitContacts | SceneVisualizationFlags.TransmitConstraints | SceneVisualizationFlags.TransmitSceneQueries); #endif var cookingParams = new CookingParams() { Scale = physxScale, AreaTestEpsilon = 0.001f, MidphaseDesc = new MidphaseDesc() { Bvh33Desc = new Bvh33MidphaseDesc() { MeshCookingHint = MeshCookingHint.SimulationPerformance } }, BuildTriangleAdjacencies = true, MeshCookingHint = MeshCookingHint.SimulationPerformance, MeshWeldTolerance = 0.001f }; cooker = physxPhysics.CreateCooking(cookingParams); controllerManager = physxScene.CreateControllerManager(); var contactProv = new ContactModifyProxy(); contactProvider = contactProv; physxScene.ContactModifyCallback = contactProv; simCallback = new SimulationCallback(); physxScene.SetSimulationEventCallback(simCallback); } public override void Initialize(Core.Architecture.Scene scene) { // Setup materials from globals adhocMaterials.Clear(); materialList = world.Components<MaterialListComponent>().FirstOrDefault(); Debug.Assert(materialList != null); var allMaterials = materialList.GetPhysicsMaterials(); globalMaterials = new Material[allMaterials.Length + 1]; globalMaterials[0] = defaultMat; Debug.Assert(allMaterials.Length > allMaterials.Max(m => m.Id)); foreach (var mat in allMaterials) { GetOrCreateMaterial(mat.Id); } // Cook terrain and static geom meshes var terrains = world.Components<StaticTerrainComponent>(); foreach (var terrain in terrains) { AddTerrain(terrain); } var sceneries = world.Components<StaticGeometryComponent>(); foreach (var scenery in sceneries) { AddStaticGeom(scenery); } var rigidBodies = world.Components<RigidBodyComponent>(); foreach (var body in rigidBodies) { AddRigidBodyComponent(body); } var movers = world.Components<MoverComponent>(); foreach (var mover in movers) { AddCharacterController(mover); } var triggers = world.Components<TriggerGeometryComponent>(); foreach (var trigger in triggers) { AddTrigger(trigger); } scene.OnEntityAdd += AddEntity; scene.OnEntityRemove += RemoveEntity; } private const float stepSize = 1f / 100f; private double totalTime = 0d; private double simulatedTime = 0d; public override void Update(double timestep) { totalTime += timestep; // Take fixed-size steps until we've caught up with reality while (totalTime - simulatedTime > stepSize) { simulatedTime += stepSize; TakeStep(stepSize); } } private void TakeStep(float step) { // Split simulation to allow modification of current simulation step physxScene.Collide(step); physxScene.FetchCollision(block: true); // Need to apply any forces here, between FetchCollision and Advance. // However, contacts aren't available here - we'll need to record contacts or something during ContactModify via the Collide phase foreach (var (body, velocity) in queuedForces.VelocityChanges) { body.AddVelocity(velocity); } foreach (var (body, force) in queuedForces.ForceChanges) { body.AddForce(force); } queuedForces.Clear(); physxScene.Advance(); physxScene.FetchResults(block: true); // Update all engine transforms foreach (var actor in physxScene.RigidDynamicActors) { if (actor.UserData is RigidBodyComponent rigid) { rigid.Transform.UseTransformationMatrix(actor.GlobalPose); } else if (actor.UserData is MoverComponent mover) { mover.Transform.Position = actor.GlobalPosePosition; mover.Transform.UpdateDerivedData(); } } foreach (var controller in controllerManager.Controllers) { if (controller.Actor.UserData is MoverComponent mover) { mover.Transform.Position = controller.Position; mover.Transform.UpdateDerivedData(); } } // TODO: track touch found/lost somwhere foreach (var triggerSet in simCallback.TriggerEventSets) { foreach (var triggerEvent in triggerSet) { var comp = triggerEvent.TriggerActor.UserData as TriggerGeometryComponent; Debug.Assert(comp != null); Console.WriteLine($"[TRIG] {comp.Name} <{triggerEvent.Status}> {triggerEvent.OtherActor.UserData.ToString()}"); } } simCallback.TriggerEventSets.Clear(); } public void AddEntity(Entity entity) { var rigidBodies = entity.GetChildren<RigidBodyComponent>(); foreach (var body in rigidBodies) { AddRigidBodyComponent(body); } if (entity.TryGetChild<MoverComponent>(out var mover)) { AddCharacterController(mover); } foreach (var trigger in entity.GetChildren<TriggerGeometryComponent>()) { AddTrigger(trigger); } if (entity.TryGetChild<StaticTerrainComponent>(out var terrain)) { AddTerrain(terrain); } if (entity.TryGetChild<StaticGeometryComponent>(out var geom)) { AddStaticGeom(geom); } } private void RemoveEntity(Entity entity) { if (entity.TryGetChild<RigidBodyComponent>(out var rigidBody)) { RemoveRigidBodyComponent(rigidBody); } if (entity.TryGetChild<MoverComponent>(out var mover)) { RemoveCharacterController(mover); } if (entity.TryGetChild<TriggerGeometryComponent>(out var trigger)) { RemoveTrigger(trigger); } if (entity.TryGetChild<StaticTerrainComponent>(out var terrain)) { RemoveTerrain(terrain); } if (entity.TryGetChild<StaticGeometryComponent>(out var geom)) { RemoveStaticGeom(geom); } } public void AddRigidBodyComponent(RigidBodyComponent component) { if (component.PhysicsImplementation is not RigidDynamic dynamic) { dynamic = physxPhysics.CreateRigidDynamic(component.Transform.TransformationMatrix); dynamic.CenterOfMassLocalPose = Matrix4x4.CreateTranslation(component.CenterOfMass); dynamic.MassSpaceInertiaTensor = MathUtil.Diagonalize(component.InertiaTensor); dynamic.Mass = component.Mass; component.PhysicsImplementation = new RigidBodyProxy(dynamic); if (component.IsDynamic == false) { dynamic.RigidBodyFlags = RigidBodyFlag.Kinematic; } dynamic.UserData = component; dynamic.Name = component.Parent.FriendlyName ?? component.Parent.Id.ToString(); AddCollider(dynamic, component.Collider); } physxScene.AddActor(dynamic); if (component.IsDynamic) { dynamic.PutToSleep(); } } // TODO: Currently, this system is responsible for creating and setting PhysicsImplementation properties // -issue: PhysicsImplementations can't be passed/delegated before this system is initialized, as the props are unset // -motive: DynamicMovementController wants to be able to setup callbacks before any physics events happen public void AddCharacterController(MoverComponent component) { var config = component.Config; var radius = 0.175f; // TODO: reduce duplicated code if (component.Mode == MoverComponent.MovementMode.Freecam) { var posPose = Matrix4x4.CreateTranslation(component.Transform.TransformationMatrix.Translation); var rot = Matrix4x4.CreateRotationY(MathF.PI / -2f); var body = physxPhysics.CreateRigidDynamic(rot * posPose); body.MassSpaceInertiaTensor = new Vector3(0, 0, 0); body.Mass = 175f; body.UserData = component; body.RigidBodyFlags = RigidBodyFlag.Kinematic; var capsuleDesc = new CapsuleGeometry(radius, config.Height / 2f - radius); var shape = RigidActorExt.CreateExclusiveShape(body, capsuleDesc, characterControlMat); // TODO: centralize filter data construction shape.SimulationFilterData = new FilterData((uint)(OpenH2FilterData.NoClip | OpenH2FilterData.PlayerCharacter), 0, 0, 0); shape.ContactOffset = 0.001f; shape.RestOffset = 0.0009f; var bodyProxy = new RigidBodyProxy(body); component.PhysicsImplementation = bodyProxy; physxScene.AddActor(body); } if (component.Mode == MoverComponent.MovementMode.KinematicCharacterControl) { var desc = new CapsuleControllerDesc() { Height = config.Height - .02f - 2 * radius, Position = component.Transform.Position, Radius = radius, MaxJumpHeight = 1f, UpDirection = EngineGlobals.Up, SlopeLimit = MathF.Cos(0.872665f), // cos(50 degrees) StepOffset = 0.1f, Material = defaultMat, ContactOffset = 0.0001f, ReportCallback = new CustomHitReport() }; var controller = controllerManager.CreateController<CapsuleController>(desc); controller.Actor.UserData = component; component.PhysicsImplementation = new KinematicCharacterControllerProxy(controller); ControllerMap.Add(component, controller); } else if (component.Mode == MoverComponent.MovementMode.DynamicCharacterControl) { var posPose = Matrix4x4.CreateTranslation(component.Transform.TransformationMatrix.Translation); var rot = Matrix4x4.CreateRotationY(MathF.PI / -2f); var body = physxPhysics.CreateRigidDynamic(rot * posPose); body.MassSpaceInertiaTensor = new Vector3(0, 0, 0); body.Mass = 175f; body.UserData = component; var capsuleDesc = new CapsuleGeometry(radius, config.Height / 2f - radius); var shape = RigidActorExt.CreateExclusiveShape(body, capsuleDesc, characterControlMat); // TODO: centralize filter data construction shape.SimulationFilterData = new FilterData((uint)OpenH2FilterData.PlayerCharacter, 0, 0, 0); shape.ContactOffset = 0.001f; shape.RestOffset = 0.0009f; var bodyProxy = new RigidBodyProxy(body); component.PhysicsImplementation = bodyProxy; physxScene.AddActor(body); if (component.State is DynamicMovementController dynamicMover) { var contactInfo = ContactCallbackData.Normal; contactProvider.RegisterContactCallback(body, contactInfo, dynamicMover.ContactFound); } } } public void AddTrigger(TriggerGeometryComponent component) { var halfSize = component.Size / 2f; var posPose = Matrix4x4.CreateTranslation(component.Transform.TransformationMatrix.Translation); var rot = Matrix4x4.CreateFromQuaternion(component.Transform.Orientation); var posCorrection = Matrix4x4.CreateTranslation(halfSize); var body = physxPhysics.CreateRigidStatic(posCorrection * rot * posPose); body.Name = component.Name; Geometry volume = component.Shape switch { TriggerGeometryShape.Cuboid => new BoxGeometry(halfSize), }; var shape = RigidActorExt.CreateExclusiveShape(body, volume, defaultMat, ShapeFlag.TriggerShape); shape.SimulationFilterData = new FilterData((uint)OpenH2FilterData.TriggerVolume, 0, 0, 0); body.UserData = component; physxScene.AddActor(body); } private void AddStaticGeom(StaticGeometryComponent geom) { if (geom.PhysicsActor is RigidStatic existingRigid) { physxScene.AddActor(existingRigid); return; } var rigid = physxPhysics.CreateRigidStatic(geom.Transform.TransformationMatrix); AddCollider(rigid, geom.Collider); physxScene.AddActor(rigid); geom.PhysicsActor = rigid; } private void AddTerrain(StaticTerrainComponent terrain) { if (terrain.PhysicsActor is RigidStatic existingRigid) { physxScene.AddActor(existingRigid); return; } var rigid = physxPhysics.CreateRigidStatic(); AddCollider(rigid, terrain.Collider); physxScene.AddActor(rigid); terrain.PhysicsActor = rigid; } private void RemoveStaticGeom(StaticGeometryComponent geom) { if (geom.PhysicsActor is RigidStatic rigid) { physxScene.RemoveActor(rigid); } } private void RemoveTerrain(StaticTerrainComponent terrain) { if (terrain.PhysicsActor is RigidStatic rigid) { physxScene.RemoveActor(rigid); } } public void RemoveRigidBodyComponent(RigidBodyComponent component) { if (component.PhysicsImplementation is RigidBodyProxy p) { physxScene.RemoveActor(p.RigidBody); } } private void RemoveCharacterController(MoverComponent mover) { if (ControllerMap.TryGetValue(mover, out var ctrl)) { //? } } private void RemoveTrigger(TriggerGeometryComponent comp) { // TODO: implement cleaning up triggers } private void AddCollider(RigidActor actor, ICollider collider) { if (collider is AggregateCollider agg) { foreach (var c in agg.ColliderComponents) AddCollider(actor, c); } else if (collider is TriangleMeshCollider triCollider) { var desc = triCollider.GetDescriptor(GetMaterialIndices); // Avoiding offline cook path for now because // 1. Comments in Physx.Net imply memory leak using streams // 2. I don't want to deal with disk caching cooks yet var finalMesh = physxPhysics.CreateTriangleMesh(cooker, desc); var meshGeom = new TriangleMeshGeometry(finalMesh); RigidActorExt.CreateExclusiveShape(actor, meshGeom, globalMaterials, null); } else if (collider is TriangleModelCollider triModelCollider) { foreach (var mesh in triModelCollider.MeshColliders) { var desc = mesh.GetDescriptor(GetMaterialIndices); // Avoiding offline cook path for now because // 1. Comments in Physx.Net imply memory leak using streams // 2. I don't want to deal with disk caching cooks yet var finalMesh = physxPhysics.CreateTriangleMesh(cooker, desc); var meshGeom = new TriangleMeshGeometry(finalMesh); RigidActorExt.CreateExclusiveShape(actor, meshGeom, globalMaterials, null); } } else if (collider is IVertexBasedCollider vertCollider) { var desc = new ConvexMeshDesc() { Flags = ConvexFlag.ComputeConvex }; desc.SetPositions(vertCollider.GetTransformedVertices()); var mesh = physxPhysics.CreateConvexMesh(cooker, desc); var geom = new ConvexMeshGeometry(mesh); var mat = GetOrCreateMaterial(vertCollider.PhysicsMaterial); // TODO: re-use shared shapes instead of creating exclusive RigidActorExt.CreateExclusiveShape(actor, geom, mat); } else if (collider is ConvexModelCollider modelCollider) { foreach (var verts in modelCollider.Meshes) { var desc = new ConvexMeshDesc() { Flags = ConvexFlag.ComputeConvex }; desc.SetPositions(verts); var mesh = physxPhysics.CreateConvexMesh(cooker, desc); var geom = new ConvexMeshGeometry(mesh); var mat = GetOrCreateMaterial(modelCollider.PhysicsMaterial); // TODO: re-use shared shapes instead of creating exclusive RigidActorExt.CreateExclusiveShape(actor, geom, mat); } } } private Material GetOrCreateMaterial(int id) { // This method accounts for having defaultMat at location 0 of the globalMaterials array // Because of this, any id check against the array must be incremented by 1 and checked appropriately Material mat; // If it's a valid index and the expanded mats array can hold it, and it's not null, use it if (id >= 0 && globalMaterials.Length - 1 > id && globalMaterials[id + 1] != null) return globalMaterials[id + 1]; else if (adhocMaterials.TryGetValue(id, out mat)) return mat; // Get original def with raw id var matDef = materialList?.GetPhysicsMaterial(id); if (matDef == null) return defaultMat; mat = physxPhysics.CreateMaterial(matDef.StaticFriction, matDef.DynamicFriction, matDef.Restitution); // If it's a valid index and the expanded mats array can hold it, set it if (id >= 0 && globalMaterials.Length - 1 > id) globalMaterials[id + 1] = mat; else adhocMaterials[id] = mat; return mat; } private short[] GetMaterialIndices(int[] array) { // Add 1 to the index (account for default mat at 0) // and cast to short for PhysX return array.Select(i => (short)(i + 1)).ToArray(); } private class CustomHitReport : UserControllerHitReport { public override void OnControllerHit(ControllersHit hit) { //throw new NotImplementedException(); } public override void OnObstacleHit(ControllerObstacleHit hit) { //throw new NotImplementedException(); } public override void OnShapeHit(ControllerShapeHit hit) { if (hit.Shape.Actor.IsDynamic == false) return; var dynamicActor = hit.Shape.Actor as RigidDynamic; dynamicActor.AddForceAtPosition(hit.WorldNormal, hit.WorldPosition, ForceMode.Impulse, true); } } private class ConsoleErrorCallback : ErrorCallback { public override void ReportError(ErrorCode errorCode, string message, string file, int lineNumber) { Console.WriteLine("[PHYSX-{0}] {1} @ {2}:{3}", errorCode.ToString(), message, file, lineNumber); } } } }
412
0.785254
1
0.785254
game-dev
MEDIA
0.952292
game-dev
0.919843
1
0.919843
Praytic/youtd2
1,857
src/towers/tower_behaviors/void_drake.gd
extends TowerBehavior var silence_bt: BuffType func get_tier_stats() -> Dictionary: return { 1: {mod_damage_add = 0.12, silence_duration = 1.25, silence_duration_add = 0.07, boss_silence_multiplier = 0.33, void_exp_loss = 0.010, void_exp_loss_add = 0.0002}, 2: {mod_damage_add = 0.20, silence_duration = 1.75, silence_duration_add = 0.13, boss_silence_multiplier = 0.25, void_exp_loss = 0.015, void_exp_loss_add = 0.0003}, } func load_triggers(triggers: BuffType): triggers.add_event_on_damage(on_damage) triggers.add_periodic_event(periodic, 1.0) func tower_init(): silence_bt = CbSilence.new("void_drake_silence", 0, 0, false, self) func on_damage(event: Event): var creep: Unit = event.get_target() var silence_duration: float = _stats.silence_duration + _stats.silence_duration_add * tower.get_level() if creep.get_size() == CreepSize.enm.BOSS: silence_duration = silence_duration * _stats.boss_silence_multiplier silence_bt.apply_only_timed(tower, event.get_target(), silence_duration) func periodic(_event: Event): var level: int = tower.get_level() var current_exp: float = tower.get_exp() var exp_for_level: int = Experience.get_exp_for_level(level) var exp_before_level_down: float = current_exp - exp_for_level var exp_removed: float = current_exp * (_stats.void_exp_loss + _stats.void_exp_loss_add * level) if exp_removed > exp_before_level_down: exp_removed = exp_before_level_down if exp_removed >= 0.1 && level != 25: tower.remove_exp_flat(exp_removed) func on_create(preceding: Tower): if preceding == null: return var same_family: bool = tower.get_family() == preceding.get_family() if same_family: var exp_loss: float = tower.get_exp() * (0.5 + 0.01 * tower.get_level()) tower.remove_exp_flat(exp_loss) else: var exp_loss: float = tower.get_exp() tower.remove_exp_flat(exp_loss)
412
0.860301
1
0.860301
game-dev
MEDIA
0.905258
game-dev
0.874787
1
0.874787
LingASDJ/Magic_Ling_Pixel_Dungeon
22,603
core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/bosses/bossrush/Rival.java
package com.shatteredpixel.shatteredpixeldungeon.actors.mobs.bosses.bossrush; import static com.shatteredpixel.shatteredpixeldungeon.Dungeon.hero; import static com.shatteredpixel.shatteredpixeldungeon.Dungeon.level; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.Statistics; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Boss; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Amok; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.BlobImmunity; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Chill; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corrosion; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Doom; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Dread; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FrostBurning; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Healing; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.PinCushion; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.MobSpawner; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.lb.RivalSprite; import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; import com.shatteredpixel.shatteredpixeldungeon.effects.Flare; import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite; import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.KindofMisc; import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor; import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor.Glyph; import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing; import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfHaste; import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfTenacity; import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRetribution; import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation; import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.exotic.ScrollOfPsionicBlast; import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand; import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave; import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfCorrosion; import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfFirebolt; import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfFrost; import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfMagicMissile; import com.shatteredpixel.shatteredpixeldungeon.items.wands.hightwand.WandOfVenom; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon.Enchantment; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Grim; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon; import com.shatteredpixel.shatteredpixeldungeon.levels.nosync.DeepShadowLevel; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.GrimTrap; import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite; import com.shatteredpixel.shatteredpixeldungeon.ui.BossHealthBar; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; import com.watabou.noosa.audio.Sample; import com.watabou.utils.Bundle; import com.watabou.utils.Callback; import com.watabou.utils.PathFinder; import com.watabou.utils.Random; import com.watabou.utils.Reflection; import java.util.ArrayList; public class Rival extends Boss implements Callback { private static final float TIME_TO_ZAP = 1f; @Override public String name() { if(Dungeon.hero != null){ return Messages.get(this,"name",hero.name()); } else { return Messages.get(this,"namex"); } } { spriteClass = RivalSprite.class; properties.add(Property.BOSS); HUNTING = new Hunting(); WANDERING = new Wandering(); if(Statistics.bossRushMode){ immunities.add(Corrosion.class); immunities.add(Chill.class); immunities.add(FrostBurning.class); } } public MeleeWeapon weapon; public Armor armor; public KindofMisc misc1; public KindofMisc misc2; public Wand wand; public MissileWeapon missile; private int blinkCooldown = 0; private boolean blink( int target ) { Ballistica route = new Ballistica( pos, target, Ballistica.PROJECTILE); int cell = route.collisionPos; BlobImmunity mb = buff(BlobImmunity.class);{ if(mb == null && Random.Int(10)<4){ GLog.w( Messages.get(this, "protected",name()) ); Buff.prolong( this, BlobImmunity.class, BlobImmunity.DURATION*2 ); SpellSprite.show(this, SpellSprite.PURITY); } } //can't occupy the same cell as another char, so move back one. if (Actor.findChar( cell ) != null && cell != this.pos) cell = route.path.get(route.dist-1); if (level.avoid[ cell ] || (properties().contains(Property.LARGE) && !level.openSpace[cell])){ ArrayList<Integer> candidates = new ArrayList<>(); for (int n : PathFinder.NEIGHBOURS8) { cell = route.collisionPos + n; if (level.passable[cell] && Actor.findChar( cell ) == null && (!properties().contains(Property.LARGE) || level.openSpace[cell])) { candidates.add( cell ); } } if (candidates.size() > 0) cell = Random.element(candidates); else { blinkCooldown = Random.IntRange(4, 6); return false; } } ScrollOfTeleportation.appear( this, cell ); blinkCooldown = Random.IntRange(4, 6); return true; } public Rival() { super(); int lvl = Dungeon.hero == null ? 30 : hero.lvl; if(hero != null){ //melee do { weapon = (MeleeWeapon)Generator.random(Generator.Category.WEAPON); } while (weapon.cursed); weapon.enchant(Enchantment.random()); weapon.identify(); flying = true; //armor do { armor = (Armor)Generator.random(Generator.Category.ARMOR); } while (armor.cursed); armor.inscribe(Glyph.random()); armor.identify(); //misc1 do { misc1 = (KindofMisc)Generator.random(Generator.Category.RING); } while (misc1.cursed); misc1.identify(); //misc2 do { misc2 = (KindofMisc)Generator.random(Generator.Category.RING); } while (misc2.cursed); misc2.identify(); //wand do { wand = RandomWand(); } while (wand.cursed); wand.updateLevel(); wand.curCharges = 20; wand.identify(); //missile do { missile = (MissileWeapon)Generator.random(Generator.Category.MISSILE); } while (missile.cursed); defenseSkill = (int)(armor.evasionFactor( this, 7 + lvl )); } else { defenseSkill = 7 + lvl; } HP = HT = 50 + lvl * 5; EXP = lvl * 17; } private static final String WEAPON = "weapon"; private static final String ARMOR = "armor"; private static final String MISC1 = "misc1"; private static final String MISC2 = "misc2"; private static final String WAND = "wand"; private static final String MISSILE = "missile"; private static final String BLINK_CD = "blink_cd"; @Override public void storeInBundle( Bundle bundle ) { super.storeInBundle( bundle ); bundle.put( WEAPON, weapon ); bundle.put( ARMOR, armor ); bundle.put( MISC1, misc1 ); bundle.put( MISC2, misc2 ); bundle.put( WAND, wand ); bundle.put( MISSILE, missile ); bundle.put(BLINK_CD, blinkCooldown); } @Override public void restoreFromBundle(Bundle bundle) { super.restoreFromBundle(bundle); weapon = (MeleeWeapon) bundle.get( WEAPON ); armor = (Armor) bundle.get( ARMOR ); misc1 = (KindofMisc) bundle.get( MISC1 ); misc2 = (KindofMisc) bundle.get( MISC2 ); wand = (Wand) bundle.get( WAND ); blinkCooldown = bundle.getInt(BLINK_CD); missile = (MissileWeapon) bundle.get( MISSILE ); if (state != SLEEPING) BossHealthBar.assignBoss(this); if ((HP*2 <= HT)) BossHealthBar.bleed(true); } @Override public int damageRoll() { int dmg = 0; dmg += weapon.damageRoll( this ); if (dmg < 0) dmg = 0; return dmg; } @Override public int drRoll() { int dr = 0; dr += Random.NormalIntRange( armor.DRMin(), armor.DRMax() ); dr += Random.NormalIntRange( 0, weapon.defenseFactor( this ) ); if (dr < 0) dr = 0; return dr; } @Override public int attackSkill( Char target ) { return (int)((16 + Dungeon.depth) * weapon.accuracyFactor( this,target )); } @Override public float attackDelay() { return super.attackDelay() * weapon.speedFactor( this ); } @Override public float speed() { float speed = 0; if(misc1 instanceof RingOfHaste || misc2 instanceof RingOfHaste){ speed += RingOfHaste.speedMultiplier(this); } if(armor != null){ speed += armor.speedFactor( this, super.speed() ); } return speed; } @Override protected boolean getCloser(int target) { // 判断远程攻击能力是否失效 boolean hasRangedOption; if (HP < HT / 2) { // 半血以下时,投掷武器是否可用? hasRangedOption = missile != null && missile.quantity > 0; } else { // 半血以上时,法杖充能是否可用? hasRangedOption = wand != null && wand.curCharges > 0; } // 如果没有远程攻击手段,强制逼近玩家 if (!hasRangedOption) { return super.getCloser(target); } // 如果有远程攻击手段,执行原有逻辑 if (HP < HT / 2 && state == HUNTING) { // 半血以下且处于 HUNTING 状态时,远离玩家 return enemySeen && getFurther(target); } else if (fieldOfView[target] && level.distance(pos, target) > 2 && blinkCooldown <= 0 && !rooted) { // 使用闪烁技能逼近玩家 if (blink(target)) { spend(-1 / speed()); return true; } else { return false; } } else { // 其他情况,正常逼近玩家 blinkCooldown--; return super.getCloser(target); } } @Override protected boolean canAttack(Char enemy) { boolean canRanged = (HP < HT/2 && missile.quantity > 0) || (HP >= HT/2 && wand.curCharges > 0); boolean canMelee = level.adjacent(pos, enemy.pos) || weapon.canReach(this, enemy.pos); return canRanged || canMelee || super.canAttack(enemy); } @Override protected boolean doAttack(Char enemy) { // 检查是否在近战范围内 boolean inMeleeRange = level.adjacent(pos, enemy.pos) || weapon.canReach(this, enemy.pos); // 如果不在近战范围内,尝试远程攻击 if (!inMeleeRange) { boolean visible = fieldOfView[pos] || fieldOfView[enemy.pos]; // 半血以下时,优先使用投掷武器 if (HP < HT / 2 && missile != null && missile.quantity > 0) { if (visible) { sprite.toss(enemy.pos); // 可见时播放投掷动画 } else { toss(); // 不可见时直接投掷 } missile.quantity--; // 消耗投掷武器弹药 return !visible; // 返回是否不可见 } // 半血以上时,优先使用法杖 if (wand != null && wand.curCharges > 0) { if (visible) { sprite.zap(enemy.pos); // 可见时播放法杖动画 } else { zap(); // 不可见时直接施法 } wand.curCharges--; // 消耗法杖充能 return !visible; // 返回是否不可见 } } // 如果没有远程攻击条件,或者已经在近战范围内,切换到近战攻击 return super.doAttack(enemy); } private void zap() { spend( TIME_TO_ZAP ); final Ballistica shot = new Ballistica( pos, enemy == null ? 0 :enemy.pos, wand.collisionProperties); wand.rivalOnZap( shot, this ); } private void toss() { spend( TIME_TO_ZAP ); if (hit( this, enemy, true )) { enemy.damage( this.missile.damageRoll(this), this.missile.getClass() ); } else { enemy.sprite.showStatus( CharSprite.NEUTRAL, enemy.defenseVerb() ); } } public void onZapComplete() { zap(); next(); } public void onTossComplete() { toss(); next(); } @Override public void call() { next(); } @Override public int attackProc( Char enemy, int damage ) { damage = super.attackProc( enemy, damage ); return weapon.proc( this, enemy, damage ); } @Override public int defenseProc( Char enemy, int damage ) { damage = super.defenseProc( enemy, damage ); return armor.proc( enemy, this, damage ); } @Override public void damage( int dmg, Object src ) { super.damage( dmg, src ); if (HP <= 0) { spend( TICK ); } } private int SummonMob() { int order; DeepShadowLevel.State state = ((DeepShadowLevel) level).state(); switch(state) { case PHASE_3: order = Random.NormalIntRange(16, 19); break; case PHASE_4: order = Random.NormalIntRange(21, 24); break; case PHASE_2:case PHASE_1: order = Random.NormalIntRange(11, 14); break; default: order = Random.NormalIntRange(6, 9);; break; } return order; } public void summon(int Rpos) { if(Statistics.bossRushMode){ sprite.centerEmitter().start( Speck.factory( Speck.SCREAM ), 0.4f, 2 ); Sample.INSTANCE.play( Assets.Sounds.CHALLENGE ); int numberOfMobs = Random.Int(2, 6); for(int i = 0;i <= numberOfMobs ; i++){ Mob syncmob = Reflection.newInstance(MobSpawner.getMobRotation(SummonMob()).get(0)); syncmob.state = syncmob.WANDERING; syncmob.pos = Rpos; if (SummonMob() > 20) { syncmob.HP = (int) (syncmob.HT * 0.75f); syncmob.defenseSkill = syncmob.defenseSkill / 2; } syncmob.immunities.add(Corrosion.class); syncmob.immunities.add(Chill.class); GameScene.add(syncmob); syncmob.beckon(hero.pos); } yell( Messages.get(this, "arise") ); } } @Override public void die( Object cause ) { level.unseal(); DeepShadowLevel.State state = ((DeepShadowLevel) level).state(); if (state != DeepShadowLevel.State.WON) { //cures doom and drops missile weapons for (Buff buff : buffs()) { if (buff instanceof Doom || buff instanceof PinCushion) { buff.detach(); } } switch(state) { case BRIDGE: HP = 1; PotionOfHealing.cure(this); Buff.detach(this, Paralysis.class); ((DeepShadowLevel) level).progress(); yell( Messages.get(this, "interrobang") ); return; case PHASE_1: case PHASE_2: case PHASE_3: case PHASE_4: HP = HT; for (Mob mob : level.mobs.toArray(new Mob[0])){ if(mob instanceof Rival){ Buff.affect(mob, Dread.class); } } PotionOfHealing.cure(this); Buff.detach(this, Paralysis.class); if (level.heroFOV[pos] && hero.isAlive()) { new Flare(8, 32).color(0xFFFF66, true).show(sprite, 2f); CellEmitter.get(this.pos).start(Speck.factory(Speck.LIGHT), 0.2f, 3); Sample.INSTANCE.play( Assets.Sounds.TELEPORT ); GLog.w( Messages.get(this, "revive") ); } ((DeepShadowLevel) level).progress(); yell( Messages.get(this, "exclamation") ); switch (state) { case PHASE_1: wand = new WandOfFrost(); wand.curCharges = 20; wand.level(3); wand.updateLevel(); missile.quantity = 2; break; case PHASE_2: wand = new WandOfBlastWave(); wand.curCharges = 40; misc1 = new RingOfHaste(); wand.level(2); wand.updateLevel(); missile.quantity = 2; break; case PHASE_3: wand = new WandOfFirebolt(); misc1 = new RingOfHaste(); wand.level(1); wand.updateLevel(); wand.curCharges = 80; missile.quantity = 3; break; case PHASE_4: wand = new WandOfVenom(); wand.curCharges = 10; wand.level(4); wand.updateLevel(); missile.quantity = Random.IntRange(2, 4); break; } HP = HT; missile = (MissileWeapon)Generator.random(Generator.Category.MISSILE); return; case PHASE_5: ((DeepShadowLevel) level).progress(); super.die( cause ); wand = new WandOfMagicMissile(); misc1 = new RingOfTenacity(); wand.curCharges = 4; Statistics.doNotLookLing = true; GameScene.bossSlain(); yell( Messages.get(this, "ellipsis") ); return; case WON: default: } } else { super.die( cause ); GameScene.bossSlain(); yell( Messages.get(this, "ellipsis") ); } } @Override public void notice() { super.notice(); level.seal(); //BGMPlayer.playBGM(Assets.BGM_YOU, true); if (!BossHealthBar.isAssigned()) { BossHealthBar.assignBoss(this); yell(Messages.get(this, "question")); } } @Override public String description() { String desc = super.description(); if(Dungeon.hero != null){ desc += Messages.get(this, "weapon", weapon.toString() ); desc += Messages.get(this, "armor", armor.toString() ); desc += Messages.get(this, "ring", misc1.toString() ); desc += Messages.get(this, "ring", misc2.toString() ); desc += Messages.get(this, "wand", wand.toString() ); desc += Messages.get(this, "missile", missile.toString() ); desc += Messages.get(this, "ankhs"); } else { desc += ""; } return desc; } { resistances.add( Grim.class ); resistances.add( GrimTrap.class ); resistances.add( ScrollOfRetribution.class ); resistances.add( ScrollOfPsionicBlast.class ); immunities.add( Amok.class ); immunities.add( Corruption.class ); immunities.add( Terror.class ); } private Wand RandomWand() { wand = new WandOfCorrosion(); wand.curCharges = 20; return wand; } public class Hunting extends Mob.Hunting { @Override public boolean act(boolean enemyInFOV, boolean justAlerted) { enemySeen = enemyInFOV; if (!enemyInFOV) { PotionOfHealing.cure(Rival.this); } if(Random.Int(10)==1){ Buff.affect(Rival.this, Healing.class).setHeal(5, 0f, 6); } return super.act( enemyInFOV, justAlerted ); } } protected class Wandering extends Mob.Wandering{ @Override protected int randomDestination() { //of two potential wander positions, picks the one closest to the hero int pos1 = super.randomDestination(); int pos2 = super.randomDestination(); PathFinder.buildDistanceMap(Dungeon.hero.pos, level.passable); if (PathFinder.distance[pos2] < PathFinder.distance[pos1]){ return pos2; } else { return pos1; } } } }
412
0.973989
1
0.973989
game-dev
MEDIA
0.995313
game-dev
0.776652
1
0.776652
fmang/oshu
5,983
lib/ui/osu.cc
/** * \file lib/ui/osu.cc * \ingroup ui * * \brief * Drawing routines specific to the osu!standard game mode. */ #include "ui/osu.h" #include "game/osu.h" #include "video/display.h" #include "video/texture.h" #include <assert.h> static void draw_hint(oshu::osu_ui &view, oshu::hit *hit) { oshu::game_base *game = &view.game; double now = game->clock.now; if (hit->time > now && hit->state == oshu::INITIAL_HIT) { SDL_SetRenderDrawColor(view.display->renderer, 255, 128, 64, 255); double ratio = (double) (hit->time - now) / game->beatmap.difficulty.approach_time; double base_radius = game->beatmap.difficulty.circle_radius; double radius = base_radius + ratio * game->beatmap.difficulty.approach_size; oshu::draw_scaled_texture( view.display, &view.approach_circle, hit->p, 2. * radius / std::real(view.approach_circle.size) ); } } static void draw_hit_mark(oshu::osu_ui &view, oshu::hit *hit) { oshu::game_base *game = &view.game; if (hit->state == oshu::GOOD_HIT) { double leniency = game->beatmap.difficulty.leniency; oshu::texture *mark = &view.good_mark; if (hit->offset < - leniency / 2) mark = &view.early_mark; else if (hit->offset > leniency / 2) mark = &view.late_mark; oshu::draw_texture(view.display, mark, oshu::end_point(hit)); } else if (hit->state == oshu::MISSED_HIT) { oshu::draw_texture(view.display, &view.bad_mark, oshu::end_point(hit)); } else if (hit->state == oshu::SKIPPED_HIT) { oshu::draw_texture(view.display, &view.skip_mark, oshu::end_point(hit)); } } static void draw_hit_circle(oshu::osu_ui &view, oshu::hit *hit) { oshu::display *display = view.display; if (hit->state == oshu::INITIAL_HIT) { assert (hit->color != NULL); oshu::draw_texture(display, &view.circles[hit->color->index], hit->p); draw_hint(view, hit); } else { draw_hit_mark(view, hit); } } static void draw_slider(oshu::osu_ui &view, oshu::hit *hit) { oshu::game_base *game = &view.game; oshu::display *display = view.display; double now = game->clock.now; if (hit->state == oshu::INITIAL_HIT || hit->state == oshu::SLIDING_HIT) { if (!hit->texture) { oshu::osu_paint_slider(view, hit); assert (hit->texture != NULL); } oshu::draw_texture(view.display, hit->texture, hit->p); draw_hint(view, hit); /* ball */ double t = (now - hit->time) / hit->slider.duration; if (hit->state == oshu::SLIDING_HIT) { oshu::point ball = oshu::path_at(&hit->slider.path, t < 0 ? 0 : t); oshu::draw_texture(display, &view.slider_ball, ball); } } else { draw_hit_mark(view, hit); } } static void draw_hit(oshu::osu_ui &view, oshu::hit *hit) { if (hit->type & oshu::SLIDER_HIT) draw_slider(view, hit); else if (hit->type & oshu::CIRCLE_HIT) draw_hit_circle(view, hit); } /** * Connect two hits with a dotted line. * * ( ) · · · · ( ) * * First, compute the visual distance between two hits, which is the distance * between the center, minus the two radii. Then split this interval in steps * of 15 pixels. Because we need an integral number of steps, floor it. * * The flooring would cause a extra padding after the last point, so we need to * recalibrate the interval by dividing the distance by the number of steps. * * Now we have our steps: * * ( ) | | | | ( ) * However, for some reason, this yields an excessive visual margin before the first point and after the last point. To remedy this, the dots are put in the middle of the steps, instead of between. * * ( ) · | · | · | · | · ( ) * * Voilà! * */ static void connect_hits(oshu::osu_ui &view, oshu::hit *a, oshu::hit *b) { oshu::game_base *game = &view.game; if (a->state != oshu::INITIAL_HIT && a->state != oshu::SLIDING_HIT) return; oshu::point a_end = oshu::end_point(a); double radius = game->beatmap.difficulty.circle_radius; double interval = 15; double center_distance = std::abs(b->p - a_end); double edge_distance = center_distance - 2 * radius; if (edge_distance < interval) return; int steps = edge_distance / interval; assert (steps >= 1); interval = edge_distance / steps; /* recalibrate */ oshu::vector direction = (b->p - a_end) / center_distance; oshu::point start = a_end + direction * radius; oshu::vector step = direction * interval; for (int i = 0; i < steps; ++i) oshu::draw_texture(view.display, &view.connector, start + (i + .5) * step); } namespace oshu { osu_ui::osu_ui(oshu::display *display, oshu::osu_game &game) : display(display), game(game) { assert (display != nullptr); oshu::osu_view(display); oshu::osu_paint_resources(*this); if (oshu::create_cursor(display, &cursor) < 0) throw std::runtime_error("could not create cursor"); oshu::reset_view(display); mouse = std::make_shared<osu_mouse>(display); game.mouse = mouse; } osu_ui::~osu_ui() { SDL_ShowCursor(SDL_ENABLE); oshu::osu_free_resources(*this); oshu::destroy_cursor(&cursor); } /** * Draw all the visible nodes from the beatmap, according to the current * position in the song. */ void osu_ui::draw() { oshu::osu_view(display); oshu::hit *cursor = oshu::look_hit_up(&game, game.beatmap.difficulty.approach_time); oshu::hit *next = NULL; double now = game.clock.now; for (oshu::hit *hit = cursor; hit; hit = hit->previous) { if (!(hit->type & (oshu::CIRCLE_HIT | oshu::SLIDER_HIT))) continue; if (oshu::hit_end_time(hit) < now - game.beatmap.difficulty.approach_time) break; if (next && next->combo == hit->combo) connect_hits(*this, hit, next); draw_hit(*this, hit); next = hit; } oshu::show_cursor(&this->cursor); oshu::reset_view(display); } osu_mouse::osu_mouse(oshu::display *display) : display(display) { } oshu::point osu_mouse::position() { oshu::osu_view(display); oshu::point mouse = oshu::get_mouse(display); oshu::reset_view(display); return mouse; } } void oshu::osu_view(oshu::display *display) { oshu::fit_view(&display->view, oshu::size{640, 480}); oshu::resize_view(&display->view, oshu::size{512, 384}); }
412
0.795454
1
0.795454
game-dev
MEDIA
0.787252
game-dev
0.896596
1
0.896596
paxo-phone/PaxOS-8
40,161
src/lib/SDL2-2.28.2/include/SDL_gamecontroller.h
/* Simple DirectMedia Layer Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.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. */ /** * \file SDL_gamecontroller.h * * Include file for SDL game controller event handling */ #ifndef SDL_gamecontroller_h_ #define SDL_gamecontroller_h_ #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_rwops.h" #include "SDL_sensor.h" #include "SDL_joystick.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * \file SDL_gamecontroller.h * * In order to use these functions, SDL_Init() must have been called * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system * for game controllers, and load appropriate drivers. * * If you would like to receive controller updates while the application * is in the background, you should set the following hint before calling * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS */ /** * The gamecontroller structure used to identify an SDL game controller */ struct _SDL_GameController; typedef struct _SDL_GameController SDL_GameController; typedef enum { SDL_CONTROLLER_TYPE_UNKNOWN = 0, SDL_CONTROLLER_TYPE_XBOX360, SDL_CONTROLLER_TYPE_XBOXONE, SDL_CONTROLLER_TYPE_PS3, SDL_CONTROLLER_TYPE_PS4, SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO, SDL_CONTROLLER_TYPE_VIRTUAL, SDL_CONTROLLER_TYPE_PS5, SDL_CONTROLLER_TYPE_AMAZON_LUNA, SDL_CONTROLLER_TYPE_GOOGLE_STADIA, SDL_CONTROLLER_TYPE_NVIDIA_SHIELD, SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR } SDL_GameControllerType; typedef enum { SDL_CONTROLLER_BINDTYPE_NONE = 0, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_HAT } SDL_GameControllerBindType; /** * Get the SDL joystick layer binding for this controller button/axis mapping */ typedef struct SDL_GameControllerButtonBind { SDL_GameControllerBindType bindType; union { int button; int axis; struct { int hat; int hat_mask; } hat; } value; } SDL_GameControllerButtonBind; /** * To count the number of game controllers in the system for the following: * * ```c * int nJoysticks = SDL_NumJoysticks(); * int nGameControllers = 0; * for (int i = 0; i < nJoysticks; i++) { * if (SDL_IsGameController(i)) { * nGameControllers++; * } * } * ``` * * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: * guid,name,mappings * * Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. * The mapping format for joystick is: * bX - a joystick button, index X * hX.Y - hat X with value Y * aX - axis X of the joystick * Buttons can be used as a controller axis and vice versa. * * This string shows an example of a valid mapping for a controller * * ```c * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", * ``` */ /** * Load a set of Game Controller mappings from a seekable SDL data stream. * * You can call this function several times, if needed, to load different * database files. * * If a new mapping is loaded for an already known controller GUID, the later * version will overwrite the one currently loaded. * * Mappings not belonging to the current platform or with no platform field * specified will be ignored (i.e. mappings for Linux will be ignored in * Windows, etc). * * This function will load the text database entirely in memory before * processing it, so take this into consideration if you are in a memory * constrained environment. * * \param rw the data stream for the mappings to be added * \param freerw non-zero to close the stream after being read * \returns the number of mappings added or -1 on error; call SDL_GetError() * for more information. * * \since This function is available since SDL 2.0.2. * * \sa SDL_GameControllerAddMapping * \sa SDL_GameControllerAddMappingsFromFile * \sa SDL_GameControllerMappingForGUID */ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); /** * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() * * Convenience macro. */ #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) /** * Add support for controllers that SDL is unaware of or to cause an existing * controller to have a different binding. * * The mapping string has the format "GUID,name,mapping", where GUID is the * string value from SDL_JoystickGetGUIDString(), name is the human readable * string for the device and mappings are controller mappings to joystick * ones. Under Windows there is a reserved GUID of "xinput" that covers all * XInput devices. The mapping format for joystick is: {| |bX |a joystick * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick * |} Buttons can be used as a controller axes and vice versa. * * This string shows an example of a valid mapping for a controller: * * ```c * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" * ``` * * \param mappingString the mapping string * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, * -1 on error; call SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerMapping * \sa SDL_GameControllerMappingForGUID */ extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); /** * Get the number of mappings installed. * * \returns the number of mappings. * * \since This function is available since SDL 2.0.6. */ extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); /** * Get the mapping at a particular index. * * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if * the index is out of range. * * \since This function is available since SDL 2.0.6. */ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); /** * Get the game controller mapping string for a given GUID. * * The returned string must be freed with SDL_free(). * * \param guid a structure containing the GUID for which a mapping is desired * \returns a mapping string or NULL on error; call SDL_GetError() for more * information. * * \since This function is available since SDL 2.0.0. * * \sa SDL_JoystickGetDeviceGUID * \sa SDL_JoystickGetGUID */ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); /** * Get the current mapping of a Game Controller. * * The returned string must be freed with SDL_free(). * * Details about mappings are discussed with SDL_GameControllerAddMapping(). * * \param gamecontroller the game controller you want to get the current * mapping for * \returns a string that has the controller's mapping or NULL if no mapping * is available; call SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerAddMapping * \sa SDL_GameControllerMappingForGUID */ extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); /** * Check if the given joystick is supported by the game controller interface. * * `joystick_index` is the same as the `device_index` passed to * SDL_JoystickOpen(). * * \param joystick_index the device_index of a device, up to * SDL_NumJoysticks() * \returns SDL_TRUE if the given joystick is supported by the game controller * interface, SDL_FALSE if it isn't or it's an invalid index. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerNameForIndex * \sa SDL_GameControllerOpen */ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); /** * Get the implementation dependent name for the game controller. * * This function can be called before any controllers are opened. * * `joystick_index` is the same as the `device_index` passed to * SDL_JoystickOpen(). * * \param joystick_index the device_index of a device, from zero to * SDL_NumJoysticks()-1 * \returns the implementation-dependent name for the game controller, or NULL * if there is no name or the index is invalid. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerName * \sa SDL_GameControllerOpen * \sa SDL_IsGameController */ extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); /** * Get the implementation dependent path for the game controller. * * This function can be called before any controllers are opened. * * `joystick_index` is the same as the `device_index` passed to * SDL_JoystickOpen(). * * \param joystick_index the device_index of a device, from zero to * SDL_NumJoysticks()-1 * \returns the implementation-dependent path for the game controller, or NULL * if there is no path or the index is invalid. * * \since This function is available since SDL 2.24.0. * * \sa SDL_GameControllerPath */ extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index); /** * Get the type of a game controller. * * This can be called before any controllers are opened. * * \param joystick_index the device_index of a device, from zero to * SDL_NumJoysticks()-1 * \returns the controller type. * * \since This function is available since SDL 2.0.12. */ extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); /** * Get the mapping of a game controller. * * This can be called before any controllers are opened. * * \param joystick_index the device_index of a device, from zero to * SDL_NumJoysticks()-1 * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if * no mapping is available. * * \since This function is available since SDL 2.0.9. */ extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); /** * Open a game controller for use. * * `joystick_index` is the same as the `device_index` passed to * SDL_JoystickOpen(). * * The index passed as an argument refers to the N'th game controller on the * system. This index is not the value which will identify this controller in * future controller events. The joystick's instance id (SDL_JoystickID) will * be used there instead. * * \param joystick_index the device_index of a device, up to * SDL_NumJoysticks() * \returns a gamecontroller identifier or NULL if an error occurred; call * SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerClose * \sa SDL_GameControllerNameForIndex * \sa SDL_IsGameController */ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); /** * Get the SDL_GameController associated with an instance id. * * \param joyid the instance id to get the SDL_GameController for * \returns an SDL_GameController on success or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 2.0.4. */ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); /** * Get the SDL_GameController associated with a player index. * * Please note that the player index is _not_ the device index, nor is it the * instance id! * * \param player_index the player index, which is not the device index or the * instance id! * \returns the SDL_GameController associated with a player index. * * \since This function is available since SDL 2.0.12. * * \sa SDL_GameControllerGetPlayerIndex * \sa SDL_GameControllerSetPlayerIndex */ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); /** * Get the implementation-dependent name for an opened game controller. * * This is the same name as returned by SDL_GameControllerNameForIndex(), but * it takes a controller identifier instead of the (unstable) device index. * * \param gamecontroller a game controller identifier previously returned by * SDL_GameControllerOpen() * \returns the implementation dependent name for the game controller, or NULL * if there is no name or the identifier passed is invalid. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerNameForIndex * \sa SDL_GameControllerOpen */ extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); /** * Get the implementation-dependent path for an opened game controller. * * This is the same path as returned by SDL_GameControllerNameForIndex(), but * it takes a controller identifier instead of the (unstable) device index. * * \param gamecontroller a game controller identifier previously returned by * SDL_GameControllerOpen() * \returns the implementation dependent path for the game controller, or NULL * if there is no path or the identifier passed is invalid. * * \since This function is available since SDL 2.24.0. * * \sa SDL_GameControllerPathForIndex */ extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller); /** * Get the type of this currently opened controller * * This is the same name as returned by SDL_GameControllerTypeForIndex(), but * it takes a controller identifier instead of the (unstable) device index. * * \param gamecontroller the game controller object to query. * \returns the controller type. * * \since This function is available since SDL 2.0.12. */ extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); /** * Get the player index of an opened game controller. * * For XInput controllers this returns the XInput user index. * * \param gamecontroller the game controller object to query. * \returns the player index for controller, or -1 if it's not available. * * \since This function is available since SDL 2.0.9. */ extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); /** * Set the player index of an opened game controller. * * \param gamecontroller the game controller object to adjust. * \param player_index Player index to assign to this controller, or -1 to * clear the player index and turn off player LEDs. * * \since This function is available since SDL 2.0.12. */ extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); /** * Get the USB vendor ID of an opened controller, if available. * * If the vendor ID isn't available this function returns 0. * * \param gamecontroller the game controller object to query. * \return the USB vendor ID, or zero if unavailable. * * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); /** * Get the USB product ID of an opened controller, if available. * * If the product ID isn't available this function returns 0. * * \param gamecontroller the game controller object to query. * \return the USB product ID, or zero if unavailable. * * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); /** * Get the product version of an opened controller, if available. * * If the product version isn't available this function returns 0. * * \param gamecontroller the game controller object to query. * \return the USB product version, or zero if unavailable. * * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); /** * Get the firmware version of an opened controller, if available. * * If the firmware version isn't available this function returns 0. * * \param gamecontroller the game controller object to query. * \return the controller firmware version, or zero if unavailable. * * \since This function is available since SDL 2.24.0. */ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller); /** * Get the serial number of an opened controller, if available. * * Returns the serial number of the controller, or NULL if it is not * available. * * \param gamecontroller the game controller object to query. * \return the serial number, or NULL if unavailable. * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); /** * Check if a controller has been opened and is currently connected. * * \param gamecontroller a game controller identifier previously returned by * SDL_GameControllerOpen() * \returns SDL_TRUE if the controller has been opened and is currently * connected, or SDL_FALSE if not. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerClose * \sa SDL_GameControllerOpen */ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); /** * Get the Joystick ID from a Game Controller. * * This function will give you a SDL_Joystick object, which allows you to use * the SDL_Joystick functions with a SDL_GameController object. This would be * useful for getting a joystick's position at any given time, even if it * hasn't moved (moving it would produce an event, which would have the axis' * value). * * The pointer returned is owned by the SDL_GameController. You should not * call SDL_JoystickClose() on it, for example, since doing so will likely * cause SDL to crash. * * \param gamecontroller the game controller object that you want to get a * joystick from * \returns a SDL_Joystick object; call SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); /** * Query or change current state of Game Controller events. * * If controller events are disabled, you must call SDL_GameControllerUpdate() * yourself and check the state of the controller when you want controller * information. * * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, * and 1 will have any effect. Other numbers will just be returned. * * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` * \returns the same value passed to the function, with exception to -1 * (SDL_QUERY), which will return the current state. * * \since This function is available since SDL 2.0.0. * * \sa SDL_JoystickEventState */ extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); /** * Manually pump game controller updates if not using the loop. * * This function is called automatically by the event loop if events are * enabled. Under such circumstances, it will not be necessary to call this * function. * * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); /** * The list of axes available from a controller * * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, * and are centered within ~8000 of zero, though advanced UI will allow users to set * or autodetect the dead zone, which varies between controllers. * * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. */ typedef enum { SDL_CONTROLLER_AXIS_INVALID = -1, SDL_CONTROLLER_AXIS_LEFTX, SDL_CONTROLLER_AXIS_LEFTY, SDL_CONTROLLER_AXIS_RIGHTX, SDL_CONTROLLER_AXIS_RIGHTY, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_CONTROLLER_AXIS_MAX } SDL_GameControllerAxis; /** * Convert a string into SDL_GameControllerAxis enum. * * This function is called internally to translate SDL_GameController mapping * strings for the underlying joystick device into the consistent * SDL_GameController mapping. You do not normally need to call this function * unless you are parsing SDL_GameController mappings in your own code. * * Note specially that "righttrigger" and "lefttrigger" map to * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, * respectively. * * \param str string representing a SDL_GameController axis * \returns the SDL_GameControllerAxis enum corresponding to the input string, * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerGetStringForAxis */ extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); /** * Convert from an SDL_GameControllerAxis enum to a string. * * The caller should not SDL_free() the returned string. * * \param axis an enum value for a given SDL_GameControllerAxis * \returns a string for the given axis, or NULL if an invalid axis is * specified. The string returned is of the format used by * SDL_GameController mapping strings. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerGetAxisFromString */ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); /** * Get the SDL joystick layer binding for a controller axis mapping. * * \param gamecontroller a game controller * \param axis an axis enum value (one of the SDL_GameControllerAxis values) * \returns a SDL_GameControllerButtonBind describing the bind. On failure * (like the given Controller axis doesn't exist on the device), its * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerGetBindForButton */ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /** * Query whether a game controller has a given axis. * * This merely reports whether the controller's mapping defined this axis, as * that is all the information SDL has about the physical device. * * \param gamecontroller a game controller * \param axis an axis enum value (an SDL_GameControllerAxis value) * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /** * Get the current state of an axis control on a game controller. * * The axis indices start at index 0. * * The state is a value ranging from -32768 to 32767. Triggers, however, range * from 0 to 32767 (they never return a negative value). * * \param gamecontroller a game controller * \param axis an axis index (one of the SDL_GameControllerAxis values) * \returns axis state (including 0) on success or 0 (also) on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerGetButton */ extern DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /** * The list of buttons available from a controller */ typedef enum { SDL_CONTROLLER_BUTTON_INVALID = -1, SDL_CONTROLLER_BUTTON_A, SDL_CONTROLLER_BUTTON_B, SDL_CONTROLLER_BUTTON_X, SDL_CONTROLLER_BUTTON_Y, SDL_CONTROLLER_BUTTON_BACK, SDL_CONTROLLER_BUTTON_GUIDE, SDL_CONTROLLER_BUTTON_START, SDL_CONTROLLER_BUTTON_LEFTSTICK, SDL_CONTROLLER_BUTTON_RIGHTSTICK, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, SDL_CONTROLLER_BUTTON_DPAD_UP, SDL_CONTROLLER_BUTTON_DPAD_DOWN, SDL_CONTROLLER_BUTTON_DPAD_LEFT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */ SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 (upper left, facing the back) */ SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 (upper right, facing the back) */ SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 (lower left, facing the back) */ SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 (lower right, facing the back) */ SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ SDL_CONTROLLER_BUTTON_MAX } SDL_GameControllerButton; /** * Convert a string into an SDL_GameControllerButton enum. * * This function is called internally to translate SDL_GameController mapping * strings for the underlying joystick device into the consistent * SDL_GameController mapping. You do not normally need to call this function * unless you are parsing SDL_GameController mappings in your own code. * * \param str string representing a SDL_GameController axis * \returns the SDL_GameControllerButton enum corresponding to the input * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. * * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); /** * Convert from an SDL_GameControllerButton enum to a string. * * The caller should not SDL_free() the returned string. * * \param button an enum value for a given SDL_GameControllerButton * \returns a string for the given button, or NULL if an invalid button is * specified. The string returned is of the format used by * SDL_GameController mapping strings. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerGetButtonFromString */ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); /** * Get the SDL joystick layer binding for a controller button mapping. * * \param gamecontroller a game controller * \param button an button enum value (an SDL_GameControllerButton value) * \returns a SDL_GameControllerButtonBind describing the bind. On failure * (like the given Controller button doesn't exist on the device), * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerGetBindForAxis */ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); /** * Query whether a game controller has a given button. * * This merely reports whether the controller's mapping defined this button, * as that is all the information SDL has about the physical device. * * \param gamecontroller a game controller * \param button a button enum value (an SDL_GameControllerButton value) * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); /** * Get the current state of a button on a game controller. * * \param gamecontroller a game controller * \param button a button index (one of the SDL_GameControllerButton values) * \returns 1 for pressed state or 0 for not pressed state or error; call * SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerGetAxis */ extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); /** * Get the number of touchpads on a game controller. * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); /** * Get the number of supported simultaneous fingers on a touchpad on a game * controller. * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); /** * Get the current state of a finger on a touchpad on a game controller. * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); /** * Return whether a game controller has a particular sensor. * * \param gamecontroller The controller to query * \param type The type of sensor to query * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); /** * Set whether data reporting for a game controller sensor is enabled. * * \param gamecontroller The controller to update * \param type The type of sensor to enable/disable * \param enabled Whether data reporting should be enabled * \returns 0 or -1 if an error occurred. * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); /** * Query whether sensor data reporting is enabled for a game controller. * * \param gamecontroller The controller to query * \param type The type of sensor to query * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); /** * Get the data rate (number of events per second) of a game controller * sensor. * * \param gamecontroller The controller to query * \param type The type of sensor to query * \return the data rate, or 0.0f if the data rate is not available. * * \since This function is available since SDL 2.0.16. */ extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type); /** * Get the current state of a game controller sensor. * * The number of values and interpretation of the data is sensor dependent. * See SDL_sensor.h for the details for each type of sensor. * * \param gamecontroller The controller to query * \param type The type of sensor to query * \param data A pointer filled with the current sensor state * \param num_values The number of values to write to data * \return 0 or -1 if an error occurred. * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); /** * Get the current state of a game controller sensor with the timestamp of the * last update. * * The number of values and interpretation of the data is sensor dependent. * See SDL_sensor.h for the details for each type of sensor. * * \param gamecontroller The controller to query * \param type The type of sensor to query * \param timestamp A pointer filled with the timestamp in microseconds of the * current sensor reading if available, or 0 if not * \param data A pointer filled with the current sensor state * \param num_values The number of values to write to data * \return 0 or -1 if an error occurred. * * \since This function is available since SDL 2.26.0. */ extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values); /** * Start a rumble effect on a game controller. * * Each call to this function cancels any previous rumble effect, and calling * it with 0 intensity stops any rumbling. * * \param gamecontroller The controller to vibrate * \param low_frequency_rumble The intensity of the low frequency (left) * rumble motor, from 0 to 0xFFFF * \param high_frequency_rumble The intensity of the high frequency (right) * rumble motor, from 0 to 0xFFFF * \param duration_ms The duration of the rumble effect, in milliseconds * \returns 0, or -1 if rumble isn't supported on this controller * * \since This function is available since SDL 2.0.9. * * \sa SDL_GameControllerHasRumble */ extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); /** * Start a rumble effect in the game controller's triggers. * * Each call to this function cancels any previous trigger rumble effect, and * calling it with 0 intensity stops any rumbling. * * Note that this is rumbling of the _triggers_ and not the game controller as * a whole. This is currently only supported on Xbox One controllers. If you * want the (more common) whole-controller rumble, use * SDL_GameControllerRumble() instead. * * \param gamecontroller The controller to vibrate * \param left_rumble The intensity of the left trigger rumble motor, from 0 * to 0xFFFF * \param right_rumble The intensity of the right trigger rumble motor, from 0 * to 0xFFFF * \param duration_ms The duration of the rumble effect, in milliseconds * \returns 0, or -1 if trigger rumble isn't supported on this controller * * \since This function is available since SDL 2.0.14. * * \sa SDL_GameControllerHasRumbleTriggers */ extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); /** * Query whether a game controller has an LED. * * \param gamecontroller The controller to query * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a * modifiable LED * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); /** * Query whether a game controller has rumble support. * * \param gamecontroller The controller to query * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble * support * * \since This function is available since SDL 2.0.18. * * \sa SDL_GameControllerRumble */ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); /** * Query whether a game controller has rumble support on triggers. * * \param gamecontroller The controller to query * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger * rumble support * * \since This function is available since SDL 2.0.18. * * \sa SDL_GameControllerRumbleTriggers */ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller); /** * Update a game controller's LED color. * * \param gamecontroller The controller to update * \param red The intensity of the red LED * \param green The intensity of the green LED * \param blue The intensity of the blue LED * \returns 0, or -1 if this controller does not have a modifiable LED * * \since This function is available since SDL 2.0.14. */ extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); /** * Send a controller specific effect packet * * \param gamecontroller The controller to affect * \param data The data to send to the controller * \param size The size of the data to send to the controller * \returns 0, or -1 if this controller or driver doesn't support effect * packets * * \since This function is available since SDL 2.0.16. */ extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size); /** * Close a game controller previously opened with SDL_GameControllerOpen(). * * \param gamecontroller a game controller identifier previously returned by * SDL_GameControllerOpen() * * \since This function is available since SDL 2.0.0. * * \sa SDL_GameControllerOpen */ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); /** * Return the sfSymbolsName for a given button on a game controller on Apple * platforms. * * \param gamecontroller the controller to query * \param button a button on the game controller * \returns the sfSymbolsName or NULL if the name can't be found * * \since This function is available since SDL 2.0.18. * * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis */ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); /** * Return the sfSymbolsName for a given axis on a game controller on Apple * platforms. * * \param gamecontroller the controller to query * \param axis an axis on the game controller * \returns the sfSymbolsName or NULL if the name can't be found * * \since This function is available since SDL 2.0.18. * * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton */ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* SDL_gamecontroller_h_ */ /* vi: set ts=4 sw=4 expandtab: */
412
0.895696
1
0.895696
game-dev
MEDIA
0.91581
game-dev
0.722759
1
0.722759
jose-villegas/VCTRenderer
2,486
engine/types/uniform_collection.h
#pragma once #include <vector> /// <summary> /// Holds collections of program uniforms of the same type /// these collections have to be identifier by countable identifier /// </summary> template<typename T1, typename T2> class UniformCollection { public: /// <summary> /// Active uniforms identifiers /// </summary> /// <returns>A vector containing all active identifiers</returns> const std::vector<T2> &Actives() const; /// <summary> /// Resizes the specified identifier vector /// </summary> /// <param name="idCount">The identifier count.</param> void Resize(const size_t idCount); /// <summary> /// Saves the specified identifier and related program uniform /// </summary> /// <param name="id">The identifier.</param> /// <param name="uniform">The program uniform.</param> void Save(T2 id, T1 uniform); /// <summary> /// Determines whether the class holds an uniform /// associated with the specified identifier. /// </summary> /// <param name="id">The identifier.</param> /// <returns>boolean</returns> bool Has(const T2 &id) const; /// <summary> /// Indexes for the class, returns the id associated uniform /// </summary> /// <param name="id">The identifier.</param> /// <returns>The uniform</returns> T1 &operator[](const T2 &id); private: std::vector<std::pair<T2, T1> *> links; std::vector<T2> actives; }; template<typename T1, typename T2> void UniformCollection<T1, T2>::Resize(const size_t idCount) { links.clear(); links.resize(idCount); } template<typename T1, typename T2> void UniformCollection<T1, T2>::Save(T2 id, T1 uniform) { if (static_cast<int>(id) < 0 || static_cast<size_t>(id) >= links.size()) { return; } actives.push_back(std::move(id)); links[static_cast<int>(id)] = new std::pair<T2, T1>(actives.back(), std::move(uniform)); } template<typename T1, typename T2> bool UniformCollection<T1, T2>::Has(const T2 &id) const { return links[static_cast<int>(id)] != nullptr; } template<typename T1, typename T2> const std::vector<T2> &UniformCollection<T1, T2>::Actives() const { return actives; } template<typename T1, typename T2> T1 &UniformCollection<T1, T2>::operator[](const T2 &id) { return links[static_cast<int>(id)]->second; }
412
0.950775
1
0.950775
game-dev
MEDIA
0.145484
game-dev
0.866391
1
0.866391
SkelletonX/DDTank4.1
12,179
Source Flash/scripts/shop/manager/ShopGiftsManager.as
package shop.manager { import baglocked.BaglockedManager; import com.pickgliss.events.FrameEvent; import com.pickgliss.toplevel.StageReferance; import com.pickgliss.ui.ComponentFactory; import com.pickgliss.ui.LayerManager; import com.pickgliss.ui.controls.BaseButton; import com.pickgliss.ui.controls.Frame; import com.pickgliss.ui.controls.NumberSelecter; import com.pickgliss.ui.image.Scale9CornerImage; import com.pickgliss.ui.image.ScaleBitmapImage; import com.pickgliss.ui.text.FilterFrameText; import com.pickgliss.ui.text.GradientText; import com.pickgliss.utils.ObjectUtils; import ddt.data.goods.ShopCarItemInfo; import ddt.data.goods.ShopItemInfo; import ddt.events.CrazyTankSocketEvent; import ddt.manager.LanguageMgr; import ddt.manager.LeavePageManager; import ddt.manager.MessageTipManager; import ddt.manager.PlayerManager; import ddt.manager.ShopManager; import ddt.manager.SocketManager; import ddt.manager.SoundManager; import ddt.utils.FilterWordManager; import ddt.utils.PositionUtils; import flash.display.Bitmap; import flash.events.Event; import flash.events.MouseEvent; import shop.view.ShopCartItem; import shop.view.ShopPresentClearingFrame; public class ShopGiftsManager { private static var _instance:ShopGiftsManager; private var _frame:Frame; private var _shopCartItem:ShopCartItem; private var _commodityPricesText1:FilterFrameText; private var _commodityPricesText2:FilterFrameText; private var _commodityPricesText3:FilterFrameText; private var _giftsBtn:BaseButton; private var _numberSelecter:NumberSelecter; private var _goodsID:int; private var _shopPresentClearingFrame:ShopPresentClearingFrame; private var _isDiscountType:Boolean = true; private var _type:int = 0; public function ShopGiftsManager() { super(); } public static function get Instance() : ShopGiftsManager { if(_instance == null) { _instance = new ShopGiftsManager(); } return _instance; } public function buy(param1:int, param2:Boolean = false, param3:int = 1) : void { if(this._frame) { return; } this._goodsID = param1; this._isDiscountType = param2; this._type = param3; this.initView(); this.addEvent(); LayerManager.Instance.addToLayer(this._frame,LayerManager.GAME_DYNAMIC_LAYER,true,LayerManager.BLCAK_BLOCKGOUND); } private function initView() : void { var _loc5_:ShopCarItemInfo = null; this._frame = ComponentFactory.Instance.creatComponentByStylename("core.shop.CheckOutViewFrame"); this._frame.titleText = LanguageMgr.GetTranslation("shop.view.present"); var _loc1_:Scale9CornerImage = ComponentFactory.Instance.creatComponentByStylename("core.shop.CheckOutViewBg"); this._frame.addToContent(_loc1_); this._giftsBtn = ComponentFactory.Instance.creatComponentByStylename("core.shop.GiftsBtn"); this._frame.addToContent(this._giftsBtn); var _loc2_:Bitmap = ComponentFactory.Instance.creatBitmap("asset.shop.CheckOutViewBg"); PositionUtils.setPos(_loc2_,"shop.CheckOutViewBgPos"); this._frame.addToContent(_loc2_); var _loc3_:ScaleBitmapImage = ComponentFactory.Instance.creatComponentByStylename("core.shop.NumberSelecterTextBg"); PositionUtils.setPos(_loc3_,"shop.NumberSelecterTextBgPos"); this._frame.addToContent(_loc3_); var _loc4_:ShopItemInfo = null; if(!this._isDiscountType) { _loc4_ = ShopManager.Instance.getShopItemByGoodsID(this._goodsID); if(_loc4_ == null) { _loc4_ = ShopManager.Instance.getGoodsByTemplateID(this._goodsID); } } _loc5_ = new ShopCarItemInfo(_loc4_.GoodsID,_loc4_.TemplateID); ObjectUtils.copyProperties(_loc5_,_loc4_); this._shopCartItem = new ShopCartItem(); PositionUtils.setPos(this._shopCartItem,"shop.shopCartItemPos"); this._shopCartItem.closeBtn.visible = false; this._shopCartItem.shopItemInfo = _loc5_; this._shopCartItem.setColor(_loc5_.Color); this._frame.addToContent(this._shopCartItem); var _loc6_:GradientText = ComponentFactory.Instance.creatComponentByStylename("vipName"); PositionUtils.setPos(_loc6_,"shop.ShopBuyManagerTextImgPos"); _loc6_.text = LanguageMgr.GetTranslation("shop.manager.ShopBuyManager.textImg"); this._frame.addToContent(_loc6_); this._numberSelecter = ComponentFactory.Instance.creatComponentByStylename("core.shop.NumberSelecter"); this._frame.addToContent(this._numberSelecter); this._commodityPricesText1 = ComponentFactory.Instance.creatComponentByStylename("core.shop.CommodityPricesText"); PositionUtils.setPos(this._commodityPricesText1,"shop.commodityPricesText1Pos"); this._commodityPricesText1.text = "0"; this._frame.addToContent(this._commodityPricesText1); this._commodityPricesText2 = ComponentFactory.Instance.creatComponentByStylename("core.shop.CommodityPricesText"); PositionUtils.setPos(this._commodityPricesText2,"shop.commodityPricesText2Pos"); this._commodityPricesText2.text = "0"; this._frame.addToContent(this._commodityPricesText2); this._commodityPricesText3 = ComponentFactory.Instance.creatComponentByStylename("core.shop.CommodityPricesText"); PositionUtils.setPos(this._commodityPricesText3,"shop.commodityPricesText3Pos"); this._commodityPricesText3.text = "0"; this._frame.addToContent(this._commodityPricesText3); this.updateCommodityPrices(); } private function addEvent() : void { this._giftsBtn.addEventListener(MouseEvent.CLICK,this.__giftsBtnClick); this._numberSelecter.addEventListener(Event.CHANGE,this.__numberSelecterChange); this._shopCartItem.addEventListener(ShopCartItem.CONDITION_CHANGE,this.__shopCartItemChange); this._frame.addEventListener(FrameEvent.RESPONSE,this.__framePesponse); SocketManager.Instance.addEventListener(CrazyTankSocketEvent.GOODS_PRESENT,this.onPresent); } private function removeEvent() : void { this._giftsBtn.removeEventListener(MouseEvent.CLICK,this.__giftsBtnClick); this._numberSelecter.removeEventListener(Event.CHANGE,this.__numberSelecterChange); this._shopCartItem.removeEventListener(ShopCartItem.CONDITION_CHANGE,this.__shopCartItemChange); this._frame.removeEventListener(FrameEvent.RESPONSE,this.__framePesponse); SocketManager.Instance.removeEventListener(CrazyTankSocketEvent.GOODS_PRESENT,this.onPresent); } private function updateCommodityPrices() : void { this._commodityPricesText1.text = (this._shopCartItem.shopItemInfo.getCurrentPrice().moneyValue * this._numberSelecter.currentValue).toString(); this._commodityPricesText2.text = (this._shopCartItem.shopItemInfo.getCurrentPrice().giftValue * this._numberSelecter.currentValue).toString(); this._commodityPricesText3.text = (this._shopCartItem.shopItemInfo.getCurrentPrice().medalValue * this._numberSelecter.currentValue).toString(); } protected function __giftsBtnClick(param1:MouseEvent) : void { SoundManager.instance.play("008"); this._shopPresentClearingFrame = ComponentFactory.Instance.creatComponentByStylename("core.shop.ShopPresentClearingFrame"); this._shopPresentClearingFrame.show(); this._shopPresentClearingFrame.presentBtn.addEventListener(MouseEvent.CLICK,this.__presentBtnClick); this._shopPresentClearingFrame.addEventListener(FrameEvent.RESPONSE,this.__responseHandler); } private function __responseHandler(param1:FrameEvent) : void { if(param1.responseCode == FrameEvent.CLOSE_CLICK || param1.responseCode == FrameEvent.ESC_CLICK) { StageReferance.stage.focus = this._frame; } } protected function __presentBtnClick(param1:MouseEvent) : void { var _loc10_:ShopCarItemInfo = null; SoundManager.instance.play("008"); if(PlayerManager.Instance.Self.bagLocked) { BaglockedManager.Instance.show(); return; } if(this._shopPresentClearingFrame.nameInput.text == "") { MessageTipManager.getInstance().show(LanguageMgr.GetTranslation("shop.ShopIIPresentView.give")); return; } if(FilterWordManager.IsNullorEmpty(this._shopPresentClearingFrame.nameInput.text)) { MessageTipManager.getInstance().show(LanguageMgr.GetTranslation("shop.ShopIIPresentView.space")); return; } var _loc2_:int = this._shopCartItem.shopItemInfo.getCurrentPrice().moneyValue; if(PlayerManager.Instance.Self.Money < _loc2_ && _loc2_ != 0) { LeavePageManager.showFillFrame(); return; } this._shopPresentClearingFrame.presentBtn.enable = false; var _loc3_:Array = new Array(); var _loc4_:Array = new Array(); var _loc5_:Array = new Array(); var _loc6_:Array = new Array(); var _loc7_:Array = new Array(); var _loc8_:int = 0; while(_loc8_ < this._numberSelecter.currentValue) { _loc10_ = this._shopCartItem.shopItemInfo; _loc3_.push(_loc10_.GoodsID); _loc4_.push(_loc10_.currentBuyType); _loc5_.push(_loc10_.Color); _loc6_.push(""); _loc7_.push(""); _loc8_++; } var _loc9_:String = FilterWordManager.filterWrod(this._shopPresentClearingFrame.textArea.text); SocketManager.Instance.out.sendPresentGoods(_loc3_,_loc4_,_loc5_,_loc9_,this._shopPresentClearingFrame.nameInput.text); } protected function onPresent(param1:CrazyTankSocketEvent) : void { this._shopPresentClearingFrame.presentBtn.enable = true; this._shopPresentClearingFrame.presentBtn.removeEventListener(MouseEvent.CLICK,this.__presentBtnClick); this._shopPresentClearingFrame.dispose(); this._shopPresentClearingFrame = null; var _loc2_:Boolean = param1.pkg.readBoolean(); this.dispose(); } protected function __numberSelecterChange(param1:Event) : void { SoundManager.instance.play("008"); this.updateCommodityPrices(); } protected function __shopCartItemChange(param1:Event) : void { this.updateCommodityPrices(); } protected function __framePesponse(param1:FrameEvent) : void { SoundManager.instance.play("008"); switch(param1.responseCode) { case FrameEvent.CLOSE_CLICK: case FrameEvent.ESC_CLICK: this.dispose(); } } private function dispose() : void { this.removeEvent(); ObjectUtils.disposeObject(this._frame); this._frame = null; ObjectUtils.disposeObject(this._shopCartItem); this._shopCartItem = null; ObjectUtils.disposeObject(this._commodityPricesText1); this._commodityPricesText1 = null; ObjectUtils.disposeObject(this._commodityPricesText2); this._commodityPricesText1 = null; ObjectUtils.disposeObject(this._commodityPricesText3); this._commodityPricesText1 = null; ObjectUtils.disposeObject(this._giftsBtn); this._giftsBtn = null; ObjectUtils.disposeObject(this._numberSelecter); this._numberSelecter = null; } } }
412
0.884243
1
0.884243
game-dev
MEDIA
0.553307
game-dev
0.93066
1
0.93066
juzzlin/DustRacing2D
1,684
src/game/MiniCore/src/Physics/mcseparationevent.hh
// This file belongs to the "MiniCore" game engine. // Copyright (C) 2010 Jussi Lind <jussi.lind@iki.fi> // // 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, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, // MA 02110-1301, USA. // #ifndef MCSEPARATIONEVENT_HH #define MCSEPARATIONEVENT_HH #include "mcevent.hh" #include "mcvector3d.hh" class MCObject; /*! \class MCSeparationEvent * \brief Event sent when two objects does not collide anymore.*/ class MCSeparationEvent : public MCEvent { public: /*! Constructor. * \param separatedObject The separated object. */ MCSeparationEvent(MCObject & separatedObject); //! Destructor. ~MCSeparationEvent() override; //! Get separated object. MCObject & separatedObject() const; //! Return the typeId. static unsigned int typeId(); //! \reimp virtual unsigned int instanceTypeId() const override; private: DISABLE_COPY(MCSeparationEvent); DISABLE_ASSI(MCSeparationEvent); MCObject & m_separatedObject; static unsigned int m_typeId; }; #endif // MCSEPARATIONEVENT_HH
412
0.681611
1
0.681611
game-dev
MEDIA
0.595933
game-dev
0.638446
1
0.638446
D363N6UY/MapleStory-v113-Server-Eimulator
6,872
Libs/scripts/npc/2091005.js
var status = -1; var sel; var mapid; function start() { mapid = cm.getMapId(); if (mapid == 925020001) { cm.sendSimple("My master is the most powerful man in Mu Lung. Are you telling me you're trying to challenge our great master? Don't say I didn't warn you. \r #b#L0# I want to tackle him myself.#l \n\r #L1# I want to challenge him as a team.#l \n\r #L2# I want a belt.#l \n\r #L3# I want to reset my training points.#l \n\r #L5# What's a Mu Lung Training Tower?#l"); } else if (isRestingSpot(mapid)) { cm.sendSimple("I'm amazed to know that you've safely reached up to this level. I can guarantee you, however, that it won't get any easier. What do you think? Do you want to keep going?#b \n\r #L0# Yes, I'll keep going.#l \n\r #L1# I want out#l \n\r #L2# I want to save my progress on record.#l"); } else { cm.sendYesNo("What? You're ready to quit already? You just need to move on to the next level. Are you sure you want to quit?"); } } function action(mode, type, selection) { if (mapid == 925020001) { if (mode == 1) { status++; } else { cm.dispose(); return; } if (status == 0) { sel = selection; if (sel == 5) { cm.sendNext("My master is the most powerful individual in Mu Lung, and he is responsible for erecting this amazing Mu Lung Training Tower. Mu Lung Training Tower is a colossal training facility that consists of 38 floors. Each floor represents additional levels of difficulty. Of course, with your skills, reaching the top floor will be impossible..."); cm.dispose(); } else if (sel == 3) { cm.sendYesNo("You know if you reset your training points, then it'll return to 0, right? I can honestly say that it's not necessarily a bad thing. Once you reset your training points and start over again, then you'll be able to receive the belts once more. Do you want to reset your training points?"); } else if (sel == 2) { cm.sendSimple("Your total training points so far are #b"+cm.getDojoPoints()+"#k. Our master loves talented individuals, so if you rack up enough training points, you'll be able to receive a belt based on your training points...\n\r #L0##i1132000:# #t1132000# (500)#l \n\r #L1##i1132001:# #t1132001# (1500)#l \n\r #L2##i1132002:# #t1132002# (3000)#l \n\r #L3##i1132003:# #t1132003# (4500)#l \n\r #L4##i1132004:# #t1132004# (6000)#l\r\n"); } else if (sel == 1) { if (cm.getParty() != null) { if (cm.isLeader()) { cm.sendOk("Would you like to Enter now?"); } else { cm.sendOk("Hey, you're not even a leader of your party. What are you doing trying to sneak in? Tell your party leader to talk to me if you want to enter the premise..."); } } } else if (sel == 0) { if (cm.getParty() != null) { cm.sendOk("Please leave your party."); cm.dispose(); } var record = cm.getQuestRecord(150000); var data = record.getCustomData(); if (data != null) { var idd = get_restinFieldID(parseInt(data)); if (idd != 925020002) { cm.dojoAgent_NextMap(true, true , idd ); record.setCustomData(null); } else { cm.sendOk("Please try again later."); } } else { cm.start_DojoAgent(true, false); } cm.dispose(); // cm.sendYesNo("The last time you took the challenge yourself, you were able to reach Floor #18. I can take you straight to that floor, if you want. Are you interested?"); } } else if (status == 1) { if (sel == 3) { cm.setDojoRecord(true); cm.sendOk("I have resetted your training points to 0."); } else if (sel == 2) { var record = cm.getDojoRecord(); var required = 0; switch (record) { case 0: required = 500; break; case 1: required = 1500; break; case 2: required = 3000; break; case 3: required = 4500; break; case 4: required = 6000; break; case 5: required = 9000; break; case 6: required = 11000; break; case 7: required = 15000; break; } if (record == selection && cm.getDojoPoints() >= required) { var item = 1132000 + record; if (cm.canHold(item)) { cm.gainItem(item, 1); cm.setDojoRecord(false); } else { cm.sendOk("Please check if you have any available slot in your inventory."); } } else { cm.sendOk("You either already have it or insufficient training points. Do try getting the weaker belts first."); } cm.dispose(); } else if (sel == 1) { cm.start_DojoAgent(true, true); cm.dispose(); } } } else if (isRestingSpot(mapid)) { if (mode == 1) { status++; } else { cm.dispose(); return; } if (status == 0) { sel = selection; if (sel == 0) { if (cm.getParty() == null || cm.isLeader()) { cm.dojoAgent_NextMap(true, true); } else { cm.sendOk("Only the leader may go on."); } //cm.getQuestRecord(150000).setCustomData(null); cm.dispose(); } else if (sel == 1) { cm.askAcceptDecline("Do you want to quit? You really want to leave here?"); } else if (sel == 2) { if (cm.getParty() == null) { var stage = get_stageId(cm.getMapId()); cm.getQuestRecord(150000).setCustomData(stage); cm.sendOk("I have just recorded your progress. The next time you get here, I'll sent you directly to this level."); cm.dispose(); } else { cm.sendOk("Hey.. you can't record your progress with a team..."); cm.dispose(); } } } else if (status == 1) { if (sel == 1) { if (cm.isLeader()) { cm.warpParty(925020002); } else { cm.warp(925020002); } } cm.dispose(); } } else { if (mode == 1) { if (cm.isLeader()) { cm.warpParty(925020002); } else { cm.warp(925020002); } } cm.dispose(); } } function get_restinFieldID(id) { var idd = 925020002; switch (id) { case 1: idd = 925020600; break; case 2: idd = 925021200; break; case 3: idd = 925021800; break; case 4: idd = 925022400; break; case 5: idd = 925023000; break; case 6: idd = 925023600; break; } for (var i = 0; i < 10; i++) { var canenterr = true; for (var x = 1; x < 39; x++) { var map = cm.getMap(925020000 + 100 * x + i); if (map.getCharactersSize() > 0) { canenterr = false; break; } } if (canenterr) { idd += i; break; } } return idd; } function get_stageId(mapid) { if (mapid >= 925020600 && mapid <= 925020614) { return 1; } else if (mapid >= 925021200 && mapid <= 925021214) { return 2; } else if (mapid >= 925021800 && mapid <= 925021814) { return 3; } else if (mapid >= 925022400 && mapid <= 925022414) { return 4; } else if (mapid >= 925023000 && mapid <= 925023014) { return 5; } else if (mapid >= 925023600 && mapid <= 925023614) { return 6; } return 0; } function isRestingSpot(id) { return (get_stageId(id) > 0); }
412
0.627326
1
0.627326
game-dev
MEDIA
0.868186
game-dev
0.918563
1
0.918563
Lokathor/fermium
15,629
SDL2-2.26.5/include/SDL_keycode.h
/* Simple DirectMedia Layer Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.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. */ /** * \file SDL_keycode.h * * Defines constants which identify keyboard keys and modifiers. */ #ifndef SDL_keycode_h_ #define SDL_keycode_h_ #include "SDL_stdinc.h" #include "SDL_scancode.h" /** * \brief The SDL virtual key representation. * * Values of this type are used to represent keyboard keys using the current * layout of the keyboard. These values include Unicode values representing * the unmodified character that would be generated by pressing the key, or * an SDLK_* constant for those keys that do not generate characters. * * A special exception is the number keys at the top of the keyboard which * always map to SDLK_0...SDLK_9, regardless of layout. */ typedef Sint32 SDL_Keycode; #define SDLK_SCANCODE_MASK (1<<30) #define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) typedef enum { SDLK_UNKNOWN = 0, SDLK_RETURN = '\r', SDLK_ESCAPE = '\x1B', SDLK_BACKSPACE = '\b', SDLK_TAB = '\t', SDLK_SPACE = ' ', SDLK_EXCLAIM = '!', SDLK_QUOTEDBL = '"', SDLK_HASH = '#', SDLK_PERCENT = '%', SDLK_DOLLAR = '$', SDLK_AMPERSAND = '&', SDLK_QUOTE = '\'', SDLK_LEFTPAREN = '(', SDLK_RIGHTPAREN = ')', SDLK_ASTERISK = '*', SDLK_PLUS = '+', SDLK_COMMA = ',', SDLK_MINUS = '-', SDLK_PERIOD = '.', SDLK_SLASH = '/', SDLK_0 = '0', SDLK_1 = '1', SDLK_2 = '2', SDLK_3 = '3', SDLK_4 = '4', SDLK_5 = '5', SDLK_6 = '6', SDLK_7 = '7', SDLK_8 = '8', SDLK_9 = '9', SDLK_COLON = ':', SDLK_SEMICOLON = ';', SDLK_LESS = '<', SDLK_EQUALS = '=', SDLK_GREATER = '>', SDLK_QUESTION = '?', SDLK_AT = '@', /* Skip uppercase letters */ SDLK_LEFTBRACKET = '[', SDLK_BACKSLASH = '\\', SDLK_RIGHTBRACKET = ']', SDLK_CARET = '^', SDLK_UNDERSCORE = '_', SDLK_BACKQUOTE = '`', SDLK_a = 'a', SDLK_b = 'b', SDLK_c = 'c', SDLK_d = 'd', SDLK_e = 'e', SDLK_f = 'f', SDLK_g = 'g', SDLK_h = 'h', SDLK_i = 'i', SDLK_j = 'j', SDLK_k = 'k', SDLK_l = 'l', SDLK_m = 'm', SDLK_n = 'n', SDLK_o = 'o', SDLK_p = 'p', SDLK_q = 'q', SDLK_r = 'r', SDLK_s = 's', SDLK_t = 't', SDLK_u = 'u', SDLK_v = 'v', SDLK_w = 'w', SDLK_x = 'x', SDLK_y = 'y', SDLK_z = 'z', SDLK_CAPSLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK), SDLK_F1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1), SDLK_F2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2), SDLK_F3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3), SDLK_F4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4), SDLK_F5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5), SDLK_F6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6), SDLK_F7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7), SDLK_F8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8), SDLK_F9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9), SDLK_F10 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10), SDLK_F11 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11), SDLK_F12 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12), SDLK_PRINTSCREEN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN), SDLK_SCROLLLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK), SDLK_PAUSE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE), SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT), SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME), SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP), SDLK_DELETE = '\x7F', SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END), SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN), SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT), SDLK_LEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT), SDLK_DOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN), SDLK_UP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP), SDLK_NUMLOCKCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR), SDLK_KP_DIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE), SDLK_KP_MULTIPLY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY), SDLK_KP_MINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS), SDLK_KP_PLUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS), SDLK_KP_ENTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER), SDLK_KP_1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1), SDLK_KP_2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2), SDLK_KP_3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3), SDLK_KP_4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4), SDLK_KP_5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5), SDLK_KP_6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6), SDLK_KP_7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7), SDLK_KP_8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8), SDLK_KP_9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9), SDLK_KP_0 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0), SDLK_KP_PERIOD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD), SDLK_APPLICATION = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION), SDLK_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER), SDLK_KP_EQUALS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS), SDLK_F13 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13), SDLK_F14 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14), SDLK_F15 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15), SDLK_F16 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16), SDLK_F17 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17), SDLK_F18 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18), SDLK_F19 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19), SDLK_F20 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20), SDLK_F21 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21), SDLK_F22 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22), SDLK_F23 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23), SDLK_F24 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24), SDLK_EXECUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE), SDLK_HELP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP), SDLK_MENU = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU), SDLK_SELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT), SDLK_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP), SDLK_AGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN), SDLK_UNDO = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO), SDLK_CUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT), SDLK_COPY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY), SDLK_PASTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE), SDLK_FIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND), SDLK_MUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE), SDLK_VOLUMEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP), SDLK_VOLUMEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN), SDLK_KP_COMMA = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA), SDLK_KP_EQUALSAS400 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400), SDLK_ALTERASE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE), SDLK_SYSREQ = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ), SDLK_CANCEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL), SDLK_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR), SDLK_PRIOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR), SDLK_RETURN2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2), SDLK_SEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR), SDLK_OUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT), SDLK_OPER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER), SDLK_CLEARAGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN), SDLK_CRSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL), SDLK_EXSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL), SDLK_KP_00 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00), SDLK_KP_000 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000), SDLK_THOUSANDSSEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR), SDLK_DECIMALSEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR), SDLK_CURRENCYUNIT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT), SDLK_CURRENCYSUBUNIT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT), SDLK_KP_LEFTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN), SDLK_KP_RIGHTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN), SDLK_KP_LEFTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE), SDLK_KP_RIGHTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE), SDLK_KP_TAB = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB), SDLK_KP_BACKSPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE), SDLK_KP_A = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A), SDLK_KP_B = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B), SDLK_KP_C = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C), SDLK_KP_D = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D), SDLK_KP_E = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E), SDLK_KP_F = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F), SDLK_KP_XOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR), SDLK_KP_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER), SDLK_KP_PERCENT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT), SDLK_KP_LESS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS), SDLK_KP_GREATER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER), SDLK_KP_AMPERSAND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND), SDLK_KP_DBLAMPERSAND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND), SDLK_KP_VERTICALBAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR), SDLK_KP_DBLVERTICALBAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR), SDLK_KP_COLON = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON), SDLK_KP_HASH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH), SDLK_KP_SPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE), SDLK_KP_AT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT), SDLK_KP_EXCLAM = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM), SDLK_KP_MEMSTORE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE), SDLK_KP_MEMRECALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL), SDLK_KP_MEMCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR), SDLK_KP_MEMADD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD), SDLK_KP_MEMSUBTRACT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT), SDLK_KP_MEMMULTIPLY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY), SDLK_KP_MEMDIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE), SDLK_KP_PLUSMINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS), SDLK_KP_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR), SDLK_KP_CLEARENTRY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY), SDLK_KP_BINARY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY), SDLK_KP_OCTAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL), SDLK_KP_DECIMAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL), SDLK_KP_HEXADECIMAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL), SDLK_LCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL), SDLK_LSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT), SDLK_LALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT), SDLK_LGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI), SDLK_RCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL), SDLK_RSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT), SDLK_RALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT), SDLK_RGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI), SDLK_MODE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE), SDLK_AUDIONEXT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIONEXT), SDLK_AUDIOPREV = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPREV), SDLK_AUDIOSTOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOSTOP), SDLK_AUDIOPLAY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPLAY), SDLK_AUDIOMUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOMUTE), SDLK_MEDIASELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIASELECT), SDLK_WWW = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WWW), SDLK_MAIL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MAIL), SDLK_CALCULATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALCULATOR), SDLK_COMPUTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COMPUTER), SDLK_AC_SEARCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH), SDLK_AC_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME), SDLK_AC_BACK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK), SDLK_AC_FORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD), SDLK_AC_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP), SDLK_AC_REFRESH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH), SDLK_AC_BOOKMARKS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS), SDLK_BRIGHTNESSDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSDOWN), SDLK_BRIGHTNESSUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSUP), SDLK_DISPLAYSWITCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DISPLAYSWITCH), SDLK_KBDILLUMTOGGLE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMTOGGLE), SDLK_KBDILLUMDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMDOWN), SDLK_KBDILLUMUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMUP), SDLK_EJECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EJECT), SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP), SDLK_APP1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP1), SDLK_APP2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP2), SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND), SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD), SDLK_SOFTLEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTLEFT), SDLK_SOFTRIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTRIGHT), SDLK_CALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALL), SDLK_ENDCALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ENDCALL) } SDL_KeyCode; /** * \brief Enumeration of valid key mods (possibly OR'd together). */ typedef enum { KMOD_NONE = 0x0000, KMOD_LSHIFT = 0x0001, KMOD_RSHIFT = 0x0002, KMOD_LCTRL = 0x0040, KMOD_RCTRL = 0x0080, KMOD_LALT = 0x0100, KMOD_RALT = 0x0200, KMOD_LGUI = 0x0400, KMOD_RGUI = 0x0800, KMOD_NUM = 0x1000, KMOD_CAPS = 0x2000, KMOD_MODE = 0x4000, KMOD_SCROLL = 0x8000, KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL, KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT, KMOD_ALT = KMOD_LALT | KMOD_RALT, KMOD_GUI = KMOD_LGUI | KMOD_RGUI, KMOD_RESERVED = KMOD_SCROLL /* This is for source-level compatibility with SDL 2.0.0. */ } SDL_Keymod; #endif /* SDL_keycode_h_ */ /* vi: set ts=4 sw=4 expandtab: */
412
0.842944
1
0.842944
game-dev
MEDIA
0.745928
game-dev
0.704268
1
0.704268
MSW-Git/MSWPackages
1,296
quest-achievement-package/MyDesk/QuestAndAchievement/Core/Quest/QuestCategoryEnum.mlua
@Logic script QuestCategoryEnum extends Logic property table EnumToStrTable = {} property table EnumToUIStrTable = {} property table StrToEnumTable = {} property integer None = 0 property integer Epic = 1 property integer Sub = 2 property integer Cycle = 3 method boolean Init() local enumStrList = { { "Epic", "에픽" }, { "Sub", "서브" }, { "Cycle", "반복" }, } local enumToStrTable = self.EnumToStrTable local enumToUIStrTable = self.EnumToUIStrTable local strToEnumTable = self.StrToEnumTable for i = 1, #enumStrList do local str = enumStrList[i][1] local uiStr = enumStrList[i][2] local enum = self[str] if enum == nil then log_error("Cannot find enum. " .. str) return false end if enumToStrTable[enum] ~= nil then log_error("Already existing enum. " .. str) return false end enumToStrTable[enum] = str enumToUIStrTable[enum] = uiStr strToEnumTable[str] = enum end return true end method integer ToEnum(string str) local enum = self.StrToEnumTable[str] if enum == nil then return self.None end return enum end method string ToStr(integer enum) return self.EnumToStrTable[enum] end method string ToUIStr(integer enum) return self.EnumToUIStrTable[enum] end end
412
0.604664
1
0.604664
game-dev
MEDIA
0.147933
game-dev
0.845425
1
0.845425
Dreaming381/Latios-Framework
18,264
PsyshockPhysics/Physics/Internal/Queries/ColliderCollider/CompoundTerrain.cs
using Unity.Collections.LowLevel.Unsafe; using Unity.Mathematics; namespace Latios.Psyshock { internal static class CompoundTerrain { public static bool DistanceBetween(in TerrainCollider terrain, in RigidTransform terrainTransform, in CompoundCollider compound, in RigidTransform compoundTransform, float maxDistance, out ColliderDistanceResult result) { var processor = new DistanceBetweenClosestProcessor { bestIndex = -1, bestDistance = float.MaxValue }; DistanceBetweenAll(in terrain, in terrainTransform, in compound, in compoundTransform, maxDistance, ref processor); var hit = processor.bestIndex >= 0; if (!hit) { result = default; return false; } var triangleIndices = terrain.terrainColliderBlob.Value.GetTriangle(processor.bestIndex); var triangle = PointRayTerrain.CreateLocalTriangle(ref terrain.terrainColliderBlob.Value, triangleIndices, terrain.baseHeightOffset, terrain.scale); hit = TriangleCompound.DistanceBetween(in compound, in compoundTransform, in triangle, in terrainTransform, maxDistance, out result); (result.hitpointA, result.hitpointB) = (result.hitpointB, result.hitpointA); (result.normalA, result.normalB) = (result.normalB, result.normalA); result.subColliderIndexB = result.subColliderIndexA; result.subColliderIndexA = processor.bestIndex; return hit; } public static unsafe void DistanceBetweenAll<T>(in TerrainCollider terrain, in RigidTransform terrainTransform, in CompoundCollider compound, in RigidTransform compoundTransform, float maxDistance, ref T processor) where T : unmanaged, IDistanceBetweenAllProcessor { var aabb = Physics.AabbFrom(compound, math.mul(math.inverse(terrainTransform), compoundTransform)); var inverseScale = math.rcp(terrain.scale); var validAxes = math.isfinite(inverseScale); var crosses = (aabb.min < 0f) & (aabb.max > 0f); if (math.any(!crosses & !validAxes)) return; Physics.GetCenterExtents(aabb, out var center, out var extents); center *= inverseScale; extents *= inverseScale; var min = (int3)math.floor(center - extents); var max = (int3)math.ceil(center + extents); min.y -= terrain.baseHeightOffset; max.y -= terrain.baseHeightOffset; var minInt = math.select(short.MinValue, min, validAxes); var maxInt = math.select(short.MaxValue, max, validAxes); if (minInt.y > terrain.terrainColliderBlob.Value.maxHeight || maxInt.y < terrain.terrainColliderBlob.Value.minHeight) return; var terrainProcessor = new DistanceBetweenAllProcessor<T> { compound = compound, compoundTransform = compoundTransform, maxDistance = maxDistance, minHeight = (short)minInt.y, maxHeight = (short)minInt.y, heightOffset = terrain.baseHeightOffset, scale = terrain.scale, terrainTransform = terrainTransform, processor = (T*)UnsafeUtility.AddressOf(ref processor) }; terrain.terrainColliderBlob.Value.FindTriangles(minInt.x, minInt.z, maxInt.x, maxInt.z, ref terrainProcessor); } public static bool ColliderCast(in CompoundCollider compoundToCast, in RigidTransform castStart, float3 castEnd, in TerrainCollider targetTerrain, in RigidTransform targetTerrainTransform, out ColliderCastResult result) { var targetTerrainTransformInverse = math.inverse(targetTerrainTransform); var casterInTargetSpace = math.mul(targetTerrainTransformInverse, castStart); var aabb = Physics.AabbFrom(compoundToCast, in casterInTargetSpace, casterInTargetSpace.pos + math.rotate(targetTerrainTransformInverse, castEnd - castStart.pos)); var inverseScale = math.rcp(targetTerrain.scale); var validAxes = math.isfinite(inverseScale); result = default; var crosses = (aabb.min < 0f) & (aabb.max > 0f); if (math.any(!crosses & !validAxes)) return false; Physics.GetCenterExtents(aabb, out var center, out var extents); center *= inverseScale; extents *= inverseScale; var min = (int3)math.floor(center - extents); var max = (int3)math.ceil(center + extents); min.y -= targetTerrain.baseHeightOffset; max.y -= targetTerrain.baseHeightOffset; var minInt = math.select(short.MinValue, min, validAxes); var maxInt = math.select(short.MaxValue, max, validAxes); if (minInt.y > targetTerrain.terrainColliderBlob.Value.maxHeight || maxInt.y < targetTerrain.terrainColliderBlob.Value.minHeight) return false; var processor = new CastProcessor { bestDistance = float.MaxValue, bestIndex = -1, found = false, invalid = false, compound = compoundToCast, castStart = castStart, castEnd = castEnd, terrainTransform = targetTerrainTransform, minHeight = (short)minInt.y, maxHeight = (short)minInt.y, heightOffset = targetTerrain.baseHeightOffset, scale = targetTerrain.scale, }; targetTerrain.terrainColliderBlob.Value.FindTriangles(minInt.x, minInt.z, maxInt.x, maxInt.z, ref processor); if (processor.invalid || !processor.found) return false; var hitTransform = castStart; hitTransform.pos += math.normalize(castEnd - castStart.pos) * processor.bestDistance; var triangleIndices = targetTerrain.terrainColliderBlob.Value.GetTriangle(processor.bestIndex); var triangle = PointRayTerrain.CreateLocalTriangle(ref targetTerrain.terrainColliderBlob.Value, triangleIndices, targetTerrain.baseHeightOffset, targetTerrain.scale); TriangleCompound.DistanceBetween(in compoundToCast, in hitTransform, in triangle, in targetTerrainTransform, 1f, out var distanceResult); result = new ColliderCastResult { hitpoint = distanceResult.hitpointA, normalOnCaster = distanceResult.normalA, normalOnTarget = distanceResult.normalB, subColliderIndexOnCaster = processor.bestIndex, subColliderIndexOnTarget = distanceResult.subColliderIndexA, distance = math.distance(hitTransform.pos, castStart.pos) }; return true; } public static bool ColliderCast(in TerrainCollider terrainToCast, in RigidTransform castStart, float3 castEnd, in CompoundCollider targetCompound, in RigidTransform targetCompoundTransform, out ColliderCastResult result) { var castReverse = castStart.pos - castEnd; var worldToCasterSpace = math.inverse(castStart); var targetInCasterSpace = math.mul(worldToCasterSpace, targetCompoundTransform); var reverseCastEnd = targetInCasterSpace.pos + math.rotate(worldToCasterSpace, castReverse); var aabb = Physics.AabbFrom(targetCompound, in targetInCasterSpace, reverseCastEnd); var inverseScale = math.rcp(terrainToCast.scale); var validAxes = math.isfinite(inverseScale); result = default; var crosses = (aabb.min < 0f) & (aabb.max > 0f); if (math.any(!crosses & !validAxes)) return false; Physics.GetCenterExtents(aabb, out var center, out var extents); center *= inverseScale; extents *= inverseScale; var min = (int3)math.floor(center - extents); var max = (int3)math.ceil(center + extents); min.y -= terrainToCast.baseHeightOffset; max.y -= terrainToCast.baseHeightOffset; var minInt = math.select(short.MinValue, min, validAxes); var maxInt = math.select(short.MaxValue, max, validAxes); if (minInt.y > terrainToCast.terrainColliderBlob.Value.maxHeight || maxInt.y < terrainToCast.terrainColliderBlob.Value.minHeight) return false; var processor = new CastProcessor { bestDistance = float.MaxValue, bestIndex = -1, found = false, invalid = false, compound = targetCompound, castStart = castStart, castEnd = castEnd, terrainTransform = RigidTransform.identity, minHeight = (short)minInt.y, maxHeight = (short)minInt.y, heightOffset = terrainToCast.baseHeightOffset, scale = terrainToCast.scale, }; terrainToCast.terrainColliderBlob.Value.FindTriangles(minInt.x, minInt.z, maxInt.x, maxInt.z, ref processor); if (processor.invalid || !processor.found) { result = default; return false; } var hitTransform = castStart; hitTransform.pos += math.normalize(castEnd - castStart.pos) * processor.bestDistance; var triangleIndices = terrainToCast.terrainColliderBlob.Value.GetTriangle(processor.bestIndex); var triangle = PointRayTerrain.CreateLocalTriangle(ref terrainToCast.terrainColliderBlob.Value, triangleIndices, terrainToCast.baseHeightOffset, terrainToCast.scale); TriangleCompound.DistanceBetween(in targetCompound, in targetCompoundTransform, in triangle, in hitTransform, 1f, out var distanceResult); result = new ColliderCastResult { hitpoint = distanceResult.hitpointB, normalOnCaster = distanceResult.normalB, normalOnTarget = distanceResult.normalA, subColliderIndexOnCaster = distanceResult.subColliderIndexA, subColliderIndexOnTarget = processor.bestIndex, distance = math.distance(hitTransform.pos, castStart.pos) }; return true; } public static UnitySim.ContactsBetweenResult UnityContactsBetween(in TerrainCollider terrain, in RigidTransform terrainTransform, in CompoundCollider compound, in RigidTransform compoundTransform, in ColliderDistanceResult distanceResult) { var triangleIndices = terrain.terrainColliderBlob.Value.GetTriangle(distanceResult.subColliderIndexA); var triangle = PointRayTerrain.CreateLocalTriangle(ref terrain.terrainColliderBlob.Value, triangleIndices, terrain.baseHeightOffset, terrain.scale); return TriangleCompound.UnityContactsBetween(in compound, in compoundTransform, in triangle, in terrainTransform, distanceResult.ToFlipped()).ToFlipped(); } struct DistanceBetweenClosestProcessor : IDistanceBetweenAllProcessor { public int bestIndex; public float bestDistance; public void Execute(in ColliderDistanceResult result) { if (bestIndex < 0 || result.distance < bestDistance) { bestIndex = result.subColliderIndexA; bestDistance = result.distance; } } } unsafe struct DistanceBetweenAllProcessor<T> : TerrainColliderBlob.IFindTrianglesProcessor where T : unmanaged, IDistanceBetweenAllProcessor { public CompoundCollider compound; public RigidTransform compoundTransform; public float maxDistance; public short minHeight; public short maxHeight; public int heightOffset; public float3 scale; public RigidTransform terrainTransform; public T* processor; public ulong FilterPatch(ref TerrainColliderBlob.Patch patch, ulong borderMask, short quadsPerBit) { var mask = patch.GetFilteredQuadMaskFromHeights(minHeight, maxHeight); mask &= borderMask; return mask; } public void Execute(ref TerrainColliderBlob blob, int3 triangleHeightIndices, int triangleIndex) { var triangle = PointRayTerrain.CreateLocalTriangle(ref blob, triangleHeightIndices, heightOffset, scale); var hit = TriangleCompound.DistanceBetween(in compound, in compoundTransform, in triangle, in terrainTransform, maxDistance, out var tempResult); tempResult.subColliderIndexB = triangleIndex; tempResult = tempResult.ToFlipped(); if (hit) { processor->Execute(in tempResult); } } } struct CastProcessor : TerrainColliderBlob.IFindTrianglesProcessor { public CompoundCollider compound; public RigidTransform castStart; public float3 castEnd; public RigidTransform terrainTransform; public short minHeight; public short maxHeight; public int heightOffset; public float3 scale; public float bestDistance; public int bestIndex; public bool found; public bool invalid; public ulong FilterPatch(ref TerrainColliderBlob.Patch patch, ulong borderMask, short quadsPerBit) { if (invalid) return 0; var mask = patch.GetFilteredQuadMaskFromHeights(minHeight, maxHeight); mask &= borderMask; return mask; } public void Execute(ref TerrainColliderBlob blob, int3 triangleHeightIndices, int triangleIndex) { if (invalid) return; var triangle = PointRayTerrain.CreateLocalTriangle(ref blob, triangleHeightIndices, heightOffset, scale); Physics.ScaleStretchCollider(ref triangle, 1f, scale); // Check that we don't start already intersecting. if (TriangleCompound.DistanceBetween(in compound, in castStart, in triangle, in terrainTransform, 0f, out _)) { invalid = true; return; } if (TriangleCompound.ColliderCast(in compound, in castStart, castEnd, in triangle, in terrainTransform, out var hit)) { if (!found || hit.distance < bestDistance) { found = true; bestDistance = hit.distance; bestIndex = triangleIndex; } } } } } }
412
0.910262
1
0.910262
game-dev
MEDIA
0.904366
game-dev
0.997006
1
0.997006
google/tock-on-titan
114,483
third_party/syn-1.0.11/src/gen/visit_mut.rs
// This file is @generated by syn-internal-codegen. // It is not intended for manual editing. #![allow(unused_variables)] #[cfg(any(feature = "full", feature = "derive"))] use crate::gen::helper::visit_mut::*; #[cfg(any(feature = "full", feature = "derive"))] use crate::punctuated::Punctuated; use crate::*; use proc_macro2::Span; #[cfg(feature = "full")] macro_rules! full { ($e:expr) => { $e }; } #[cfg(all(feature = "derive", not(feature = "full")))] macro_rules! full { ($e:expr) => { unreachable!() }; } #[cfg(any(feature = "full", feature = "derive"))] macro_rules! skip { ($($tt:tt)*) => {}; } /// Syntax tree traversal to mutate an exclusive borrow of a syntax tree in /// place. /// /// See the [module documentation] for details. /// /// [module documentation]: self /// /// *This trait is available if Syn is built with the `"visit-mut"` feature.* pub trait VisitMut { #[cfg(any(feature = "derive", feature = "full"))] fn visit_abi_mut(&mut self, i: &mut Abi) { visit_abi_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_angle_bracketed_generic_arguments_mut( &mut self, i: &mut AngleBracketedGenericArguments, ) { visit_angle_bracketed_generic_arguments_mut(self, i) } #[cfg(feature = "full")] fn visit_arm_mut(&mut self, i: &mut Arm) { visit_arm_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_attr_style_mut(&mut self, i: &mut AttrStyle) { visit_attr_style_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_attribute_mut(&mut self, i: &mut Attribute) { visit_attribute_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_bare_fn_arg_mut(&mut self, i: &mut BareFnArg) { visit_bare_fn_arg_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_bin_op_mut(&mut self, i: &mut BinOp) { visit_bin_op_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_binding_mut(&mut self, i: &mut Binding) { visit_binding_mut(self, i) } #[cfg(feature = "full")] fn visit_block_mut(&mut self, i: &mut Block) { visit_block_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_bound_lifetimes_mut(&mut self, i: &mut BoundLifetimes) { visit_bound_lifetimes_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_const_param_mut(&mut self, i: &mut ConstParam) { visit_const_param_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_constraint_mut(&mut self, i: &mut Constraint) { visit_constraint_mut(self, i) } #[cfg(feature = "derive")] fn visit_data_mut(&mut self, i: &mut Data) { visit_data_mut(self, i) } #[cfg(feature = "derive")] fn visit_data_enum_mut(&mut self, i: &mut DataEnum) { visit_data_enum_mut(self, i) } #[cfg(feature = "derive")] fn visit_data_struct_mut(&mut self, i: &mut DataStruct) { visit_data_struct_mut(self, i) } #[cfg(feature = "derive")] fn visit_data_union_mut(&mut self, i: &mut DataUnion) { visit_data_union_mut(self, i) } #[cfg(feature = "derive")] fn visit_derive_input_mut(&mut self, i: &mut DeriveInput) { visit_derive_input_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_expr_mut(&mut self, i: &mut Expr) { visit_expr_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_array_mut(&mut self, i: &mut ExprArray) { visit_expr_array_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_assign_mut(&mut self, i: &mut ExprAssign) { visit_expr_assign_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_assign_op_mut(&mut self, i: &mut ExprAssignOp) { visit_expr_assign_op_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_async_mut(&mut self, i: &mut ExprAsync) { visit_expr_async_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_await_mut(&mut self, i: &mut ExprAwait) { visit_expr_await_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_expr_binary_mut(&mut self, i: &mut ExprBinary) { visit_expr_binary_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_block_mut(&mut self, i: &mut ExprBlock) { visit_expr_block_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_box_mut(&mut self, i: &mut ExprBox) { visit_expr_box_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_break_mut(&mut self, i: &mut ExprBreak) { visit_expr_break_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_expr_call_mut(&mut self, i: &mut ExprCall) { visit_expr_call_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_expr_cast_mut(&mut self, i: &mut ExprCast) { visit_expr_cast_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_closure_mut(&mut self, i: &mut ExprClosure) { visit_expr_closure_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_continue_mut(&mut self, i: &mut ExprContinue) { visit_expr_continue_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_expr_field_mut(&mut self, i: &mut ExprField) { visit_expr_field_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_for_loop_mut(&mut self, i: &mut ExprForLoop) { visit_expr_for_loop_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_group_mut(&mut self, i: &mut ExprGroup) { visit_expr_group_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_if_mut(&mut self, i: &mut ExprIf) { visit_expr_if_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_expr_index_mut(&mut self, i: &mut ExprIndex) { visit_expr_index_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_let_mut(&mut self, i: &mut ExprLet) { visit_expr_let_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_expr_lit_mut(&mut self, i: &mut ExprLit) { visit_expr_lit_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_loop_mut(&mut self, i: &mut ExprLoop) { visit_expr_loop_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_macro_mut(&mut self, i: &mut ExprMacro) { visit_expr_macro_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_match_mut(&mut self, i: &mut ExprMatch) { visit_expr_match_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_method_call_mut(&mut self, i: &mut ExprMethodCall) { visit_expr_method_call_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_expr_paren_mut(&mut self, i: &mut ExprParen) { visit_expr_paren_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_expr_path_mut(&mut self, i: &mut ExprPath) { visit_expr_path_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_range_mut(&mut self, i: &mut ExprRange) { visit_expr_range_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_reference_mut(&mut self, i: &mut ExprReference) { visit_expr_reference_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_repeat_mut(&mut self, i: &mut ExprRepeat) { visit_expr_repeat_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_return_mut(&mut self, i: &mut ExprReturn) { visit_expr_return_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_struct_mut(&mut self, i: &mut ExprStruct) { visit_expr_struct_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_try_mut(&mut self, i: &mut ExprTry) { visit_expr_try_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_try_block_mut(&mut self, i: &mut ExprTryBlock) { visit_expr_try_block_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_tuple_mut(&mut self, i: &mut ExprTuple) { visit_expr_tuple_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_type_mut(&mut self, i: &mut ExprType) { visit_expr_type_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_expr_unary_mut(&mut self, i: &mut ExprUnary) { visit_expr_unary_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_unsafe_mut(&mut self, i: &mut ExprUnsafe) { visit_expr_unsafe_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_while_mut(&mut self, i: &mut ExprWhile) { visit_expr_while_mut(self, i) } #[cfg(feature = "full")] fn visit_expr_yield_mut(&mut self, i: &mut ExprYield) { visit_expr_yield_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_field_mut(&mut self, i: &mut Field) { visit_field_mut(self, i) } #[cfg(feature = "full")] fn visit_field_pat_mut(&mut self, i: &mut FieldPat) { visit_field_pat_mut(self, i) } #[cfg(feature = "full")] fn visit_field_value_mut(&mut self, i: &mut FieldValue) { visit_field_value_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_fields_mut(&mut self, i: &mut Fields) { visit_fields_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_fields_named_mut(&mut self, i: &mut FieldsNamed) { visit_fields_named_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_fields_unnamed_mut(&mut self, i: &mut FieldsUnnamed) { visit_fields_unnamed_mut(self, i) } #[cfg(feature = "full")] fn visit_file_mut(&mut self, i: &mut File) { visit_file_mut(self, i) } #[cfg(feature = "full")] fn visit_fn_arg_mut(&mut self, i: &mut FnArg) { visit_fn_arg_mut(self, i) } #[cfg(feature = "full")] fn visit_foreign_item_mut(&mut self, i: &mut ForeignItem) { visit_foreign_item_mut(self, i) } #[cfg(feature = "full")] fn visit_foreign_item_fn_mut(&mut self, i: &mut ForeignItemFn) { visit_foreign_item_fn_mut(self, i) } #[cfg(feature = "full")] fn visit_foreign_item_macro_mut(&mut self, i: &mut ForeignItemMacro) { visit_foreign_item_macro_mut(self, i) } #[cfg(feature = "full")] fn visit_foreign_item_static_mut(&mut self, i: &mut ForeignItemStatic) { visit_foreign_item_static_mut(self, i) } #[cfg(feature = "full")] fn visit_foreign_item_type_mut(&mut self, i: &mut ForeignItemType) { visit_foreign_item_type_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_generic_argument_mut(&mut self, i: &mut GenericArgument) { visit_generic_argument_mut(self, i) } #[cfg(feature = "full")] fn visit_generic_method_argument_mut(&mut self, i: &mut GenericMethodArgument) { visit_generic_method_argument_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_generic_param_mut(&mut self, i: &mut GenericParam) { visit_generic_param_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_generics_mut(&mut self, i: &mut Generics) { visit_generics_mut(self, i) } fn visit_ident_mut(&mut self, i: &mut Ident) { visit_ident_mut(self, i) } #[cfg(feature = "full")] fn visit_impl_item_mut(&mut self, i: &mut ImplItem) { visit_impl_item_mut(self, i) } #[cfg(feature = "full")] fn visit_impl_item_const_mut(&mut self, i: &mut ImplItemConst) { visit_impl_item_const_mut(self, i) } #[cfg(feature = "full")] fn visit_impl_item_macro_mut(&mut self, i: &mut ImplItemMacro) { visit_impl_item_macro_mut(self, i) } #[cfg(feature = "full")] fn visit_impl_item_method_mut(&mut self, i: &mut ImplItemMethod) { visit_impl_item_method_mut(self, i) } #[cfg(feature = "full")] fn visit_impl_item_type_mut(&mut self, i: &mut ImplItemType) { visit_impl_item_type_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_index_mut(&mut self, i: &mut Index) { visit_index_mut(self, i) } #[cfg(feature = "full")] fn visit_item_mut(&mut self, i: &mut Item) { visit_item_mut(self, i) } #[cfg(feature = "full")] fn visit_item_const_mut(&mut self, i: &mut ItemConst) { visit_item_const_mut(self, i) } #[cfg(feature = "full")] fn visit_item_enum_mut(&mut self, i: &mut ItemEnum) { visit_item_enum_mut(self, i) } #[cfg(feature = "full")] fn visit_item_extern_crate_mut(&mut self, i: &mut ItemExternCrate) { visit_item_extern_crate_mut(self, i) } #[cfg(feature = "full")] fn visit_item_fn_mut(&mut self, i: &mut ItemFn) { visit_item_fn_mut(self, i) } #[cfg(feature = "full")] fn visit_item_foreign_mod_mut(&mut self, i: &mut ItemForeignMod) { visit_item_foreign_mod_mut(self, i) } #[cfg(feature = "full")] fn visit_item_impl_mut(&mut self, i: &mut ItemImpl) { visit_item_impl_mut(self, i) } #[cfg(feature = "full")] fn visit_item_macro_mut(&mut self, i: &mut ItemMacro) { visit_item_macro_mut(self, i) } #[cfg(feature = "full")] fn visit_item_macro2_mut(&mut self, i: &mut ItemMacro2) { visit_item_macro2_mut(self, i) } #[cfg(feature = "full")] fn visit_item_mod_mut(&mut self, i: &mut ItemMod) { visit_item_mod_mut(self, i) } #[cfg(feature = "full")] fn visit_item_static_mut(&mut self, i: &mut ItemStatic) { visit_item_static_mut(self, i) } #[cfg(feature = "full")] fn visit_item_struct_mut(&mut self, i: &mut ItemStruct) { visit_item_struct_mut(self, i) } #[cfg(feature = "full")] fn visit_item_trait_mut(&mut self, i: &mut ItemTrait) { visit_item_trait_mut(self, i) } #[cfg(feature = "full")] fn visit_item_trait_alias_mut(&mut self, i: &mut ItemTraitAlias) { visit_item_trait_alias_mut(self, i) } #[cfg(feature = "full")] fn visit_item_type_mut(&mut self, i: &mut ItemType) { visit_item_type_mut(self, i) } #[cfg(feature = "full")] fn visit_item_union_mut(&mut self, i: &mut ItemUnion) { visit_item_union_mut(self, i) } #[cfg(feature = "full")] fn visit_item_use_mut(&mut self, i: &mut ItemUse) { visit_item_use_mut(self, i) } #[cfg(feature = "full")] fn visit_label_mut(&mut self, i: &mut Label) { visit_label_mut(self, i) } fn visit_lifetime_mut(&mut self, i: &mut Lifetime) { visit_lifetime_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_lifetime_def_mut(&mut self, i: &mut LifetimeDef) { visit_lifetime_def_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_lit_mut(&mut self, i: &mut Lit) { visit_lit_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_lit_bool_mut(&mut self, i: &mut LitBool) { visit_lit_bool_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_lit_byte_mut(&mut self, i: &mut LitByte) { visit_lit_byte_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_lit_byte_str_mut(&mut self, i: &mut LitByteStr) { visit_lit_byte_str_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_lit_char_mut(&mut self, i: &mut LitChar) { visit_lit_char_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_lit_float_mut(&mut self, i: &mut LitFloat) { visit_lit_float_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_lit_int_mut(&mut self, i: &mut LitInt) { visit_lit_int_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_lit_str_mut(&mut self, i: &mut LitStr) { visit_lit_str_mut(self, i) } #[cfg(feature = "full")] fn visit_local_mut(&mut self, i: &mut Local) { visit_local_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_macro_mut(&mut self, i: &mut Macro) { visit_macro_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_macro_delimiter_mut(&mut self, i: &mut MacroDelimiter) { visit_macro_delimiter_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_member_mut(&mut self, i: &mut Member) { visit_member_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_meta_mut(&mut self, i: &mut Meta) { visit_meta_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_meta_list_mut(&mut self, i: &mut MetaList) { visit_meta_list_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_meta_name_value_mut(&mut self, i: &mut MetaNameValue) { visit_meta_name_value_mut(self, i) } #[cfg(feature = "full")] fn visit_method_turbofish_mut(&mut self, i: &mut MethodTurbofish) { visit_method_turbofish_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_nested_meta_mut(&mut self, i: &mut NestedMeta) { visit_nested_meta_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_parenthesized_generic_arguments_mut(&mut self, i: &mut ParenthesizedGenericArguments) { visit_parenthesized_generic_arguments_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_mut(&mut self, i: &mut Pat) { visit_pat_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_box_mut(&mut self, i: &mut PatBox) { visit_pat_box_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_ident_mut(&mut self, i: &mut PatIdent) { visit_pat_ident_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_lit_mut(&mut self, i: &mut PatLit) { visit_pat_lit_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_macro_mut(&mut self, i: &mut PatMacro) { visit_pat_macro_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_or_mut(&mut self, i: &mut PatOr) { visit_pat_or_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_path_mut(&mut self, i: &mut PatPath) { visit_pat_path_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_range_mut(&mut self, i: &mut PatRange) { visit_pat_range_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_reference_mut(&mut self, i: &mut PatReference) { visit_pat_reference_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_rest_mut(&mut self, i: &mut PatRest) { visit_pat_rest_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_slice_mut(&mut self, i: &mut PatSlice) { visit_pat_slice_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_struct_mut(&mut self, i: &mut PatStruct) { visit_pat_struct_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_tuple_mut(&mut self, i: &mut PatTuple) { visit_pat_tuple_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_tuple_struct_mut(&mut self, i: &mut PatTupleStruct) { visit_pat_tuple_struct_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_type_mut(&mut self, i: &mut PatType) { visit_pat_type_mut(self, i) } #[cfg(feature = "full")] fn visit_pat_wild_mut(&mut self, i: &mut PatWild) { visit_pat_wild_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_path_mut(&mut self, i: &mut Path) { visit_path_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_path_arguments_mut(&mut self, i: &mut PathArguments) { visit_path_arguments_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_path_segment_mut(&mut self, i: &mut PathSegment) { visit_path_segment_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_predicate_eq_mut(&mut self, i: &mut PredicateEq) { visit_predicate_eq_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_predicate_lifetime_mut(&mut self, i: &mut PredicateLifetime) { visit_predicate_lifetime_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_predicate_type_mut(&mut self, i: &mut PredicateType) { visit_predicate_type_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_qself_mut(&mut self, i: &mut QSelf) { visit_qself_mut(self, i) } #[cfg(feature = "full")] fn visit_range_limits_mut(&mut self, i: &mut RangeLimits) { visit_range_limits_mut(self, i) } #[cfg(feature = "full")] fn visit_receiver_mut(&mut self, i: &mut Receiver) { visit_receiver_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_return_type_mut(&mut self, i: &mut ReturnType) { visit_return_type_mut(self, i) } #[cfg(feature = "full")] fn visit_signature_mut(&mut self, i: &mut Signature) { visit_signature_mut(self, i) } fn visit_span_mut(&mut self, i: &mut Span) { visit_span_mut(self, i) } #[cfg(feature = "full")] fn visit_stmt_mut(&mut self, i: &mut Stmt) { visit_stmt_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_trait_bound_mut(&mut self, i: &mut TraitBound) { visit_trait_bound_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_trait_bound_modifier_mut(&mut self, i: &mut TraitBoundModifier) { visit_trait_bound_modifier_mut(self, i) } #[cfg(feature = "full")] fn visit_trait_item_mut(&mut self, i: &mut TraitItem) { visit_trait_item_mut(self, i) } #[cfg(feature = "full")] fn visit_trait_item_const_mut(&mut self, i: &mut TraitItemConst) { visit_trait_item_const_mut(self, i) } #[cfg(feature = "full")] fn visit_trait_item_macro_mut(&mut self, i: &mut TraitItemMacro) { visit_trait_item_macro_mut(self, i) } #[cfg(feature = "full")] fn visit_trait_item_method_mut(&mut self, i: &mut TraitItemMethod) { visit_trait_item_method_mut(self, i) } #[cfg(feature = "full")] fn visit_trait_item_type_mut(&mut self, i: &mut TraitItemType) { visit_trait_item_type_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_mut(&mut self, i: &mut Type) { visit_type_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_array_mut(&mut self, i: &mut TypeArray) { visit_type_array_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_bare_fn_mut(&mut self, i: &mut TypeBareFn) { visit_type_bare_fn_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_group_mut(&mut self, i: &mut TypeGroup) { visit_type_group_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_impl_trait_mut(&mut self, i: &mut TypeImplTrait) { visit_type_impl_trait_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_infer_mut(&mut self, i: &mut TypeInfer) { visit_type_infer_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_macro_mut(&mut self, i: &mut TypeMacro) { visit_type_macro_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_never_mut(&mut self, i: &mut TypeNever) { visit_type_never_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_param_mut(&mut self, i: &mut TypeParam) { visit_type_param_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_param_bound_mut(&mut self, i: &mut TypeParamBound) { visit_type_param_bound_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_paren_mut(&mut self, i: &mut TypeParen) { visit_type_paren_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_path_mut(&mut self, i: &mut TypePath) { visit_type_path_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_ptr_mut(&mut self, i: &mut TypePtr) { visit_type_ptr_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_reference_mut(&mut self, i: &mut TypeReference) { visit_type_reference_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_slice_mut(&mut self, i: &mut TypeSlice) { visit_type_slice_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_trait_object_mut(&mut self, i: &mut TypeTraitObject) { visit_type_trait_object_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_type_tuple_mut(&mut self, i: &mut TypeTuple) { visit_type_tuple_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_un_op_mut(&mut self, i: &mut UnOp) { visit_un_op_mut(self, i) } #[cfg(feature = "full")] fn visit_use_glob_mut(&mut self, i: &mut UseGlob) { visit_use_glob_mut(self, i) } #[cfg(feature = "full")] fn visit_use_group_mut(&mut self, i: &mut UseGroup) { visit_use_group_mut(self, i) } #[cfg(feature = "full")] fn visit_use_name_mut(&mut self, i: &mut UseName) { visit_use_name_mut(self, i) } #[cfg(feature = "full")] fn visit_use_path_mut(&mut self, i: &mut UsePath) { visit_use_path_mut(self, i) } #[cfg(feature = "full")] fn visit_use_rename_mut(&mut self, i: &mut UseRename) { visit_use_rename_mut(self, i) } #[cfg(feature = "full")] fn visit_use_tree_mut(&mut self, i: &mut UseTree) { visit_use_tree_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_variadic_mut(&mut self, i: &mut Variadic) { visit_variadic_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_variant_mut(&mut self, i: &mut Variant) { visit_variant_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_vis_crate_mut(&mut self, i: &mut VisCrate) { visit_vis_crate_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_vis_public_mut(&mut self, i: &mut VisPublic) { visit_vis_public_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_vis_restricted_mut(&mut self, i: &mut VisRestricted) { visit_vis_restricted_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_visibility_mut(&mut self, i: &mut Visibility) { visit_visibility_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_where_clause_mut(&mut self, i: &mut WhereClause) { visit_where_clause_mut(self, i) } #[cfg(any(feature = "derive", feature = "full"))] fn visit_where_predicate_mut(&mut self, i: &mut WherePredicate) { visit_where_predicate_mut(self, i) } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_abi_mut<V>(v: &mut V, node: &mut Abi) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.extern_token.span); if let Some(it) = &mut node.name { v.visit_lit_str_mut(it) }; } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_angle_bracketed_generic_arguments_mut<V>( v: &mut V, node: &mut AngleBracketedGenericArguments, ) where V: VisitMut + ?Sized, { if let Some(it) = &mut node.colon2_token { tokens_helper(v, &mut it.spans) }; tokens_helper(v, &mut node.lt_token.spans); for el in Punctuated::pairs_mut(&mut node.args) { let (it, p) = el.into_tuple(); v.visit_generic_argument_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } tokens_helper(v, &mut node.gt_token.spans); } #[cfg(feature = "full")] pub fn visit_arm_mut<V>(v: &mut V, node: &mut Arm) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_pat_mut(&mut node.pat); if let Some(it) = &mut node.guard { tokens_helper(v, &mut (it).0.span); v.visit_expr_mut(&mut *(it).1); }; tokens_helper(v, &mut node.fat_arrow_token.spans); v.visit_expr_mut(&mut *node.body); if let Some(it) = &mut node.comma { tokens_helper(v, &mut it.spans) }; } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_attr_style_mut<V>(v: &mut V, node: &mut AttrStyle) where V: VisitMut + ?Sized, { match node { AttrStyle::Outer => {} AttrStyle::Inner(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_attribute_mut<V>(v: &mut V, node: &mut Attribute) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.pound_token.spans); v.visit_attr_style_mut(&mut node.style); tokens_helper(v, &mut node.bracket_token.span); v.visit_path_mut(&mut node.path); skip!(node.tokens); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_bare_fn_arg_mut<V>(v: &mut V, node: &mut BareFnArg) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.name { v.visit_ident_mut(&mut (it).0); tokens_helper(v, &mut (it).1.spans); }; v.visit_type_mut(&mut node.ty); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_bin_op_mut<V>(v: &mut V, node: &mut BinOp) where V: VisitMut + ?Sized, { match node { BinOp::Add(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Sub(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Mul(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Div(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Rem(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::And(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Or(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::BitXor(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::BitAnd(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::BitOr(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Shl(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Shr(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Eq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Lt(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Le(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Ne(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Ge(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::Gt(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::AddEq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::SubEq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::MulEq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::DivEq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::RemEq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::BitXorEq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::BitAndEq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::BitOrEq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::ShlEq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } BinOp::ShrEq(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_binding_mut<V>(v: &mut V, node: &mut Binding) where V: VisitMut + ?Sized, { v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.eq_token.spans); v.visit_type_mut(&mut node.ty); } #[cfg(feature = "full")] pub fn visit_block_mut<V>(v: &mut V, node: &mut Block) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.brace_token.span); for it in &mut node.stmts { v.visit_stmt_mut(it) } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_bound_lifetimes_mut<V>(v: &mut V, node: &mut BoundLifetimes) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.for_token.span); tokens_helper(v, &mut node.lt_token.spans); for el in Punctuated::pairs_mut(&mut node.lifetimes) { let (it, p) = el.into_tuple(); v.visit_lifetime_def_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } tokens_helper(v, &mut node.gt_token.spans); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_const_param_mut<V>(v: &mut V, node: &mut ConstParam) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.const_token.span); v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.colon_token.spans); v.visit_type_mut(&mut node.ty); if let Some(it) = &mut node.eq_token { tokens_helper(v, &mut it.spans) }; if let Some(it) = &mut node.default { v.visit_expr_mut(it) }; } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_constraint_mut<V>(v: &mut V, node: &mut Constraint) where V: VisitMut + ?Sized, { v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.colon_token.spans); for el in Punctuated::pairs_mut(&mut node.bounds) { let (it, p) = el.into_tuple(); v.visit_type_param_bound_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(feature = "derive")] pub fn visit_data_mut<V>(v: &mut V, node: &mut Data) where V: VisitMut + ?Sized, { match node { Data::Struct(_binding_0) => { v.visit_data_struct_mut(_binding_0); } Data::Enum(_binding_0) => { v.visit_data_enum_mut(_binding_0); } Data::Union(_binding_0) => { v.visit_data_union_mut(_binding_0); } } } #[cfg(feature = "derive")] pub fn visit_data_enum_mut<V>(v: &mut V, node: &mut DataEnum) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.enum_token.span); tokens_helper(v, &mut node.brace_token.span); for el in Punctuated::pairs_mut(&mut node.variants) { let (it, p) = el.into_tuple(); v.visit_variant_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(feature = "derive")] pub fn visit_data_struct_mut<V>(v: &mut V, node: &mut DataStruct) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.struct_token.span); v.visit_fields_mut(&mut node.fields); if let Some(it) = &mut node.semi_token { tokens_helper(v, &mut it.spans) }; } #[cfg(feature = "derive")] pub fn visit_data_union_mut<V>(v: &mut V, node: &mut DataUnion) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.union_token.span); v.visit_fields_named_mut(&mut node.fields); } #[cfg(feature = "derive")] pub fn visit_derive_input_mut<V>(v: &mut V, node: &mut DeriveInput) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); v.visit_ident_mut(&mut node.ident); v.visit_generics_mut(&mut node.generics); v.visit_data_mut(&mut node.data); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_expr_mut<V>(v: &mut V, node: &mut Expr) where V: VisitMut + ?Sized, { match node { Expr::Array(_binding_0) => { full!(v.visit_expr_array_mut(_binding_0)); } Expr::Assign(_binding_0) => { full!(v.visit_expr_assign_mut(_binding_0)); } Expr::AssignOp(_binding_0) => { full!(v.visit_expr_assign_op_mut(_binding_0)); } Expr::Async(_binding_0) => { full!(v.visit_expr_async_mut(_binding_0)); } Expr::Await(_binding_0) => { full!(v.visit_expr_await_mut(_binding_0)); } Expr::Binary(_binding_0) => { v.visit_expr_binary_mut(_binding_0); } Expr::Block(_binding_0) => { full!(v.visit_expr_block_mut(_binding_0)); } Expr::Box(_binding_0) => { full!(v.visit_expr_box_mut(_binding_0)); } Expr::Break(_binding_0) => { full!(v.visit_expr_break_mut(_binding_0)); } Expr::Call(_binding_0) => { v.visit_expr_call_mut(_binding_0); } Expr::Cast(_binding_0) => { v.visit_expr_cast_mut(_binding_0); } Expr::Closure(_binding_0) => { full!(v.visit_expr_closure_mut(_binding_0)); } Expr::Continue(_binding_0) => { full!(v.visit_expr_continue_mut(_binding_0)); } Expr::Field(_binding_0) => { v.visit_expr_field_mut(_binding_0); } Expr::ForLoop(_binding_0) => { full!(v.visit_expr_for_loop_mut(_binding_0)); } Expr::Group(_binding_0) => { full!(v.visit_expr_group_mut(_binding_0)); } Expr::If(_binding_0) => { full!(v.visit_expr_if_mut(_binding_0)); } Expr::Index(_binding_0) => { v.visit_expr_index_mut(_binding_0); } Expr::Let(_binding_0) => { full!(v.visit_expr_let_mut(_binding_0)); } Expr::Lit(_binding_0) => { v.visit_expr_lit_mut(_binding_0); } Expr::Loop(_binding_0) => { full!(v.visit_expr_loop_mut(_binding_0)); } Expr::Macro(_binding_0) => { full!(v.visit_expr_macro_mut(_binding_0)); } Expr::Match(_binding_0) => { full!(v.visit_expr_match_mut(_binding_0)); } Expr::MethodCall(_binding_0) => { full!(v.visit_expr_method_call_mut(_binding_0)); } Expr::Paren(_binding_0) => { v.visit_expr_paren_mut(_binding_0); } Expr::Path(_binding_0) => { v.visit_expr_path_mut(_binding_0); } Expr::Range(_binding_0) => { full!(v.visit_expr_range_mut(_binding_0)); } Expr::Reference(_binding_0) => { full!(v.visit_expr_reference_mut(_binding_0)); } Expr::Repeat(_binding_0) => { full!(v.visit_expr_repeat_mut(_binding_0)); } Expr::Return(_binding_0) => { full!(v.visit_expr_return_mut(_binding_0)); } Expr::Struct(_binding_0) => { full!(v.visit_expr_struct_mut(_binding_0)); } Expr::Try(_binding_0) => { full!(v.visit_expr_try_mut(_binding_0)); } Expr::TryBlock(_binding_0) => { full!(v.visit_expr_try_block_mut(_binding_0)); } Expr::Tuple(_binding_0) => { full!(v.visit_expr_tuple_mut(_binding_0)); } Expr::Type(_binding_0) => { full!(v.visit_expr_type_mut(_binding_0)); } Expr::Unary(_binding_0) => { v.visit_expr_unary_mut(_binding_0); } Expr::Unsafe(_binding_0) => { full!(v.visit_expr_unsafe_mut(_binding_0)); } Expr::Verbatim(_binding_0) => { skip!(_binding_0); } Expr::While(_binding_0) => { full!(v.visit_expr_while_mut(_binding_0)); } Expr::Yield(_binding_0) => { full!(v.visit_expr_yield_mut(_binding_0)); } _ => unreachable!(), } } #[cfg(feature = "full")] pub fn visit_expr_array_mut<V>(v: &mut V, node: &mut ExprArray) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.bracket_token.span); for el in Punctuated::pairs_mut(&mut node.elems) { let (it, p) = el.into_tuple(); v.visit_expr_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(feature = "full")] pub fn visit_expr_assign_mut<V>(v: &mut V, node: &mut ExprAssign) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.left); tokens_helper(v, &mut node.eq_token.spans); v.visit_expr_mut(&mut *node.right); } #[cfg(feature = "full")] pub fn visit_expr_assign_op_mut<V>(v: &mut V, node: &mut ExprAssignOp) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.left); v.visit_bin_op_mut(&mut node.op); v.visit_expr_mut(&mut *node.right); } #[cfg(feature = "full")] pub fn visit_expr_async_mut<V>(v: &mut V, node: &mut ExprAsync) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.async_token.span); if let Some(it) = &mut node.capture { tokens_helper(v, &mut it.span) }; v.visit_block_mut(&mut node.block); } #[cfg(feature = "full")] pub fn visit_expr_await_mut<V>(v: &mut V, node: &mut ExprAwait) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.base); tokens_helper(v, &mut node.dot_token.spans); tokens_helper(v, &mut node.await_token.span); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_expr_binary_mut<V>(v: &mut V, node: &mut ExprBinary) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.left); v.visit_bin_op_mut(&mut node.op); v.visit_expr_mut(&mut *node.right); } #[cfg(feature = "full")] pub fn visit_expr_block_mut<V>(v: &mut V, node: &mut ExprBlock) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.label { v.visit_label_mut(it) }; v.visit_block_mut(&mut node.block); } #[cfg(feature = "full")] pub fn visit_expr_box_mut<V>(v: &mut V, node: &mut ExprBox) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.box_token.span); v.visit_expr_mut(&mut *node.expr); } #[cfg(feature = "full")] pub fn visit_expr_break_mut<V>(v: &mut V, node: &mut ExprBreak) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.break_token.span); if let Some(it) = &mut node.label { v.visit_lifetime_mut(it) }; if let Some(it) = &mut node.expr { v.visit_expr_mut(&mut **it) }; } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_expr_call_mut<V>(v: &mut V, node: &mut ExprCall) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.func); tokens_helper(v, &mut node.paren_token.span); for el in Punctuated::pairs_mut(&mut node.args) { let (it, p) = el.into_tuple(); v.visit_expr_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_expr_cast_mut<V>(v: &mut V, node: &mut ExprCast) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.expr); tokens_helper(v, &mut node.as_token.span); v.visit_type_mut(&mut *node.ty); } #[cfg(feature = "full")] pub fn visit_expr_closure_mut<V>(v: &mut V, node: &mut ExprClosure) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.asyncness { tokens_helper(v, &mut it.span) }; if let Some(it) = &mut node.movability { tokens_helper(v, &mut it.span) }; if let Some(it) = &mut node.capture { tokens_helper(v, &mut it.span) }; tokens_helper(v, &mut node.or1_token.spans); for el in Punctuated::pairs_mut(&mut node.inputs) { let (it, p) = el.into_tuple(); v.visit_pat_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } tokens_helper(v, &mut node.or2_token.spans); v.visit_return_type_mut(&mut node.output); v.visit_expr_mut(&mut *node.body); } #[cfg(feature = "full")] pub fn visit_expr_continue_mut<V>(v: &mut V, node: &mut ExprContinue) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.continue_token.span); if let Some(it) = &mut node.label { v.visit_lifetime_mut(it) }; } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_expr_field_mut<V>(v: &mut V, node: &mut ExprField) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.base); tokens_helper(v, &mut node.dot_token.spans); v.visit_member_mut(&mut node.member); } #[cfg(feature = "full")] pub fn visit_expr_for_loop_mut<V>(v: &mut V, node: &mut ExprForLoop) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.label { v.visit_label_mut(it) }; tokens_helper(v, &mut node.for_token.span); v.visit_pat_mut(&mut node.pat); tokens_helper(v, &mut node.in_token.span); v.visit_expr_mut(&mut *node.expr); v.visit_block_mut(&mut node.body); } #[cfg(feature = "full")] pub fn visit_expr_group_mut<V>(v: &mut V, node: &mut ExprGroup) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.group_token.span); v.visit_expr_mut(&mut *node.expr); } #[cfg(feature = "full")] pub fn visit_expr_if_mut<V>(v: &mut V, node: &mut ExprIf) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.if_token.span); v.visit_expr_mut(&mut *node.cond); v.visit_block_mut(&mut node.then_branch); if let Some(it) = &mut node.else_branch { tokens_helper(v, &mut (it).0.span); v.visit_expr_mut(&mut *(it).1); }; } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_expr_index_mut<V>(v: &mut V, node: &mut ExprIndex) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.expr); tokens_helper(v, &mut node.bracket_token.span); v.visit_expr_mut(&mut *node.index); } #[cfg(feature = "full")] pub fn visit_expr_let_mut<V>(v: &mut V, node: &mut ExprLet) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.let_token.span); v.visit_pat_mut(&mut node.pat); tokens_helper(v, &mut node.eq_token.spans); v.visit_expr_mut(&mut *node.expr); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_expr_lit_mut<V>(v: &mut V, node: &mut ExprLit) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_lit_mut(&mut node.lit); } #[cfg(feature = "full")] pub fn visit_expr_loop_mut<V>(v: &mut V, node: &mut ExprLoop) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.label { v.visit_label_mut(it) }; tokens_helper(v, &mut node.loop_token.span); v.visit_block_mut(&mut node.body); } #[cfg(feature = "full")] pub fn visit_expr_macro_mut<V>(v: &mut V, node: &mut ExprMacro) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_macro_mut(&mut node.mac); } #[cfg(feature = "full")] pub fn visit_expr_match_mut<V>(v: &mut V, node: &mut ExprMatch) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.match_token.span); v.visit_expr_mut(&mut *node.expr); tokens_helper(v, &mut node.brace_token.span); for it in &mut node.arms { v.visit_arm_mut(it) } } #[cfg(feature = "full")] pub fn visit_expr_method_call_mut<V>(v: &mut V, node: &mut ExprMethodCall) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.receiver); tokens_helper(v, &mut node.dot_token.spans); v.visit_ident_mut(&mut node.method); if let Some(it) = &mut node.turbofish { v.visit_method_turbofish_mut(it) }; tokens_helper(v, &mut node.paren_token.span); for el in Punctuated::pairs_mut(&mut node.args) { let (it, p) = el.into_tuple(); v.visit_expr_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_expr_paren_mut<V>(v: &mut V, node: &mut ExprParen) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.paren_token.span); v.visit_expr_mut(&mut *node.expr); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_expr_path_mut<V>(v: &mut V, node: &mut ExprPath) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.qself { v.visit_qself_mut(it) }; v.visit_path_mut(&mut node.path); } #[cfg(feature = "full")] pub fn visit_expr_range_mut<V>(v: &mut V, node: &mut ExprRange) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.from { v.visit_expr_mut(&mut **it) }; v.visit_range_limits_mut(&mut node.limits); if let Some(it) = &mut node.to { v.visit_expr_mut(&mut **it) }; } #[cfg(feature = "full")] pub fn visit_expr_reference_mut<V>(v: &mut V, node: &mut ExprReference) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.and_token.spans); if let Some(it) = &mut node.mutability { tokens_helper(v, &mut it.span) }; v.visit_expr_mut(&mut *node.expr); } #[cfg(feature = "full")] pub fn visit_expr_repeat_mut<V>(v: &mut V, node: &mut ExprRepeat) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.bracket_token.span); v.visit_expr_mut(&mut *node.expr); tokens_helper(v, &mut node.semi_token.spans); v.visit_expr_mut(&mut *node.len); } #[cfg(feature = "full")] pub fn visit_expr_return_mut<V>(v: &mut V, node: &mut ExprReturn) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.return_token.span); if let Some(it) = &mut node.expr { v.visit_expr_mut(&mut **it) }; } #[cfg(feature = "full")] pub fn visit_expr_struct_mut<V>(v: &mut V, node: &mut ExprStruct) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_path_mut(&mut node.path); tokens_helper(v, &mut node.brace_token.span); for el in Punctuated::pairs_mut(&mut node.fields) { let (it, p) = el.into_tuple(); v.visit_field_value_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } if let Some(it) = &mut node.dot2_token { tokens_helper(v, &mut it.spans) }; if let Some(it) = &mut node.rest { v.visit_expr_mut(&mut **it) }; } #[cfg(feature = "full")] pub fn visit_expr_try_mut<V>(v: &mut V, node: &mut ExprTry) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.expr); tokens_helper(v, &mut node.question_token.spans); } #[cfg(feature = "full")] pub fn visit_expr_try_block_mut<V>(v: &mut V, node: &mut ExprTryBlock) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.try_token.span); v.visit_block_mut(&mut node.block); } #[cfg(feature = "full")] pub fn visit_expr_tuple_mut<V>(v: &mut V, node: &mut ExprTuple) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.paren_token.span); for el in Punctuated::pairs_mut(&mut node.elems) { let (it, p) = el.into_tuple(); v.visit_expr_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(feature = "full")] pub fn visit_expr_type_mut<V>(v: &mut V, node: &mut ExprType) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.expr); tokens_helper(v, &mut node.colon_token.spans); v.visit_type_mut(&mut *node.ty); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_expr_unary_mut<V>(v: &mut V, node: &mut ExprUnary) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_un_op_mut(&mut node.op); v.visit_expr_mut(&mut *node.expr); } #[cfg(feature = "full")] pub fn visit_expr_unsafe_mut<V>(v: &mut V, node: &mut ExprUnsafe) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.unsafe_token.span); v.visit_block_mut(&mut node.block); } #[cfg(feature = "full")] pub fn visit_expr_while_mut<V>(v: &mut V, node: &mut ExprWhile) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.label { v.visit_label_mut(it) }; tokens_helper(v, &mut node.while_token.span); v.visit_expr_mut(&mut *node.cond); v.visit_block_mut(&mut node.body); } #[cfg(feature = "full")] pub fn visit_expr_yield_mut<V>(v: &mut V, node: &mut ExprYield) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.yield_token.span); if let Some(it) = &mut node.expr { v.visit_expr_mut(&mut **it) }; } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_field_mut<V>(v: &mut V, node: &mut Field) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); if let Some(it) = &mut node.ident { v.visit_ident_mut(it) }; if let Some(it) = &mut node.colon_token { tokens_helper(v, &mut it.spans) }; v.visit_type_mut(&mut node.ty); } #[cfg(feature = "full")] pub fn visit_field_pat_mut<V>(v: &mut V, node: &mut FieldPat) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_member_mut(&mut node.member); if let Some(it) = &mut node.colon_token { tokens_helper(v, &mut it.spans) }; v.visit_pat_mut(&mut *node.pat); } #[cfg(feature = "full")] pub fn visit_field_value_mut<V>(v: &mut V, node: &mut FieldValue) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_member_mut(&mut node.member); if let Some(it) = &mut node.colon_token { tokens_helper(v, &mut it.spans) }; v.visit_expr_mut(&mut node.expr); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_fields_mut<V>(v: &mut V, node: &mut Fields) where V: VisitMut + ?Sized, { match node { Fields::Named(_binding_0) => { v.visit_fields_named_mut(_binding_0); } Fields::Unnamed(_binding_0) => { v.visit_fields_unnamed_mut(_binding_0); } Fields::Unit => {} } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_fields_named_mut<V>(v: &mut V, node: &mut FieldsNamed) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.brace_token.span); for el in Punctuated::pairs_mut(&mut node.named) { let (it, p) = el.into_tuple(); v.visit_field_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_fields_unnamed_mut<V>(v: &mut V, node: &mut FieldsUnnamed) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.paren_token.span); for el in Punctuated::pairs_mut(&mut node.unnamed) { let (it, p) = el.into_tuple(); v.visit_field_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(feature = "full")] pub fn visit_file_mut<V>(v: &mut V, node: &mut File) where V: VisitMut + ?Sized, { skip!(node.shebang); for it in &mut node.attrs { v.visit_attribute_mut(it) } for it in &mut node.items { v.visit_item_mut(it) } } #[cfg(feature = "full")] pub fn visit_fn_arg_mut<V>(v: &mut V, node: &mut FnArg) where V: VisitMut + ?Sized, { match node { FnArg::Receiver(_binding_0) => { v.visit_receiver_mut(_binding_0); } FnArg::Typed(_binding_0) => { v.visit_pat_type_mut(_binding_0); } } } #[cfg(feature = "full")] pub fn visit_foreign_item_mut<V>(v: &mut V, node: &mut ForeignItem) where V: VisitMut + ?Sized, { match node { ForeignItem::Fn(_binding_0) => { v.visit_foreign_item_fn_mut(_binding_0); } ForeignItem::Static(_binding_0) => { v.visit_foreign_item_static_mut(_binding_0); } ForeignItem::Type(_binding_0) => { v.visit_foreign_item_type_mut(_binding_0); } ForeignItem::Macro(_binding_0) => { v.visit_foreign_item_macro_mut(_binding_0); } ForeignItem::Verbatim(_binding_0) => { skip!(_binding_0); } _ => unreachable!(), } } #[cfg(feature = "full")] pub fn visit_foreign_item_fn_mut<V>(v: &mut V, node: &mut ForeignItemFn) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); v.visit_signature_mut(&mut node.sig); tokens_helper(v, &mut node.semi_token.spans); } #[cfg(feature = "full")] pub fn visit_foreign_item_macro_mut<V>(v: &mut V, node: &mut ForeignItemMacro) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_macro_mut(&mut node.mac); if let Some(it) = &mut node.semi_token { tokens_helper(v, &mut it.spans) }; } #[cfg(feature = "full")] pub fn visit_foreign_item_static_mut<V>(v: &mut V, node: &mut ForeignItemStatic) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.static_token.span); if let Some(it) = &mut node.mutability { tokens_helper(v, &mut it.span) }; v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.colon_token.spans); v.visit_type_mut(&mut *node.ty); tokens_helper(v, &mut node.semi_token.spans); } #[cfg(feature = "full")] pub fn visit_foreign_item_type_mut<V>(v: &mut V, node: &mut ForeignItemType) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.type_token.span); v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.semi_token.spans); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_generic_argument_mut<V>(v: &mut V, node: &mut GenericArgument) where V: VisitMut + ?Sized, { match node { GenericArgument::Lifetime(_binding_0) => { v.visit_lifetime_mut(_binding_0); } GenericArgument::Type(_binding_0) => { v.visit_type_mut(_binding_0); } GenericArgument::Binding(_binding_0) => { v.visit_binding_mut(_binding_0); } GenericArgument::Constraint(_binding_0) => { v.visit_constraint_mut(_binding_0); } GenericArgument::Const(_binding_0) => { v.visit_expr_mut(_binding_0); } } } #[cfg(feature = "full")] pub fn visit_generic_method_argument_mut<V>(v: &mut V, node: &mut GenericMethodArgument) where V: VisitMut + ?Sized, { match node { GenericMethodArgument::Type(_binding_0) => { v.visit_type_mut(_binding_0); } GenericMethodArgument::Const(_binding_0) => { v.visit_expr_mut(_binding_0); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_generic_param_mut<V>(v: &mut V, node: &mut GenericParam) where V: VisitMut + ?Sized, { match node { GenericParam::Type(_binding_0) => { v.visit_type_param_mut(_binding_0); } GenericParam::Lifetime(_binding_0) => { v.visit_lifetime_def_mut(_binding_0); } GenericParam::Const(_binding_0) => { v.visit_const_param_mut(_binding_0); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_generics_mut<V>(v: &mut V, node: &mut Generics) where V: VisitMut + ?Sized, { if let Some(it) = &mut node.lt_token { tokens_helper(v, &mut it.spans) }; for el in Punctuated::pairs_mut(&mut node.params) { let (it, p) = el.into_tuple(); v.visit_generic_param_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } if let Some(it) = &mut node.gt_token { tokens_helper(v, &mut it.spans) }; if let Some(it) = &mut node.where_clause { v.visit_where_clause_mut(it) }; } pub fn visit_ident_mut<V>(v: &mut V, node: &mut Ident) where V: VisitMut + ?Sized, { let mut span = node.span(); v.visit_span_mut(&mut span); node.set_span(span); } #[cfg(feature = "full")] pub fn visit_impl_item_mut<V>(v: &mut V, node: &mut ImplItem) where V: VisitMut + ?Sized, { match node { ImplItem::Const(_binding_0) => { v.visit_impl_item_const_mut(_binding_0); } ImplItem::Method(_binding_0) => { v.visit_impl_item_method_mut(_binding_0); } ImplItem::Type(_binding_0) => { v.visit_impl_item_type_mut(_binding_0); } ImplItem::Macro(_binding_0) => { v.visit_impl_item_macro_mut(_binding_0); } ImplItem::Verbatim(_binding_0) => { skip!(_binding_0); } _ => unreachable!(), } } #[cfg(feature = "full")] pub fn visit_impl_item_const_mut<V>(v: &mut V, node: &mut ImplItemConst) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); if let Some(it) = &mut node.defaultness { tokens_helper(v, &mut it.span) }; tokens_helper(v, &mut node.const_token.span); v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.colon_token.spans); v.visit_type_mut(&mut node.ty); tokens_helper(v, &mut node.eq_token.spans); v.visit_expr_mut(&mut node.expr); tokens_helper(v, &mut node.semi_token.spans); } #[cfg(feature = "full")] pub fn visit_impl_item_macro_mut<V>(v: &mut V, node: &mut ImplItemMacro) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_macro_mut(&mut node.mac); if let Some(it) = &mut node.semi_token { tokens_helper(v, &mut it.spans) }; } #[cfg(feature = "full")] pub fn visit_impl_item_method_mut<V>(v: &mut V, node: &mut ImplItemMethod) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); if let Some(it) = &mut node.defaultness { tokens_helper(v, &mut it.span) }; v.visit_signature_mut(&mut node.sig); v.visit_block_mut(&mut node.block); } #[cfg(feature = "full")] pub fn visit_impl_item_type_mut<V>(v: &mut V, node: &mut ImplItemType) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); if let Some(it) = &mut node.defaultness { tokens_helper(v, &mut it.span) }; tokens_helper(v, &mut node.type_token.span); v.visit_ident_mut(&mut node.ident); v.visit_generics_mut(&mut node.generics); tokens_helper(v, &mut node.eq_token.spans); v.visit_type_mut(&mut node.ty); tokens_helper(v, &mut node.semi_token.spans); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_index_mut<V>(v: &mut V, node: &mut Index) where V: VisitMut + ?Sized, { skip!(node.index); v.visit_span_mut(&mut node.span); } #[cfg(feature = "full")] pub fn visit_item_mut<V>(v: &mut V, node: &mut Item) where V: VisitMut + ?Sized, { match node { Item::Const(_binding_0) => { v.visit_item_const_mut(_binding_0); } Item::Enum(_binding_0) => { v.visit_item_enum_mut(_binding_0); } Item::ExternCrate(_binding_0) => { v.visit_item_extern_crate_mut(_binding_0); } Item::Fn(_binding_0) => { v.visit_item_fn_mut(_binding_0); } Item::ForeignMod(_binding_0) => { v.visit_item_foreign_mod_mut(_binding_0); } Item::Impl(_binding_0) => { v.visit_item_impl_mut(_binding_0); } Item::Macro(_binding_0) => { v.visit_item_macro_mut(_binding_0); } Item::Macro2(_binding_0) => { v.visit_item_macro2_mut(_binding_0); } Item::Mod(_binding_0) => { v.visit_item_mod_mut(_binding_0); } Item::Static(_binding_0) => { v.visit_item_static_mut(_binding_0); } Item::Struct(_binding_0) => { v.visit_item_struct_mut(_binding_0); } Item::Trait(_binding_0) => { v.visit_item_trait_mut(_binding_0); } Item::TraitAlias(_binding_0) => { v.visit_item_trait_alias_mut(_binding_0); } Item::Type(_binding_0) => { v.visit_item_type_mut(_binding_0); } Item::Union(_binding_0) => { v.visit_item_union_mut(_binding_0); } Item::Use(_binding_0) => { v.visit_item_use_mut(_binding_0); } Item::Verbatim(_binding_0) => { skip!(_binding_0); } _ => unreachable!(), } } #[cfg(feature = "full")] pub fn visit_item_const_mut<V>(v: &mut V, node: &mut ItemConst) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.const_token.span); v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.colon_token.spans); v.visit_type_mut(&mut *node.ty); tokens_helper(v, &mut node.eq_token.spans); v.visit_expr_mut(&mut *node.expr); tokens_helper(v, &mut node.semi_token.spans); } #[cfg(feature = "full")] pub fn visit_item_enum_mut<V>(v: &mut V, node: &mut ItemEnum) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.enum_token.span); v.visit_ident_mut(&mut node.ident); v.visit_generics_mut(&mut node.generics); tokens_helper(v, &mut node.brace_token.span); for el in Punctuated::pairs_mut(&mut node.variants) { let (it, p) = el.into_tuple(); v.visit_variant_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(feature = "full")] pub fn visit_item_extern_crate_mut<V>(v: &mut V, node: &mut ItemExternCrate) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.extern_token.span); tokens_helper(v, &mut node.crate_token.span); v.visit_ident_mut(&mut node.ident); if let Some(it) = &mut node.rename { tokens_helper(v, &mut (it).0.span); v.visit_ident_mut(&mut (it).1); }; tokens_helper(v, &mut node.semi_token.spans); } #[cfg(feature = "full")] pub fn visit_item_fn_mut<V>(v: &mut V, node: &mut ItemFn) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); v.visit_signature_mut(&mut node.sig); v.visit_block_mut(&mut *node.block); } #[cfg(feature = "full")] pub fn visit_item_foreign_mod_mut<V>(v: &mut V, node: &mut ItemForeignMod) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_abi_mut(&mut node.abi); tokens_helper(v, &mut node.brace_token.span); for it in &mut node.items { v.visit_foreign_item_mut(it) } } #[cfg(feature = "full")] pub fn visit_item_impl_mut<V>(v: &mut V, node: &mut ItemImpl) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.defaultness { tokens_helper(v, &mut it.span) }; if let Some(it) = &mut node.unsafety { tokens_helper(v, &mut it.span) }; tokens_helper(v, &mut node.impl_token.span); v.visit_generics_mut(&mut node.generics); if let Some(it) = &mut node.trait_ { if let Some(it) = &mut (it).0 { tokens_helper(v, &mut it.spans) }; v.visit_path_mut(&mut (it).1); tokens_helper(v, &mut (it).2.span); }; v.visit_type_mut(&mut *node.self_ty); tokens_helper(v, &mut node.brace_token.span); for it in &mut node.items { v.visit_impl_item_mut(it) } } #[cfg(feature = "full")] pub fn visit_item_macro_mut<V>(v: &mut V, node: &mut ItemMacro) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.ident { v.visit_ident_mut(it) }; v.visit_macro_mut(&mut node.mac); if let Some(it) = &mut node.semi_token { tokens_helper(v, &mut it.spans) }; } #[cfg(feature = "full")] pub fn visit_item_macro2_mut<V>(v: &mut V, node: &mut ItemMacro2) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.macro_token.span); v.visit_ident_mut(&mut node.ident); skip!(node.rules); } #[cfg(feature = "full")] pub fn visit_item_mod_mut<V>(v: &mut V, node: &mut ItemMod) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.mod_token.span); v.visit_ident_mut(&mut node.ident); if let Some(it) = &mut node.content { tokens_helper(v, &mut (it).0.span); for it in &mut (it).1 { v.visit_item_mut(it) } }; if let Some(it) = &mut node.semi { tokens_helper(v, &mut it.spans) }; } #[cfg(feature = "full")] pub fn visit_item_static_mut<V>(v: &mut V, node: &mut ItemStatic) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.static_token.span); if let Some(it) = &mut node.mutability { tokens_helper(v, &mut it.span) }; v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.colon_token.spans); v.visit_type_mut(&mut *node.ty); tokens_helper(v, &mut node.eq_token.spans); v.visit_expr_mut(&mut *node.expr); tokens_helper(v, &mut node.semi_token.spans); } #[cfg(feature = "full")] pub fn visit_item_struct_mut<V>(v: &mut V, node: &mut ItemStruct) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.struct_token.span); v.visit_ident_mut(&mut node.ident); v.visit_generics_mut(&mut node.generics); v.visit_fields_mut(&mut node.fields); if let Some(it) = &mut node.semi_token { tokens_helper(v, &mut it.spans) }; } #[cfg(feature = "full")] pub fn visit_item_trait_mut<V>(v: &mut V, node: &mut ItemTrait) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); if let Some(it) = &mut node.unsafety { tokens_helper(v, &mut it.span) }; if let Some(it) = &mut node.auto_token { tokens_helper(v, &mut it.span) }; tokens_helper(v, &mut node.trait_token.span); v.visit_ident_mut(&mut node.ident); v.visit_generics_mut(&mut node.generics); if let Some(it) = &mut node.colon_token { tokens_helper(v, &mut it.spans) }; for el in Punctuated::pairs_mut(&mut node.supertraits) { let (it, p) = el.into_tuple(); v.visit_type_param_bound_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } tokens_helper(v, &mut node.brace_token.span); for it in &mut node.items { v.visit_trait_item_mut(it) } } #[cfg(feature = "full")] pub fn visit_item_trait_alias_mut<V>(v: &mut V, node: &mut ItemTraitAlias) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.trait_token.span); v.visit_ident_mut(&mut node.ident); v.visit_generics_mut(&mut node.generics); tokens_helper(v, &mut node.eq_token.spans); for el in Punctuated::pairs_mut(&mut node.bounds) { let (it, p) = el.into_tuple(); v.visit_type_param_bound_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } tokens_helper(v, &mut node.semi_token.spans); } #[cfg(feature = "full")] pub fn visit_item_type_mut<V>(v: &mut V, node: &mut ItemType) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.type_token.span); v.visit_ident_mut(&mut node.ident); v.visit_generics_mut(&mut node.generics); tokens_helper(v, &mut node.eq_token.spans); v.visit_type_mut(&mut *node.ty); tokens_helper(v, &mut node.semi_token.spans); } #[cfg(feature = "full")] pub fn visit_item_union_mut<V>(v: &mut V, node: &mut ItemUnion) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.union_token.span); v.visit_ident_mut(&mut node.ident); v.visit_generics_mut(&mut node.generics); v.visit_fields_named_mut(&mut node.fields); } #[cfg(feature = "full")] pub fn visit_item_use_mut<V>(v: &mut V, node: &mut ItemUse) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_visibility_mut(&mut node.vis); tokens_helper(v, &mut node.use_token.span); if let Some(it) = &mut node.leading_colon { tokens_helper(v, &mut it.spans) }; v.visit_use_tree_mut(&mut node.tree); tokens_helper(v, &mut node.semi_token.spans); } #[cfg(feature = "full")] pub fn visit_label_mut<V>(v: &mut V, node: &mut Label) where V: VisitMut + ?Sized, { v.visit_lifetime_mut(&mut node.name); tokens_helper(v, &mut node.colon_token.spans); } pub fn visit_lifetime_mut<V>(v: &mut V, node: &mut Lifetime) where V: VisitMut + ?Sized, { v.visit_span_mut(&mut node.apostrophe); v.visit_ident_mut(&mut node.ident); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_lifetime_def_mut<V>(v: &mut V, node: &mut LifetimeDef) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_lifetime_mut(&mut node.lifetime); if let Some(it) = &mut node.colon_token { tokens_helper(v, &mut it.spans) }; for el in Punctuated::pairs_mut(&mut node.bounds) { let (it, p) = el.into_tuple(); v.visit_lifetime_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_lit_mut<V>(v: &mut V, node: &mut Lit) where V: VisitMut + ?Sized, { match node { Lit::Str(_binding_0) => { v.visit_lit_str_mut(_binding_0); } Lit::ByteStr(_binding_0) => { v.visit_lit_byte_str_mut(_binding_0); } Lit::Byte(_binding_0) => { v.visit_lit_byte_mut(_binding_0); } Lit::Char(_binding_0) => { v.visit_lit_char_mut(_binding_0); } Lit::Int(_binding_0) => { v.visit_lit_int_mut(_binding_0); } Lit::Float(_binding_0) => { v.visit_lit_float_mut(_binding_0); } Lit::Bool(_binding_0) => { v.visit_lit_bool_mut(_binding_0); } Lit::Verbatim(_binding_0) => { skip!(_binding_0); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_lit_bool_mut<V>(v: &mut V, node: &mut LitBool) where V: VisitMut + ?Sized, { skip!(node.value); v.visit_span_mut(&mut node.span); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_lit_byte_mut<V>(v: &mut V, node: &mut LitByte) where V: VisitMut + ?Sized, { } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_lit_byte_str_mut<V>(v: &mut V, node: &mut LitByteStr) where V: VisitMut + ?Sized, { } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_lit_char_mut<V>(v: &mut V, node: &mut LitChar) where V: VisitMut + ?Sized, { } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_lit_float_mut<V>(v: &mut V, node: &mut LitFloat) where V: VisitMut + ?Sized, { } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_lit_int_mut<V>(v: &mut V, node: &mut LitInt) where V: VisitMut + ?Sized, { } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_lit_str_mut<V>(v: &mut V, node: &mut LitStr) where V: VisitMut + ?Sized, { } #[cfg(feature = "full")] pub fn visit_local_mut<V>(v: &mut V, node: &mut Local) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.let_token.span); v.visit_pat_mut(&mut node.pat); if let Some(it) = &mut node.init { tokens_helper(v, &mut (it).0.spans); v.visit_expr_mut(&mut *(it).1); }; tokens_helper(v, &mut node.semi_token.spans); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_macro_mut<V>(v: &mut V, node: &mut Macro) where V: VisitMut + ?Sized, { v.visit_path_mut(&mut node.path); tokens_helper(v, &mut node.bang_token.spans); v.visit_macro_delimiter_mut(&mut node.delimiter); skip!(node.tokens); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_macro_delimiter_mut<V>(v: &mut V, node: &mut MacroDelimiter) where V: VisitMut + ?Sized, { match node { MacroDelimiter::Paren(_binding_0) => { tokens_helper(v, &mut _binding_0.span); } MacroDelimiter::Brace(_binding_0) => { tokens_helper(v, &mut _binding_0.span); } MacroDelimiter::Bracket(_binding_0) => { tokens_helper(v, &mut _binding_0.span); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_member_mut<V>(v: &mut V, node: &mut Member) where V: VisitMut + ?Sized, { match node { Member::Named(_binding_0) => { v.visit_ident_mut(_binding_0); } Member::Unnamed(_binding_0) => { v.visit_index_mut(_binding_0); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_meta_mut<V>(v: &mut V, node: &mut Meta) where V: VisitMut + ?Sized, { match node { Meta::Path(_binding_0) => { v.visit_path_mut(_binding_0); } Meta::List(_binding_0) => { v.visit_meta_list_mut(_binding_0); } Meta::NameValue(_binding_0) => { v.visit_meta_name_value_mut(_binding_0); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_meta_list_mut<V>(v: &mut V, node: &mut MetaList) where V: VisitMut + ?Sized, { v.visit_path_mut(&mut node.path); tokens_helper(v, &mut node.paren_token.span); for el in Punctuated::pairs_mut(&mut node.nested) { let (it, p) = el.into_tuple(); v.visit_nested_meta_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_meta_name_value_mut<V>(v: &mut V, node: &mut MetaNameValue) where V: VisitMut + ?Sized, { v.visit_path_mut(&mut node.path); tokens_helper(v, &mut node.eq_token.spans); v.visit_lit_mut(&mut node.lit); } #[cfg(feature = "full")] pub fn visit_method_turbofish_mut<V>(v: &mut V, node: &mut MethodTurbofish) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.colon2_token.spans); tokens_helper(v, &mut node.lt_token.spans); for el in Punctuated::pairs_mut(&mut node.args) { let (it, p) = el.into_tuple(); v.visit_generic_method_argument_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } tokens_helper(v, &mut node.gt_token.spans); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_nested_meta_mut<V>(v: &mut V, node: &mut NestedMeta) where V: VisitMut + ?Sized, { match node { NestedMeta::Meta(_binding_0) => { v.visit_meta_mut(_binding_0); } NestedMeta::Lit(_binding_0) => { v.visit_lit_mut(_binding_0); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_parenthesized_generic_arguments_mut<V>( v: &mut V, node: &mut ParenthesizedGenericArguments, ) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.paren_token.span); for el in Punctuated::pairs_mut(&mut node.inputs) { let (it, p) = el.into_tuple(); v.visit_type_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } v.visit_return_type_mut(&mut node.output); } #[cfg(feature = "full")] pub fn visit_pat_mut<V>(v: &mut V, node: &mut Pat) where V: VisitMut + ?Sized, { match node { Pat::Box(_binding_0) => { v.visit_pat_box_mut(_binding_0); } Pat::Ident(_binding_0) => { v.visit_pat_ident_mut(_binding_0); } Pat::Lit(_binding_0) => { v.visit_pat_lit_mut(_binding_0); } Pat::Macro(_binding_0) => { v.visit_pat_macro_mut(_binding_0); } Pat::Or(_binding_0) => { v.visit_pat_or_mut(_binding_0); } Pat::Path(_binding_0) => { v.visit_pat_path_mut(_binding_0); } Pat::Range(_binding_0) => { v.visit_pat_range_mut(_binding_0); } Pat::Reference(_binding_0) => { v.visit_pat_reference_mut(_binding_0); } Pat::Rest(_binding_0) => { v.visit_pat_rest_mut(_binding_0); } Pat::Slice(_binding_0) => { v.visit_pat_slice_mut(_binding_0); } Pat::Struct(_binding_0) => { v.visit_pat_struct_mut(_binding_0); } Pat::Tuple(_binding_0) => { v.visit_pat_tuple_mut(_binding_0); } Pat::TupleStruct(_binding_0) => { v.visit_pat_tuple_struct_mut(_binding_0); } Pat::Type(_binding_0) => { v.visit_pat_type_mut(_binding_0); } Pat::Verbatim(_binding_0) => { skip!(_binding_0); } Pat::Wild(_binding_0) => { v.visit_pat_wild_mut(_binding_0); } _ => unreachable!(), } } #[cfg(feature = "full")] pub fn visit_pat_box_mut<V>(v: &mut V, node: &mut PatBox) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.box_token.span); v.visit_pat_mut(&mut *node.pat); } #[cfg(feature = "full")] pub fn visit_pat_ident_mut<V>(v: &mut V, node: &mut PatIdent) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.by_ref { tokens_helper(v, &mut it.span) }; if let Some(it) = &mut node.mutability { tokens_helper(v, &mut it.span) }; v.visit_ident_mut(&mut node.ident); if let Some(it) = &mut node.subpat { tokens_helper(v, &mut (it).0.spans); v.visit_pat_mut(&mut *(it).1); }; } #[cfg(feature = "full")] pub fn visit_pat_lit_mut<V>(v: &mut V, node: &mut PatLit) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.expr); } #[cfg(feature = "full")] pub fn visit_pat_macro_mut<V>(v: &mut V, node: &mut PatMacro) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_macro_mut(&mut node.mac); } #[cfg(feature = "full")] pub fn visit_pat_or_mut<V>(v: &mut V, node: &mut PatOr) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.leading_vert { tokens_helper(v, &mut it.spans) }; for el in Punctuated::pairs_mut(&mut node.cases) { let (it, p) = el.into_tuple(); v.visit_pat_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(feature = "full")] pub fn visit_pat_path_mut<V>(v: &mut V, node: &mut PatPath) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.qself { v.visit_qself_mut(it) }; v.visit_path_mut(&mut node.path); } #[cfg(feature = "full")] pub fn visit_pat_range_mut<V>(v: &mut V, node: &mut PatRange) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_expr_mut(&mut *node.lo); v.visit_range_limits_mut(&mut node.limits); v.visit_expr_mut(&mut *node.hi); } #[cfg(feature = "full")] pub fn visit_pat_reference_mut<V>(v: &mut V, node: &mut PatReference) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.and_token.spans); if let Some(it) = &mut node.mutability { tokens_helper(v, &mut it.span) }; v.visit_pat_mut(&mut *node.pat); } #[cfg(feature = "full")] pub fn visit_pat_rest_mut<V>(v: &mut V, node: &mut PatRest) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.dot2_token.spans); } #[cfg(feature = "full")] pub fn visit_pat_slice_mut<V>(v: &mut V, node: &mut PatSlice) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.bracket_token.span); for el in Punctuated::pairs_mut(&mut node.elems) { let (it, p) = el.into_tuple(); v.visit_pat_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(feature = "full")] pub fn visit_pat_struct_mut<V>(v: &mut V, node: &mut PatStruct) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_path_mut(&mut node.path); tokens_helper(v, &mut node.brace_token.span); for el in Punctuated::pairs_mut(&mut node.fields) { let (it, p) = el.into_tuple(); v.visit_field_pat_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } if let Some(it) = &mut node.dot2_token { tokens_helper(v, &mut it.spans) }; } #[cfg(feature = "full")] pub fn visit_pat_tuple_mut<V>(v: &mut V, node: &mut PatTuple) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.paren_token.span); for el in Punctuated::pairs_mut(&mut node.elems) { let (it, p) = el.into_tuple(); v.visit_pat_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(feature = "full")] pub fn visit_pat_tuple_struct_mut<V>(v: &mut V, node: &mut PatTupleStruct) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_path_mut(&mut node.path); v.visit_pat_tuple_mut(&mut node.pat); } #[cfg(feature = "full")] pub fn visit_pat_type_mut<V>(v: &mut V, node: &mut PatType) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_pat_mut(&mut *node.pat); tokens_helper(v, &mut node.colon_token.spans); v.visit_type_mut(&mut *node.ty); } #[cfg(feature = "full")] pub fn visit_pat_wild_mut<V>(v: &mut V, node: &mut PatWild) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.underscore_token.spans); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_path_mut<V>(v: &mut V, node: &mut Path) where V: VisitMut + ?Sized, { if let Some(it) = &mut node.leading_colon { tokens_helper(v, &mut it.spans) }; for el in Punctuated::pairs_mut(&mut node.segments) { let (it, p) = el.into_tuple(); v.visit_path_segment_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_path_arguments_mut<V>(v: &mut V, node: &mut PathArguments) where V: VisitMut + ?Sized, { match node { PathArguments::None => {} PathArguments::AngleBracketed(_binding_0) => { v.visit_angle_bracketed_generic_arguments_mut(_binding_0); } PathArguments::Parenthesized(_binding_0) => { v.visit_parenthesized_generic_arguments_mut(_binding_0); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_path_segment_mut<V>(v: &mut V, node: &mut PathSegment) where V: VisitMut + ?Sized, { v.visit_ident_mut(&mut node.ident); v.visit_path_arguments_mut(&mut node.arguments); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_predicate_eq_mut<V>(v: &mut V, node: &mut PredicateEq) where V: VisitMut + ?Sized, { v.visit_type_mut(&mut node.lhs_ty); tokens_helper(v, &mut node.eq_token.spans); v.visit_type_mut(&mut node.rhs_ty); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_predicate_lifetime_mut<V>(v: &mut V, node: &mut PredicateLifetime) where V: VisitMut + ?Sized, { v.visit_lifetime_mut(&mut node.lifetime); tokens_helper(v, &mut node.colon_token.spans); for el in Punctuated::pairs_mut(&mut node.bounds) { let (it, p) = el.into_tuple(); v.visit_lifetime_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_predicate_type_mut<V>(v: &mut V, node: &mut PredicateType) where V: VisitMut + ?Sized, { if let Some(it) = &mut node.lifetimes { v.visit_bound_lifetimes_mut(it) }; v.visit_type_mut(&mut node.bounded_ty); tokens_helper(v, &mut node.colon_token.spans); for el in Punctuated::pairs_mut(&mut node.bounds) { let (it, p) = el.into_tuple(); v.visit_type_param_bound_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_qself_mut<V>(v: &mut V, node: &mut QSelf) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.lt_token.spans); v.visit_type_mut(&mut *node.ty); skip!(node.position); if let Some(it) = &mut node.as_token { tokens_helper(v, &mut it.span) }; tokens_helper(v, &mut node.gt_token.spans); } #[cfg(feature = "full")] pub fn visit_range_limits_mut<V>(v: &mut V, node: &mut RangeLimits) where V: VisitMut + ?Sized, { match node { RangeLimits::HalfOpen(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } RangeLimits::Closed(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } } } #[cfg(feature = "full")] pub fn visit_receiver_mut<V>(v: &mut V, node: &mut Receiver) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } if let Some(it) = &mut node.reference { tokens_helper(v, &mut (it).0.spans); if let Some(it) = &mut (it).1 { v.visit_lifetime_mut(it) }; }; if let Some(it) = &mut node.mutability { tokens_helper(v, &mut it.span) }; tokens_helper(v, &mut node.self_token.span); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_return_type_mut<V>(v: &mut V, node: &mut ReturnType) where V: VisitMut + ?Sized, { match node { ReturnType::Default => {} ReturnType::Type(_binding_0, _binding_1) => { tokens_helper(v, &mut _binding_0.spans); v.visit_type_mut(&mut **_binding_1); } } } #[cfg(feature = "full")] pub fn visit_signature_mut<V>(v: &mut V, node: &mut Signature) where V: VisitMut + ?Sized, { if let Some(it) = &mut node.constness { tokens_helper(v, &mut it.span) }; if let Some(it) = &mut node.asyncness { tokens_helper(v, &mut it.span) }; if let Some(it) = &mut node.unsafety { tokens_helper(v, &mut it.span) }; if let Some(it) = &mut node.abi { v.visit_abi_mut(it) }; tokens_helper(v, &mut node.fn_token.span); v.visit_ident_mut(&mut node.ident); v.visit_generics_mut(&mut node.generics); tokens_helper(v, &mut node.paren_token.span); for el in Punctuated::pairs_mut(&mut node.inputs) { let (it, p) = el.into_tuple(); v.visit_fn_arg_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } if let Some(it) = &mut node.variadic { v.visit_variadic_mut(it) }; v.visit_return_type_mut(&mut node.output); } pub fn visit_span_mut<V>(v: &mut V, node: &mut Span) where V: VisitMut + ?Sized, { } #[cfg(feature = "full")] pub fn visit_stmt_mut<V>(v: &mut V, node: &mut Stmt) where V: VisitMut + ?Sized, { match node { Stmt::Local(_binding_0) => { v.visit_local_mut(_binding_0); } Stmt::Item(_binding_0) => { v.visit_item_mut(_binding_0); } Stmt::Expr(_binding_0) => { v.visit_expr_mut(_binding_0); } Stmt::Semi(_binding_0, _binding_1) => { v.visit_expr_mut(_binding_0); tokens_helper(v, &mut _binding_1.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_trait_bound_mut<V>(v: &mut V, node: &mut TraitBound) where V: VisitMut + ?Sized, { if let Some(it) = &mut node.paren_token { tokens_helper(v, &mut it.span) }; v.visit_trait_bound_modifier_mut(&mut node.modifier); if let Some(it) = &mut node.lifetimes { v.visit_bound_lifetimes_mut(it) }; v.visit_path_mut(&mut node.path); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_trait_bound_modifier_mut<V>(v: &mut V, node: &mut TraitBoundModifier) where V: VisitMut + ?Sized, { match node { TraitBoundModifier::None => {} TraitBoundModifier::Maybe(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } } } #[cfg(feature = "full")] pub fn visit_trait_item_mut<V>(v: &mut V, node: &mut TraitItem) where V: VisitMut + ?Sized, { match node { TraitItem::Const(_binding_0) => { v.visit_trait_item_const_mut(_binding_0); } TraitItem::Method(_binding_0) => { v.visit_trait_item_method_mut(_binding_0); } TraitItem::Type(_binding_0) => { v.visit_trait_item_type_mut(_binding_0); } TraitItem::Macro(_binding_0) => { v.visit_trait_item_macro_mut(_binding_0); } TraitItem::Verbatim(_binding_0) => { skip!(_binding_0); } _ => unreachable!(), } } #[cfg(feature = "full")] pub fn visit_trait_item_const_mut<V>(v: &mut V, node: &mut TraitItemConst) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.const_token.span); v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.colon_token.spans); v.visit_type_mut(&mut node.ty); if let Some(it) = &mut node.default { tokens_helper(v, &mut (it).0.spans); v.visit_expr_mut(&mut (it).1); }; tokens_helper(v, &mut node.semi_token.spans); } #[cfg(feature = "full")] pub fn visit_trait_item_macro_mut<V>(v: &mut V, node: &mut TraitItemMacro) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_macro_mut(&mut node.mac); if let Some(it) = &mut node.semi_token { tokens_helper(v, &mut it.spans) }; } #[cfg(feature = "full")] pub fn visit_trait_item_method_mut<V>(v: &mut V, node: &mut TraitItemMethod) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_signature_mut(&mut node.sig); if let Some(it) = &mut node.default { v.visit_block_mut(it) }; if let Some(it) = &mut node.semi_token { tokens_helper(v, &mut it.spans) }; } #[cfg(feature = "full")] pub fn visit_trait_item_type_mut<V>(v: &mut V, node: &mut TraitItemType) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.type_token.span); v.visit_ident_mut(&mut node.ident); v.visit_generics_mut(&mut node.generics); if let Some(it) = &mut node.colon_token { tokens_helper(v, &mut it.spans) }; for el in Punctuated::pairs_mut(&mut node.bounds) { let (it, p) = el.into_tuple(); v.visit_type_param_bound_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } if let Some(it) = &mut node.default { tokens_helper(v, &mut (it).0.spans); v.visit_type_mut(&mut (it).1); }; tokens_helper(v, &mut node.semi_token.spans); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_mut<V>(v: &mut V, node: &mut Type) where V: VisitMut + ?Sized, { match node { Type::Array(_binding_0) => { v.visit_type_array_mut(_binding_0); } Type::BareFn(_binding_0) => { v.visit_type_bare_fn_mut(_binding_0); } Type::Group(_binding_0) => { v.visit_type_group_mut(_binding_0); } Type::ImplTrait(_binding_0) => { v.visit_type_impl_trait_mut(_binding_0); } Type::Infer(_binding_0) => { v.visit_type_infer_mut(_binding_0); } Type::Macro(_binding_0) => { v.visit_type_macro_mut(_binding_0); } Type::Never(_binding_0) => { v.visit_type_never_mut(_binding_0); } Type::Paren(_binding_0) => { v.visit_type_paren_mut(_binding_0); } Type::Path(_binding_0) => { v.visit_type_path_mut(_binding_0); } Type::Ptr(_binding_0) => { v.visit_type_ptr_mut(_binding_0); } Type::Reference(_binding_0) => { v.visit_type_reference_mut(_binding_0); } Type::Slice(_binding_0) => { v.visit_type_slice_mut(_binding_0); } Type::TraitObject(_binding_0) => { v.visit_type_trait_object_mut(_binding_0); } Type::Tuple(_binding_0) => { v.visit_type_tuple_mut(_binding_0); } Type::Verbatim(_binding_0) => { skip!(_binding_0); } _ => unreachable!(), } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_array_mut<V>(v: &mut V, node: &mut TypeArray) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.bracket_token.span); v.visit_type_mut(&mut *node.elem); tokens_helper(v, &mut node.semi_token.spans); v.visit_expr_mut(&mut node.len); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_bare_fn_mut<V>(v: &mut V, node: &mut TypeBareFn) where V: VisitMut + ?Sized, { if let Some(it) = &mut node.lifetimes { v.visit_bound_lifetimes_mut(it) }; if let Some(it) = &mut node.unsafety { tokens_helper(v, &mut it.span) }; if let Some(it) = &mut node.abi { v.visit_abi_mut(it) }; tokens_helper(v, &mut node.fn_token.span); tokens_helper(v, &mut node.paren_token.span); for el in Punctuated::pairs_mut(&mut node.inputs) { let (it, p) = el.into_tuple(); v.visit_bare_fn_arg_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } if let Some(it) = &mut node.variadic { v.visit_variadic_mut(it) }; v.visit_return_type_mut(&mut node.output); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_group_mut<V>(v: &mut V, node: &mut TypeGroup) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.group_token.span); v.visit_type_mut(&mut *node.elem); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_impl_trait_mut<V>(v: &mut V, node: &mut TypeImplTrait) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.impl_token.span); for el in Punctuated::pairs_mut(&mut node.bounds) { let (it, p) = el.into_tuple(); v.visit_type_param_bound_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_infer_mut<V>(v: &mut V, node: &mut TypeInfer) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.underscore_token.spans); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_macro_mut<V>(v: &mut V, node: &mut TypeMacro) where V: VisitMut + ?Sized, { v.visit_macro_mut(&mut node.mac); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_never_mut<V>(v: &mut V, node: &mut TypeNever) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.bang_token.spans); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_param_mut<V>(v: &mut V, node: &mut TypeParam) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_ident_mut(&mut node.ident); if let Some(it) = &mut node.colon_token { tokens_helper(v, &mut it.spans) }; for el in Punctuated::pairs_mut(&mut node.bounds) { let (it, p) = el.into_tuple(); v.visit_type_param_bound_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } if let Some(it) = &mut node.eq_token { tokens_helper(v, &mut it.spans) }; if let Some(it) = &mut node.default { v.visit_type_mut(it) }; } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_param_bound_mut<V>(v: &mut V, node: &mut TypeParamBound) where V: VisitMut + ?Sized, { match node { TypeParamBound::Trait(_binding_0) => { v.visit_trait_bound_mut(_binding_0); } TypeParamBound::Lifetime(_binding_0) => { v.visit_lifetime_mut(_binding_0); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_paren_mut<V>(v: &mut V, node: &mut TypeParen) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.paren_token.span); v.visit_type_mut(&mut *node.elem); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_path_mut<V>(v: &mut V, node: &mut TypePath) where V: VisitMut + ?Sized, { if let Some(it) = &mut node.qself { v.visit_qself_mut(it) }; v.visit_path_mut(&mut node.path); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_ptr_mut<V>(v: &mut V, node: &mut TypePtr) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.star_token.spans); if let Some(it) = &mut node.const_token { tokens_helper(v, &mut it.span) }; if let Some(it) = &mut node.mutability { tokens_helper(v, &mut it.span) }; v.visit_type_mut(&mut *node.elem); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_reference_mut<V>(v: &mut V, node: &mut TypeReference) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.and_token.spans); if let Some(it) = &mut node.lifetime { v.visit_lifetime_mut(it) }; if let Some(it) = &mut node.mutability { tokens_helper(v, &mut it.span) }; v.visit_type_mut(&mut *node.elem); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_slice_mut<V>(v: &mut V, node: &mut TypeSlice) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.bracket_token.span); v.visit_type_mut(&mut *node.elem); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_trait_object_mut<V>(v: &mut V, node: &mut TypeTraitObject) where V: VisitMut + ?Sized, { if let Some(it) = &mut node.dyn_token { tokens_helper(v, &mut it.span) }; for el in Punctuated::pairs_mut(&mut node.bounds) { let (it, p) = el.into_tuple(); v.visit_type_param_bound_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_type_tuple_mut<V>(v: &mut V, node: &mut TypeTuple) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.paren_token.span); for el in Punctuated::pairs_mut(&mut node.elems) { let (it, p) = el.into_tuple(); v.visit_type_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_un_op_mut<V>(v: &mut V, node: &mut UnOp) where V: VisitMut + ?Sized, { match node { UnOp::Deref(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } UnOp::Not(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } UnOp::Neg(_binding_0) => { tokens_helper(v, &mut _binding_0.spans); } } } #[cfg(feature = "full")] pub fn visit_use_glob_mut<V>(v: &mut V, node: &mut UseGlob) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.star_token.spans); } #[cfg(feature = "full")] pub fn visit_use_group_mut<V>(v: &mut V, node: &mut UseGroup) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.brace_token.span); for el in Punctuated::pairs_mut(&mut node.items) { let (it, p) = el.into_tuple(); v.visit_use_tree_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(feature = "full")] pub fn visit_use_name_mut<V>(v: &mut V, node: &mut UseName) where V: VisitMut + ?Sized, { v.visit_ident_mut(&mut node.ident); } #[cfg(feature = "full")] pub fn visit_use_path_mut<V>(v: &mut V, node: &mut UsePath) where V: VisitMut + ?Sized, { v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.colon2_token.spans); v.visit_use_tree_mut(&mut *node.tree); } #[cfg(feature = "full")] pub fn visit_use_rename_mut<V>(v: &mut V, node: &mut UseRename) where V: VisitMut + ?Sized, { v.visit_ident_mut(&mut node.ident); tokens_helper(v, &mut node.as_token.span); v.visit_ident_mut(&mut node.rename); } #[cfg(feature = "full")] pub fn visit_use_tree_mut<V>(v: &mut V, node: &mut UseTree) where V: VisitMut + ?Sized, { match node { UseTree::Path(_binding_0) => { v.visit_use_path_mut(_binding_0); } UseTree::Name(_binding_0) => { v.visit_use_name_mut(_binding_0); } UseTree::Rename(_binding_0) => { v.visit_use_rename_mut(_binding_0); } UseTree::Glob(_binding_0) => { v.visit_use_glob_mut(_binding_0); } UseTree::Group(_binding_0) => { v.visit_use_group_mut(_binding_0); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_variadic_mut<V>(v: &mut V, node: &mut Variadic) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } tokens_helper(v, &mut node.dots.spans); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_variant_mut<V>(v: &mut V, node: &mut Variant) where V: VisitMut + ?Sized, { for it in &mut node.attrs { v.visit_attribute_mut(it) } v.visit_ident_mut(&mut node.ident); v.visit_fields_mut(&mut node.fields); if let Some(it) = &mut node.discriminant { tokens_helper(v, &mut (it).0.spans); v.visit_expr_mut(&mut (it).1); }; } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_vis_crate_mut<V>(v: &mut V, node: &mut VisCrate) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.crate_token.span); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_vis_public_mut<V>(v: &mut V, node: &mut VisPublic) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.pub_token.span); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_vis_restricted_mut<V>(v: &mut V, node: &mut VisRestricted) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.pub_token.span); tokens_helper(v, &mut node.paren_token.span); if let Some(it) = &mut node.in_token { tokens_helper(v, &mut it.span) }; v.visit_path_mut(&mut *node.path); } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_visibility_mut<V>(v: &mut V, node: &mut Visibility) where V: VisitMut + ?Sized, { match node { Visibility::Public(_binding_0) => { v.visit_vis_public_mut(_binding_0); } Visibility::Crate(_binding_0) => { v.visit_vis_crate_mut(_binding_0); } Visibility::Restricted(_binding_0) => { v.visit_vis_restricted_mut(_binding_0); } Visibility::Inherited => {} } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_where_clause_mut<V>(v: &mut V, node: &mut WhereClause) where V: VisitMut + ?Sized, { tokens_helper(v, &mut node.where_token.span); for el in Punctuated::pairs_mut(&mut node.predicates) { let (it, p) = el.into_tuple(); v.visit_where_predicate_mut(it); if let Some(p) = p { tokens_helper(v, &mut p.spans); } } } #[cfg(any(feature = "derive", feature = "full"))] pub fn visit_where_predicate_mut<V>(v: &mut V, node: &mut WherePredicate) where V: VisitMut + ?Sized, { match node { WherePredicate::Type(_binding_0) => { v.visit_predicate_type_mut(_binding_0); } WherePredicate::Lifetime(_binding_0) => { v.visit_predicate_lifetime_mut(_binding_0); } WherePredicate::Eq(_binding_0) => { v.visit_predicate_eq_mut(_binding_0); } } }
412
0.791509
1
0.791509
game-dev
MEDIA
0.200864
game-dev
0.757131
1
0.757131
wangjieest/GenericMessagePlugin
4,844
Plugins/GMP/Source/GMP/Private/GMPLocalSharedStorage.cpp
// Copyright GenericMessagePlugin, Inc. All Rights Reserved. #include "GMPLocalSharedStorage.h" #include "GMPLocalSharedStorageInternal.h" #include "GMPWorldLocals.h" #if GMP_WITH_MSG_HOLDER bool ULocalSharedStorage::SetLocalSharedMessage(const UObject* InCtx, FName Key, FGMPPropHeapHolderArray&& Params, ELocalSharedOverrideMode Mode) { auto Mgr = GetInternal(InCtx); auto Find = Mgr->MessageHolders.Find(Key); if (!Find || Mode == ELocalSharedOverrideMode::Override) { Mgr->MessageHolders.FindOrAdd(Key) = MoveTemp(Params); return true; } return false; } const FGMPPropHeapHolderArray* ULocalSharedStorage::GetLocalSharedMessage(const UObject* InCtx, FName Key) { if (!InCtx) return nullptr; auto Mgr = GetInternal(InCtx); auto Find = Mgr->MessageHolders.Find(Key); return Find; } #endif DEFINE_FUNCTION(ULocalSharedStorage::execK2_SetLocalSharedStorage) { P_GET_OBJECT(UObject, InCtx); P_GET_STRUCT(FName, Key); P_GET_ENUM(ELocalSharedOverrideMode, Mode); P_GET_UBOOL(bGameScope); Stack.MostRecentProperty = nullptr; Stack.StepCompiledIn<FProperty>(nullptr); auto Prop = Stack.MostRecentProperty; auto Ptr = Stack.MostRecentPropertyAddress; P_FINISH P_NATIVE_BEGIN if (bGameScope) InCtx = GMP::WorldLocals::GetGameInstance(InCtx); *(bool*)RESULT_PARAM = SetLocalSharedStorageImpl(InCtx, Key, Mode, Prop, Ptr); P_NATIVE_END } DEFINE_FUNCTION(ULocalSharedStorage::execK2_GetLocalSharedStorage) { P_GET_OBJECT(UObject, InCtx); P_GET_STRUCT(FName, Key); P_GET_UBOOL(bGameScope); Stack.MostRecentProperty = nullptr; Stack.StepCompiledIn<FProperty>(nullptr); auto Prop = Stack.MostRecentProperty; auto Ptr = Stack.MostRecentPropertyAddress; P_FINISH P_NATIVE_BEGIN if (bGameScope) InCtx = GMP::WorldLocals::GetGameInstance(InCtx); auto Result = GetLocalSharedStorageImpl(InCtx, Key, Prop); *(bool*)RESULT_PARAM = !!Result; if (Result) { Prop->CopyCompleteValue(Ptr, Result); } P_NATIVE_END } void ULocalSharedStorageInternal::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector) { ULocalSharedStorageInternal* This = CastChecked<ULocalSharedStorageInternal>(InThis); Collector.AddReferencedObjects(This->ObjectMap); for (auto& Pair : This->StructMap) { Pair.Value.AddStructReferencedObjects(Collector); } for (auto& Pair : This->PropertyStores) { Pair.Value->AddStructReferencedObjects(Collector); } for (auto& Pair : This->MessageHolders) { for (auto& Holder : Pair.Value) { Holder.AddStructReferencedObjects(Collector); } } } bool ULocalSharedStorage::SetLocalSharedStorageImpl(const UObject* InCtx, FName Key, ELocalSharedOverrideMode Mode, const FProperty* Prop, const void* Data) { auto Mgr = GetInternal(InCtx); if (auto StructProp = CastField<FStructProperty>(Prop)) { FInstancedStruct* Find = Mgr->StructMap.Find(Key); if (!Find || Mode == ELocalSharedOverrideMode::Override) { Mgr->StructMap.FindOrAdd(Key).InitializeAs(StructProp->Struct, (const uint8*)Data); return true; } } else if (auto ObjPropBase = CastField<FObjectProperty>(Prop)) { auto* ObjPtr = Mgr->ObjectMap.Find(Key); if (!ObjPtr || Mode == ELocalSharedOverrideMode::Override) { Mgr->ObjectMap.FindOrAdd(Key) = *(UObject**)Data; return true; } } else { ULocalSharedStorageInternal::FPropertyStorePtr& StorePtr = Mgr->PropertyStores.FindOrAdd(Key); if (!StorePtr.IsValid() || Mode == ELocalSharedOverrideMode::Override) { static auto GetElementSize = [](const FProperty* Prop) { #if UE_5_05_OR_LATER return Prop->GetElementSize(); #else return Prop->ElementSize; #endif }; StorePtr.Reset(FGMPPropHeapHolder::MakePropHolder(Prop, Data, nullptr)); return true; } } return false; } void* ULocalSharedStorage::GetLocalSharedStorageImpl(const UObject* InCtx, FName Key, const FProperty* Prop) { auto Mgr = GetInternal(InCtx); if (auto StructProp = CastField<FStructProperty>(Prop)) { if (FInstancedStruct* Find = Mgr->StructMap.Find(Key)) { return Find->GetMutableMemory(); } } else if (auto ObjProp = CastField<FObjectProperty>(Prop)) { if (TObjectPtr<UObject>* ObjPtr = Mgr->ObjectMap.Find(Key)) { return (*ObjPtr).Get(); } } else { if (ULocalSharedStorageInternal::FPropertyStorePtr* StorePtr = Mgr->PropertyStores.Find(Key)) { return (*StorePtr)->GetAddr(); } } return nullptr; } ULocalSharedStorageInternal* ULocalSharedStorage::GetInternal(const UObject* InCtx) { ULocalSharedStorageInternal* Mgr = nullptr; if (!InCtx || InCtx->IsA<UGameInstance>()) { Mgr = GMP::LocalObject<ULocalSharedStorageInternal>(static_cast<const UGameInstance*>(InCtx)); } else if (auto LP = Cast<ULocalPlayer>(InCtx)) { Mgr = GMP::LocalObject<ULocalSharedStorageInternal>(LP); } else { Mgr = GMP::WorldLocalObject<ULocalSharedStorageInternal>(InCtx); } return Mgr; }
412
0.966584
1
0.966584
game-dev
MEDIA
0.749253
game-dev
0.937942
1
0.937942
Space-Stories/space-station-14
1,416
Content.Client/Chemistry/Visualizers/FoamVisualsComponent.cs
using Robust.Client.Animations; using Robust.Client.Graphics; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Client.Chemistry.Visualizers; /// <summary> /// A component that makes foam play an animation when it dissolves. /// </summary> [RegisterComponent] [Access(typeof(FoamVisualizerSystem))] public sealed partial class FoamVisualsComponent : Component { /// <summary> /// The id of the animation used when the foam dissolves. /// </summary> public const string AnimationKey = "foamdissolve_animation"; [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))] public TimeSpan StartTime; /// <summary> /// How long the foam visually dissolves for. /// </summary> [DataField] public float AnimationTime = 0.5f; /// <summary> /// The state of the entities base sprite RSI that is displayed when the foam dissolves. /// Cannot use <see cref="RSI.StateKey"/> because it does not have <see cref="DataDefinitionAttribute"/> and I am not making an engine PR at this time. /// </summary> [DataField] public string AnimationState = "foam-dissolve"; /// <summary> /// The animation used while the foam dissolves. /// Generated by <see cref="FoamVisualizerSystem.OnComponentInit"/>. /// </summary> [ViewVariables(VVAccess.ReadOnly)] public Animation Animation = default!; }
412
0.796631
1
0.796631
game-dev
MEDIA
0.797018
game-dev
0.721034
1
0.721034
x3bits/MikuMikuXR
2,419
Assets/MikuMikuXR/Components/TouchEventDetector.cs
using UnityEngine; using UnityEngine.Events; namespace MikuMikuXR.Components { public class TouchEventDetector : MonoBehaviour { private bool _isEnabled; private int _lastCount; private TouchData _downTouch; private TouchData _lastTouch; private class TouchData { public float Time; public int Frame; public Vector2 Pos; } public bool Enabled { get { return _isEnabled; } set { if (_isEnabled == value) { return; } _isEnabled = value; if (_isEnabled) { Update(); } } } public UnityEvent OnShortClick; private void Update() { if (!Enabled) { return; } var touchCount = GetTouchCount(); if (touchCount == 1) { _lastTouch = GetTouchData(); if (_lastCount == 0) { _downTouch = _lastTouch; } } if (_lastCount == 1 && touchCount == 0) { var upTouch = _lastTouch; if ((upTouch.Time - _downTouch.Time < 0.5f || upTouch.Frame - _downTouch.Frame < 2) && (upTouch.Pos - _downTouch.Pos).magnitude < Mathf.Max(20.0f, Mathf.Min(Screen.width, Screen.height) / 100.0f)) { OnShortClick.Invoke(); } } _lastCount = touchCount; } private static TouchData GetTouchData() { var ret = new TouchData { Time = Time.time, Frame = Time.frameCount, Pos = Input.mousePosition }; #if UNITY_EDITOR ret.Pos = Input.mousePosition; #else ret.Pos = Input.GetTouch (0).position; #endif return ret; } private static int GetTouchCount() { #if UNITY_EDITOR if (Input.GetMouseButton(0)) { return 1; } return 0; #else return Input.touchCount; #endif } } }
412
0.891339
1
0.891339
game-dev
MEDIA
0.511535
game-dev
0.95778
1
0.95778
axx0/Civ2-clone
1,324
EtoFormsUI/EtoFormsUI/Players/Orders/FortifyOrder.cs
using Civ2engine; using Civ2engine.Enums; using Civ2engine.IO; using Civ2engine.MapObjects; using Civ2engine.UnitActions; using Civ2engine.Units; using Eto.Forms; namespace EtoFormsUI.Players.Orders { public class FortifyOrder : Order { private readonly Game _game; public FortifyOrder(Main mainForm, string defaultLabel, Game game) : base(mainForm, Keys.F, defaultLabel, 2) { _game = game; } public override Order Update(Tile activeTile, Unit activeUnit) { if (activeUnit == null) { SetCommandState(OrderStatus.Illegal); } else if (activeUnit.AIrole == AIroleType.Settle) { SetCommandState(OrderStatus.Illegal); } else { var canFortifyHere = UnitFunctions.CanFortifyHere(activeUnit, activeTile); SetCommandState(canFortifyHere.Enabled ? OrderStatus.Active : OrderStatus.Disabled); } return this; } protected override void Execute(LocalPlayer player) { player.ActiveUnit.Order = OrderType.Fortify; player.ActiveUnit.MovePointsLost = player.ActiveUnit.MaxMovePoints; _game.ChooseNextUnit(); } } }
412
0.772724
1
0.772724
game-dev
MEDIA
0.759964
game-dev
0.693954
1
0.693954
IzzelAliz/Arclight
1,676
arclight-common/src/main/java/io/izzel/arclight/common/mixin/core/world/entity/animal/ParrotMixin.java
package io.izzel.arclight.common.mixin.core.world.entity.animal; import net.minecraft.util.RandomSource; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.entity.animal.Parrot; import net.minecraft.world.entity.player.Player; import org.bukkit.event.entity.EntityPotionEffectEvent; import org.spongepowered.asm.mixin.Mixin; import org.spongepowered.asm.mixin.Overwrite; import org.spongepowered.asm.mixin.injection.At; import org.spongepowered.asm.mixin.injection.Inject; import org.spongepowered.asm.mixin.injection.Redirect; import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable; @Mixin(Parrot.class) public abstract class ParrotMixin extends AnimalMixin { @Inject(method = "mobInteract", at = @At(value = "INVOKE", target = "Lnet/minecraft/world/entity/animal/Parrot;addEffect(Lnet/minecraft/world/effect/MobEffectInstance;)Z")) private void arclight$feed(Player playerIn, InteractionHand hand, CallbackInfoReturnable<InteractionResult> cir) { bridge$pushEffectCause(EntityPotionEffectEvent.Cause.FOOD); } @Redirect(method = "hurt", at = @At(value = "INVOKE", target = "Lnet/minecraft/world/entity/animal/Parrot;setOrderedToSit(Z)V")) private void arclight$handledInSuper(Parrot parrotEntity, boolean p_233687_1_) { } @Redirect(method = "mobInteract", at = @At(value = "INVOKE", target = "Lnet/minecraft/util/RandomSource;nextInt(I)I")) private int arclight$tame(RandomSource instance, int i, Player player) { var ret = instance.nextInt(i); return ret == 0 && this.bridge$common$animalTameEvent(player) ? ret : 1; } }
412
0.829988
1
0.829988
game-dev
MEDIA
0.995448
game-dev
0.76244
1
0.76244
Craftventure/open-plugin-parts
3,532
net/craftventure/core/feature/balloon/physics/DefaultBalloonPhysics.kt
package net.craftventure.core.feature.balloon.physics import com.squareup.moshi.JsonClass import net.craftventure.bukkit.ktx.extension.add import net.craftventure.bukkit.ktx.extension.set import net.craftventure.core.CraftventureCore import net.craftventure.core.feature.balloon.types.ExtensibleBalloon import net.craftventure.core.utils.InterpolationUtils import org.bukkit.Location import org.bukkit.util.Vector import java.util.* import kotlin.math.abs class DefaultBalloonPhysics( private val data: Json = Json(), private val random: Random = CraftventureCore.getRandom() ) : BalloonPhysics() { private val inertia = Vector(0.0, 0.2, 0.0) private val temp = Vector(0, 0, 0) private val yInertia = 0.05 private var rotationSpeed = CraftventureCore.getRandom().nextFloat() override val currentRotationalForces: Double get() = rotationSpeed.toDouble() override fun update( balloon: ExtensibleBalloon, ownerLocation: Location, balloonLocation: Location, oldBalloonLocation: Location ) { // val balloonHolder = balloon.balloonHolder ?: return val leashLength = (data.maxLeashLength ?: balloon.leashLength) .coerceAtMost(balloon.balloonHolder?.maxLeashLength ?: Double.MAX_VALUE) rotationSpeed *= 0.97f if (rotationSpeed < 1 && rotationSpeed > -1) { if (rotationSpeed >= 0) rotationSpeed = 1f else rotationSpeed = -1f } balloon.angle += rotationSpeed temp.set(balloonLocation.x, balloonLocation.y, balloonLocation.z) inertia.multiply(0.95) if (inertia.y < yInertia) { inertia.y = Math.min(yInertia, inertia.y + yInertia) } // Logger.console("%s", inertia); if (abs(inertia.x) < 0.02 && abs(inertia.y) < 0.06 && abs(inertia.z) < 0.02) inertia.add( (random.nextDouble() * 0.016) - 0.008, (random.nextDouble() * 0.016) - 0.008, (random.nextDouble() * 0.016) - 0.008 ) balloonLocation.add(inertia.x, inertia.y, inertia.z) // ownerLocation.getWorld().spawnParticle(Particle.END_ROD, ownerLocation, 1, 0, 0, 0, 0); val distance = ownerLocation.distance(balloonLocation) if (distance > leashLength) { val percentage = leashLength / distance balloonLocation.x = InterpolationUtils.linearInterpolate(ownerLocation.x, balloonLocation.x, percentage) balloonLocation.y = InterpolationUtils.linearInterpolate(ownerLocation.y, balloonLocation.y, percentage) balloonLocation.z = InterpolationUtils.linearInterpolate(ownerLocation.z, balloonLocation.z, percentage) } inertia.set(balloonLocation.x - temp.x, balloonLocation.y - temp.y, balloonLocation.z - temp.z) rotationSpeed += (inertia.x - inertia.z).toFloat() * 2.5f // if (oldLocation!!.distanceSquared(location!!) > 25 * 25) { // Bukkit.getScheduler().scheduleSyncDelayedTask( // CraftventureCore.getInstance(), // { tracker!!.forceRespawn(player) }, // 5 // ) // } } @JsonClass(generateAdapter = true) class Json( val maxLeashLength: Double? = null ) : BalloonPhysics.Json() { override fun toPhysics(): BalloonPhysics = DefaultBalloonPhysics(this) companion object { const val type = "default" } } }
412
0.745268
1
0.745268
game-dev
MEDIA
0.861333
game-dev
0.922274
1
0.922274
magefree/mage
1,458
Mage.Sets/src/mage/cards/u/UlvenwaldMysteries.java
package mage.cards.u; import mage.abilities.common.DiesCreatureTriggeredAbility; import mage.abilities.common.SacrificePermanentTriggeredAbility; import mage.abilities.effects.common.CreateTokenEffect; import mage.abilities.effects.keyword.InvestigateEffect; import mage.cards.CardImpl; import mage.cards.CardSetInfo; import mage.constants.CardType; import mage.filter.StaticFilters; import mage.game.permanent.token.HumanSoldierToken; import java.util.UUID; /** * * @author fireshoes */ public final class UlvenwaldMysteries extends CardImpl { public UlvenwaldMysteries(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.ENCHANTMENT},"{2}{G}"); // Whenever a nontoken creature you control dies, investigate. <i>(Create a colorless Clue artifact token with "{2}, Sacrifice this artifact: Draw a card.")</i> this.addAbility(new DiesCreatureTriggeredAbility(new InvestigateEffect(), false, StaticFilters.FILTER_CONTROLLED_CREATURE_NON_TOKEN)); // Whenever you sacrifice a Clue, create a 1/1 white Human Soldier creature token. this.addAbility(new SacrificePermanentTriggeredAbility(new CreateTokenEffect(new HumanSoldierToken()), StaticFilters.FILTER_CONTROLLED_CLUE)); } private UlvenwaldMysteries(final UlvenwaldMysteries card) { super(card); } @Override public UlvenwaldMysteries copy() { return new UlvenwaldMysteries(this); } }
412
0.962535
1
0.962535
game-dev
MEDIA
0.765758
game-dev
0.886733
1
0.886733
oculus-samples/Unreal-HandGameplay
5,053
Plugins/OculusHandTools/Source/OculusHandPoseRecognition/Private/HandPoseRecognizer.cpp
// Copyright (c) Meta Platforms, Inc. and affiliates. #include "HandPoseRecognizer.h" #include "OculusHandPoseRecognitionModule.h" #include <limits> UHandPoseRecognizer::UHandPoseRecognizer(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer) { PrimaryComponentTick.bCanEverTick = true; // Recognition default parameters Side = EOculusXRHandType::None; RecognitionInterval = 0.0f; DefaultConfidenceFloor = 0.5; DampingFactor = 0.0f; // Current hand pose being recognized TimeSinceLastRecognition = 0.0f; CurrentHandPose = -1; CurrentHandPoseDuration = 0.0f; CurrentHandPoseConfidence = 0.0f; CurrentHandPoseError = std::numeric_limits<float>::max(); // Encoded hand pose logged index LoggedIndex = 0; } void UHandPoseRecognizer::BeginPlay() { Super::BeginPlay(); // We decode the hand poses for (auto PatternIndex = 0; PatternIndex < Poses.Num(); ++PatternIndex) { if (!Poses[PatternIndex].Decode()) { UE_LOG(LogHandPoseRecognition, Error, TEXT("UHandPoseRecognizer(%s) encoded pose at index %d is invalid."), *GetName(), PatternIndex); } } } FRotator UHandPoseRecognizer::GetWristRotator(FQuat ComponentQuat) const { auto ComponentRotator = ComponentQuat.Rotator(); auto const World = GetWorld(); if (!World) return ComponentRotator; auto const PlayerController = World->GetFirstPlayerController(); if (!PlayerController) return ComponentRotator; auto const ComponentRotationToCamera = PlayerController->PlayerCameraManager->GetTransform().InverseTransformRotation(ComponentQuat).Rotator(); ComponentRotator.Yaw = ComponentRotationToCamera.Yaw; return ComponentRotator; } void UHandPoseRecognizer::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); if (Side == EOculusXRHandType::None) { // Recognizer is disabled return; } // Recognition is throttled TimeSinceLastRecognition += DeltaTime; if (TimeSinceLastRecognition < RecognitionInterval) { return; } // Ignore low confidence cases if (UOculusXRInputFunctionLibrary::GetTrackingConfidence(Side) == EOculusXRTrackingConfidence::Low) { return; } // Updating tracked hand. // Note that the wrist rotation pitch and roll are world relative, and the yaw is hmd relative. Pose.UpdatePose(Side, GetWristRotator(GetComponentQuat())); // Finding closest pattern auto ClosestHandPose = -1; auto ClosestHandPoseConfidence = DefaultConfidenceFloor; auto ClosestHandPoseError = std::numeric_limits<float>::max(); auto HighestConfidence = 0.0f; for (auto PatternIndex = 0; PatternIndex < Poses.Num(); ++PatternIndex) { // Skip patterns that are not for this side if (Poses[PatternIndex].GetHandType() != Side) continue; // Computing confidence (we ignore the wrist yaw by default) auto RawError = 0.0f; auto const Confidence = Poses[PatternIndex].ComputeConfidence(Pose, &RawError); // UE_LOG(LogHandPoseRecognition, Error, TEXT("%s confidence %0.0f raw error %0.0f"), *Poses[PatternIndex].PoseName, Confidence, RawError); // We always record the smallest error, in case no pattern matches if (HighestConfidence < Confidence) HighestConfidence = Confidence; // We update the best pattern match (first: best match so far has lower confidence than the current pose) if (ClosestHandPoseConfidence < Confidence) { // Second: checking for custom pose error ceiling if (Poses[PatternIndex].CustomConfidenceFloor > 0.0f && Confidence < Poses[PatternIndex].CustomConfidenceFloor) continue; ClosestHandPoseConfidence = Confidence; ClosestHandPoseError = RawError; ClosestHandPose = PatternIndex; } } // If we have no match, we report the highest confidence seen. if (ClosestHandPose == -1) { ClosestHandPoseConfidence = HighestConfidence; } if (CurrentHandPose == ClosestHandPose) { // Same pose as before is being held CurrentHandPoseDuration += TimeSinceLastRecognition; TimeSinceLastRecognition = 0.0; CurrentHandPoseConfidence = DampingFactor * CurrentHandPoseConfidence + (1.0f - DampingFactor) * ClosestHandPoseConfidence; CurrentHandPoseError = DampingFactor * CurrentHandPoseError + (1.0f - DampingFactor) * ClosestHandPoseError; } else { // Change of pose CurrentHandPose = ClosestHandPose; CurrentHandPoseDuration = 0.0f; CurrentHandPoseConfidence = ClosestHandPoseConfidence; CurrentHandPoseError = ClosestHandPoseError; } } bool UHandPoseRecognizer::GetRecognizedHandPose(int& Index, FString& Name, float& Duration, float& Error, float& Confidence) { Index = CurrentHandPose; Duration = CurrentHandPoseDuration; Error = CurrentHandPoseError; Confidence = CurrentHandPoseConfidence; if (Index >= 0 && Index < Poses.Num()) { Name = Poses[Index].PoseName; return true; } Name = TEXT("None"); return false; } void UHandPoseRecognizer::LogEncodedHandPose() { Pose.Encode(); UE_LOG(LogHandPoseRecognition, Warning, TEXT("HAND POSE %d: %s"), LoggedIndex++, *Pose.CustomEncodedPose); }
412
0.88126
1
0.88126
game-dev
MEDIA
0.624316
game-dev
0.800977
1
0.800977
Simre1/reactimate
1,625
reactimate-game/src/Reactimate/Game/Input.hs
module Reactimate.Game.Input ( inputEvents, keyboardState, mousePosition, mouseButtons, gameShouldQuit, ) where import Linear (V2 (..)) import Reactimate import Reactimate.Game.Environment (GameEnv (..)) import Reactimate.Game.Graphics (Camera (..)) import SDL qualified -- | Handle SDL events as they happen. This can be useful if you want to catch events which happen in between simulations. inputEvents :: GameEnv -> Event SDL.Event inputEvents _ = callback $ \fin fire -> do eventWatch <- SDL.addEventWatch fire addFinalizer fin $ SDL.delEventWatch eventWatch -- | Get the current keyboard state. keyboardState :: GameEnv -> Behavior (SDL.Scancode -> Bool) keyboardState _ = makeBehavior $ arrIO $ \_ -> do SDL.getKeyboardState -- | Get the position of the mouse relative to the camera. mousePosition :: GameEnv -> Signal Camera (V2 Int) mousePosition gameEnv = arrIO $ \camera -> do windowSize <- fmap fromIntegral <$> SDL.get (SDL.windowSize gameEnv.window) realMousePosition <- fmap fromIntegral . SDL.unP <$> SDL.getAbsoluteMouseLocation let (V2 x y) = quot <$> (realMousePosition * camera.viewport) <*> windowSize (V2 _ vy) = camera.viewport pure $ V2 x (vy - y) -- | Get the current mouse button state mouseButtons :: GameEnv -> Behavior (SDL.MouseButton -> Bool) mouseButtons _ = makeBehavior $ arrIO $ const $ do SDL.getMouseButtons -- | Checks if a SDL Quit event was triggered gameShouldQuit :: GameEnv -> Behavior Bool gameShouldQuit gameEnv = makeBehavior $ accumulateEvent (||) False $ (== SDL.QuitEvent) . SDL.eventPayload <$> inputEvents gameEnv
412
0.726119
1
0.726119
game-dev
MEDIA
0.905341
game-dev
0.793908
1
0.793908
a-b-street/abstreet
1,765
apps/santa/src/controls.rs
use geom::{Angle, Speed}; use widgetry::{EventCtx, Key}; // TODO The timestep accumulation seems fine. What's wrong? Clamping errors repeated? const HACK: f64 = 5.0; pub struct InstantController { /// Which of the 8 directions are we facing, based on the last set of keys pressed down? pub facing: Angle, } impl InstantController { pub fn new() -> InstantController { InstantController { facing: Angle::ZERO, } } pub fn displacement(&mut self, ctx: &mut EventCtx, speed: Speed) -> Option<(f64, f64)> { let dt = ctx.input.nonblocking_is_update_event()?; // Work around a few bugs here. // // 1) The Santa sprites are all facing 180 degrees, not 0, so invert X. // 2) Invert y so that negative is up. // // It's confusing, but self.facing winds up working for rotating the sprite, and the output // displacement works. self.facing = angle_from_arrow_keys(ctx)?.opposite(); let magnitude = (dt * HACK * speed).inner_meters(); let (sin, cos) = self.facing.normalized_radians().sin_cos(); Some((-magnitude * cos, -magnitude * sin)) } } pub fn angle_from_arrow_keys(ctx: &EventCtx) -> Option<Angle> { let mut x: f64 = 0.0; let mut y: f64 = 0.0; if ctx.is_key_down(Key::LeftArrow) || ctx.is_key_down(Key::A) { x -= 1.0; } if ctx.is_key_down(Key::RightArrow) || ctx.is_key_down(Key::D) { x += 1.0; } if ctx.is_key_down(Key::UpArrow) || ctx.is_key_down(Key::W) { y -= 1.0; } if ctx.is_key_down(Key::DownArrow) || ctx.is_key_down(Key::S) { y += 1.0; } if x == 0.0 && y == 0.0 { return None; } Some(Angle::new_rads(y.atan2(x))) }
412
0.842895
1
0.842895
game-dev
MEDIA
0.807921
game-dev
0.968742
1
0.968742
KittyPBoxx/pokeemerald-net-demo
7,918
PokecomChannel/PokecomChannel/source/libwiigui/gui_button.cpp
/**************************************************************************** * libwiigui * * Tantric 2009 * * gui_button.cpp * * GUI class definitions ***************************************************************************/ #include "gui.h" /** * Constructor for the GuiButton class. */ GuiButton::GuiButton(int w, int h) { width = w; height = h; image = nullptr; imageOver = nullptr; imageHold = nullptr; imageClick = nullptr; icon = nullptr; iconOver = nullptr; iconHold = nullptr; iconClick = nullptr; for(int i=0; i < 3; i++) { label[i] = nullptr; labelOver[i] = nullptr; labelHold[i] = nullptr; labelClick[i] = nullptr; } soundOver = nullptr; soundHold = nullptr; soundClick = nullptr; tooltip = nullptr; selectable = true; holdable = false; clickable = true; } /** * Destructor for the GuiButton class. */ GuiButton::~GuiButton() { } void GuiButton::SetImage(GuiImage* img) { image = img; if(img) img->SetParent(this); } void GuiButton::SetImageOver(GuiImage* img) { imageOver = img; if(img) img->SetParent(this); } void GuiButton::SetImageHold(GuiImage* img) { imageHold = img; if(img) img->SetParent(this); } void GuiButton::SetImageClick(GuiImage* img) { imageClick = img; if(img) img->SetParent(this); } void GuiButton::SetIcon(GuiImage* img) { icon = img; if(img) img->SetParent(this); } void GuiButton::SetIconOver(GuiImage* img) { iconOver = img; if(img) img->SetParent(this); } void GuiButton::SetIconHold(GuiImage* img) { iconHold = img; if(img) img->SetParent(this); } void GuiButton::SetIconClick(GuiImage* img) { iconClick = img; if(img) img->SetParent(this); } void GuiButton::SetLabel(GuiText* txt, int n) { label[n] = txt; if(txt) txt->SetParent(this); } void GuiButton::SetLabelOver(GuiText* txt, int n) { labelOver[n] = txt; if(txt) txt->SetParent(this); } void GuiButton::SetLabelHold(GuiText* txt, int n) { labelHold[n] = txt; if(txt) txt->SetParent(this); } void GuiButton::SetLabelClick(GuiText* txt, int n) { labelClick[n] = txt; if(txt) txt->SetParent(this); } void GuiButton::SetSoundOver(GuiSound * snd) { soundOver = snd; } void GuiButton::SetSoundHold(GuiSound * snd) { soundHold = snd; } void GuiButton::SetSoundClick(GuiSound * snd) { soundClick = snd; } void GuiButton::SetTooltip(GuiTooltip* t) { tooltip = t; if(t) tooltip->SetParent(this); } /** * Draw the button on screen */ void GuiButton::Draw() { if(!this->IsVisible()) return; if(state == STATE::SELECTED || state == STATE::HELD) { if(imageOver) imageOver->Draw(); else if(image) // draw image image->Draw(); if(iconOver) iconOver->Draw(); else if(icon) // draw icon icon->Draw(); // draw text if(labelOver[0]) labelOver[0]->Draw(); else if(label[0]) label[0]->Draw(); if(labelOver[1]) labelOver[1]->Draw(); else if(label[1]) label[1]->Draw(); if(labelOver[2]) labelOver[2]->Draw(); else if(label[2]) label[2]->Draw(); } else { if(image) // draw image image->Draw(); if(icon) // draw icon icon->Draw(); // draw text if(label[0]) label[0]->Draw(); if(label[1]) label[1]->Draw(); if(label[2]) label[2]->Draw(); } this->UpdateEffects(); } void GuiButton::DrawTooltip() { if(tooltip) tooltip->DrawTooltip(); } void GuiButton::ResetText() { for(int i=0; i<3; i++) { if(label[i]) label[i]->ResetText(); if(labelOver[i]) labelOver[i]->ResetText(); } if(tooltip) tooltip->ResetText(); } void GuiButton::Update(GuiTrigger * t) { if(state == STATE::CLICKED || state == STATE::DISABLED || !t) return; else if(parentElement && parentElement->GetState() == STATE::DISABLED) return; #ifdef HW_RVL // cursor if(t->wpad->ir.valid && t->chan >= 0) { if(this->IsInside(t->wpad->ir.x, t->wpad->ir.y)) { if(state == STATE::DEFAULT) // we weren't on the button before! { this->SetState(STATE::SELECTED, t->chan); if(this->Rumble()) rumbleRequest[t->chan] = 1; if(soundOver) soundOver->Play(); if(effectsOver && !effects) { // initiate effects effects = effectsOver; effectAmount = effectAmountOver; effectTarget = effectTargetOver; } } } else { if(state == STATE::SELECTED && (stateChan == t->chan || stateChan == -1)) this->ResetState(); if(effectTarget == effectTargetOver && effectAmount == effectAmountOver) { // initiate effects (in reverse) effects = effectsOver; effectAmount = -effectAmountOver; effectTarget = 100; } } } #endif // button triggers if(this->IsClickable()) { s32 wm_btns, wm_btns_trig, cc_btns, cc_btns_trig, wiidrc_btns, wiidrc_btns_trig; for(int i=0; i<3; i++) { if(trigger[i] && (trigger[i]->chan == -1 || trigger[i]->chan == t->chan)) { // higher 16 bits only (wiimote) wm_btns = t->wpad->btns_d << 16; wm_btns_trig = trigger[i]->wpad->btns_d << 16; // lower 16 bits only (classic controller) cc_btns = t->wpad->btns_d >> 16; cc_btns_trig = trigger[i]->wpad->btns_d >> 16; // Wii U Gamepad wiidrc_btns = t->wiidrcdata.btns_d; wiidrc_btns_trig = trigger[i]->wiidrcdata.btns_d; if( (t->wpad->btns_d > 0 && (wm_btns == wm_btns_trig || (cc_btns == cc_btns_trig && t->wpad->exp.type == EXP_CLASSIC))) || (t->pad.btns_d == trigger[i]->pad.btns_d && t->pad.btns_d > 0) || (wiidrc_btns == wiidrc_btns_trig && wiidrc_btns > 0)) { if(t->chan == stateChan || stateChan == -1) { if(state == STATE::SELECTED) { if(!t->wpad->ir.valid || this->IsInside(t->wpad->ir.x, t->wpad->ir.y)) { this->SetState(STATE::CLICKED, t->chan); if(soundClick) soundClick->Play(); } } else if(trigger[i]->type == TRIGGER::BUTTON_ONLY) { this->SetState(STATE::CLICKED, t->chan); } else if(trigger[i]->type == TRIGGER::BUTTON_ONLY_IN_FOCUS && parentElement->IsFocused()) { this->SetState(STATE::CLICKED, t->chan); } } } } } } if(this->IsHoldable()) { bool held = false; s32 wm_btns, wm_btns_h, wm_btns_trig, cc_btns, cc_btns_h, cc_btns_trig, wiidrc_btns, wiidrc_btns_h, wiidrc_btns_trig; for(int i=0; i<3; i++) { if(trigger[i] && (trigger[i]->chan == -1 || trigger[i]->chan == t->chan)) { // higher 16 bits only (wiimote) wm_btns = t->wpad->btns_d << 16; wm_btns_h = t->wpad->btns_h << 16; wm_btns_trig = trigger[i]->wpad->btns_h << 16; // lower 16 bits only (classic controller) cc_btns = t->wpad->btns_d >> 16; cc_btns_h = t->wpad->btns_h >> 16; cc_btns_trig = trigger[i]->wpad->btns_h >> 16; // Wii U Gamepad wiidrc_btns = t->wiidrcdata.btns_d; wiidrc_btns_h = t->wiidrcdata.btns_h; wiidrc_btns_trig = trigger[i]->wiidrcdata.btns_h; if( (t->wpad->btns_d > 0 && (wm_btns == wm_btns_trig || (cc_btns == cc_btns_trig && t->wpad->exp.type == EXP_CLASSIC))) || (t->pad.btns_d == trigger[i]->pad.btns_h && t->pad.btns_d > 0) || (wiidrc_btns == wiidrc_btns_trig && wiidrc_btns > 0)) { if(trigger[i]->type == TRIGGER::HELD && state == STATE::SELECTED && (t->chan == stateChan || stateChan == -1)) this->SetState(STATE::CLICKED, t->chan); } if( (t->wpad->btns_h > 0 && (wm_btns_h == wm_btns_trig || (cc_btns_h == cc_btns_trig && t->wpad->exp.type == EXP_CLASSIC))) || (t->pad.btns_h == trigger[i]->pad.btns_h && t->pad.btns_h > 0) || (wiidrc_btns_h == wiidrc_btns_trig && wiidrc_btns_h > 0)) { if(trigger[i]->type == TRIGGER::HELD) held = true; } if(!held && state == STATE::HELD && stateChan == t->chan) { this->ResetState(); } else if(held && state == STATE::CLICKED && stateChan == t->chan) { this->SetState(STATE::HELD, t->chan); } } } } if(updateCB) updateCB(this); }
412
0.959524
1
0.959524
game-dev
MEDIA
0.432935
game-dev
0.983641
1
0.983641
ashishps1/awesome-low-level-design
1,508
solutions/golang/snakeandladdergame/snake_and_ladder_game.go
package snakeandladdergame import ( "fmt" "sync" "sync/atomic" "time" ) type SnakeAndLadderGame struct { ID int64 Board *Board Players []*Player Dice *Dice CurrentPlayerIdx int } func NewSnakeAndLadderGame(playerNames []string) *SnakeAndLadderGame { game := &SnakeAndLadderGame{ ID: generateID(), Board: NewBoard(), Dice: NewDice(), Players: []*Player{}, CurrentPlayerIdx: 0, } for _, name := range playerNames { game.Players = append(game.Players, NewPlayer(name)) } return game } func (g *SnakeAndLadderGame) Play(wg *sync.WaitGroup) { for !g.isGameOver() { player := g.Players[g.CurrentPlayerIdx] roll := g.Dice.Roll() newPosition := player.Position + roll if newPosition <= g.Board.Size { player.Position = g.Board.GetNewPosition(newPosition) fmt.Printf("Game: %d :- %s rolled a %d and moved to position %d\n", g.ID, player.Name, roll, player.Position) } if player.Position == g.Board.Size { fmt.Printf("For Game %d :- %s wins!\n", g.ID, player.Name) break } g.CurrentPlayerIdx = (g.CurrentPlayerIdx + 1) % len(g.Players) time.Sleep(10 * time.Millisecond) //To simulate the demo } wg.Done() } func (g *SnakeAndLadderGame) isGameOver() bool { for _, player := range g.Players { if player.Position == g.Board.Size { return true } } return false } var idCounter int64 func generateID() int64 { return atomic.AddInt64(&idCounter, 1) }
412
0.51096
1
0.51096
game-dev
MEDIA
0.715868
game-dev
0.824766
1
0.824766
v3921358/MapleRoot
2,309
MapleRoot/scripts/npc/1104102.js
/* This file is part of the HeavenMS MapleStory Server Copyleft (L) 2016 - 2019 RonanLana 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/>. */ var npcid = 1104102; var baseJob = 13; var status; function start() { status = -1; action(1, 0, 0); } function action(mode, type, selection) { if (mode == -1) { cm.dispose(); } else { if (mode == 0 && type > 0) { cm.dispose(); return; } if (mode == 1) { status++; } else { status--; } if (status == 0) { if (Math.floor(cm.getJobId() / 100) != baseJob) { cm.sendOk("Hello there, #h0#. Are you helping us finding the intruder? He is not in this area, I've already searched here."); cm.dispose(); return; } cm.sendOk("Darn, you found me! Then, there's only one way out! Let's fight, like #rBlack Wings#k should!"); } else if (status == 1) { var mapobj = cm.getMap(); var npcpos = mapobj.getMapObject(cm.getNpcObjectId()).getPosition(); spawnMob(npcpos.x, npcpos.y, 9001009, mapobj); mapobj.destroyNPC(npcid); cm.dispose(); } } } function spawnMob(x, y, id, map) { if (map.getMonsterById(id) != null) { return; } const LifeFactory = Java.type('server.life.LifeFactory'); const Point = Java.type('java.awt.Point'); var mob = LifeFactory.getMonster(id); map.spawnMonsterOnGroundBelow(mob, new Point(x, y)); }
412
0.700614
1
0.700614
game-dev
MEDIA
0.901885
game-dev
0.901397
1
0.901397
Elfocrash/L2dotNET
1,961
src/L2dotNET/Models/Zones/Classes/MotherTreeZone.cs
using L2dotNET.DataContracts.Shared.Enums; using L2dotNET.Models.Player; using L2dotNET.Network.serverpackets; using L2dotNET.Tables; using L2dotNET.Utility; namespace L2dotNET.Models.Zones.Classes { class MotherTreeZone : L2Zone { public MotherTreeZone(IdFactory idFactory) : base(idFactory) { ZoneId = idFactory.NextId(); Enabled = true; } public override void OnEnter(L2Object obj) { if (!Enabled) return; base.OnEnter(obj); obj.OnEnterZoneAsync(this); if (!(obj is L2Player)) return; L2Player p = (L2Player)obj; p.SendSystemMessage((SystemMessageId)Template.EnteringMessageNo); if (Template.AffectRace.EqualsIgnoreCase("all")) return; if (!Template.AffectRace.EqualsIgnoreCase("elf")) return; if (p.BaseClass.ClassId.ClassRace != ClassRace.Elf) return; // p._stats.p_regen_hp += Template._hp_regen_bonus; // p._stats.p_regen_mp += Template._mp_regen_bonus; } public override void OnExit(L2Object obj, bool cls) { if (!Enabled) return; base.OnExit(obj, cls); obj.OnExitZoneAsync(this, cls); if (!(obj is L2Player)) return; L2Player p = (L2Player)obj; p.SendSystemMessage((SystemMessageId)Template.LeavingMessageNo); if (Template.AffectRace.EqualsIgnoreCase("all")) return; if (!Template.AffectRace.EqualsIgnoreCase("elf")) return; if (p.BaseClass.ClassId.ClassRace != ClassRace.Elf) return; // p._stats.p_regen_hp -= Template._hp_regen_bonus; // p._stats.p_regen_mp -= Template._mp_regen_bonus; } } }
412
0.698047
1
0.698047
game-dev
MEDIA
0.420302
game-dev
0.923293
1
0.923293
RogyDev/Rogy-Engine-
2,414
Rogy/ThirdParty/Bullet/BulletCollision/CollisionShapes/btMinkowskiSumShape.h
/* 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. */ #ifndef BT_MINKOWSKI_SUM_SHAPE_H #define BT_MINKOWSKI_SUM_SHAPE_H #include "btConvexInternalShape.h" #include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" // for the types /// The btMinkowskiSumShape is only for advanced users. This shape represents implicit based minkowski sum of two convex implicit shapes. ATTRIBUTE_ALIGNED16(class) btMinkowskiSumShape : public btConvexInternalShape { btTransform m_transA; btTransform m_transB; const btConvexShape* m_shapeA; const btConvexShape* m_shapeB; public: BT_DECLARE_ALIGNED_ALLOCATOR(); btMinkowskiSumShape(const btConvexShape* shapeA,const btConvexShape* shapeB); virtual btVector3 localGetSupportingVertexWithoutMargin(const btVector3& vec)const; virtual void batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3* vectors,btVector3* supportVerticesOut,int numVectors) const; virtual void calculateLocalInertia(btScalar mass,btVector3& inertia) const; void setTransformA(const btTransform& transA) { m_transA = transA;} void setTransformB(const btTransform& transB) { m_transB = transB;} const btTransform& getTransformA()const { return m_transA;} const btTransform& GetTransformB()const { return m_transB;} virtual btScalar getMargin() const; const btConvexShape* getShapeA() const { return m_shapeA;} const btConvexShape* getShapeB() const { return m_shapeB;} virtual const char* getName()const { return "MinkowskiSum"; } }; #endif //BT_MINKOWSKI_SUM_SHAPE_H
412
0.879718
1
0.879718
game-dev
MEDIA
0.977066
game-dev
0.667522
1
0.667522
DarkstarProject/darkstar
1,450
scripts/zones/Western_Adoulin/npcs/Ruth.lua
----------------------------------- -- Area: Western Adoulin -- NPC: Ruth -- Type: Standard NPC and Quest NPC -- Involved With Quest: 'A Pioneers Best (Imaginary) Friend' -- !pos -144 4 -10 256 ----------------------------------- require("scripts/globals/missions"); require("scripts/globals/quests"); require("scripts/globals/status"); ----------------------------------- function onTrade(player,npc,trade) end; function onTrigger(player,npc) local APBIF = player:getQuestStatus(ADOULIN, dsp.quest.id.adoulin.A_PIONEERS_BEST_IMAGINARY_FRIEND); local SOA_Mission = player:getCurrentMission(SOA); if (SOA_Mission >= dsp.mission.id.soa.LIFE_ON_THE_FRONTIER) then if ((APBIF == QUEST_ACCEPTED) and (not player:hasStatusEffect(dsp.effect.IONIS))) then -- Progresses Quest: 'A Pioneers Best (Imaginary) Friend' player:startEvent(2523); else -- Standard dialogue, after joining colonization effort player:startEvent(590); end else -- Dialogue prior to joining colonization effort player:startEvent(503); end end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) if (csid == 2523) then -- Progresses Quest: 'A Pioneers Best (Imaginary) Friend' player:delStatusEffectsByFlag(dsp.effectFlag.INFLUENCE, true) player:addStatusEffect(dsp.effect.IONIS, 0, 0, 9000); end end;
412
0.940574
1
0.940574
game-dev
MEDIA
0.996317
game-dev
0.963427
1
0.963427
mastercomfig/tf2-patches-old
1,710
src/game/client/tf/vgui/item_slot_panel.h
//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef ITEM_SLOT_PANEL_H #define ITEM_SLOT_PANEL_H #include "base_loadout_panel.h" class CItemCriteriaSelectionPanel; //----------------------------------------------------------------------------- // A loadout screen that handles modifying the loadout of a specific item //----------------------------------------------------------------------------- class CItemSlotPanel : public CBaseLoadoutPanel { DECLARE_CLASS_SIMPLE( CItemSlotPanel, CBaseLoadoutPanel ); public: CItemSlotPanel( vgui::Panel *parent ); ~CItemSlotPanel(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout( void ); virtual void AddNewItemPanel( int iPanelIndex ) OVERRIDE; virtual void UpdateModelPanels( void ) OVERRIDE; virtual int GetNumItemPanels( void ) OVERRIDE; virtual void OnShowPanel( bool bVisible, bool bReturningFromArmory ) OVERRIDE; MESSAGE_FUNC_PTR( OnItemPanelMouseReleased, "ItemPanelMouseReleased", panel ); MESSAGE_FUNC_PARAMS( OnSelectionReturned, "SelectionReturned", data ); MESSAGE_FUNC( OnCancelSelection, "CancelSelection" ); virtual void OnCommand( const char *command ); void SetItem( CEconItem* pItem ); private: CEconItem *m_pItem; struct ItemSlot_t { CAttribute_ItemSlotCriteria m_slotCriteriaAttribute; itemid_t m_ulOriginalID; bool m_bHasSlot; }; CUtlVector< ItemSlot_t > m_itemSlots; int m_iCurrentSlotIndex; CItemSelectionCriteria m_selectionCriteria; CItemCriteriaSelectionPanel *m_pSelectionPanel; }; #endif // ITEM_SLOT_PANEL_H
412
0.989979
1
0.989979
game-dev
MEDIA
0.544704
game-dev,graphics-rendering
0.641019
1
0.641019
bozimmerman/CoffeeMud
7,065
resources/quests/templates/auto_delivery4.quest
#!QUESTMAKER_START_SCRIPT Auto Delivery #4 #The player must pay one or more existing mobs somewhere else in your #world. A reward is optionally given after payment. # #!QUESTMAKER_PAGE Quest Name/Duration #Enter the unique name and starting time/duration for your new quest. #Times are entered as a simple number or math expression to denote a #time in default ticks (4 second period), or you may follow the expression #with the word seconds, minutes, hours, days, mudhours, muddays, mudweeks, #mudmonths, or mudyears. Time expressions may include numbers, math #symbols, or the ? operator to generate random numbers. Example: #"5 + 3?10 minutes" would generate a frequency of 8-15 minutes.# # #Quest ID: #Enter a unique name/id for your quest: #$QUEST_ID=$UNIQUE_QUEST_NAME=auto_delivery_4 # #Quest Name: #Enter a friendly displayable name for your quest: #$QUEST_NAME=$STRING=Auto Delivery #4 # #Quest Frequency: #This is the time between quest starts. #$FREQUENCY=$TIMEEXPRESSION=90 minutes # #Quest Duration: #This is how long your quest remains running, and how long a player #accepting the quest has to complete the quest and report back in. #$DURATION=$TIMEEXPRESSION=90 minutes # #!QUESTMAKER_PAGE Specify the Quest Criteria and Instructions #The criteria for players and instructions they need. # #Quest-Player Criterium: #A Zapper Mask to describe what kinds of players will receive this quest. #You can use this to set race, level, or other requirements. #$QUEST_CRITERIA=$ZAPPERMASK # #Instructions: #Specify some the instructions and justification for the quest. #$QUEST_INSTRUCTIONSSTRING=($LONG_STRING)=Find ${2 *} at that one place and give him $[1 *]. Be careful! # #Success: #This is what the player sees when the player completes the quest. #$QUEST_WINSPEECH_TEXT=($LONG_STRING)=Delivery complete! # #!QUESTMAKER_PAGE Specify the Deliveree Mobs #The Deliveree Mob is the mob the player must find and deliver the item to. # #Deliverees: #Specify below the deliveree mobs who will have the items delivered. # #Deliveree mob names: #Specify the mobs who will act as the capturable mob or mobs. #See help on ZAPPERMASK for information on zapper mask syntax. #$DELIVEREE_MASK=$ZAPPERMASK # #Amount of money: #The total amount of money required to complete the quest. This will be in the deliveree mobs local currency. #$DELIVEREE_COUNT=($EXPRESSION)=100 # #Deliveree response: #You may optionally specify some additional bit of speech the deliveree #mob will say to the players after they arrive. #$DELIVEREE_ANNOUNCE=($LONG_STRING)=Are you here to pay me? If so, here I am! # #Delivery response: #You may optionally specify some additional bit of speech the deliveree #mob will say to the players after they have handed over the item/items. #$DELIVERY_RESPONSE=($LONG_STRING)=Thanks! # #!QUESTMAKER_PAGE Quest Completion #Select some rewards for completing the deliveries: # #Reward items: #Specify zero or more items to choose from as a reward #$REWARD_ITEMS=$ITEMXML_ZEROORMORE # #Quest Point? #$QUEST_POINT=$CHOOSE=YES,NO #Amount of experience points, blank for none, or a number% for percent of exp to next level: #$EXP=($STRING)=10% # #Player Faction to give to or take from: #$FACTION=($FACTION) #If you selected a faction above, enter a new numeric amount, #or enter +value to add, or --value to subtract: #$NUMFACTION=($STRING) # #Select whether a player may complete this quest multiple times, #or 'prev' to require a previous quest, if multiple found. #$MULTIPLE=$CHOOSE=YES,NO,PREV # #$CATEGORY=($HIDDEN)= # #!QUESTMAKER_END_SCRIPT Auto Delivery #4 set name $QUEST_ID set display $QUEST_NAME set author $#AUTHOR set questtype auto_delivery4 set category $CATEGORY set instructions $QUEST_INSTRUCTIONSSTRING set wait $FREQUENCY set interval 1 quiet set room set area set pcmobgroup reselect any mask=$QUEST_CRITERIA give script LOAD=$QUEST_ID_playertrack.script set area set room set mobgroup set mob set duration $DURATION <?xml version="1.0"?> <FILE><NAME>$QUEST_ID_rewarditems.xml</NAME><DATA><ITEMS>$REWARD_ITEMS</ITEMS></DATA></FILE> <FILE><NAME>$QUEST_ID_playertrack.script</NAME> <DATA> FUNCTION_PROG CHECK_DONE if EVAL('$<$i $QUEST_ID_DELIVERED>' >= $DELIVEREE_COUNT) and QUESTSCRIPTED($i *) if EVAL('$EXP' != '') mpexp $i $EXP endif if EVAL('$FACTION' != '') mpfaction $i $FACTION +$NUMFACTION endif if EVAL('$QUEST_POINT' == 'YES') AND !QUESTWINNER($n *) mpforce $i mpoload QuestPoint mpechoat $i You receive a quest point. endif if EVAL('$GOLD' != '') AND EVAL('$GOLD' > 0) mpforce $i mpoload $GOLD mpechoat $i You receive $b. endif mpforce $i mpoload fromfile $QUEST_ID_rewarditems.xml any if EVAL('$b' != '') mpechoat $i You receive $b. endif mpquestwin $i * mpecho $QUEST_WINSPEECH_TEXT mpendquest $i mpqset * STATISTICS SUCCESS IF EVAL('$MULTIPLE' == 'PREV') mptransfer $i $i ENDIF endif ~ FUNCTION_PROG CAN_ACCEPT if ISLIKE($n '$QUEST_CRITERIA') and ISPC($n) and ( EVAL('$MULTIPLE' != 'PREV') or QUESTWINNER($n previous) ) if EVAL('$MULTIPLE' == 'YES') OR !QUESTWINNER($n *) if !QUESTSCRIPTED($n *) RETURN TRUE endif endif endif RETURN CANCEL ~ FUNCTION_PROG DO_ACCEPT mpqset * STATISTICS ACCEPTED mpscript $n INDIVIDUAL SAVABLE STATIC=LOAD=$QUEST_ID_playertrack.script ~ ONCE_PROG 100 mpsetvar $i INSTRUCTIONS $QUEST_INSTRUCTIONSSTRING if var($i $QUEST_ID_DELIVERED = '') mpsetvar $i $QUEST_ID_DELIVERED 0 endif mpsetvar $i PROGRESS Delivered: $<$i $QUEST_ID_DELIVERED>/$DELIVEREE_COUNT IF QVAR(* DURATION != '0') if QVAR(* REMAINING == '') MPENDQUEST $i RETURN else mpsetvar $i TIME_REMAINING $%QVAR(* REMAINING)% endif ENDIF mpechoat $i $QUEST_INSTRUCTIONSSTRING ~ GREET_PROG 100 if ISLIKE($n '$DELIVEREE_MASK') AND CANSEE($n $i) AND !STRCONTAINS('$<$i $QUEST_ID_DELIVERED>' $@n) mpforce $n sayto $i $DELIVEREE_ANNOUNCE endif ~ ENTRY_PROG 100 if INROOM($i == $g) for $0 = 1 to '$%NUMMOBSROOM(*)%' mpargset $1 $%ROOMMOB($0)% if ISLIKE($1 '$DELIVEREE_MASK') AND CANSEE($1 $i) AND !STRCONTAINS('$<$i $QUEST_ID_DELIVERED>' $@1) mpforce $1 sayto "$i" $DELIVEREE_ANNOUNCE endif next endif ~ GIVING_PROG all if ISLIKE($o '-JAVACLASS +GenCoins +StdCoins') AND ISLIKE($t '$DELIVEREE_MASK') AND EVAL('$%GSTAT($o CURRENCY)%' == '$%GSTAT($t CURRENCY)%') mpsetvar $i $QUEST_ID_DELIVERED +$%GOLDAMT($o)% mpforce $t mpjunk $o mpforce $t sayto "$i" $DELIVERY_RESPONSE mpechoat $i That's $<$i $QUEST_ID_DELIVERED> / $DELIVEREE_COUNT mpsetvar $i PROGRESS Paid $<$i $QUEST_ID_DELIVERED> / $DELIVEREE_COUNT mpcallfunc CHECK_DONE else mpforce $t sayto "$i" What's this? mpforce $t give "$o" "$i" endif ~ RAND_PROG 25 IF QVAR(* DURATION != '0') if QVAR(* REMAINING == '') MPENDQUEST $i else mpsetvar $i TIME_REMAINING $%QVAR(* REMAINING)% endif ENDIF ~ QUEST_TIME_PROG * -1 MPECHOAT $i The quest "$QUEST_NAME" has ended. ~ QUEST_TIME_PROG * 1 MPECHOAT $i The quest "$QUEST_NAME" has 1 minute remaining. ~ </DATA></FILE>
412
0.862503
1
0.862503
game-dev
MEDIA
0.973317
game-dev
0.876303
1
0.876303
GrahamBurgers/BossReworks
1,423
files/boss_deer/edit.lua
dofile("mods/boss_reworks/files/lib/injection.lua") local nxml = dofile("mods/boss_reworks/files/lib/nxml.lua") local path = "data/entities/animals/boss_spirit/islandspirit.xml" local tree = nxml.parse(ModTextFileGetContent(path)) for k, v in ipairs(tree.children) do if v.name == "LuaComponent" then if v.attr.script_source_file == "data/entities/animals/boss_spirit/islandspirit.lua" then v.attr.script_source_file = "mods/boss_reworks/files/boss_deer/logic.lua" v.attr.script_damage_received = "mods/boss_reworks/files/boss_deer/logic.lua" v.attr.script_death = "mods/boss_reworks/files/boss_deer/logic.lua" end if v.attr.script_source_file == "data/entities/animals/boss_spirit/init.lua" then v.attr.script_source_file = "mods/boss_reworks/files/boss_deer/init.lua" end end if v.name == "Base" then for k2, v2 in ipairs(v.children) do if v2.name == "DamageModelComponent" then v2.attr.hp = 10 v2.attr.blood_multiplier = 0.1 v2.children[1].attr.slice = 0.5 v2.children[1].attr.projectile = 0.6 v2.children[1].attr.holy = -4 end end end if v.name == "Entity" then for k2, v2 in ipairs(v.children) do if v2.attr.effect == "PROTECTION_PROJECTILE" then v2.attr.frames = "1" end end end end table.insert(tree.children, nxml.parse('<VariableStorageComponent _tags="no_gold_drop"> </VariableStorageComponent>')) ModTextFileSetContent(path, tostring(tree))
412
0.818846
1
0.818846
game-dev
MEDIA
0.886785
game-dev
0.875174
1
0.875174
miniwebkit/src
3,017
graphics/skia/src/animator/SkAnimateSet.cpp
/* libs/graphics/animator/SkAnimateSet.cpp ** ** Copyright 2006, The Android Open Source Project ** ** Licensed under the Apache License, Version 2.0 (the "License"); ** you may not use this file except in compliance with the License. ** You may obtain a copy of the License at ** ** http://www.apache.org/licenses/LICENSE-2.0 ** ** Unless required by applicable law or agreed to in writing, software ** distributed under the License is distributed on an "AS IS" BASIS, ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. ** See the License for the specific language governing permissions and ** limitations under the License. */ #include "SkAnimateSet.h" #include "SkAnimateMaker.h" #include "SkAnimateProperties.h" #include "SkParse.h" #if SK_USE_CONDENSED_INFO == 0 const SkMemberInfo SkSet::fInfo[] = { SK_MEMBER(begin, MSec), SK_MEMBER(dur, MSec), SK_MEMBER_PROPERTY(dynamic, Boolean), SK_MEMBER(field, String), // SK_MEMBER(formula, DynamicString), SK_MEMBER(lval, DynamicString), // SK_MEMBER_PROPERTY(reset, Boolean), SK_MEMBER_PROPERTY(step, Int), SK_MEMBER(target, DynamicString), SK_MEMBER(to, DynamicString) }; #endif DEFINE_GET_MEMBER(SkSet); SkSet::SkSet() { dur = 1; } #ifdef SK_DUMP_ENABLED void SkSet::dump(SkAnimateMaker* maker) { INHERITED::dump(maker); if (dur != 1) { #ifdef SK_CAN_USE_FLOAT SkDebugf("dur=\"%g\" ", SkScalarToFloat(SkScalarDiv(dur,1000))); #else SkDebugf("dur=\"%x\" ", SkScalarDiv(dur,1000)); #endif } //don't want double />\n's SkDebugf("/>\n"); } #endif void SkSet::refresh(SkAnimateMaker& maker) { fFieldInfo->setValue(maker, &fValues, 0, fFieldInfo->fCount, NULL, fFieldInfo->getType(), to); } void SkSet::onEndElement(SkAnimateMaker& maker) { if (resolveCommon(maker) == false) return; if (fFieldInfo == NULL) { maker.setErrorCode(SkDisplayXMLParserError::kFieldNotInTarget); return; } fReset = dur != 1; SkDisplayTypes outType = fFieldInfo->getType(); int comps = outType == SkType_String || outType == SkType_DynamicString ? 1 : fFieldInfo->getSize((const SkDisplayable*) fTarget) / sizeof(int); if (fValues.getType() == SkType_Unknown) { fValues.setType(outType); fValues.setCount(comps); if (outType == SkType_String || outType == SkType_DynamicString) fValues[0].fString = SkNEW(SkString); else memset(fValues.begin(), 0, fValues.count() * sizeof(fValues.begin()[0])); } else { SkASSERT(fValues.getType() == outType); if (fFieldInfo->fType == SkType_Array) comps = fValues.count(); else SkASSERT(fValues.count() == comps); } if (formula.size() > 0) { comps = 1; outType = SkType_MSec; } fFieldInfo->setValue(maker, &fValues, fFieldOffset, comps, this, outType, formula.size() > 0 ? formula : to); fComponents = fValues.count(); }
412
0.935184
1
0.935184
game-dev
MEDIA
0.543174
game-dev,graphics-rendering
0.960631
1
0.960631
neilmewada/CrystalEngine
1,805
Engine/Source/FusionCore/Public/Widget/FContainerWidget.h
#pragma once namespace CE { CLASS() class FUSIONCORE_API FContainerWidget : public FWidget { CE_CLASS(FContainerWidget, FWidget) public: FContainerWidget(); u32 GetChildCount() const { return children.GetSize(); } Ref<FWidget> GetChild(u32 index) const { return children[index].Lock(); } Ref<FWidget> FindChildByName(const CE::Name& name, SubClass<FWidget> widgetClass = FWidget::StaticClass()); template<class T> requires TIsBaseClassOf<FWidget, T>::Value Ref<T> FindChildByName(const CE::Name& name) { return Object::CastTo<T>(FindChildByName(name, T::StaticClass())); } void SetContextRecursively(FFusionContext* context) override; FWidget* HitTest(Vec2 localMousePos) override; bool ChildExistsRecursive(FWidget* child) override; void ApplyStyleRecursively() override; void HandleEvent(FEvent* event) override; void InsertChild(int index, FWidget* child); void RemoveChildAt(int index); void MoveChildToIndex(FWidget* child, int index); void DestroyAllChildren(); void QueueDestroyAllChildren(); void RemoveAllChildren(); protected: void OnPaint(FPainter* painter) override; void ClearStyle() override; bool TryAddChild(FWidget* child) override; bool TryRemoveChild(FWidget* child) override; void OnChildWidgetDestroyed(FWidget* child) override; protected: // - Fields - FIELD() Array<WeakRef<FWidget>> children{}; public: // - Fusion Properties - FUSION_PROPERTY(bool, ClipChildren); FUSION_PROPERTY(Color, DebugColor); FUSION_WIDGET; }; } // namespace CE #include "FContainerWidget.rtti.h"
412
0.956675
1
0.956675
game-dev
MEDIA
0.544142
game-dev,desktop-app
0.948479
1
0.948479
ForgeEssentials/ForgeEssentials
27,168
src/main/java/com/forgeessentials/core/ForgeEssentials.java
package com.forgeessentials.core; import java.io.File; import java.util.List; import java.util.Random; import java.util.regex.Matcher; import java.util.regex.Pattern; import org.apache.commons.lang3.tuple.Pair; import org.apache.logging.log4j.Level; import com.forgeessentials.api.APIRegistry; import com.forgeessentials.api.UserIdent; import com.forgeessentials.commons.BuildInfo; import com.forgeessentials.commons.events.RegisterPacketEvent; import com.forgeessentials.commons.network.NetworkUtils; import com.forgeessentials.commons.network.packets.Packet01SelectionUpdate; import com.forgeessentials.commons.network.packets.Packet03PlayerPermissions; import com.forgeessentials.commons.network.packets.Packet05Noclip; import com.forgeessentials.compat.BaublesCompat; import com.forgeessentials.compat.HelpFixer; import com.forgeessentials.compat.worldedit.WEIntegration; import com.forgeessentials.core.commands.CommandFEInfo; import com.forgeessentials.core.commands.CommandFEWorldInfo; import com.forgeessentials.core.commands.CommandFeReload; import com.forgeessentials.core.commands.CommandFeSettings; import com.forgeessentials.core.commands.CommandTest; import com.forgeessentials.core.commands.CommandUuid; import com.forgeessentials.core.commands.registration.FECommandManager; import com.forgeessentials.core.config.ConfigBase; import com.forgeessentials.core.environment.Environment; import com.forgeessentials.core.misc.BlockModListFile; import com.forgeessentials.core.misc.CommandPermissionManager; import com.forgeessentials.core.misc.Packet0HandshakeHandler; import com.forgeessentials.core.misc.RespawnHandler; import com.forgeessentials.core.misc.TaskRegistry; import com.forgeessentials.core.misc.TeleportHelper; import com.forgeessentials.core.misc.Translator; import com.forgeessentials.core.moduleLauncher.FEModule.Instance; import com.forgeessentials.core.moduleLauncher.ModuleLauncher; import com.forgeessentials.data.v2.DataManager; import com.forgeessentials.playerlogger.TestClass; import com.forgeessentials.protection.ModuleProtection; import com.forgeessentials.util.CommandUtils; import com.forgeessentials.util.CommandUtils.CommandInfo; import com.forgeessentials.util.PlayerInfo; import com.forgeessentials.util.ServerUtil; import com.forgeessentials.util.events.FEModuleEvent.FEModuleServerAboutToStartEvent; import com.forgeessentials.util.events.FEModuleEvent.FEModuleServerStartedEvent; import com.forgeessentials.util.events.FEModuleEvent.FEModuleServerStartingEvent; import com.forgeessentials.util.events.FEModuleEvent.FEModuleServerStoppedEvent; import com.forgeessentials.util.events.FEModuleEvent.FEModuleServerStoppingEvent; import com.forgeessentials.util.events.player.PlayerPositionEventFactory; import com.forgeessentials.util.output.ChatOutputHandler; import com.forgeessentials.util.output.logger.LoggingHandler; import com.forgeessentials.util.questioner.Questioner; import com.forgeessentials.util.selections.CommandDeselect; import com.forgeessentials.util.selections.CommandExpand; import com.forgeessentials.util.selections.CommandExpandY; import com.forgeessentials.util.selections.CommandPos1; import com.forgeessentials.util.selections.CommandPos2; import com.forgeessentials.util.selections.CommandWand; import com.forgeessentials.util.selections.SelectionHandler; import com.google.gson.JsonParseException; import com.mojang.brigadier.exceptions.CommandSyntaxException; import net.minecraft.entity.Entity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.entity.player.ServerPlayerEntity; import net.minecraft.util.text.StringTextComponent; import net.minecraftforge.common.ForgeConfigSpec; import net.minecraftforge.common.ForgeConfigSpec.Builder; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.CommandEvent; import net.minecraftforge.event.RegisterCommandsEvent; import net.minecraftforge.event.TickEvent; import net.minecraftforge.event.entity.player.PlayerEvent; import net.minecraftforge.eventbus.api.EventPriority; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.ExtensionPoint; import net.minecraftforge.fml.ModContainer; import net.minecraftforge.fml.ModList; import net.minecraftforge.fml.ModLoadingContext; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent; import net.minecraftforge.fml.event.lifecycle.FMLLoadCompleteEvent; import net.minecraftforge.fml.event.server.FMLServerAboutToStartEvent; import net.minecraftforge.fml.event.server.FMLServerStartedEvent; import net.minecraftforge.fml.event.server.FMLServerStartingEvent; import net.minecraftforge.fml.event.server.FMLServerStoppedEvent; import net.minecraftforge.fml.event.server.FMLServerStoppingEvent; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import net.minecraftforge.fml.loading.FMLPaths; import net.minecraftforge.fml.loading.moddiscovery.ModInfo; import net.minecraftforge.fml.network.FMLNetworkConstants; import net.minecraftforge.server.permission.DefaultPermissionLevel; /** * Main mod class */ @Mod(ForgeEssentials.MODID) @Mod.EventBusSubscriber(modid = ForgeEssentials.MODID) public class ForgeEssentials { public static final String MODID = "forgeessentials"; public static final int CURRENT_MODULE_VERSION =1; public static final String FE_DIRECTORY = "ForgeEssentials"; @Instance public static ForgeEssentials instance; public static IEventBus modMain; public static ModContainer MOD_CONTAINER; public static Random rnd = new Random(); /* ------------------------------------------------------------ */ public static final String PERM = "fe"; public static final String PERM_CORE = PERM + ".core"; public static final String PERM_INFO = PERM_CORE + ".info"; public static final String PERM_RELOAD = PERM_CORE + ".reload"; public static final String PERM_VERSIONINFO = PERM_CORE + ".versioninfo"; /* ------------------------------------------------------------ */ /* ForgeEssentials core submodules */ protected static ConfigBase configManager; protected static ModuleLauncher moduleLauncher; protected static TaskRegistry tasks; protected static PlayerPositionEventFactory factory; protected static TeleportHelper teleportHelper; protected static Questioner questioner; protected static FECommandManager commandManager; /* ------------------------------------------------------------ */ private static File feDirectory; // private static File moduleDirectory; private static File jarLocation; protected static boolean debugMode = true; protected static boolean safeMode = false; protected static boolean logCommandsToConsole; private RespawnHandler respawnHandler; private SelectionHandler selectionHandler; public static boolean isCubicChunksInstalled = false; /* ------------------------------------------------------------ */ public ForgeEssentials() { TestClass.get(); LoggingHandler.init(); LoggingHandler.felog.info("ForgeEssentialsInt"); instance = this; // Set mod as server only MOD_CONTAINER = ModLoadingContext.get().getActiveContainer(); ModLoadingContext.get().registerExtensionPoint(ExtensionPoint.DISPLAYTEST, () -> Pair.of(() -> FMLNetworkConstants.IGNORESERVERONLY, (a, b) -> true)); modMain = FMLJavaModLoadingContext.get().getModEventBus(); tasks = new TaskRegistry(); List<ModInfo> mods = ModList.get().getMods(); for (ModInfo mod : mods) { if (mod.getModId().equals("forgeessentials")) { jarLocation = mod.getOwningFile().getFile().getFilePath().toFile(); break; } } BuildInfo.getBuildInfo(jarLocation); initConfiguration(); Environment.check(); MinecraftForge.EVENT_BUS.register(this); modMain.addListener(this::preInit); modMain.addListener(this::postLoad); moduleLauncher = new ModuleLauncher(); NetworkUtils.init(); // Load submodules moduleLauncher.init(); } public void preInit(FMLCommonSetupEvent event) { LoggingHandler.felog.info("ForgeEssentials CommonSetup"); LoggingHandler.felog.info(String.format("Running ForgeEssentials %s (%s)-%s", BuildInfo.getCurrentVersion(), BuildInfo.getBuildHash(), BuildInfo.getBuildType())); // Handle submodules parents, must be called after mod loading moduleLauncher.handleModuleParents(); if (safeMode) { LoggingHandler.felog.warn("You are running FE in safe mode. Please only do so if requested to by the ForgeEssentials team."); } ForgeEssentials.getConfigManager().bakeAllRegisteredConfigs(false); // Set up logger level toggleDebug(); // Register core submodules factory = new PlayerPositionEventFactory(); teleportHelper = new TeleportHelper(); questioner = new Questioner(); respawnHandler = new RespawnHandler(); selectionHandler = new SelectionHandler(); // MinecraftForge.EVENT_BUS.register(new CompatReiMinimap()); if(ModuleLauncher.getModuleList().contains(WEIntegration.weModule)) { WEIntegration.instance.postLoad(); } } public void postLoad(FMLLoadCompleteEvent e) { LoggingHandler.felog.info("ForgeEssentials LoadCompleteEvent"); commandManager = new FECommandManager(); isCubicChunksInstalled = ModList.get().isLoaded("cubicchunks"); } /* ------------------------------------------------------------ */ private void initConfiguration() { feDirectory = new File(FMLPaths.GAMEDIR.get().toFile(), FE_DIRECTORY); feDirectory.mkdirs(); configManager = new ConfigBase(); ConfigBase.getModuleConfig().loadModuleConfig(); ConfigBase.getModuleConfig().saveConfig(); configManager.registerSpecs(new FEConfig()); } private void toggleDebug() { if (isDebug()) LoggingHandler.setLevel(Level.DEBUG); else LoggingHandler.setLevel(Level.INFO); } private void registerNetworkMessages() { LoggingHandler.felog.info("ForgeEssentials registering network Packets"); // Load network packages NetworkUtils.registerClientToServer(0, Packet0HandshakeHandler.class, Packet0HandshakeHandler::encode, Packet0HandshakeHandler::decode, Packet0HandshakeHandler::handler); NetworkUtils.registerServerToClient(1, Packet01SelectionUpdate.class, Packet01SelectionUpdate::encode, Packet01SelectionUpdate::decode, Packet01SelectionUpdate::handler); // NetworkUtils.registerServerToClient(2, Packet2Reach.class, Packet2Reach::decode); old times NetworkUtils.registerServerToClient(3, Packet03PlayerPermissions.class, Packet03PlayerPermissions::encode, Packet03PlayerPermissions::decode, Packet03PlayerPermissions::handler); // NetworkUtils.registerServerToClient(2, Packet4Economy.class, Packet4Economy::decode); old times NetworkUtils.registerServerToClient(5, Packet05Noclip.class, Packet05Noclip::encode, Packet05Noclip::decode, Packet05Noclip::handler); // Packet6AuthLogin is registered in the Auth Module // Packet7Remote is registered in the Remote Module MinecraftForge.EVENT_BUS.post(new RegisterPacketEvent()); // Packet8AuthReply is registered in the Remote Module // Packet9AuthRequest is registered in the Remote Module } /* ------------------------------------------------------------ */ @SubscribeEvent public void registerCommandEvent(final RegisterCommandsEvent event) { LoggingHandler.felog.debug("ForgeEssentials Register Commands Event"); FECommandManager.registerCommand(new CommandFEInfo(true), event.getDispatcher()); FECommandManager.registerCommand(new CommandFeReload(true), event.getDispatcher()); CommandFeSettings settings = new CommandFeSettings(true); FECommandManager.registerCommand(settings, event.getDispatcher()); MinecraftForge.EVENT_BUS.register(settings); FECommandManager.registerCommand(new CommandTest(true), event.getDispatcher()); FECommandManager.registerCommand(new CommandWand(true), event.getDispatcher()); FECommandManager.registerCommand(new CommandUuid(true), event.getDispatcher()); FECommandManager.registerCommand(new CommandFEWorldInfo(true), event.getDispatcher()); if (!ModuleLauncher.getModuleList().contains(WEIntegration.weModule)) { FECommandManager.registerCommand(new CommandPos1(true), event.getDispatcher()); FECommandManager.registerCommand(new CommandPos2(true), event.getDispatcher()); FECommandManager.registerCommand(new CommandDeselect(true), event.getDispatcher()); FECommandManager.registerCommand(new CommandExpand(true), event.getDispatcher()); FECommandManager.registerCommand(new CommandExpandY(true), event.getDispatcher()); } } @SubscribeEvent public void serverPreInit(FMLServerAboutToStartEvent e) { BuildInfo.startVersionChecks(MODID); LoggingHandler.felog.info("Registered " + FECommandManager.getTotalCommandNumber() + " commands"); LoggingHandler.felog.info("ForgeEssentials ServerAboutToStart"); //Register Server-Client Packets registerNetworkMessages(); // Initialize data manager once server begins to start DataManager.setInstance(new DataManager(new File(ServerUtil.getWorldPath(), "FEData/json"))); //Load ConfigurableCommands after DataManager is created FECommandManager.loadConfigurableCommand(); MinecraftForge.EVENT_BUS.post(new FEModuleServerAboutToStartEvent(e)); new BaublesCompat(); } @SubscribeEvent public void serverStarting(FMLServerStartingEvent e) { LoggingHandler.felog.info("ForgeEssentials ServerStarting"); BlockModListFile.makeModList(); BlockModListFile.dumpFMLRegistries(); // TODO REIMPLEMENT // ForgeChunkManager.setForcedChunkLoadingCallback(ForgeEssentials.MODID, new FEChunkLoader()); registerPermissions(); FECommandManager.aliaseManager.saveData(); MinecraftForge.EVENT_BUS.post(new FEModuleServerStartingEvent(e)); if(BuildInfo.isOutdated()) { LoggingHandler.felog.warn("-------------------------------------------------------------------------------------"); LoggingHandler.felog.warn(Translator.format("WARNING! Using ForgeEssentials build #%s, latest build is #%s",BuildInfo.getCurrentVersion(), BuildInfo.getLatestVersion())); LoggingHandler.felog.warn("We highly recommend updating asap to get the latest security and bug fixes"); LoggingHandler.felog.warn("-------------------------------------------------------------------------------------"); } } @SubscribeEvent public void serverStarted(FMLServerStartedEvent e) { LoggingHandler.felog.info("ForgeEssentials ServerStarted"); MinecraftForge.EVENT_BUS.post(new FEModuleServerStartedEvent(e)); // Do permission registration in first server tick. MinecraftForge.EVENT_BUS.register(new CommandPermissionRegistrationHandler()); } public static final class CommandPermissionRegistrationHandler { @SubscribeEvent public void serverTickEvent(TickEvent.ServerTickEvent event) { CommandPermissionManager.registerCommandPermissions(); MinecraftForge.EVENT_BUS.unregister(this); } } @SubscribeEvent public void serverStopping(FMLServerStoppingEvent e) { LoggingHandler.felog.info("ForgeEssentials ServerStopping"); MinecraftForge.EVENT_BUS.post(new FEModuleServerStoppingEvent(e)); PlayerInfo.discardAll(); } @SubscribeEvent public void serverStopped(FMLServerStoppedEvent e) { LoggingHandler.felog.info("ForgeEssentials ServerStopped"); try { MinecraftForge.EVENT_BUS.post(new FEModuleServerStoppedEvent(e)); FECommandManager.clearRegisteredCommands(); Translator.save(); ConfigBase.getModuleConfig().saveConfig(); } catch (RuntimeException ex) { LoggingHandler.felog.fatal("Caught Runtime Exception During Server Stop event! Suppressing Fire!", ex); } } protected void registerPermissions() { APIRegistry.perms.registerPermission(PERM_VERSIONINFO, DefaultPermissionLevel.OP, "Shows notification to the player if FE version is outdated"); CommandPermissionManager.registerCommandPermission("help", DefaultPermissionLevel.ALL); CommandPermissionManager.registerCommandPermission("config", DefaultPermissionLevel.OP); CommandPermissionManager.registerCommandPermission("forge", DefaultPermissionLevel.OP); CommandPermissionManager.registerCommandPermission("trigger", DefaultPermissionLevel.OP); // Teleport APIRegistry.perms.registerPermissionProperty(TeleportHelper.TELEPORT_COOLDOWN, "5", "Allow bypassing teleport cooldown"); APIRegistry.perms.registerPermissionProperty(TeleportHelper.TELEPORT_WARMUP, "3", "Allow bypassing teleport warmup"); APIRegistry.perms.registerPermissionPropertyOp(TeleportHelper.TELEPORT_COOLDOWN, "0"); APIRegistry.perms.registerPermissionPropertyOp(TeleportHelper.TELEPORT_WARMUP, "0"); APIRegistry.perms.registerPermission(TeleportHelper.TELEPORT_CROSSDIM_FROM, DefaultPermissionLevel.ALL, "Allow teleporting cross-dimensionally from a dimension"); APIRegistry.perms.registerPermission(TeleportHelper.TELEPORT_CROSSDIM_TO, DefaultPermissionLevel.ALL, "Allow teleporting cross-dimensionally to a dimension"); APIRegistry.perms.registerPermission(TeleportHelper.TELEPORT_CROSSDIM_PORTALFROM, DefaultPermissionLevel.ALL, "Allow teleporting cross-dimensionally from a dimension via a portal"); APIRegistry.perms.registerPermission(TeleportHelper.TELEPORT_CROSSDIM_PORTALTO, DefaultPermissionLevel.ALL, "Allow teleporting cross-dimensionally to a dimension via a portal (target coordinates are origin for vanilla portals)"); APIRegistry.perms.registerPermission(TeleportHelper.TELEPORT_FROM, DefaultPermissionLevel.ALL, "Allow being teleported from a certain location / dimension"); APIRegistry.perms.registerPermission(TeleportHelper.TELEPORT_TO, DefaultPermissionLevel.ALL, "Allow being teleported to a certain location / dimension"); APIRegistry.perms.registerPermission(TeleportHelper.TELEPORT_PORTALFROM, DefaultPermissionLevel.ALL, "Allow being teleported from a certain location / dimension via a portal"); APIRegistry.perms.registerPermission(TeleportHelper.TELEPORT_PORTALTO, DefaultPermissionLevel.ALL, "Allow being teleported to a certain location / dimension via a portal"); APIRegistry.perms.registerPermission(ModuleProtection.COMMANDBLOCK_PERM, DefaultPermissionLevel.OP, "Lowest node for restricting access to CommandBlocks"); CommandFeSettings.addSetting("Teleport", "warmup", TeleportHelper.TELEPORT_WARMUP); CommandFeSettings.addSetting("Teleport", "cooldown", TeleportHelper.TELEPORT_COOLDOWN); } /* ------------------------------------------------------------ */ @SubscribeEvent(priority = EventPriority.HIGHEST) public void playerLoggedInEvent(PlayerEvent.PlayerLoggedInEvent event) { if (event.getEntity() instanceof PlayerEntity) { ServerPlayerEntity player = (ServerPlayerEntity) event.getPlayer(); UserIdent.login(player); PlayerInfo.login(player.getGameProfile().getId()); try { PlayerInfo.login(player.getGameProfile().getId()); } catch (JsonParseException e) { player.connection.disconnect(new StringTextComponent( "Unable to Parse PlayerInfo file, please contact your admin for assistance and ask them to check the log!")); LoggingHandler.felog.fatal( "Unable to Parse PlayerInfo file! If this is date related, please check S:format_gson_compat in your main.cfg file!", e); } if (FEConfig.checkSpacesInNames) { Pattern pattern = Pattern.compile("\\s"); Matcher matcher = pattern.matcher(player.getGameProfile().getName()); if (matcher.find()) { String msg = Translator.format("Invalid name \"%s\" containing spaces. Please change your name!", event.getPlayer().getDisplayName().getString()); Entity entity = event.getEntity(); if (!(entity instanceof ServerPlayerEntity)) { return; } ServerPlayerEntity serverplayer = (ServerPlayerEntity) entity; serverplayer.connection.disconnect(new StringTextComponent(msg)); } } // Show version notification if (BuildInfo.isOutdated() && UserIdent.get(player).checkPermission(PERM_VERSIONINFO)) ChatOutputHandler.chatWarning(player, Translator.format( "ForgeEssentials server build #%s is outdated. The current build is #%s. Consider updating to get latest security and bug fixes.", BuildInfo.getCurrentVersion(), BuildInfo.getLatestVersion())); } } @SubscribeEvent(priority = EventPriority.LOWEST) public void playerLoggedOutEvent(PlayerEvent.PlayerLoggedOutEvent event) { if (event.getEntity() instanceof PlayerEntity) { PlayerInfo.logout(event.getPlayer().getGameProfile().getId()); UserIdent.logout((PlayerEntity) event.getPlayer()); } } @SubscribeEvent public void playerRespawnEvent(PlayerEvent.PlayerRespawnEvent event) { if (event.getEntity() instanceof PlayerEntity) { UserIdent.get((PlayerEntity) event.getPlayer()); } } /* ------------------------------------------------------------ */ @SubscribeEvent(priority = EventPriority.HIGHEST) public void commandEvent(CommandEvent event) throws CommandSyntaxException { if (event.getParseResults().getContext().getNodes().isEmpty()) return; boolean perm = false; CommandInfo info = CommandUtils.getCommandInfo(event); if (info.getSource().getEntity() instanceof ServerPlayerEntity) { perm = checkPerms("command." + info.getPermissionNode(), CommandUtils.getServerPlayer(info.getSource())); } else { perm = true; } if (logCommandsToConsole) { LoggingHandler.felog .info(String.format("Player \"%s\" %s command \"%s %s\"", info.getSource().getTextName(), perm ? "used" : "tried to use", info.getCommandName(), info.getActualArgsString())); } if (!perm) { event.setCanceled(true); info.getSource().sendFailure(new StringTextComponent("You dont have permission to use this command!")); } } public boolean checkPerms(String commandPermissionNode, ServerPlayerEntity sender) { //LoggingHandler.felog.debug("Checking command perm: " + commandPermissionNode); return APIRegistry.perms.checkUserPermission(UserIdent.get(sender), commandPermissionNode); } /* ------------------------------------------------------------ */ static ForgeConfigSpec.BooleanValue FEcheckVersion; static ForgeConfigSpec.BooleanValue FEdebugMode; static ForgeConfigSpec.BooleanValue FEsafeMode; static ForgeConfigSpec.BooleanValue FEhideWorldEditCommands; static ForgeConfigSpec.BooleanValue FElogCommandsToConsole; public static Builder load(Builder BUILDER, boolean isReload) { FEcheckVersion = BUILDER.comment("Check for newer versions of ForgeEssentials on load?").define("versionCheck", true); // configManager.setUseCanonicalConfig(SERVER_BUILDER.comment("For modules that // support it, place their configs in this file.").define("canonicalConfigs", // false).get()); FEdebugMode = BUILDER.comment("Activates developer debug mode. Spams your FML logs.").define("debug", false); FEsafeMode = BUILDER .comment("Activates safe mode with will ignore some errors which would normally crash the game." + "Please only enable this after being instructed to do so by FE team in response to an issue on GitHub!") .define("safeMode", false); FEhideWorldEditCommands = BUILDER .comment("Hide WorldEdit commands from /help and only show them in //help command") .define("hide_worldedit_help", true); FElogCommandsToConsole = BUILDER.comment("Log commands to console").define("logCommands", false); return BUILDER; } public static void bakeConfig(boolean reload) { if (reload) Translator.translations.clear(); Translator.load(); BuildInfo.needCheckVersion = FEcheckVersion.get(); // configManager.setUseCanonicalConfig(SERVER_BUILDER.comment("For modules that // support it, place their configs in this file.").define("canonicalConfigs", // false).get()); debugMode = FEdebugMode.get(); safeMode = FEsafeMode.get(); HelpFixer.hideWorldEditCommands = FEhideWorldEditCommands.get(); logCommandsToConsole = FElogCommandsToConsole.get(); } /* ------------------------------------------------------------ */ public static ConfigBase getConfigManager() { return configManager; } public static File getFEDirectory() { return feDirectory; } public static boolean isDebug() { return debugMode; } public static boolean isSafeMode() { return safeMode; } public static File getJarLocation() { return jarLocation; } public RespawnHandler getRespawnHandler() { return respawnHandler; } public SelectionHandler getSelectionHandler() { return selectionHandler; } }
412
0.979479
1
0.979479
game-dev
MEDIA
0.978526
game-dev
0.873842
1
0.873842
chaoticgd/wrench
29,402
src/assetmgr/asset_codegen.cpp
/* wrench - A set of modding tools for the Ratchet & Clank PS2 games. Copyright (C) 2022 chaoticgd 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 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 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 <https://www.gnu.org/licenses/>. */ #include <string> #include <vector> #undef NDEBUG #include <assert.h> #include <stdarg.h> #include <string.h> #include <platform/fileio.h> #include <wtf/wtf.h> #define INTEGER_ATTRIB "IntegerAttribute" #define FLOAT_ATTRIB "FloatAttribute" #define BOOLEAN_ATTRIB "BooleanAttribute" #define STRING_ATTRIB "StringAttribute" #define ARRAY_ATTRIB "ArrayAttribute" #define VECTOR3_ATTRIB "Vector3Attribute" #define COLOUR_ATTRIB "ColourAttribute" #define ASSET_LINK_ATTRIB "AssetLinkAttribute" #define FILE_REFERENCE_ATTRIB "FileReferenceAttribute" static void generate_asset_type(const WtfNode* asset_type, int id); static void generate_create_asset_function(const WtfNode* root); static void generate_asset_string_to_type_function(const WtfNode* root); static void generate_asset_type_to_string_function(const WtfNode* root); static void generate_dispatch_table_from_asset_type_function(const WtfNode* root); static void generate_asset_implementation(const WtfNode* asset_type); static void generate_read_function(const WtfNode* asset_type); static void generate_read_attribute_code(const WtfNode* node, const char* result, const char* attrib, int depth); static void generate_attribute_type_check_code(const std::string& attribute, const char* expected, const char* name, int ind); static void generate_write_function(const WtfNode* asset_type); static void generate_asset_write_code(const WtfNode* node, const char* expr, int depth); static void generate_attribute_getter_and_setter_functions(const WtfNode* asset_type); static void generate_attribute_getter_code(const WtfNode* attribute, int depth); static void generate_attribute_setter_code(const WtfNode* attribute, int depth); static void generate_child_functions(const WtfNode* asset_type); static std::string node_to_cpp_type(const WtfNode* node); static void indent(int ind); static void out(const char* format, ...); static FILE* out_file = NULL; static WrenchFileHandle* out_handle = NULL; int main(int argc, char** argv) { assert(argc == 2 || argc == 3); WrenchFileHandle* file = file_open(argv[1], WRENCH_FILE_MODE_READ); if (!file) { fprintf(stderr, "Failed to open input file.\n"); return 1; } std::vector<char> bytes; char c; while (file_read(&c, 1, file) == 1) { bytes.emplace_back(c); } bytes.push_back(0); file_close(file); if (argc == 3) { out_handle = file_open(argv[2], WRENCH_FILE_MODE_WRITE); } else { out_file = stdout; } char* error = NULL; WtfNode* root = wtf_parse((char*) bytes.data(), &error); if (error) { fprintf(stderr, "Failed to parse asset schema. %s\n", error); return 1; } const WtfAttribute* format_version = wtf_attribute(root, "format_version"); assert(format_version && format_version->type == WTF_NUMBER); out("// Generated from %s. Do not edit.\n\n", argv[1]); out("// *****************************************************************************\n"); out("// Header\n"); out("// *****************************************************************************\n\n"); out("#ifdef GENERATED_ASSET_HEADER\n\n"); out("#define ASSET_FORMAT_VERSION %d\n\n", format_version->number.i); for (const WtfNode* node = wtf_first_child(root, "AssetType"); node != NULL; node = wtf_next_sibling(node, "AssetType")) { out("class %sAsset;\n", node->tag); } out("std::unique_ptr<Asset> create_asset(AssetType type, AssetFile& file, Asset* parent, std::string tag);\n"); out("AssetType asset_string_to_type(const char* type_name);\n"); out("const char* asset_type_to_string(AssetType type);\n"); out("AssetDispatchTable* dispatch_table_from_asset_type(AssetType type);\n"); int id = 0; for (const WtfNode* node = wtf_first_child(root, "AssetType"); node != NULL; node = wtf_next_sibling(node, "AssetType")) { generate_asset_type(node, id++); } out("#endif\n\n"); out("// *****************************************************************************\n"); out("// Implementation\n"); out("// *****************************************************************************\n\n"); out("#ifdef GENERATED_ASSET_IMPLEMENTATION\n"); generate_create_asset_function(root); generate_asset_string_to_type_function(root); generate_asset_type_to_string_function(root); generate_dispatch_table_from_asset_type_function(root); const WtfNode* first_asset_type = wtf_first_child(root, "AssetType"); for (const WtfNode* node = first_asset_type; node != NULL; node = wtf_next_sibling(node, "AssetType")) { if (node != first_asset_type) { out("\n"); out("// *****************************************************************************\n"); } generate_asset_implementation(node); } out("#endif\n"); wtf_free(root); if (out_handle != NULL) { file_close(out_handle); } } static void generate_asset_type(const WtfNode* asset_type, int id) { out("class %sAsset : public Asset {\n", asset_type->tag); int attribute_count = 0; for (WtfNode* node = asset_type->first_child; node != NULL; node = node->next_sibling) { std::string cpp_type = node_to_cpp_type(node); if (!cpp_type.empty()) { if (attribute_count == 0) { out("\tenum {\n"); } out("\t\tATTRIB_%s = (1 << %d),\n", node->tag, attribute_count); attribute_count++; } } if (attribute_count > 0) { out("\t};\n"); } // We use a bitfield to store whether each attribute exists instead of // something like std::optional to save memory. If you need this to be // higher turn the m_attrib_exists in the Asset class into a u64. assert(attribute_count <= 32); for (WtfNode* node = asset_type->first_child; node != NULL; node = node->next_sibling) { std::string cpp_type = node_to_cpp_type(node); if (!cpp_type.empty()) { out("\t%s m_attribute_%s;\n", cpp_type.c_str(), node->tag); attribute_count++; } } out("\n"); out("public:\n"); out("\t%sAsset(AssetFile& file, Asset* parent, std::string tag);\n", asset_type->tag); out("\t\n"); out("\tvoid for_each_attribute(AssetVisitorCallback callback) override {}\n"); out("\tvoid for_each_attribute(ConstAssetVisitorCallback callback) const override {}\n"); out("\tvoid read_attributes(const WtfNode* node) override;\n"); out("\tvoid write_attributes(WtfWriter* ctx) const override;\n"); out("\tvoid validate_attributes() const override {}\n"); out("\t\n"); out("\tstatic AssetDispatchTable funcs;\n"); bool first = true; for (WtfNode* node = asset_type->first_child; node != NULL; node = node->next_sibling) { std::string getter_name = node->tag; assert(getter_name.size() >= 1); if (getter_name[0] >= '0' && getter_name[0] <= '9') { getter_name = '_' + getter_name; } std::string cpp_type = node_to_cpp_type(node); if (!cpp_type.empty()) { if (first) { out("\t\n"); first = false; } out("\t\n"); out("\tbool has_%s() const;\n", getter_name.c_str()); out("\t%s %s() const;\n", cpp_type.c_str(), getter_name.c_str()); out("\t%s %s(%s def) const;\n", cpp_type.c_str(), getter_name.c_str(), cpp_type.c_str()); out("\tvoid set_%s(%s src_0);\n", node->tag, cpp_type.c_str()); } if (strcmp(node->type_name, "Child") == 0) { if (first) { out("\t\n"); first = false; } const WtfAttribute* allowed_types = wtf_attribute(node, "allowed_types"); assert(allowed_types); assert(allowed_types->type == WTF_ARRAY); assert(allowed_types->first_array_element); assert(allowed_types->first_array_element->type == WTF_STRING); const char* child_type = allowed_types->first_array_element->string.begin; if (allowed_types->first_array_element->next) { out("\ttemplate <typename ChildType>\n"); } else { out("\ttemplate <typename ChildType = %sAsset>\n", child_type); } out("\tChildType& %s(AssetAccessorMode mode = DO_NOT_SWITCH_FILES)\n", getter_name.c_str()); out("\t{\n"); out("\t\tif (mode == SWITCH_FILES) {\n"); out("\t\t\treturn foreign_child<ChildType>(\"%s/%s\", false, \"%s\");\n", node->tag, node->tag, node->tag); out("\t\t} else {\n"); out("\t\t\treturn child<ChildType>(\"%s\");\n", node->tag); out("\t\t}\n"); out("\t}\n"); if (allowed_types->first_array_element->next) { out("\ttemplate <typename ChildType>\n"); } else { out("\ttemplate <typename ChildType = %sAsset>\n", child_type); } out("\tChildType& %s(std::string path) { return foreign_child<ChildType>(path, false, \"%s\"); }\n", getter_name.c_str(), node->tag); out("\tbool has_%s() const;\n", node->tag); if (allowed_types->first_array_element->next) { out("\tAsset& get_%s();\n", node->tag); out("\tconst Asset& get_%s() const;\n", node->tag); } else { out("\t%sAsset& get_%s();\n", child_type, node->tag); out("\tconst %sAsset& get_%s() const;\n", child_type, node->tag); } } } out("\t\n"); out("\tstatic const constexpr AssetType ASSET_TYPE = AssetType{%d};\n", id); out("};\n\n"); } static void generate_create_asset_function(const WtfNode* root) { out("std::unique_ptr<Asset> create_asset(AssetType type, AssetFile& file, Asset* parent, std::string tag) {\n"); out("\tswitch (type.id) {\n"); for (const WtfNode* node = wtf_first_child(root, "AssetType"); node != NULL; node = wtf_next_sibling(node, "AssetType")) { out("\t\tcase %sAsset::ASSET_TYPE.id: return std::make_unique<%sAsset>(file, parent, std::move(tag));\n", node->tag, node->tag); } out("\t}\n"); out("\treturn nullptr;\n"); out("}\n\n"); } static void generate_asset_string_to_type_function(const WtfNode* root) { out("AssetType asset_string_to_type(const char* type_name)\n"); out("{\n"); int id = 0; for (const WtfNode* node = wtf_first_child(root, "AssetType"); node != NULL; node = wtf_next_sibling(node, "AssetType")) { out("\tif (strcmp(type_name, \"%s\") == 0) return AssetType{%d};\n", node->tag, id++); } out("\treturn NULL_ASSET_TYPE;\n"); out("}\n\n"); } static void generate_asset_type_to_string_function(const WtfNode* root) { out("const char* asset_type_to_string(AssetType type)\n"); out("{\n"); out("\tswitch (type.id) {\n"); for (const WtfNode* node = wtf_first_child(root, "AssetType"); node != NULL; node = wtf_next_sibling(node, "AssetType")) { out("\t\tcase %sAsset::ASSET_TYPE.id: return \"%s\";\n", node->tag, node->tag); } out("\t}\n"); out("\treturn nullptr;\n"); out("}\n\n"); } static void generate_dispatch_table_from_asset_type_function(const WtfNode* root) { out("AssetDispatchTable* dispatch_table_from_asset_type(AssetType type)\n"); out("{\n"); out("\tswitch (type.id) {\n"); for (const WtfNode* node = wtf_first_child(root, "AssetType"); node != NULL; node = wtf_next_sibling(node, "AssetType")) { out("\t\tcase %sAsset::ASSET_TYPE.id: return &%sAsset::funcs;\n", node->tag, node->tag); } out("\t}\n"); out("\treturn nullptr;\n"); out("}\n\n"); } static void generate_asset_implementation(const WtfNode* asset_type) { out("\n"); out("%sAsset::%sAsset(AssetFile& file, Asset* parent, std::string tag)\n", asset_type->tag, asset_type->tag); out("\t: Asset(file, parent, ASSET_TYPE, std::move(tag), funcs)\n"); out("{\n"); const WtfAttribute* wad = wtf_attribute(asset_type, "wad"); if (wad && wad->type == WTF_BOOLEAN && wad->boolean) { out("\tflags |= ASSET_IS_WAD;\n"); } const WtfAttribute* level_wad = wtf_attribute(asset_type, "level_wad"); if (level_wad && level_wad->type == WTF_BOOLEAN && level_wad->boolean) { out("\tflags |= ASSET_IS_LEVEL_WAD;\n"); } const WtfAttribute* bin_leaf = wtf_attribute(asset_type, "bin_leaf"); if (bin_leaf && bin_leaf->type == WTF_BOOLEAN && bin_leaf->boolean) { out("\tflags |= ASSET_IS_BIN_LEAF;\n"); } const WtfAttribute* flattenable = wtf_attribute(asset_type, "flattenable"); if (flattenable && flattenable->type == WTF_BOOLEAN && flattenable->boolean) { out("\tflags |= ASSET_IS_FLATTENABLE;\n"); } out("}\n\n"); generate_read_function(asset_type); generate_write_function(asset_type); out("AssetDispatchTable %sAsset::funcs;\n", asset_type->tag); generate_attribute_getter_and_setter_functions(asset_type); generate_child_functions(asset_type); } static void generate_read_function(const WtfNode* asset_type) { bool first = true; out("void %sAsset::read_attributes(const WtfNode* node)\n", asset_type->tag); out("{\n"); for (WtfNode* node = asset_type->first_child; node != NULL; node = node->next_sibling) { std::string type = node_to_cpp_type(node); if (!type.empty()) { if (!first) { out("\t\n"); } else { first = false; } std::string result = std::string("m_attribute_") + node->tag; std::string attrib = std::string("attribute_") + node->tag; out("\tconst WtfAttribute* %s = wtf_attribute(node, \"%s\");\n", attrib.c_str(), node->tag); out("\tif (%s) {\n", attrib.c_str()); generate_read_attribute_code(node, result.c_str(), attrib.c_str(), 0); out("\t\tm_attrib_exists |= ATTRIB_%s;\n", node->tag); out("\t}\n"); } } out("}\n\n"); } static void generate_read_attribute_code(const WtfNode* node, const char* result, const char* attrib, int depth) { int ind = depth + 2; if (strcmp(node->type_name, INTEGER_ATTRIB) == 0) { generate_attribute_type_check_code(attrib, "WTF_NUMBER", node->tag, ind); indent(ind); out("%s = %s->number.i;\n", result, attrib); } if (strcmp(node->type_name, FLOAT_ATTRIB) == 0) { generate_attribute_type_check_code(attrib, "WTF_NUMBER", node->tag, ind); indent(ind); out("%s = %s->number.f;\n", result, attrib); } if (strcmp(node->type_name, BOOLEAN_ATTRIB) == 0) { generate_attribute_type_check_code(attrib, "WTF_BOOLEAN", node->tag, ind); indent(ind); out("%s = %s->boolean;\n", result, attrib); } if (strcmp(node->type_name, STRING_ATTRIB) == 0) { generate_attribute_type_check_code(attrib, "WTF_STRING", node->tag, ind); indent(ind); out("%s = std::string(%s->string.begin, (size_t) (%s->string.end - %s->string.begin));\n", result, attrib, attrib, attrib); } if (strcmp(node->type_name, ARRAY_ATTRIB) == 0) { generate_attribute_type_check_code(attrib, "WTF_ARRAY", node->tag, ind); const WtfNode* element = wtf_child(node, NULL, "element"); assert(element); std::string element_type = node_to_cpp_type(element); std::string element_result = std::string("temp_") + std::to_string(depth); std::string element_attrib = "element_" + std::to_string(depth); indent(ind); out("for (const WtfAttribute* %s = %s->first_array_element; %s != NULL; %s = %s->next) {\n", element_attrib.c_str(), attrib, element_attrib.c_str(), element_attrib.c_str(), element_attrib.c_str()); indent(ind); out("\t%s %s;\n", element_type.c_str(), element_result.c_str()); generate_read_attribute_code(element, element_result.c_str(), element_attrib.c_str(), depth + 1); indent(ind); out("\t%s.emplace_back(std::move(%s));\n", result, element_result.c_str()); indent(ind); out("}\n"); } if (strcmp(node->type_name, VECTOR3_ATTRIB) == 0) { generate_attribute_type_check_code(attrib, "WTF_ARRAY", node->tag, ind); indent(ind); out("WtfAttribute* x_elem = %s->first_array_element;\n", attrib); indent(ind); out("WtfAttribute* y_elem = x_elem ? x_elem->next : nullptr;\n"); indent(ind); out("WtfAttribute* z_elem = y_elem ? y_elem->next : nullptr;\n"); indent(ind); out("verify(z_elem, \"A Vector3 attribute does not have 3 elements.\");\n"); indent(ind); out("verify(x_elem->type == WTF_NUMBER, \"A Vector3 attribute has elements that aren't numbers.\");\n"); indent(ind); out("verify(y_elem->type == WTF_NUMBER, \"A Vector3 attribute has elements that aren't numbers.\");\n"); indent(ind); out("verify(z_elem->type == WTF_NUMBER, \"A Vector3 attribute has elements that aren't numbers.\");\n"); indent(ind); out("%s = glm::vec3(x_elem->number.f, y_elem->number.f, z_elem->number.f);\n", result); } if (strcmp(node->type_name, COLOUR_ATTRIB) == 0) { generate_attribute_type_check_code(attrib, "WTF_ARRAY", node->tag, ind); indent(ind); out("WtfAttribute* r_elem = %s->first_array_element;\n", attrib); indent(ind); out("WtfAttribute* g_elem = r_elem ? r_elem->next : nullptr;\n"); indent(ind); out("WtfAttribute* b_elem = g_elem ? g_elem->next : nullptr;\n"); indent(ind); out("WtfAttribute* a_elem = b_elem ? b_elem->next : nullptr;\n"); indent(ind); out("verify(a_elem, \"A Colour attribute does not have 4 elements.\");\n"); indent(ind); out("verify(r_elem->type == WTF_NUMBER, \"A Colour attribute has elements that aren't numbers.\");\n"); indent(ind); out("verify(g_elem->type == WTF_NUMBER, \"A Colour attribute has elements that aren't numbers.\");\n"); indent(ind); out("verify(b_elem->type == WTF_NUMBER, \"A Colour attribute has elements that aren't numbers.\");\n"); indent(ind); out("verify(a_elem->type == WTF_NUMBER, \"A Colour attribute has elements that aren't numbers.\");\n"); indent(ind); out("%s = glm::vec4(r_elem->number.f, g_elem->number.f, b_elem->number.f, a_elem->number.f);\n", result); } if (strcmp(node->type_name, ASSET_LINK_ATTRIB) == 0) { generate_attribute_type_check_code(attrib, "WTF_STRING", node->tag, ind); indent(ind); out("%s = AssetLink();\n", result); indent(ind); out("%s.set(%s->string.begin);\n", result, attrib); } if (strcmp(node->type_name, FILE_REFERENCE_ATTRIB) == 0) { generate_attribute_type_check_code(attrib, "WTF_STRING", node->tag, ind); indent(ind); out("%s = FileReference(file(), %s->string.begin);\n", result, attrib); } } static void generate_attribute_type_check_code(const std::string& attribute, const char* expected, const char* name, int ind) { indent(ind); out("verify(%s->type == %s, \"Asset attribute '%s' has invalid type.\");\n", attribute.c_str(), expected, name); } static void generate_write_function(const WtfNode* asset_type) { out("void %sAsset::write_attributes(WtfWriter* ctx) const\n", asset_type->tag); out("{\n"); for (WtfNode* node = asset_type->first_child; node != NULL; node = node->next_sibling) { std::string cpp_type = node_to_cpp_type(node); if (!cpp_type.empty()) { out("\tif (m_attrib_exists & ATTRIB_%s) {\n", node->tag); out("\t\twtf_begin_attribute(ctx, \"%s\");\n", node->tag); std::string expr = std::string("m_attribute_") + node->tag; generate_asset_write_code(node, expr.c_str(), 0); out("\t\twtf_end_attribute(ctx);\n"); out("\t}\n"); } } out("}\n\n"); } static void generate_asset_write_code(const WtfNode* node, const char* expr, int depth) { int ind = depth + 2; if (strcmp(node->type_name, INTEGER_ATTRIB) == 0) { indent(ind); out("wtf_write_integer(ctx, %s);\n", expr); } if (strcmp(node->type_name, FLOAT_ATTRIB) == 0) { indent(ind); out("wtf_write_float(ctx, %s);\n", expr); } if (strcmp(node->type_name, BOOLEAN_ATTRIB) == 0) { indent(ind); out("wtf_write_boolean(ctx, %s);\n", expr); } if (strcmp(node->type_name, STRING_ATTRIB) == 0) { indent(ind); out("wtf_write_string(ctx, %s.c_str(), %s.c_str() + %s.size());\n", expr, expr, expr); } if (strcmp(node->type_name, ARRAY_ATTRIB) == 0) { const WtfNode* element = wtf_child(node, NULL, "element"); assert(element); std::string element_expr = "element_" + std::to_string(depth); indent(ind); out("wtf_begin_array(ctx);\n"); indent(ind); out("for (const auto& %s : %s) {\n", element_expr.c_str(), expr); generate_asset_write_code(element, element_expr.c_str(), depth + 1); indent(ind); out("}\n"); indent(ind); out("wtf_end_array(ctx);\n"); } if (strcmp(node->type_name, VECTOR3_ATTRIB) == 0) { indent(ind); out("float floats[3] = {%s.x, %s.y, %s.z};\n", expr, expr, expr); indent(ind); out("wtf_write_floats(ctx, ARRAY_PAIR(floats));\n"); } if (strcmp(node->type_name, COLOUR_ATTRIB) == 0) { indent(ind); out("float floats[4] = {%s.x, %s.y, %s.z, %s.w};\n", expr, expr, expr, expr); indent(ind); out("wtf_write_floats(ctx, ARRAY_PAIR(floats));\n"); } if (strcmp(node->type_name, ASSET_LINK_ATTRIB) == 0) { indent(ind); out("wtf_write_string(ctx, %s.to_string().c_str());\n", expr); } if (strcmp(node->type_name, FILE_REFERENCE_ATTRIB) == 0) { indent(ind); out("std::string path_%d = %s.path.string();\n", depth, expr); indent(ind); out("wtf_write_string(ctx, path_%d.c_str());\n", depth); } } static void generate_attribute_getter_and_setter_functions(const WtfNode* asset_type) { for (WtfNode* node = asset_type->first_child; node != NULL; node = node->next_sibling) { std::string cpp_type = node_to_cpp_type(node); if (!cpp_type.empty()) { std::string getter_name = node->tag; assert(getter_name.size() >= 1); if (getter_name[0] >= '0' && getter_name[0] <= '9') { getter_name = '_' + getter_name; } out("bool %sAsset::has_%s() const\n", asset_type->tag, getter_name.c_str()); out("{\n"); out("\tfor (const Asset* asset = this; asset != nullptr; asset = asset->lower_precedence()) {\n"); out("\t\tif (asset->physical_type() == physical_type() && (static_cast<const %sAsset*>(asset)->m_attrib_exists & ATTRIB_%s)) {\n", asset_type->tag, node->tag); out("\t\t\treturn true;\n"); out("\t\t}\n"); out("\t}\n"); out("\treturn false;\n"); out("}\n"); out("\n"); for (int getter_type = 0; getter_type < 2; getter_type++) { if (getter_type == 0) { out("%s %sAsset::%s() const\n", cpp_type.c_str(), asset_type->tag, getter_name.c_str()); out("{\n"); } else { out("%s %sAsset::%s(%s def) const\n", cpp_type.c_str(), asset_type->tag, getter_name.c_str(), cpp_type.c_str()); out("{\n"); } out("\tfor (const Asset* asset = &highest_precedence(); asset != nullptr; asset = asset->lower_precedence()) {\n"); out("\t\tif (asset->physical_type() == ASSET_TYPE) {\n"); out("\t\t\t%s dest_0;\n", cpp_type.c_str()); out("\t\t\tconst auto& sub = static_cast<const %sAsset&>(*asset);\n", asset_type->tag); out("\t\t\tif (sub.m_attrib_exists & ATTRIB_%s) {\n", node->tag); out("\t\t\t\tconst %s& src_0 = sub.m_attribute_%s;\n", cpp_type.c_str(), node->tag); generate_attribute_getter_code(node, 0); out("\t\t\t\treturn dest_0;\n"); out("\t\t\t}\n"); out("\t\t}\n"); out("\t}\n"); if (getter_type == 0) { out("\tverify_not_reached(\"Asset '%%s' has missing attribute '%s'.\",\n" "\t\tabsolute_link().to_string().c_str());\n", node->tag); } else { out("\treturn def;\n"); } out("}\n"); out("\n"); } out("void %sAsset::set_%s(%s src_0)\n", asset_type->tag, node->tag, cpp_type.c_str()); out("{\n"); out("\tassert(bank().is_writeable());\n"); out("\t%s dest_0;\n", cpp_type.c_str()); generate_attribute_setter_code(node, 0); out("\tm_attribute_%s = std::move(dest_0);\n", node->tag); out("\tm_attrib_exists |= ATTRIB_%s;\n", node->tag); out("}\n"); out("\n"); } } } static void generate_attribute_getter_code(const WtfNode* attribute, int depth) { int ind = depth + 4; if (strcmp(attribute->type_name, INTEGER_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, FLOAT_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, BOOLEAN_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, STRING_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, ARRAY_ATTRIB) == 0) { indent(ind); out("for (const auto& src_%d : src_%d) {\n", depth + 1, depth); indent(ind); out("\tdecltype(dest_%d)::value_type dest_%d;\n", depth, depth + 1); generate_attribute_getter_code(wtf_child(attribute, NULL, "element"), depth + 1); indent(ind); out("\tdest_%d.emplace_back(std::move(dest_%d));\n", depth, depth + 1); indent(ind); out("}\n"); } if (strcmp(attribute->type_name, VECTOR3_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, COLOUR_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, ASSET_LINK_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, FILE_REFERENCE_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } } static void generate_attribute_setter_code(const WtfNode* attribute, int depth) { int ind = depth + 1; if (strcmp(attribute->type_name, INTEGER_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, FLOAT_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, BOOLEAN_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, STRING_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, ARRAY_ATTRIB) == 0) { indent(ind); out("for (const auto& src_%d : src_%d) {\n", depth + 1, depth); indent(ind); out("\tdecltype(dest_%d)::value_type dest_%d;\n", depth, depth + 1); generate_attribute_setter_code(wtf_child(attribute, NULL, "element"), depth + 1); indent(ind); out("\tdest_%d.emplace_back(std::move(dest_%d));\n", depth, depth + 1); indent(ind); out("}\n"); } if (strcmp(attribute->type_name, VECTOR3_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, COLOUR_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, ASSET_LINK_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } if (strcmp(attribute->type_name, FILE_REFERENCE_ATTRIB) == 0) { indent(ind); out("dest_%d = src_%d;\n", depth, depth); } } static void generate_child_functions(const WtfNode* asset_type) { for (WtfNode* node = asset_type->first_child; node != NULL; node = node->next_sibling) { if (strcmp(node->type_name, "Child") == 0) { std::string getter_name = node->tag; assert(getter_name.size() >= 1); if (getter_name[0] >= '0' && getter_name[0] <= '9') { getter_name = '_' + getter_name; } const WtfAttribute* allowed_types = wtf_attribute(node, "allowed_types"); assert(allowed_types); assert(allowed_types->type == WTF_ARRAY); assert(allowed_types->first_array_element); assert(allowed_types->first_array_element->type == WTF_STRING); const char* child_type = allowed_types->first_array_element->string.begin; out("bool %sAsset::has_%s() const\n", asset_type->tag, node->tag); out("{\n"); out("\treturn has_child(\"%s\");\n", node->tag); out("}\n"); out("\n"); for (int is_const = 0; is_const < 2; is_const++) { const char* qualifier_space_after = is_const ? "const " : ""; const char* qualifier_space_before = is_const ? " const" : ""; if (allowed_types->first_array_element->next) { out("%sAsset& %sAsset::get_%s()%s\n", qualifier_space_after, asset_type->tag, node->tag, qualifier_space_before); out("{\n"); out("\treturn get_child(\"%s\");\n", node->tag); } else { out("%s%sAsset& %sAsset::get_%s()%s\n", qualifier_space_after, child_type, asset_type->tag, node->tag, qualifier_space_before); out("{\n"); out("\treturn get_child(\"%s\").as<%sAsset>();\n", node->tag, child_type); } out("}\n"); out("\n"); } } } } static std::string node_to_cpp_type(const WtfNode* node) { if (strcmp(node->type_name, INTEGER_ATTRIB) == 0) { return "int"; } if (strcmp(node->type_name, FLOAT_ATTRIB) == 0) { return "float"; } if (strcmp(node->type_name, BOOLEAN_ATTRIB) == 0) { return "bool"; } if (strcmp(node->type_name, STRING_ATTRIB) == 0) { return "std::string"; } if (strcmp(node->type_name, ARRAY_ATTRIB) == 0) { const WtfNode* element = wtf_child(node, NULL, "element"); assert(element); std::string element_type = node_to_cpp_type(element); assert(!element_type.empty()); return "std::vector<" + element_type + ">"; } if (strcmp(node->type_name, VECTOR3_ATTRIB) == 0) { return "glm::vec3"; } if (strcmp(node->type_name, COLOUR_ATTRIB) == 0) { return "glm::vec4"; } if (strcmp(node->type_name, ASSET_LINK_ATTRIB) == 0) { return "AssetLink"; } if (strcmp(node->type_name, FILE_REFERENCE_ATTRIB) == 0) { return "FileReference"; } return ""; } static void indent(int ind) { for (int i = 0; i < ind; i++) { out("\t"); } } static void out(const char* format, ...) { va_list list; va_start(list, format); if (out_file != NULL) { vfprintf(out_file, format, list); } if (out_handle != NULL) { file_vprintf(out_handle, format, list); } va_end(list); }
412
0.944599
1
0.944599
game-dev
MEDIA
0.369875
game-dev
0.854364
1
0.854364
bates64/papermario-dx
1,518
src/world/area_omo/omo_05/main.c
#include "omo_05.h" EvtScript N(EVS_ExitWalk_omo_17_0) = EVT_EXIT_WALK(60, omo_05_ENTRY_0, "omo_17", omo_17_ENTRY_0); EvtScript N(EVS_ExitWalk_omo_17_1) = EVT_EXIT_WALK(60, omo_05_ENTRY_1, "omo_17", omo_17_ENTRY_1); EvtScript N(EVS_BindExitTriggers) = { BindTrigger(Ref(N(EVS_ExitWalk_omo_17_0)), TRIGGER_FLOOR_ABOVE, COLLIDER_deili3, 1, 0) BindTrigger(Ref(N(EVS_ExitWalk_omo_17_1)), TRIGGER_FLOOR_ABOVE, COLLIDER_deili4, 1, 0) Return End }; EvtScript N(EVS_Main) = { Set(GB_WorldLocation, LOCATION_SHY_GUYS_TOYBOX) Call(SetSpriteShading, SHADING_NONE) EVT_SETUP_CAMERA_NO_LEAD(0, 0, 0) Call(MakeNpcs, TRUE, Ref(N(DefaultNPCs))) ExecWait(N(EVS_MakeEntities)) ExecWait(N(EVS_SetupGizmos)) Exec(N(EVS_SetupMusic)) Call(SetGroupVisibility, MODEL_popo, MODEL_GROUP_HIDDEN) IfGe(GB_StoryProgress, STORY_CH4_GAVE_CAKE_TO_GOURMET_GUY) Call(RotateModel, MODEL_o331, 105, 0, 1, 0) Call(RotateModel, MODEL_o332, 105, 0, 1, 0) Call(RotateModel, MODEL_o333, 105, 0, 1, 0) Call(RotateModel, MODEL_o328, 105, 0, 1, 0) Call(RotateModel, MODEL_o329, 105, 0, 1, 0) Call(RotateModel, MODEL_o330, 105, 0, 1, 0) Call(ModifyColliderFlags, MODIFY_COLLIDER_FLAGS_SET_BITS, COLLIDER_tt1, COLLIDER_FLAGS_UPPER_MASK) Call(ModifyColliderFlags, MODIFY_COLLIDER_FLAGS_SET_BITS, COLLIDER_tt2, COLLIDER_FLAGS_UPPER_MASK) EndIf Set(LVar0, Ref(N(EVS_BindExitTriggers))) Exec(EnterWalk) Wait(1) Return End };
412
0.919586
1
0.919586
game-dev
MEDIA
0.939149
game-dev
0.987852
1
0.987852
NeotokyoRebuild/neo
38,989
src/game/server/NextBot/NextBotGroundLocomotion.cpp
//========= Copyright Valve Corporation, All rights reserved. ============// // NextBotGroundLocomotion.cpp // Basic ground-based movement for NextBotCombatCharacters // Author: Michael Booth, February 2009 // Note: This is a refactoring of ZombieBotLocomotion from L4D #include "cbase.h" #include "func_break.h" #include "func_breakablesurf.h" #include "activitylist.h" #include "BasePropDoor.h" #include "nav.h" #include "NextBot.h" #include "NextBotGroundLocomotion.h" #include "NextBotUtil.h" #include "functorutils.h" #include "SharedFunctorUtils.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #pragma warning( disable : 4355 ) // warning 'this' used in base member initializer list - we're using it safely //---------------------------------------------------------------------------------------------------------- NextBotGroundLocomotion::NextBotGroundLocomotion( INextBot *bot ) : ILocomotion( bot ) { m_nextBot = NULL; m_ladder = NULL; m_desiredLean.x = 0.0f; m_desiredLean.y = 0.0f; m_desiredLean.z = 0.0f; m_bRecomputePostureOnCollision = false; m_ignorePhysicsPropTimer.Invalidate(); } //---------------------------------------------------------------------------------------------------------- NextBotGroundLocomotion::~NextBotGroundLocomotion() { } //---------------------------------------------------------------------------------------------------------- /** * Reset locomotor to initial state */ void NextBotGroundLocomotion::Reset( void ) { BaseClass::Reset(); m_bRecomputePostureOnCollision = false; m_ignorePhysicsPropTimer.Invalidate(); m_nextBot = static_cast< NextBotCombatCharacter * >( GetBot()->GetEntity() ); m_desiredSpeed = 0.0f; m_velocity = vec3_origin; m_acceleration = vec3_origin; m_desiredLean.x = 0.0f; m_desiredLean.y = 0.0f; m_desiredLean.z = 0.0f; m_ladder = NULL; m_isJumping = false; m_isJumpingAcrossGap = false; m_ground = NULL; m_groundNormal = Vector( 0, 0, 1.0f ); m_isClimbingUpToLedge = false; m_isUsingFullFeetTrace = false; m_moveVector = Vector( 1, 0, 0 ); m_priorPos = m_nextBot->GetPosition(); m_lastValidPos = m_nextBot->GetPosition(); m_inhibitObstacleAvoidanceTimer.Invalidate(); m_accumApproachVectors = vec3_origin; m_accumApproachWeights = 0.0f; } //---------------------------------------------------------------------------------------------------------- /** * Move the bot along a ladder */ bool NextBotGroundLocomotion::TraverseLadder( void ) { // not climbing a ladder right now return false; } //---------------------------------------------------------------------------------------------------------- /** * Update internal state */ void NextBotGroundLocomotion::Update( void ) { VPROF_BUDGET( "NextBotGroundLocomotion::Update", "NextBot" ); BaseClass::Update(); const float deltaT = GetUpdateInterval(); // apply accumulated position changes ApplyAccumulatedApproach(); // need to do this first thing, because ground constraints, etc, can change it Vector origPos = GetFeet(); IBody *body = GetBot()->GetBodyInterface(); if ( TraverseLadder() ) { // bot is climbing a ladder return; } if ( !body->IsPostureMobile() ) { // sitting/lying on the ground - no slip m_acceleration.x = 0.0f; m_acceleration.y = 0.0f; m_velocity.x = 0.0f; m_velocity.y = 0.0f; } bool wasOnGround = IsOnGround(); if ( !body->HasActivityType( IBody::MOTION_CONTROLLED_Z ) ) { // fall if in the air if ( !IsOnGround() ) { // no ground below us - fall m_acceleration.z -= GetGravity(); } if ( !IsClimbingOrJumping() || m_velocity.z <= 0.0f ) { // keep us on the ground UpdateGroundConstraint(); } } Vector newPos = GetFeet(); // // Update position physics // Vector right( m_moveVector.y, -m_moveVector.x, 0.0f ); if ( IsOnGround() ) // || m_isClimbingUpToLedge ) { if ( IsAttemptingToMove() ) { float forwardSpeed = DotProduct( m_velocity, m_moveVector ); Vector forwardVelocity = forwardSpeed * m_moveVector; Vector sideVelocity = DotProduct( m_velocity, right ) * right; Vector frictionAccel = vec3_origin; // only apply friction along forward direction if we are sliding backwards if ( forwardSpeed < 0.0f ) { frictionAccel = -GetFrictionForward() * forwardVelocity; } // always apply lateral friction to counteract sideslip frictionAccel += -GetFrictionSideways() * sideVelocity; m_acceleration.x += frictionAccel.x; m_acceleration.y += frictionAccel.y; } else { // come to a stop if we haven't been told to move m_acceleration = vec3_origin; m_velocity = vec3_origin; } } // compute new position, taking into account MOTION_CONTROLLED animations in progress if ( body->HasActivityType( IBody::MOTION_CONTROLLED_XY ) ) { m_acceleration.x = 0.0f; m_acceleration.y = 0.0f; m_velocity.x = GetBot()->GetEntity()->GetAbsVelocity().x; m_velocity.y = GetBot()->GetEntity()->GetAbsVelocity().y; } else { // euler integration m_velocity.x += m_acceleration.x * deltaT; m_velocity.y += m_acceleration.y * deltaT; // euler integration newPos.x += m_velocity.x * deltaT; newPos.y += m_velocity.y * deltaT; } if ( body->HasActivityType( IBody::MOTION_CONTROLLED_Z ) ) { m_acceleration.z = 0.0f; m_velocity.z = GetBot()->GetEntity()->GetAbsVelocity().z; } else { // euler integration m_velocity.z += m_acceleration.z * deltaT; // euler integration newPos.z += m_velocity.z * deltaT; } // move bot to new position, resolving collisions along the way UpdatePosition( newPos ); // set actual velocity based on position change after collision resolution step Vector adjustedVelocity = ( GetFeet() - origPos ) / deltaT; if ( !body->HasActivityType( IBody::MOTION_CONTROLLED_XY ) ) { m_velocity.x = adjustedVelocity.x; m_velocity.y = adjustedVelocity.y; } if ( !body->HasActivityType( IBody::MOTION_CONTROLLED_Z ) ) { m_velocity.z = adjustedVelocity.z; } // collision resolution may create very high instantaneous velocities, limit it Vector2D groundVel = m_velocity.AsVector2D(); m_actualSpeed = groundVel.NormalizeInPlace(); if ( IsOnGround() ) { if ( m_actualSpeed > GetRunSpeed() ) { m_actualSpeed = GetRunSpeed(); m_velocity.x = m_actualSpeed * groundVel.x; m_velocity.y = m_actualSpeed * groundVel.y; } // remove downward velocity when landing on the ground if ( !wasOnGround ) { m_velocity.z = 0.0f; m_acceleration.z = 0.0f; } } else { // we're falling. if our velocity has become zero for any reason, shove it forward const float epsilon = 1.0f; if ( m_velocity.IsLengthLessThan( epsilon ) ) { m_velocity = GetRunSpeed() * GetGroundMotionVector(); } } // update entity velocity to that of locomotor m_nextBot->SetAbsVelocity( m_velocity ); #ifdef LEANING // lean sideways proportional to lateral acceleration QAngle lean = GetDesiredLean(); float sideAccel = DotProduct( right, m_acceleration ); float slide = sideAccel / GetMaxAcceleration(); // max lean depends on how fast we're actually moving float maxLeanAngle = NextBotLeanMaxAngle.GetFloat() * m_actualSpeed / GetRunSpeed(); // actual lean angle is proportional to lateral acceleration (sliding) float desiredSideLean = -maxLeanAngle * slide; lean.y += ( desiredSideLean - lean.y ) * NextBotLeanRate.GetFloat() * deltaT; SetDesiredLean( lean ); #endif // _DEBUG // reset acceleration accumulation m_acceleration = vec3_origin; // debug display if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) ) { // track position over time if ( IsOnGround() ) { NDebugOverlay::Cross3D( GetFeet(), 1.0f, 0, 255, 0, true, 15.0f ); } else { NDebugOverlay::Cross3D( GetFeet(), 1.0f, 0, 255, 255, true, 15.0f ); } } } //---------------------------------------------------------------------------------------------------------- /** * Move directly towards given position. * We need to do this in-air as well to land jumps. */ void NextBotGroundLocomotion::Approach( const Vector &rawPos, float goalWeight ) { BaseClass::Approach( rawPos ); m_accumApproachVectors += ( rawPos - GetFeet() ) * goalWeight; m_accumApproachWeights += goalWeight; m_bRecomputePostureOnCollision = true; } //---------------------------------------------------------------------------------------------------------- void NextBotGroundLocomotion::ApplyAccumulatedApproach( void ) { VPROF_BUDGET( "NextBotGroundLocomotion::ApplyAccumulatedApproach", "NextBot" ); Vector rawPos = GetFeet(); const float deltaT = GetUpdateInterval(); if ( deltaT <= 0.0f ) return; if ( m_accumApproachWeights > 0.0f ) { Vector approachDelta = m_accumApproachVectors / m_accumApproachWeights; // limit total movement to our max speed float maxMove = GetRunSpeed() * deltaT; float desiredMove = approachDelta.NormalizeInPlace(); if ( desiredMove > maxMove ) { desiredMove = maxMove; } rawPos += desiredMove * approachDelta; m_accumApproachVectors = vec3_origin; m_accumApproachWeights = 0.0f; } // can only move in 2D - geometry moves us up and down Vector pos( rawPos.x, rawPos.y, GetFeet().z ); if ( !GetBot()->GetBodyInterface()->IsPostureMobile() ) { // body is not in a movable state right now return; } Vector currentPos = m_nextBot->GetPosition(); // compute unit vector to goal position m_moveVector = pos - currentPos; m_moveVector.z = 0.0f; float change = m_moveVector.NormalizeInPlace(); const float epsilon = 0.001f; if ( change < epsilon ) { // no motion m_forwardLean = 0.0f; m_sideLean = 0.0f; return; } /* // lean forward/backward based on acceleration float desiredLean = m_acceleration / NextBotLeanForwardAccel.GetFloat(); QAngle lean = GetDesiredLean(); lean.x = NextBotLeanMaxAngle.GetFloat() * clamp( desiredLean, -1.0f, 1.0f ); SetDesiredLean( lean ); */ Vector newPos; // if we just started a jump, don't snap to the ground - let us get in the air first if ( DidJustJump() || !IsOnGround() ) { if ( false && m_isClimbingUpToLedge ) // causes bots to hang in air stuck against edges { // drive towards the approach position in XY to help reach ledge m_moveVector = m_ledgeJumpGoalPos - currentPos; m_moveVector.z = 0.0f; m_moveVector.NormalizeInPlace(); m_acceleration += GetMaxAcceleration() * m_moveVector; } } else if ( IsOnGround() ) { // on the ground - move towards the approach position m_isClimbingUpToLedge = false; // snap forward movement vector along floor const Vector &groundNormal = GetGroundNormal(); Vector left( -m_moveVector.y, m_moveVector.x, 0.0f ); m_moveVector = CrossProduct( left, groundNormal ); m_moveVector.NormalizeInPlace(); // limit maximum forward speed from self-acceleration float forwardSpeed = DotProduct( m_velocity, m_moveVector ); float maxSpeed = MIN( m_desiredSpeed, GetSpeedLimit() ); if ( forwardSpeed < maxSpeed ) { float ratio = ( forwardSpeed <= 0.0f ) ? 0.0f : ( forwardSpeed / maxSpeed ); float governor = 1.0f - ( ratio * ratio * ratio * ratio ); // accelerate towards goal m_acceleration += governor * GetMaxAcceleration() * m_moveVector; } } } //---------------------------------------------------------------------------------------------------------- /** * Move the bot to the precise given position immediately, */ void NextBotGroundLocomotion::DriveTo( const Vector &pos ) { BaseClass::DriveTo( pos ); m_bRecomputePostureOnCollision = true; UpdatePosition( pos ); } //-------------------------------------------------------------------------------------------- /* * Trace filter solely for use with DetectCollision() below. */ class GroundLocomotionCollisionTraceFilter : public CTraceFilterSimple { public: GroundLocomotionCollisionTraceFilter( INextBot *me, const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( passentity, collisionGroup ) { m_me = me; } virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { if ( CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask ) ) { CBaseEntity *entity = EntityFromEntityHandle( pServerEntity ); // don't collide with ourself if ( entity && m_me->IsSelf( entity ) ) return false; return m_me->GetLocomotionInterface()->ShouldCollideWith( entity ); } return false; } INextBot *m_me; }; //---------------------------------------------------------------------------------------------------------- /** * Check for collisions during move and attempt to resolve them */ bool NextBotGroundLocomotion::DetectCollision( trace_t *pTrace, int &recursionLimit, const Vector &from, const Vector &to, const Vector &vecMins, const Vector &vecMaxs ) { IBody *body = GetBot()->GetBodyInterface(); CBaseEntity *ignore = m_ignorePhysicsPropTimer.IsElapsed() ? NULL : m_ignorePhysicsProp; GroundLocomotionCollisionTraceFilter filter( GetBot(), ignore, body->GetCollisionGroup() ); TraceHull( from, to, vecMins, vecMaxs, body->GetSolidMask(), &filter, pTrace ); if ( !pTrace->DidHit() ) return false; // // A collision occurred - resolve it // // bust through "flimsy" breakables and keep on going if ( pTrace->DidHitNonWorldEntity() && pTrace->m_pEnt != NULL ) { CBaseEntity *other = pTrace->m_pEnt; if ( !other->MyCombatCharacterPointer() && IsEntityTraversable( other, IMMEDIATELY ) /*&& IsFlimsy( other )*/ ) { if ( recursionLimit <= 0 ) return true; --recursionLimit; // break the weak breakable we collided with CTakeDamageInfo damageInfo( GetBot()->GetEntity(), GetBot()->GetEntity(), 100.0f, DMG_CRUSH ); CalculateExplosiveDamageForce( &damageInfo, GetMotionVector(), pTrace->endpos ); other->TakeDamage( damageInfo ); // retry trace now that the breakable is out of the way return DetectCollision( pTrace, recursionLimit, from, to, vecMins, vecMaxs ); } } /// @todo Only invoke OnContact() and Touch() once per collision pair // inform other components of collision if ( GetBot()->ShouldTouch( pTrace->m_pEnt ) ) { GetBot()->OnContact( pTrace->m_pEnt, pTrace ); } INextBot *them = dynamic_cast< INextBot * >( pTrace->m_pEnt ); if ( them && them->ShouldTouch( m_nextBot ) ) { /// @todo construct mirror of trace them->OnContact( m_nextBot ); } else { pTrace->m_pEnt->Touch( GetBot()->GetEntity() ); } return true; } //---------------------------------------------------------------------------------------------------------- Vector NextBotGroundLocomotion::ResolveCollision( const Vector &from, const Vector &to, int recursionLimit ) { VPROF_BUDGET( "NextBotGroundLocomotion::ResolveCollision", "NextBotExpensive" ); IBody *body = GetBot()->GetBodyInterface(); if ( body == NULL || recursionLimit < 0 ) { Assert( !m_bRecomputePostureOnCollision ); return to; } // Only bother to recompute posture if we're currently standing or crouching if ( m_bRecomputePostureOnCollision ) { if ( !body->IsActualPosture( IBody::STAND ) && !body->IsActualPosture( IBody::CROUCH ) ) { m_bRecomputePostureOnCollision = false; } } // get bounding limits, ignoring step-upable height bool bPerformCrouchTest = false; Vector mins; Vector maxs; if ( m_isUsingFullFeetTrace ) { mins = body->GetHullMins(); } else { mins = body->GetHullMins() + Vector( 0, 0, GetStepHeight() ); } if ( !m_bRecomputePostureOnCollision ) { maxs = body->GetHullMaxs(); if ( mins.z >= maxs.z ) { // if mins.z is greater than maxs.z, the engine will Assert // in UTIL_TraceHull, and it won't work as advertised. mins.z = maxs.z - 2.0f; } } else { const float halfSize = body->GetHullWidth() / 2.0f; maxs.Init( halfSize, halfSize, body->GetStandHullHeight() ); bPerformCrouchTest = true; } trace_t trace; Vector desiredGoal = to; Vector resolvedGoal; IBody::PostureType nPosture = IBody::STAND; while( true ) { bool bCollided = DetectCollision( &trace, recursionLimit, from, desiredGoal, mins, maxs ); if ( !bCollided ) { resolvedGoal = desiredGoal; break; } // If we hit really close to our target, then stop if ( !trace.startsolid && desiredGoal.DistToSqr( trace.endpos ) < 1.0f ) { resolvedGoal = trace.endpos; break; } // Check for crouch test, if it's necessary // Don't bother about checking for crouch if we hit an actor // Also don't bother checking for crouch if we hit a plane that pushes us upwards if ( bPerformCrouchTest ) { // Don't do this work twice bPerformCrouchTest = false; nPosture = body->GetDesiredPosture(); if ( !trace.m_pEnt->MyNextBotPointer() && !trace.m_pEnt->IsPlayer() ) { // Here, our standing trace hit the world or something non-breakable // If we're not currently crouching, then see if we could travel // the entire distance if we were crouched if ( nPosture != IBody::CROUCH ) { trace_t crouchTrace; NextBotTraversableTraceFilter crouchFilter( GetBot(), ILocomotion::IMMEDIATELY ); Vector vecCrouchMax( maxs.x, maxs.y, body->GetCrouchHullHeight() ); TraceHull( from, desiredGoal, mins, vecCrouchMax, body->GetSolidMask(), &crouchFilter, &crouchTrace ); if ( crouchTrace.fraction >= 1.0f && !crouchTrace.startsolid ) { nPosture = IBody::CROUCH; } } } else if ( nPosture == IBody::CROUCH ) { // Here, our standing trace hit an actor // NOTE: This test occurs almost never, based on my tests // Converts from crouch to stand in the case where the player // is currently crouching, *and* his first trace (with the standing hull) // hits an actor *and* if he didn't hit that actor, he could have // moved standing the entire way to his desired endpoint trace_t standTrace; NextBotTraversableTraceFilter standFilter( GetBot(), ILocomotion::IMMEDIATELY ); TraceHull( from, desiredGoal, mins, maxs, body->GetSolidMask(), &standFilter, &standTrace ); if ( standTrace.fraction >= 1.0f && !standTrace.startsolid ) { nPosture = IBody::STAND; } } // Our first trace was based on the standing hull. // If we need be crouched, the trace was bogus; we need to do another if ( nPosture == IBody::CROUCH ) { maxs.z = body->GetCrouchHullHeight(); continue; } } if ( trace.startsolid ) { // stuck inside solid; don't move if ( trace.m_pEnt && !trace.m_pEnt->IsWorld() ) { // only ignore physics props that are not doors if ( dynamic_cast< CPhysicsProp * >( trace.m_pEnt ) != NULL && dynamic_cast< CBasePropDoor * >( trace.m_pEnt ) == NULL ) { IPhysicsObject *physics = trace.m_pEnt->VPhysicsGetObject(); if ( physics && physics->IsMoveable() ) { // we've intersected a (likely moving) physics prop - ignore it for awhile so we can move out of it m_ignorePhysicsProp = trace.m_pEnt; m_ignorePhysicsPropTimer.Start( 1.0f ); } } } // return to last known non-interpenetrating position resolvedGoal = m_lastValidPos; break; } if ( --recursionLimit <= 0 ) { // reached recursion limit, no more adjusting allowed resolvedGoal = trace.endpos; break; } // never slide downwards/concave to avoid getting stuck in the ground if ( trace.plane.normal.z < 0.0f ) { trace.plane.normal.z = 0.0f; trace.plane.normal.NormalizeInPlace(); } // slide off of surface we hit Vector fullMove = desiredGoal - from; Vector leftToMove = fullMove * ( 1.0f - trace.fraction ); // obey climbing slope limit if ( !body->HasActivityType( IBody::MOTION_CONTROLLED_Z ) && trace.plane.normal.z < GetTraversableSlopeLimit() && fullMove.z > 0.0f ) { fullMove.z = 0.0f; trace.plane.normal.z = 0.0f; trace.plane.normal.NormalizeInPlace(); } float blocked = DotProduct( trace.plane.normal, leftToMove ); Vector unconstrained = fullMove - blocked * trace.plane.normal; if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) ) { NDebugOverlay::Line( trace.endpos, trace.endpos + 20.0f * trace.plane.normal, 255, 0, 150, true, 15.0f ); } // check for collisions along remainder of move // But don't bother if we're not going to deflect much Vector remainingMove = from + unconstrained; if ( remainingMove.DistToSqr( trace.endpos ) < 1.0f ) { resolvedGoal = trace.endpos; break; } desiredGoal = remainingMove; } if ( !trace.startsolid ) { m_lastValidPos = resolvedGoal; } if ( m_bRecomputePostureOnCollision ) { m_bRecomputePostureOnCollision = false; if ( !body->IsActualPosture( nPosture ) ) { body->SetDesiredPosture( nPosture ); } } return resolvedGoal; } //-------------------------------------------------------------------------------------------------------- /** * Collect the closest actors */ class ClosestActorsScan { public: ClosestActorsScan( const Vector &spot, int team, float maxRange = 0.0f, CBaseCombatCharacter *ignore = NULL ) { m_spot = spot; m_team = team; m_close = NULL; if ( maxRange > 0.0f ) { m_closeRangeSq = maxRange * maxRange; } else { m_closeRangeSq = 999999999.9f; } m_ignore = ignore; } bool operator() ( CBaseCombatCharacter *actor ) { if (actor == m_ignore) return true; if (actor->IsAlive() && (m_team == TEAM_ANY || actor->GetTeamNumber() == m_team)) { Vector to = actor->WorldSpaceCenter() - m_spot; float rangeSq = to.LengthSqr(); if (rangeSq < m_closeRangeSq) { m_closeRangeSq = rangeSq; m_close = actor; } } return true; } CBaseCombatCharacter *GetActor( void ) const { return m_close; } bool IsCloserThan( float range ) { return (m_closeRangeSq < (range * range)); } bool IsFartherThan( float range ) { return (m_closeRangeSq > (range * range)); } Vector m_spot; int m_team; CBaseCombatCharacter *m_close; float m_closeRangeSq; CBaseCombatCharacter *m_ignore; }; #ifdef SKIPME //---------------------------------------------------------------------------------------------------------- /** * Push away zombies that are interpenetrating */ Vector NextBotGroundLocomotion::ResolveZombieCollisions( const Vector &pos ) { Vector adjustedNewPos = pos; Infected *me = m_nextBot->MyInfectedPointer(); const float hullWidth = me->GetBodyInterface()->GetHullWidth(); // only avoid if we're actually trying to move somewhere, and are enraged if ( me != NULL && !IsUsingLadder() && !IsClimbingOrJumping() && IsOnGround() && m_nextBot->IsAlive() && IsAttemptingToMove() /*&& GetBot()->GetBodyInterface()->IsArousal( IBody::INTENSE )*/ ) { VPROF_BUDGET( "NextBotGroundLocomotion::ResolveZombieCollisions", "NextBot" ); const CUtlVector< CHandle< Infected > > &neighbors = me->GetNeighbors(); Vector avoid = vec3_origin; float avoidWeight = 0.0f; FOR_EACH_VEC( neighbors, it ) { Infected *them = neighbors[ it ]; if ( them ) { Vector toThem = them->GetAbsOrigin() - me->GetAbsOrigin(); toThem.z = 0.0f; float range = toThem.NormalizeInPlace(); if ( range < hullWidth ) { // these two infected are in contact me->Touch( them ); // move out of contact float penetration = hullWidth - range; float weight = 1.0f + ( 2.0f * penetration/hullWidth ); avoid += -weight * toThem; avoidWeight += weight; } } } if ( avoidWeight > 0.0f ) { adjustedNewPos += 3.0f * ( avoid / avoidWeight ); } } return adjustedNewPos; } #endif // _DEBUG //---------------------------------------------------------------------------------------------------------- /** * Move to newPos, resolving any collisions along the way */ void NextBotGroundLocomotion::UpdatePosition( const Vector &newPos ) { VPROF_BUDGET( "NextBotGroundLocomotion::UpdatePosition", "NextBot" ); if ( NextBotStop.GetBool() || (m_nextBot->GetFlags() & FL_FROZEN) != 0 || newPos == m_nextBot->GetPosition() ) { return; } // avoid very nearby Actors to simulate "mushy" collisions between actors in contact with each other //Vector adjustedNewPos = ResolveZombieCollisions( newPos ); Vector adjustedNewPos = newPos; // check for collisions during move and resolve them const int recursionLimit = 3; Vector safePos = ResolveCollision( m_nextBot->GetPosition(), adjustedNewPos, recursionLimit ); // set the bot's position if ( GetBot()->GetIntentionInterface()->IsPositionAllowed( GetBot(), safePos ) != ANSWER_NO ) { m_nextBot->SetPosition( safePos ); } } //---------------------------------------------------------------------------------------------------------- /** * Prevent bot from sliding through floor, and snap to the ground if we're very near it */ void NextBotGroundLocomotion::UpdateGroundConstraint( void ) { VPROF_BUDGET( "NextBotGroundLocomotion::UpdateGroundConstraint", "NextBotExpensive" ); // if we're up on the upward arc of our jump, don't interfere by snapping to ground // don't do ground constraint if we're climbing a ladder if ( DidJustJump() || IsAscendingOrDescendingLadder() ) { m_isUsingFullFeetTrace = false; return; } IBody *body = GetBot()->GetBodyInterface(); if ( body == NULL ) { return; } float halfWidth = body->GetHullWidth()/2.0f; // since we only care about ground collisions, keep hull short to avoid issues with low ceilings /// @TODO: We need to also check actual hull height to avoid interpenetrating the world float hullHeight = GetStepHeight(); // always need tolerance even when jumping/falling to make sure we detect ground penetration // must be at least step height to avoid 'falling' down stairs const float stickToGroundTolerance = GetStepHeight() + 0.01f; trace_t ground; NextBotTraceFilterIgnoreActors filter( m_nextBot, body->GetCollisionGroup() ); TraceHull( m_nextBot->GetPosition() + Vector( 0, 0, GetStepHeight() + 0.001f ), m_nextBot->GetPosition() + Vector( 0, 0, -stickToGroundTolerance ), Vector( -halfWidth, -halfWidth, 0 ), Vector( halfWidth, halfWidth, hullHeight ), body->GetSolidMask(), &filter, &ground ); if ( ground.startsolid ) { // we're inside the ground - bad news if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) && !( gpGlobals->framecount % 60 ) ) { DevMsg( "%3.2f: Inside ground, ( %.0f, %.0f, %.0f )\n", gpGlobals->curtime, m_nextBot->GetPosition().x, m_nextBot->GetPosition().y, m_nextBot->GetPosition().z ); } return; } if ( ground.fraction < 1.0f ) { // there is ground below us m_groundNormal = ground.plane.normal; m_isUsingFullFeetTrace = false; // zero velocity normal to the ground float normalVel = DotProduct( m_groundNormal, m_velocity ); m_velocity -= normalVel * m_groundNormal; // check slope limit if ( ground.plane.normal.z < GetTraversableSlopeLimit() ) { // too steep to stand here // too steep to be ground - treat it like a wall hit if ( ( m_velocity.x * ground.plane.normal.x + m_velocity.y * ground.plane.normal.y ) <= 0.0f ) { GetBot()->OnContact( ground.m_pEnt, &ground ); } // we're contacting some kind of ground // zero accelerations normal to the ground float normalAccel = DotProduct( m_groundNormal, m_acceleration ); m_acceleration -= normalAccel * m_groundNormal; if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) ) { DevMsg( "%3.2f: NextBotGroundLocomotion - Too steep to stand here\n", gpGlobals->curtime ); NDebugOverlay::Line( GetFeet(), GetFeet() + 20.0f * ground.plane.normal, 255, 150, 0, true, 5.0f ); } // clear out upward velocity so we don't walk up lightpoles m_velocity.z = MIN( 0, m_velocity.z ); m_acceleration.z = MIN( 0, m_acceleration.z ); return; } // inform other components of collision if we didn't land on the 'world' if ( ground.m_pEnt && !ground.m_pEnt->IsWorld() ) { GetBot()->OnContact( ground.m_pEnt, &ground ); } // snap us to the ground m_nextBot->SetPosition( ground.endpos ); if ( !IsOnGround() ) { // just landed m_nextBot->SetGroundEntity( ground.m_pEnt ); m_ground = ground.m_pEnt; // landing stops any jump in progress m_isJumping = false; m_isJumpingAcrossGap = false; GetBot()->OnLandOnGround( ground.m_pEnt ); } } else { // not on the ground if ( IsOnGround() ) { GetBot()->OnLeaveGround( m_nextBot->GetGroundEntity() ); if ( !IsClimbingUpToLedge() && !IsJumpingAcrossGap() ) { m_isUsingFullFeetTrace = true; // We're in the air and there's space below us, so use the full trace m_acceleration.z -= GetGravity(); // start our gravity now } } } } //---------------------------------------------------------------------------------------------------------- /* void NextBotGroundLocomotion::StandUp( void ) { // make sure there is room to stand trace_t result; const float halfSize = GetHullWidth()/3.0f; Vector standHullMin( -halfSize, -halfSize, GetStepHeight() + 0.1f ); Vector standHullMax( halfSize, halfSize, GetStandHullHeight() ); TraceHull( GetFeet(), GetFeet(), standHullMin, standHullMax, MASK_NPCSOLID, m_nextBot, MASK_DEFAULTPLAYERSOLID, &result ); if ( result.fraction >= 1.0f && !result.startsolid ) { m_isCrouching = false; } } */ //---------------------------------------------------------------------------------------------------------- /** * Initiate a climb to an adjacent high ledge */ bool NextBotGroundLocomotion::ClimbUpToLedge( const Vector &landingGoal, const Vector &landingForward, const CBaseEntity *obstacle ) { return false; } //---------------------------------------------------------------------------------------------------------- /** * Initiate a jump across an empty volume of space to far side */ void NextBotGroundLocomotion::JumpAcrossGap( const Vector &landingGoal, const Vector &landingForward ) { // can only jump if we're on the ground if ( !IsOnGround() ) { return; } IBody *body = GetBot()->GetBodyInterface(); if ( !body->StartActivity( ACT_JUMP ) ) { // body can't jump right now return; } // scale impulse to land on target Vector toGoal = landingGoal - GetFeet(); // equation doesn't work if we're jumping upwards float height = toGoal.z; toGoal.z = 0.0f; float range = toGoal.NormalizeInPlace(); // jump out at 45 degree angle const float cos45 = 0.7071f; // avoid division by zero if ( height > 0.9f * range ) { height = 0.9f * range; } // ballistic equation to find initial velocity assuming 45 degree inclination and landing at give range and height float launchVel = ( range / cos45 ) / sqrt( ( 2.0f * ( range - height ) ) / GetGravity() ); Vector up( 0, 0, 1 ); Vector ahead = up + toGoal; ahead.NormalizeInPlace(); //m_velocity = cos45 * launchVel * ahead; m_velocity = launchVel * ahead; m_acceleration = vec3_origin; m_isJumping = true; m_isJumpingAcrossGap = true; m_isClimbingUpToLedge = false; GetBot()->OnLeaveGround( m_nextBot->GetGroundEntity() ); } //---------------------------------------------------------------------------------------------------------- /** * Initiate a simple undirected jump in the air */ void NextBotGroundLocomotion::Jump( void ) { // can only jump if we're on the ground if ( !IsOnGround() ) { return; } IBody *body = GetBot()->GetBodyInterface(); if ( !body->StartActivity( ACT_JUMP ) ) { // body can't jump right now return; } // jump straight up m_velocity.z = sqrt( 2.0f * GetGravity() * GetMaxJumpHeight() ); m_isJumping = true; m_isClimbingUpToLedge = false; GetBot()->OnLeaveGround( m_nextBot->GetGroundEntity() ); } //---------------------------------------------------------------------------------------------------------- /** * Set movement speed to running */ void NextBotGroundLocomotion::Run( void ) { m_desiredSpeed = GetRunSpeed(); } //---------------------------------------------------------------------------------------------------------- /** * Set movement speed to walking */ void NextBotGroundLocomotion::Walk( void ) { m_desiredSpeed = GetWalkSpeed(); } //---------------------------------------------------------------------------------------------------------- /** * Set movement speed to stopeed */ void NextBotGroundLocomotion::Stop( void ) { m_desiredSpeed = 0.0f; } //---------------------------------------------------------------------------------------------------------- /** * Return true if standing on something */ bool NextBotGroundLocomotion::IsOnGround( void ) const { return (m_nextBot->GetGroundEntity() != NULL); } //---------------------------------------------------------------------------------------------------------- /** * Invoked when bot leaves ground for any reason */ void NextBotGroundLocomotion::OnLeaveGround( CBaseEntity *ground ) { m_nextBot->SetGroundEntity( NULL ); m_ground = NULL; if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) ) { DevMsg( "%3.2f: NextBotGroundLocomotion::OnLeaveGround\n", gpGlobals->curtime ); } } //---------------------------------------------------------------------------------------------------------- /** * Invoked when bot lands on the ground after being in the air */ void NextBotGroundLocomotion::OnLandOnGround( CBaseEntity *ground ) { if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) ) { DevMsg( "%3.2f: NextBotGroundLocomotion::GetBot()->OnLandOnGround\n", gpGlobals->curtime ); } } //---------------------------------------------------------------------------------------------------------- /** * Get maximum speed bot can reach, regardless of desired speed */ float NextBotGroundLocomotion::GetSpeedLimit( void ) const { // if we're crouched, move at reduced speed if ( !GetBot()->GetBodyInterface()->IsActualPosture( IBody::STAND ) ) { return 0.75f * GetRunSpeed(); } // no limit return 99999999.9f; } //---------------------------------------------------------------------------------------------------------- /** * Climb the given ladder to the top and dismount */ void NextBotGroundLocomotion::ClimbLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ) { // if we're already climbing this ladder, don't restart if ( m_ladder == ladder && m_isGoingUpLadder ) { return; } m_ladder = ladder; m_ladderDismountGoal = dismountGoal; m_isGoingUpLadder = true; IBody *body = GetBot()->GetBodyInterface(); if ( body ) { // line them up to climb in XY Vector mountSpot = m_ladder->m_bottom + m_ladder->GetNormal() * (0.75f * body->GetHullWidth()); mountSpot.z = GetBot()->GetPosition().z; UpdatePosition( mountSpot ); body->StartActivity( ACT_CLIMB_UP, IBody::MOTION_CONTROLLED_Z ); } } //---------------------------------------------------------------------------------------------------------- /** * Descend the given ladder to the bottom and dismount */ void NextBotGroundLocomotion::DescendLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ) { // if we're already descending this ladder, don't restart if ( m_ladder == ladder && !m_isGoingUpLadder ) { return; } m_ladder = ladder; m_ladderDismountGoal = dismountGoal; m_isGoingUpLadder = false; IBody *body = GetBot()->GetBodyInterface(); if ( body ) { // line them up to climb in XY Vector mountSpot = m_ladder->m_top + m_ladder->GetNormal() * (0.75f * body->GetHullWidth()); mountSpot.z = GetBot()->GetPosition().z; UpdatePosition( mountSpot ); float ladderYaw = UTIL_VecToYaw( -m_ladder->GetNormal() ); QAngle angles = m_nextBot->GetLocalAngles(); angles.y = ladderYaw; m_nextBot->SetLocalAngles( angles ); body->StartActivity( ACT_CLIMB_DOWN, IBody::MOTION_CONTROLLED_Z ); } } //---------------------------------------------------------------------------------------------------------- bool NextBotGroundLocomotion::IsUsingLadder( void ) const { return ( m_ladder != NULL ); } //---------------------------------------------------------------------------------------------------------- /** * We are actually on the ladder right now, either climbing up or down */ bool NextBotGroundLocomotion::IsAscendingOrDescendingLadder( void ) const { return IsUsingLadder(); } //---------------------------------------------------------------------------------------------------------- /** * Return position of "feet" - point below centroid of bot at feet level */ const Vector &NextBotGroundLocomotion::GetFeet( void ) const { return m_nextBot->GetPosition(); } //---------------------------------------------------------------------------------------------------------- const Vector & NextBotGroundLocomotion::GetAcceleration( void ) const { return m_acceleration; } //---------------------------------------------------------------------------------------------------------- void NextBotGroundLocomotion::SetAcceleration( const Vector &accel ) { m_acceleration = accel; } //---------------------------------------------------------------------------------------------------------- void NextBotGroundLocomotion::SetVelocity( const Vector &vel ) { m_velocity = vel; } //---------------------------------------------------------------------------------------------------------- /** * Return current world space velocity */ const Vector &NextBotGroundLocomotion::GetVelocity( void ) const { return m_velocity; } //---------------------------------------------------------------------------------------------------------- /** * Invoked when an bot reaches its MoveTo goal */ void NextBotGroundLocomotion::OnMoveToSuccess( const Path *path ) { // stop m_velocity = vec3_origin; m_acceleration = vec3_origin; } //---------------------------------------------------------------------------------------------------------- /** * Invoked when an bot fails to reach a MoveTo goal */ void NextBotGroundLocomotion::OnMoveToFailure( const Path *path, MoveToFailureType reason ) { // stop m_velocity = vec3_origin; m_acceleration = vec3_origin; } //---------------------------------------------------------------------------------------------------------- bool NextBotGroundLocomotion::DidJustJump( void ) const { return IsClimbingOrJumping() && (m_nextBot->GetAbsVelocity().z > 0.0f); } //---------------------------------------------------------------------------------------------------------- /** * Rotate body to face towards "target" */ void NextBotGroundLocomotion::FaceTowards( const Vector &target ) { const float deltaT = GetUpdateInterval(); QAngle angles = m_nextBot->GetLocalAngles(); float desiredYaw = UTIL_VecToYaw( target - GetFeet() ); float angleDiff = UTIL_AngleDiff( desiredYaw, angles.y ); float deltaYaw = GetMaxYawRate() * deltaT; if (angleDiff < -deltaYaw) { angles.y -= deltaYaw; } else if (angleDiff > deltaYaw) { angles.y += deltaYaw; } else { angles.y += angleDiff; } m_nextBot->SetLocalAngles( angles ); }
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game-dev
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game-dev
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