repo_id stringlengths 4 98 | size int64 611 5.02M | file_path stringlengths 1 276 | content stringlengths 611 5.02M | shard_id int64 0 109 | quality_score float32 0.5 1 | quality_prediction int8 1 1 | quality_confidence float32 0.5 1 | topic_primary stringclasses 1 value | topic_group stringclasses 1 value | topic_score float32 0.05 1 | topic_all stringclasses 96 values | quality2_score float32 0.5 1 | quality2_prediction int8 1 1 | quality2_confidence float32 0.5 1 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
MehVahdJukaar/Supplementaries | 1,946 | common/src/main/java/net/mehvahdjukaar/supplementaries/common/events/overrides/FDStickBehavior.java | package net.mehvahdjukaar.supplementaries.common.events.overrides;
import net.mehvahdjukaar.supplementaries.configs.CommonConfigs;
import net.mehvahdjukaar.supplementaries.integration.CompatHandler;
import net.mehvahdjukaar.supplementaries.integration.CompatObjects;
import net.mehvahdjukaar.supplementaries.integration.FarmersDelightCompat;
import net.minecraft.core.BlockPos;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.InteractionResult;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.Items;
import net.minecraft.world.level.Level;
import net.minecraft.world.level.block.Block;
import net.minecraft.world.level.block.SoundType;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.properties.BlockStateProperties;
import net.minecraft.world.phys.BlockHitResult;
class FDStickBehavior implements BlockUseBehavior {
@Override
public boolean altersWorld() {
return true;
}
@Override
public boolean isEnabled() {
return CommonConfigs.Tweaks.PLACEABLE_STICKS.get() && CompatHandler.FARMERS_DELIGHT;
}
@Override
public boolean appliesToBlock(Block block) {
return block == CompatObjects.TOMATOES.get();
}
@Override
public InteractionResult tryPerformingAction(BlockState state, BlockPos pos, Level level, Player player,
InteractionHand hand, ItemStack stack, BlockHitResult hit) {
if (stack.getItem() == Items.STICK) {
var tomato = FarmersDelightCompat.getStickTomato();
if (tomato != null) {
return InteractEventsHandler.replaceSimilarBlock(tomato,
player, stack, pos, level, state, SoundType.WOOD, BlockStateProperties.AGE_3);
}
}
return InteractionResult.PASS;
}
}
| 412 | 0.668492 | 1 | 0.668492 | game-dev | MEDIA | 0.999479 | game-dev | 0.895106 | 1 | 0.895106 |
Mauler125/r5sdk | 1,075 | src/public/tier1/tier1.h | //===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: A higher level link library for general use in the game and tools.
//
//===========================================================================//
#ifndef TIER1_H
#define TIER1_H
#include "appframework/IAppSystem.h"
//-----------------------------------------------------------------------------
// Helper empty implementation of an IAppSystem for tier2 libraries
//-----------------------------------------------------------------------------
template< class IInterface, int ConVarFlag = 0 >
class CTier1AppSystem : public CTier0AppSystem< IInterface >
{
typedef CTier0AppSystem< IInterface > BaseClass;
public:
virtual bool Connect( const CreateInterfaceFn factory ) { return true; };
virtual void Disconnect() {};
virtual void* QueryInterface(const char* const pInterfaceName) { return NULL; };
virtual InitReturnVal_t Init() { return INIT_OK; };
virtual void Shutdown() {};
virtual const AppSystemInfo_t* GetDependencies() { return NULL; }
};
#endif // TIER1_H
| 412 | 0.958315 | 1 | 0.958315 | game-dev | MEDIA | 0.722 | game-dev | 0.818043 | 1 | 0.818043 |
jerry08/Anikin | 1,435 | Anikin/Utils/Extensions/EnumExtensions.cs | using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.ComponentModel.DataAnnotations;
using System.Linq;
using System.Reflection;
namespace Anikin.Utils.Extensions;
public static class EnumExtensions
{
public static TAttribute? GetAttribute<TAttribute>(this Enum value)
where TAttribute : Attribute =>
value
.GetType()
.GetMember(value.ToString())
.FirstOrDefault()
?.GetCustomAttribute<TAttribute>();
public static string ToDescription(this Enum value)
{
var attribute = GetAttributes<DescriptionAttribute>(value).SingleOrDefault();
return attribute?.Description ?? value.ToString();
}
private static List<TAttribute> GetAttributes<TAttribute>(Enum value)
where TAttribute : Attribute
{
var list = new List<TAttribute>();
var type = value.GetType();
var fieldInfo = type.GetField(Enum.GetName(type, value) ?? string.Empty);
if (fieldInfo is not null)
{
list.AddRange(
(TAttribute[])Attribute.GetCustomAttributes(fieldInfo, typeof(TAttribute))
);
}
return list;
}
public static string GetBestDisplayName(this Enum value) =>
GetAttribute<DisplayAttribute>(value)?.Name
?? GetAttribute<DescriptionAttribute>(value)?.Description
?? value.ToString();
}
| 412 | 0.610159 | 1 | 0.610159 | game-dev | MEDIA | 0.158148 | game-dev | 0.813665 | 1 | 0.813665 |
HelloFangaming/HelloMarioFramework | 3,173 | Assets/HelloMarioFramework/Script/Item/FlipPanel.cs | /*
* Copyright (c) 2024 Hello Fangaming
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
*
* */
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HelloMarioFramework
{
[RequireComponent(typeof(ButtonHandler))]
public class FlipPanel : MonoBehaviour
{
//Components
private AudioSource audioPlayer;
private ButtonHandler myButton;
//Audio clips
[SerializeField]
private AudioClip onSFX;
[SerializeField]
private AudioClip offSFX;
[SerializeField]
private AudioClip setSFX;
[SerializeField]
private bool isParent = false;
[SerializeField]
private FlipPanel[] children;
private bool active = false;
private bool set = false;
private FlipPanel parent = null;
private Transform[] panels;
void Start()
{
audioPlayer = gameObject.AddComponent<AudioSource>();
myButton = GetComponent<ButtonHandler>();
if (isParent)
{
foreach (FlipPanel panel in children)
panel.parent = this;
}
panels = new Transform[] { transform.GetChild(0), transform.GetChild(1), transform.GetChild(2) };
}
void OnTriggerEnter(Collider collision)
{
if (!set && collision.attachedRigidbody != null && !collision.attachedRigidbody.isKinematic && !collision.isTrigger)
{
active = !active;
panels[0].gameObject.SetActive(!active);
panels[1].gameObject.SetActive(active);
if (active)
{
audioPlayer.PlayOneShot(onSFX);
PanelCheck();
}
else audioPlayer.PlayOneShot(offSFX);
}
}
public bool IsActive()
{
return active;
}
public void PanelCheck()
{
if (isParent)
{
if (active)
{
bool b = false;
for (int i = 0; i < children.Length; i++)
{
if (!children[i].IsActive()) b = true;
}
if (!b)
{
audioPlayer.PlayOneShot(setSFX);
myButton.SetActive(true);
PanelComplete();
foreach (FlipPanel panel in children)
panel.PanelComplete();
}
}
}
else
parent.PanelCheck();
}
public void PanelComplete()
{
set = true;
panels[1].gameObject.SetActive(false);
panels[2].gameObject.SetActive(true);
}
void OnDrawGizmos()
{
if (isParent) Gizmos.DrawIcon(transform.position, "Exclamation.png", true);
}
}
}
| 412 | 0.829128 | 1 | 0.829128 | game-dev | MEDIA | 0.931705 | game-dev | 0.941149 | 1 | 0.941149 |
CYBUTEK/KerbalEngineer | 3,040 | KerbalEngineer/Flight/Readouts/Vessel/SuicideBurnProcessor.cs | //
// Kerbal Engineer Redux
//
// Copyright (C) 2014 CYBUTEK
//
// 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/>.
//
namespace KerbalEngineer.Flight.Readouts.Vessel
{
using System;
public class SuicideBurnProcessor : IUpdatable, IUpdateRequest
{
private static readonly SuicideBurnProcessor s_Instance = new SuicideBurnProcessor();
private double m_Acceleration;
private double m_Gravity;
private double m_RadarAltitude;
public static double Altitude { get; private set; }
public static double DeltaV { get; private set; }
public static double Distance { get; private set; }
public static SuicideBurnProcessor Instance
{
get
{
return s_Instance;
}
}
public static bool ShowDetails { get; set; }
public void Update()
{
if (FlightGlobals.currentMainBody == null || FlightGlobals.ActiveVessel == null || SimulationProcessor.LastStage == null ||
FlightGlobals.ship_orbit.PeA >= 0.0 || !SimulationProcessor.ShowDetails)
{
ShowDetails = false;
return;
}
m_Gravity = FlightGlobals.currentMainBody.gravParameter / Math.Pow(FlightGlobals.currentMainBody.Radius, 2.0);
m_Acceleration = SimulationProcessor.LastStage.thrust / SimulationProcessor.LastStage.totalMass;
m_RadarAltitude = FlightGlobals.ActiveVessel.terrainAltitude > 0.0
? FlightGlobals.ship_altitude - FlightGlobals.ActiveVessel.terrainAltitude
: FlightGlobals.ship_altitude;
DeltaV = Math.Sqrt((2 * m_Gravity * m_RadarAltitude) + Math.Pow(FlightGlobals.ship_verticalSpeed, 2.0));
Altitude = Math.Pow(DeltaV, 2.0) / (2.0 * m_Acceleration);
Distance = m_RadarAltitude - Altitude;
ShowDetails = !double.IsInfinity(Distance);
}
public bool UpdateRequested { get; set; }
public static void RequestUpdate()
{
s_Instance.UpdateRequested = true;
SimulationProcessor.RequestUpdate();
}
public static void Reset()
{
FlightEngineerCore.Instance.AddUpdatable(SimulationProcessor.Instance);
FlightEngineerCore.Instance.AddUpdatable(s_Instance);
}
}
} | 412 | 0.770669 | 1 | 0.770669 | game-dev | MEDIA | 0.945045 | game-dev | 0.820967 | 1 | 0.820967 |
HikeGame/2moons-2.0 | 2,157 | includes/classes/missions/MissionCaseFoundDM.class.php | <?php
/**
* 2Moons
* by Jan-Otto Kröpke 2009-2016
*
* For the full copyright and license information, please view the LICENSE
*
* @package 2Moons
* @author Jan-Otto Kröpke <slaver7@gmail.com>
* @copyright 2009 Lucky
* @copyright 2016 Jan-Otto Kröpke <slaver7@gmail.com>
* @licence MIT
* @version 1.8.0
* @link https://github.com/jkroepke/2Moons
*/
class MissionCaseFoundDM extends MissionFunctions implements Mission
{
const CHANCE = 30;
const CHANCE_SHIP = 0.25;
const MIN_FOUND = 423;
const MAX_FOUND = 1278;
const MAX_CHANCE = 50;
function __construct($Fleet)
{
$this->_fleet = $Fleet;
}
function TargetEvent()
{
$this->setState(FLEET_HOLD);
$this->SaveFleet();
}
function EndStayEvent()
{
$LNG = $this->getLanguage(NULL, $this->_fleet['fleet_owner']);
$chance = mt_rand(0, 100);
if($chance <= min(self::MAX_CHANCE, (self::CHANCE + $this->_fleet['fleet_amount'] * self::CHANCE_SHIP))) {
$FoundDark = mt_rand(self::MIN_FOUND, self::MAX_FOUND);
$this->UpdateFleet('fleet_resource_darkmatter', $FoundDark);
$Message = $LNG['sys_expe_found_dm_'.mt_rand(1, 3).'_'.mt_rand(1, 2).''];
} else {
$Message = $LNG['sys_expe_nothing_'.mt_rand(1, 9)];
}
$this->setState(FLEET_RETURN);
$this->SaveFleet();
PlayerUtil::sendMessage($this->_fleet['fleet_owner'], 0, $LNG['sys_mess_tower'], 15,
$LNG['sys_expe_report'], $Message, $this->_fleet['fleet_end_stay'], NULL, 1, $this->_fleet['fleet_universe']);
}
function ReturnEvent()
{
$LNG = $this->getLanguage(NULL, $this->_fleet['fleet_owner']);
if($this->_fleet['fleet_resource_darkmatter'] > 0)
{
$message = sprintf($LNG['sys_expe_back_home_with_dm'],
$LNG['tech'][921],
pretty_number($this->_fleet['fleet_resource_darkmatter']),
$LNG['tech'][921]
);
$this->UpdateFleet('fleet_array', '220,0;');
}
else
{
$message = $LNG['sys_expe_back_home_without_dm'];
}
PlayerUtil::sendMessage($this->_fleet['fleet_owner'], 0, $LNG['sys_mess_tower'], 4, $LNG['sys_mess_fleetback'],
$message, $this->_fleet['fleet_end_time'], NULL, 1, $this->_fleet['fleet_universe']);
$this->RestoreFleet();
}
} | 412 | 0.859514 | 1 | 0.859514 | game-dev | MEDIA | 0.595777 | game-dev | 0.880167 | 1 | 0.880167 |
deephaven/deephaven-core | 3,662 | engine/table/src/main/java/io/deephaven/engine/table/impl/ssa/CharSsaChecker.java | //
// Copyright (c) 2016-2025 Deephaven Data Labs and Patent Pending
//
package io.deephaven.engine.table.impl.ssa;
import io.deephaven.base.verify.Assert;
import io.deephaven.chunk.CharChunk;
import io.deephaven.chunk.Chunk;
import io.deephaven.chunk.LongChunk;
import io.deephaven.chunk.WritableCharChunk;
import io.deephaven.chunk.WritableLongChunk;
import io.deephaven.chunk.util.hashing.CharChunkEquals;
import io.deephaven.chunk.util.hashing.LongChunkEquals;
import io.deephaven.engine.rowset.chunkattributes.RowKeys;
import io.deephaven.chunk.attributes.Values;
import io.deephaven.engine.table.impl.util.ChunkUtils;
public class CharSsaChecker implements SsaChecker {
static CharSsaChecker INSTANCE = new CharSsaChecker();
private CharSsaChecker() {} // static use only
@Override
public void checkSsa(SegmentedSortedArray ssa, Chunk<? extends Values> valueChunk,
LongChunk<? extends RowKeys> tableIndexChunk) {
checkSsa((CharSegmentedSortedArray) ssa, valueChunk.asCharChunk(), tableIndexChunk);
}
static void checkSsa(CharSegmentedSortedArray ssa, CharChunk<? extends Values> valueChunk,
LongChunk<? extends RowKeys> tableIndexChunk) {
ssa.validateInternal();
// noinspection unchecked
try (final WritableCharChunk<Values> resultChunk = (WritableCharChunk) ssa.asCharChunk();
final WritableLongChunk<RowKeys> indexChunk = ssa.rowKeysChunk()) {
Assert.eq(valueChunk.size(), "valueChunk.size()", resultChunk.size(), "resultChunk.size()");
Assert.eq(tableIndexChunk.size(), "tableIndexChunk.size()", indexChunk.size(), "indexChunk.size()");
if (!CharChunkEquals.equalReduce(resultChunk, valueChunk)) {
final StringBuilder messageBuilder = new StringBuilder("Values do not match:\n");
messageBuilder.append("Result Values:\n").append(ChunkUtils.dumpChunk(resultChunk)).append("\n");
messageBuilder.append("Table Values:\n").append(ChunkUtils.dumpChunk(valueChunk)).append("\n");
for (int ii = 0; ii < resultChunk.size(); ++ii) {
if (!eq(resultChunk.get(ii), valueChunk.get(ii))) {
messageBuilder.append("First difference at ").append(ii).append(("\n"));
break;
}
}
throw new SsaCheckException(messageBuilder.toString());
}
if (!LongChunkEquals.equalReduce(indexChunk, tableIndexChunk)) {
final StringBuilder messageBuilder = new StringBuilder("Values do not match:\n");
messageBuilder.append("Result:\n").append(ChunkUtils.dumpChunk(resultChunk)).append("\n");
messageBuilder.append("Values:\n").append(ChunkUtils.dumpChunk(valueChunk)).append("\n");
messageBuilder.append("Result row keys:\n").append(ChunkUtils.dumpChunk(indexChunk)).append("\n");
messageBuilder.append("Table row keys:\n").append(ChunkUtils.dumpChunk(tableIndexChunk)).append("\n");
for (int ii = 0; ii < indexChunk.size(); ++ii) {
if (indexChunk.get(ii) != tableIndexChunk.get(ii)) {
messageBuilder.append("First difference at ").append(ii).append(("\n"));
break;
}
}
throw new SsaCheckException(messageBuilder.toString());
}
}
}
private static boolean eq(char lhs, char rhs) {
// region equality function
return lhs == rhs;
// endregion equality function
}
}
| 412 | 0.89626 | 1 | 0.89626 | game-dev | MEDIA | 0.249041 | game-dev | 0.736726 | 1 | 0.736726 |
JonasDeM/QuickSave | 8,837 | QuickSave.Tests/ECSTestsFixture.cs | // Author: Jonas De Maeseneer
using System.Collections.Generic;
using NUnit.Framework;
using QuickSave.Baking;
using Unity.Collections;
using Unity.Entities;
using Unity.Entities.CodeGeneratedJobForEach;
using UnityEngine;
using UnityEngine.SceneManagement;
using Hash128 = Unity.Entities.Hash128;
using Object = UnityEngine.Object;
namespace QuickSave.Tests
{
public abstract class EcsTestsFixture
{
protected World PreviousWorld;
protected World World;
protected EntityManager EntityManager;
protected World BakingWorld;
protected EntityManager BakingEntityManager;
protected NativeList<BlobAssetReference<BlobArray<QuickSaveArchetypeDataLayout.TypeInfo>>> BlobAssetsToDisposeOnTearDown;
protected BlobAssetStore TestBlobAssetStore;
[SetUp]
public virtual void Setup()
{
PreviousWorld = World.DefaultGameObjectInjectionWorld;
World = World.DefaultGameObjectInjectionWorld = new World("Test World");
EntityManager = World.EntityManager;
BakingWorld = new World("Test Baking World");
BakingEntityManager = BakingWorld.EntityManager;
QuickSaveSettings.Initialize();
BlobAssetsToDisposeOnTearDown = new NativeList<BlobAssetReference<BlobArray<QuickSaveArchetypeDataLayout.TypeInfo>>>(16, Allocator.Persistent);
TestBlobAssetStore = new BlobAssetStore(64);
}
[TearDown]
public virtual void TearDown()
{
if (EntityManager != default && World.IsCreated)
{
// Clean up systems before calling CheckInternalConsistency because we might have filters etc
// holding on SharedComponentData making checks fail
while (World.Systems.Count > 0)
{
World.DestroySystemManaged(World.Systems[0]);
}
EntityManager.Debug.CheckInternalConsistency();
World.Dispose();
World = null;
World.DefaultGameObjectInjectionWorld = PreviousWorld;
PreviousWorld = null;
EntityManager = default;
}
if (BakingEntityManager != default && BakingWorld.IsCreated)
{
while (BakingWorld.Systems.Count > 0)
{
BakingWorld.DestroySystemManaged(BakingWorld.Systems[0]);
}
BakingEntityManager.Debug.CheckInternalConsistency();
BakingWorld.Dispose();
BakingWorld = null;
BakingEntityManager = default;
}
foreach (var rootGameObject in SceneManager.GetActiveScene().GetRootGameObjects())
{
Object.DestroyImmediate(rootGameObject);
}
QuickSaveSettings.CleanUp();
for (int i = 0; i < BlobAssetsToDisposeOnTearDown.Length; i++)
{
BlobAssetsToDisposeOnTearDown[i].Dispose();
}
BlobAssetsToDisposeOnTearDown.Dispose();
TestBlobAssetStore.Dispose();
}
protected static QuickSaveSettingsAsset CreateTestSettings(bool groupedJobs = false, bool removeFirst = false, int maxBufferElements = -1)
{
QuickSaveSettingsAsset settingsAsset = ScriptableObject.CreateInstance<QuickSaveSettingsAsset>();
settingsAsset.AddQuickSaveTypeInEditor(typeof(EcsTestData).FullName);
settingsAsset.AddQuickSaveTypeInEditor(typeof(EcsTestFloatData2).FullName);
settingsAsset.AddQuickSaveTypeInEditor(typeof(EcsTestData5).FullName);
settingsAsset.AddQuickSaveTypeInEditor(typeof(DynamicBufferData1).FullName, maxBufferElements);
settingsAsset.AddQuickSaveTypeInEditor(typeof(DynamicBufferData2).FullName, maxBufferElements);
settingsAsset.AddQuickSaveTypeInEditor(typeof(DynamicBufferData3).FullName, maxBufferElements);
settingsAsset.AddQuickSaveTypeInEditor(typeof(EmptyEcsTestData).FullName);
settingsAsset.AddQuickSaveTypeInEditor(typeof(ComponentDataTests.EcsPersistingTestData).FullName);
settingsAsset.AddQuickSaveTypeInEditor(typeof(ComponentDataTests.EcsPersistingFloatTestData2).FullName);
settingsAsset.AddQuickSaveTypeInEditor(typeof(ComponentDataTests.EcsPersistingTestData5).FullName);
settingsAsset.AddQuickSaveTypeInEditor(typeof(BufferDataTests.PersistentDynamicBufferData1).FullName, maxBufferElements);
settingsAsset.AddQuickSaveTypeInEditor(typeof(BufferDataTests.PersistentDynamicBufferData2).FullName, maxBufferElements);
settingsAsset.AddQuickSaveTypeInEditor(typeof(BufferDataTests.PersistentDynamicBufferData3).FullName, maxBufferElements);
settingsAsset.AddQuickSaveTypeInEditor(typeof(EnableDataTests.TestComponent).FullName);
settingsAsset.AddQuickSaveTypeInEditor(typeof(EnableDataTests.TestTagComponent).FullName);
settingsAsset.AddQuickSaveTypeInEditor(typeof(EnableDataTests.TestBufferComponent).FullName, maxBufferElements);
settingsAsset.ForceUseGroupedJobsInEditor = groupedJobs;
settingsAsset.ForceUseNonGroupedJobsInBuild = !groupedJobs;
if (removeFirst)
{
settingsAsset.AllQuickSaveTypeInfos.RemoveAt(0);
}
settingsAsset.QuickSaveArchetypeCollection = ScriptableObject.CreateInstance<QuickSaveArchetypeCollection>();
// Reset it so the new types are initialized
QuickSaveSettings.CleanUp();
QuickSaveSettings.Initialize(settingsAsset);
return settingsAsset;
}
// Creates a 'fake' SceneInfoRef for single QuickSaveArchetype with a single Type T to track
internal QuickSaveSceneInfoRef CreateFakeSceneInfoRef<T>(int amountEntities) where T : unmanaged
{
var typeHandle = QuickSaveSettings.GetTypeHandleFromTypeIndex(ComponentType.ReadWrite<T>().TypeIndex);
var typeHandleList = new NativeList<QuickSaveTypeHandle>(1, Allocator.Temp) {typeHandle};
var creationInfoList = new NativeList<QuickSaveBakingSystem.QuickSaveArchetypesInSceneCreationInfo>(Allocator.Temp)
{
new QuickSaveBakingSystem.QuickSaveArchetypesInSceneCreationInfo
{
AmountEntities = amountEntities,
AmountTypeHandles = 1,
OffsetInQuickSaveTypeHandlesLookupList = 0
}
};
Hash128 sceneGUID = UnityEngine.Hash128.Compute(typeof(T).FullName);
return QuickSaveBakingSystem.CreateQuickSaveSceneInfoRef(new List<QuickSaveTypeHandle> {typeHandle}, creationInfoList, typeHandleList,
sceneGUID, 0, TestBlobAssetStore);
}
[DisableAutoCreation]
internal partial class TestSystem : SystemBase
{
protected override void OnUpdate() { }
}
}
public struct EcsTestData : IComponentData
{
public int Value;
public EcsTestData(int value)
{
this.Value = value;
}
}
public struct EcsTestFloatData2 : IComponentData
{
public float Value0;
public float Value1;
public EcsTestFloatData2(float value)
{
this.Value0 = value;
this.Value1 = value;
}
}
public struct EcsTestData5 : IComponentData
{
public EcsTestData5(int value)
{
Value0 = value;
Value1 = value;
Value2 = value;
Value3 = value;
Value4 = value;
}
public int Value0;
public int Value1;
public int Value2;
public int Value3;
public int Value4;
}
[InternalBufferCapacity(2)]
public struct DynamicBufferData1 : IBufferElementData
{
public int Value;
public override string ToString()
{
return Value.ToString();
}
}
public struct DynamicBufferData2 : IBufferElementData
{
#pragma warning disable 649
public float Value;
#pragma warning restore 649
public override string ToString()
{
return Value.ToString();
}
}
public struct DynamicBufferData3 : IBufferElementData, IEnableableComponent
{
public byte Value;
public override string ToString()
{
return Value.ToString();
}
}
public struct EmptyEcsTestData : IComponentData
{
}
} | 412 | 0.929317 | 1 | 0.929317 | game-dev | MEDIA | 0.713764 | game-dev | 0.882024 | 1 | 0.882024 |
OwlGamingCommunity/V | 2,599 | Source/owl_account_system.client/CGUICharacterList.Client.cs |
using EntityDatabaseID = System.Int64;
internal class GUICharacterList : CEFCore
{
public GUICharacterList(OnGUILoadedDelegate callbackOnLoad) : base("owl_account_system.client/characters.html", EGUIID.CharacterList, callbackOnLoad)
{
UIEvents.PreviewCharacter += OnPreviewCharacter;
UIEvents.Logout += OnLogout;
UIEvents.SetAutoSpawn += OnSetAutoSpawn;
UIEvents.OpenTransferAssets += OpenTransferAssets;
UIEvents.GotoViewAchievements += GotoViewAchievements;
UIEvents.GotoCreateCharacter += OnGotoCreateCharacter;
}
public override void OnLoad()
{
}
private void OnGotoCreateCharacter()
{
SetVisible(false, false, false);
CharacterSelection.ResetLastCharacterID();
CharacterCreation.Show(CharacterCreation.g_strDefaultName);
CharacterSelection.StopMusic();
}
private void GotoViewAchievements()
{
SetVisible(false, false, false);
CharacterSelection.ResetLastCharacterID();
AchievementsList.Show();
}
private void OnPreviewCharacter(int index)
{
CharacterSelection.PreviewCharacter(index);
}
private void OnSetAutoSpawn()
{
CharacterSelection.OnSetAutoSpawn();
}
private void OpenTransferAssets()
{
CharacterSelection.OpenTransferAssets();
}
private void OnLogout()
{
NetworkEventSender.SendNetworkEvent_RequestLogout();
}
public void ClearCharacters()
{
Execute("ClearCharacters");
}
public void AddCharacter(EntityDatabaseID ID, string name, int lastSeenHours, RAGE.Vector3 vecPos, bool dead)
{
string zoneName = RAGE.Game.Zone.GetNameOfZone(vecPos.X, vecPos.Y, vecPos.Z);
string realZoneName = ZoneNameHelper.ZoneNames.ContainsKey(zoneName) ? ZoneNameHelper.ZoneNames[zoneName] : "San Andreas";
// Parse last seen
string lastSeen = "Unknown";
if (lastSeenHours < 0)
{
lastSeen = "Never";
realZoneName = "";
}
else if (lastSeenHours < 24)
{
if (lastSeenHours < 1)
{
lastSeen = "Less than an hour ago";
}
else if (lastSeenHours == 1)
{
lastSeen = "1 hour ago";
}
else
{
lastSeen = Helpers.FormatString("{0} hours ago", lastSeenHours);
}
}
else if (lastSeenHours >= 24 && lastSeenHours < 48)
{
lastSeen = "1 day ago";
}
else
{
lastSeen = Helpers.FormatString("{0} days ago", lastSeenHours / 24);
}
Execute("AddCharacter", ID, name, lastSeen, realZoneName, !dead);
}
public void CommitCharacters()
{
Execute("GotoCharacterPage", 0);
}
public void SetAutoSpawnVisible(bool bVisible)
{
Execute("SetAutoSpawnVisible", bVisible);
}
public void SetAutoSpawnText(string strText)
{
Execute("SetAutoSpawnText", strText);
}
} | 412 | 0.946459 | 1 | 0.946459 | game-dev | MEDIA | 0.92701 | game-dev | 0.955678 | 1 | 0.955678 |
refinedmods/refinedstorage | 1,656 | src/main/java/com/refinedmods/refinedstorage/loottable/ControllerLootFunction.java | package com.refinedmods.refinedstorage.loottable;
import com.refinedmods.refinedstorage.RSLootFunctions;
import com.refinedmods.refinedstorage.api.network.INetwork;
import com.refinedmods.refinedstorage.blockentity.ControllerBlockEntity;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.block.entity.BlockEntity;
import net.minecraft.world.level.storage.loot.LootContext;
import net.minecraft.world.level.storage.loot.functions.LootItemFunction;
import net.minecraft.world.level.storage.loot.functions.LootItemFunctionType;
import net.minecraft.world.level.storage.loot.parameters.LootContextParams;
import net.neoforged.neoforge.capabilities.Capabilities;
import net.neoforged.neoforge.energy.IEnergyStorage;
public class ControllerLootFunction implements LootItemFunction {
@Override
public LootItemFunctionType getType() {
return RSLootFunctions.CONTROLLER;
}
@Override
public ItemStack apply(ItemStack stack, LootContext lootContext) {
BlockEntity blockEntity = lootContext.getParamOrNull(LootContextParams.BLOCK_ENTITY);
if (blockEntity instanceof ControllerBlockEntity) {
INetwork network = ((ControllerBlockEntity) blockEntity).getRemovedNetwork() == null ? ((ControllerBlockEntity) blockEntity).getNetwork() : ((ControllerBlockEntity) blockEntity).getRemovedNetwork();
IEnergyStorage energyStorage = stack.getCapability(Capabilities.EnergyStorage.ITEM);
if (energyStorage != null) {
energyStorage.receiveEnergy(network.getEnergyStorage().getEnergyStored(), false);
}
}
return stack;
}
}
| 412 | 0.694431 | 1 | 0.694431 | game-dev | MEDIA | 0.996264 | game-dev | 0.735089 | 1 | 0.735089 |
electronicarts/CnC_Remastered_Collection | 42,122 | TIBERIANDAWN/AADATA.CPP | //
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\aadata.cpv 2.18 16 Oct 1995 16:49:50 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* name in *
* File Name : AADATA.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : July 22, 1994 *
* *
* Last Update : August 7, 1995 [JLB] *
* Determines *
*---------------------------------------------------------------------------------------------*
* Functions: *
* AircraftTypeClass::AircraftTypeClass -- Constructor for aircraft objects. *
* AircraftTypeClass::Create_And_Place -- Creates and places aircraft using normal game syste*
* AircraftTypeClass::Create_One_Of -- Creates an aircraft object of the appropriate type. *
* AircraftTypeClass::Dimensions -- Fetches the graphic dimensions of the aircraft type. *
* AircraftTypeClass::Display -- Displays a generic version of the aircraft type. *
* AircraftTypeClass::From_Name -- Converts an ASCIIto an aircraft type number. *
* AircraftTypeClass::Max_Pips -- Fetches the maximum number of pips allowed. *
* AircraftTypeClass::Occupy_List -- Returns with occupation list for landed aircraft. *
* AircraftTypeClass::One_Time -- Performs one time initialization of the aircraft type class.*
* AircraftTypeClass::Overlap_List -- the overlap list for a landed aircraft. *
* AircraftTypeClass::Prep_For_Add -- Prepares the scenario editor for adding an aircraft objec*
* AircraftTypeClass::Repair_Cost -- Fetchs the cost per repair step. *
* AircraftTypeClass::Repair_Step -- Fetches the number of health points per repair. *
* AircraftTypeClass::Who_Can_Build_Me -- Determines which object can build the aircraft obje*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
void const * AircraftTypeClass::LRotorData = NULL;
void const * AircraftTypeClass::RRotorData = NULL;
// A-10 attack plane
static AircraftTypeClass const AttackPlane(
AIRCRAFT_A10, // What kind of aircraft is this.
TXT_A10, // Translated text number for aircraft.
"A10", // INI name of aircraft.
99, // Build level.
STRUCTF_NONE, // Building prerequisite.
false, // Is a leader type?
false, // Does it fire a pair of shots in quick succession?
false, // Is this a typical transport vehicle?
true, // Fixed wing aircraft?
false, // Equipped with a rotor?
false, // Custom rotor sets for each facing?
false, // Can this aircraft land on clear terrain?
false, // Can the aircraft be crushed by a tracked vehicle?
true, // Is it invisible on radar?
false, // Can the player select it so as to give it orders?
true, // Can it be assigned as a target for attack.
false, // Is it insignificant (won't be announced)?
false, // Is it immune to normal combat damage?
false, // Theater specific graphic image?
false, // Can it be repaired in a repair facility?
false, // Can the player construct or order this unit?
true, // Is there a crew inside?
3, // Number of shots it has (default).
60, // The strength of this unit.
0, // The range that it reveals terrain around itself.
800, // Credit cost to construct.
0, // The scenario this becomes available.
10,1, // Risk, reward when calculating AI.
HOUSEF_MULTI1|
HOUSEF_MULTI2|
HOUSEF_MULTI3|
HOUSEF_MULTI4|
HOUSEF_MULTI5|
HOUSEF_MULTI6|
HOUSEF_JP|
HOUSEF_GOOD|
HOUSEF_BAD, // Who can own this aircraft type.
WEAPON_NAPALM,WEAPON_NONE,
ARMOR_ALUMINUM, // Armor type of this aircraft.
MPH_FAST, // Maximum speed of aircraft.
5, // Rate of turn.
MISSION_HUNT // Default mission for aircraft.
);
// Transport helicopter.
static AircraftTypeClass const TransportHeli(
AIRCRAFT_TRANSPORT, // What kind of aircraft is this.
TXT_TRANS, // Translated text number for aircraft.
"TRAN", // INI name of aircraft.
6, // Build level.
STRUCTF_HELIPAD, // Building prerequisite.
false, // Is a leader type?
false, // Does it fire a pair of shots in quick succession?
true, // Is this a typical transport vehicle?
false, // Fixed wing aircraft?
true, // Equipped with a rotor?
true, // Custom rotor sets for each facing?
true, // Can this aircraft land on clear terrain?
false, // Can the aircraft be crushed by a tracked vehicle?
true, // Is it invisible on radar?
true, // Can the player select it so as to give it orders?
true, // Can it be assigned as a target for attack.
false, // Is it insignificant (won't be announced)?
false, // Theater specific graphic image?
false, // Is it equipped with a combat turret?
false, // Can it be repaired in a repair facility?
true, // Can the player construct or order this unit?
true, // Is there a crew inside?
0, // Number of shots it has (default).
90, // The strength of this unit.
0, // The range that it reveals terrain around itself.
1500, // Credit cost to construct.
98, // The scenario this becomes available.
10,80, // Risk, reward when calculating AI.
HOUSEF_MULTI1|
HOUSEF_MULTI2|
HOUSEF_MULTI3|
HOUSEF_MULTI4|
HOUSEF_MULTI5|
HOUSEF_MULTI6|
HOUSEF_JP|
HOUSEF_BAD|
HOUSEF_GOOD, // Who can own this aircraft type.
WEAPON_NONE,WEAPON_NONE,
ARMOR_ALUMINUM, // Armor type of this aircraft.
MPH_MEDIUM_FAST, // Maximum speed of aircraft.
5, // Rate of turn.
MISSION_HUNT // Default mission for aircraft.
);
// Apache attach helicopter.
static AircraftTypeClass const AttackHeli(
AIRCRAFT_HELICOPTER, // What kind of aircraft is this.
TXT_HELI, // Translated text number for aircraft.
"HELI", // INI name of aircraft.
6, // Build level.
STRUCTF_HELIPAD, // Building prerequisite.
true, // Is a leader type?
true, // Does it fire a pair of shots in quick succession?
false, // Is this a typical transport vehicle?
false, // Fixed wing aircraft?
true, // Equipped with a rotor?
false, // Custom rotor sets for each facing?
false, // Can this aircraft land on clear terrain?
false, // Can the aircraft be crushed by a tracked vehicle?
true, // Is it invisible on radar?
true, // Can the player select it so as to give it orders?
true, // Can it be assigned as a target for attack.
false, // Is it insignificant (won't be announced)?
false, // Is it immune to normal combat damage?
false, // Theater specific graphic image?
false, // Can it be repaired in a repair facility?
true, // Can the player construct or order this unit?
true, // Is there a crew inside?
15, // Number of shots it has (default).
125, // The strength of this unit.
0, // The range that it reveals terrain around itself.
1200, // Credit cost to construct.
10, // The scenario this becomes available.
10,80, // Risk, reward when calculating AI.
HOUSEF_MULTI1|
HOUSEF_MULTI2|
HOUSEF_MULTI3|
HOUSEF_MULTI4|
HOUSEF_MULTI5|
HOUSEF_MULTI6|
HOUSEF_JP|
HOUSEF_BAD, // Who can own this aircraft type.
WEAPON_CHAIN_GUN,WEAPON_NONE,
ARMOR_STEEL, // Armor type of this aircraft.
MPH_FAST, // Maximum speed of aircraft.
4, // Rate of turn.
MISSION_HUNT // Default mission for aircraft.
);
// Orca attack helicopter.
static AircraftTypeClass const OrcaHeli(
AIRCRAFT_ORCA, // What kind of aircraft is this.
TXT_ORCA, // Translated text number for aircraft.
"ORCA", // INI name of aircraft.
6, // Build level.
STRUCTF_HELIPAD, // Building prerequisite.
true, // Is a leader type?
true, // Does it fire a pair of shots in quick succession?
false, // Is this a typical transport vehicle?
false, // Fixed wing aircraft?
false, // Equipped with a rotor?
false, // Custom rotor sets for each facing?
false, // Can this aircraft land on clear terrain?
false, // Can the aircraft be crushed by a tracked vehicle?
true, // Is it invisible on radar?
true, // Can the player select it so as to give it orders?
true, // Can it be assigned as a target for attack.
false, // Is it insignificant (won't be announced)?
false, // Is it immune to normal combat damage?
false, // Theater specific graphic image?
false, // Can it be repaired in a repair facility?
true, // Can the player construct or order this unit?
true, // Is there a crew inside?
6, // Number of shots it has (default).
125, // The strength of this unit.
0, // The range that it reveals terrain around itself.
1200, // Credit cost to construct.
10, // The scenario this becomes available.
10,80, // Risk, reward when calculating AI.
HOUSEF_MULTI1|
HOUSEF_MULTI2|
HOUSEF_MULTI3|
HOUSEF_MULTI4|
HOUSEF_MULTI5|
HOUSEF_MULTI6|
HOUSEF_JP|
HOUSEF_GOOD, // Who can own this aircraft type.
WEAPON_DRAGON,WEAPON_NONE,
ARMOR_STEEL, // Armor type of this aircraft.
MPH_FAST, // Maximum speed of aircraft.
4, // Rate of turn.
MISSION_HUNT // Default mission for aircraft.
);
// C-17 transport plane.
static AircraftTypeClass const CargoPlane(
AIRCRAFT_CARGO, // What kind of aircraft is this.
TXT_C17, // Translated text number for aircraft.
"C17", // INI name of aircraft.
99, // Build level.
STRUCTF_NONE, // Building prerequisite.
false, // Is a leader type?
false, // Does it fire a pair of shots in quick succession?
true, // Is this a typical transport vehicle?
true, // Fixed wing aircraft?
false, // Equipped with a rotor?
false, // Custom rotor sets for each facing?
false, // Can this aircraft land on clear terrain?
false, // Can the aircraft be crushed by a tracked vehicle?
true, // Is it invisible on radar?
false, // Can the player select it so as to give it orders?
false, // Can it be assigned as a target for attack.
false, // Is it insignificant (won't be announced)?
false, // Is it immune to normal combat damage?
false, // Theater specific graphic image?
false, // Can it be repaired in a repair facility?
false, // Can the player construct or order this unit?
true, // Is there a crew inside?
0, // Number of shots it has (default).
25, // The strength of this unit.
0, // The range that it reveals terrain around itself.
800, // Credit cost to construct.
0, // The scenario this becomes available.
10,1, // Risk, reward when calculating AI.
HOUSEF_MULTI1|
HOUSEF_MULTI2|
HOUSEF_MULTI3|
HOUSEF_MULTI4|
HOUSEF_MULTI5|
HOUSEF_MULTI6|
HOUSEF_JP|
HOUSEF_GOOD|
HOUSEF_BAD, // Who can own this aircraft type.
WEAPON_NONE,WEAPON_NONE,
ARMOR_ALUMINUM, // Armor type of this aircraft.
MPH_FAST, // Maximum speed of aircraft.
5, // Rate of turn.
MISSION_HUNT // Default mission for aircraft.
);
AircraftTypeClass const * const AircraftTypeClass::Pointers[AIRCRAFT_COUNT] = {
&TransportHeli,
&AttackPlane,
&AttackHeli,
&CargoPlane,
&OrcaHeli,
};
/***********************************************************************************************
* AircraftTypeClass::AircraftTypeClass -- Constructor for aircraft objects. *
* *
* This is the constructor for the aircraft object. *
* *
* INPUT: see below... *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
AircraftTypeClass::AircraftTypeClass(
AircraftType airtype,
int name,
char const *ininame,
unsigned char level,
long pre,
bool is_leader,
bool is_twoshooter,
bool is_transporter,
bool is_fixedwing,
bool is_rotorequipped,
bool is_rotorcustom,
bool is_landable,
bool is_crushable,
bool is_stealthy,
bool is_selectable,
bool is_legal_target,
bool is_insignificant,
bool is_immune,
bool is_theater,
bool is_repairable,
bool is_buildable,
bool is_crew,
int ammo,
unsigned short strength,
int sightrange,
int cost,
int scenario,
int risk,
int reward,
int ownable,
WeaponType primary,
WeaponType secondary,
ArmorType armor,
MPHType maxspeed,
int rot,
MissionType deforder) :
TechnoTypeClass(name,
ininame,
level,
pre,
is_leader,
false,
false,
is_transporter,
false,
is_crushable,
is_stealthy,
is_selectable,
is_legal_target,
is_insignificant,
is_immune,
is_theater,
is_twoshooter,
false,
is_repairable,
is_buildable,
is_crew,
ammo,
strength,
maxspeed,
sightrange,
cost,
scenario,
risk,
reward,
ownable,
primary,
secondary,
armor)
{
IsRotorEquipped = is_rotorequipped;
IsRotorCustom = is_rotorcustom;
IsLandable = is_landable;
IsFixedWing = is_fixedwing;
Type = airtype;
ROT = rot;
Mission = deforder;
}
/***********************************************************************************************
* AircraftTypeClass::From_Name -- Converts an ASCII name into an aircraft type number. *
* *
* This routine is used to convert an ASCII representation of an aircraft into the *
* matching aircraft type number. This is used by the scenario INI reader code. *
* *
* INPUT: name -- Pointer to ASCII name to translate. *
* *
* OUTPUT: Returns the aircraft type number that matches the ASCII name provided. If no *
* match could be found, then AIRCRAFT_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
AircraftType AircraftTypeClass::From_Name(char const *name)
{
if (name) {
for (AircraftType classid = AIRCRAFT_FIRST; classid < AIRCRAFT_COUNT; classid++) {
if (stricmp(Pointers[classid]->IniName, name) == 0) {
return(classid);
}
}
}
return(AIRCRAFT_NONE);
}
/***********************************************************************************************
* AircraftTypeClass::One_Time -- Performs one time initialization of the aircraft type class. *
* *
* This routine is used to perform the onetime initialization of the aircraft type. This *
* includes primarily the shape and other graphic data loading. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This goes to disk and also must only be called ONCE. *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
void AircraftTypeClass::One_Time(void)
{
AircraftType index;
for (index = AIRCRAFT_FIRST; index < AIRCRAFT_COUNT; index++) {
char fullname[_MAX_FNAME+_MAX_EXT];
AircraftTypeClass const & uclass = As_Reference(index);
/*
** Fetch the supporting data files for the unit.
*/
char buffer[_MAX_FNAME];
if ( Get_Resolution_Factor() ) {
sprintf(buffer, "%sICNH", uclass.IniName);
} else {
sprintf(buffer, "%sICON", uclass.IniName);
}
_makepath(fullname, NULL, NULL, buffer, ".SHP");
((void const *&)uclass.CameoData) = MixFileClass::Retrieve(fullname);
/*
** Generic shape for all houses load method.
*/
_makepath(fullname, NULL, NULL, uclass.IniName, ".SHP");
((void const *&)uclass.ImageData) = MixFileClass::Retrieve(fullname);
}
LRotorData = MixFileClass::Retrieve("LROTOR.SHP");
RRotorData = MixFileClass::Retrieve("RROTOR.SHP");
}
/***********************************************************************************************
* AircraftTypeClass::Create_One_Of -- Creates an aircraft object of the appropriate type. *
* *
* This routine is used to create an aircraft object that matches the aircraft type. It *
* serves as a shortcut to creating an object using the "new" operator and "if" checks. *
* *
* INPUT: house -- The house owner of the aircraft that is to be created. *
* *
* OUTPUT: Returns with a pointer to the aircraft created. If the aircraft could not be *
* created, then a NULL is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
ObjectClass * AircraftTypeClass::Create_One_Of(HouseClass * house) const
{
return(new AircraftClass(Type, house->Class->House));
}
#ifdef SCENARIO_EDITOR
/***********************************************************************************************
* AircraftTypeClass::Prep_For_Add -- Prepares the scenario editor for adding an aircraft objec*
* *
* This routine is used by the scenario editor to prepare for the adding operation. It *
* builds a list of pointers to object types that can be added. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
void AircraftTypeClass::Prep_For_Add(void)
{
for (AircraftType index = AIRCRAFT_FIRST; index < AIRCRAFT_COUNT; index++) {
if (As_Reference(index).Get_Image_Data()) {
Map.Add_To_List(&As_Reference(index));
}
}
}
/***********************************************************************************************
* AircraftTypeClass::Display -- Displays a generic version of the aircraft type. *
* *
* This routine is used by the scenario editor to display a generic version of the object *
* type. This is displayed in the object selection dialog box. *
* *
* INPUT: x,y -- The coordinates to draw the aircraft at (centered). *
* *
* window -- The window to base the coordinates upon. *
* *
* house -- The owner of this generic aircraft. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
void AircraftTypeClass::Display(int x, int y, WindowNumberType window, HousesType house) const
{
int shape = 0;
void const * ptr = Get_Cameo_Data();
if (!ptr) {
ptr = Get_Image_Data();
shape = 5;
}
CC_Draw_Shape(ptr, shape, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, HouseClass::As_Pointer(house)->Remap_Table(false, true));
}
#endif
/***********************************************************************************************
* AircraftTypeClass::Occupy_List -- Returns with occupation list for landed aircraft. *
* *
* This determines the occupation list for the aircraft (if it was landed). *
* *
* INPUT: placement -- Is this for placement legality checking only? The normal condition *
* is for marking occupation flags. *
* *
* OUTPUT: Returns with a pointer to a cell offset occupation list for the aircraft. *
* *
* WARNINGS: This occupation list is only valid if the aircraft is landed. *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
short const * AircraftTypeClass::Occupy_List(bool) const
{
static short const _list[] = {0, REFRESH_EOL};
return(_list);
}
/***********************************************************************************************
* AircraftTypeClass::Overlap_List -- Determines the overlap list for a landed aircraft. *
* *
* This routine figures out the overlap list for the aircraft as if it were landed. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the cell offset overlap list for the aircraft. *
* *
* WARNINGS: This overlap list is only valid when the aircraft is landed. *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
short const * AircraftTypeClass::Overlap_List(void) const
{
static short const _list[] = {-(MAP_CELL_W-1), -MAP_CELL_W, -(MAP_CELL_W+1), -1, 1, (MAP_CELL_W-1), MAP_CELL_W, (MAP_CELL_W+1), REFRESH_EOL};
return(_list);
}
/***********************************************************************************************
* AircraftTypeClass::Who_Can_Build_Me -- Determines which object can build the aircraft objec *
* *
* Use this routine to determine which object (factory) can build the aircraft. It *
* determines this by scanning through the available factories, looking for one that is *
* of the proper ownership and is available. *
* *
* INPUT: intheory -- When true, it doesn't consider if the factory is currently busy. It *
* only considers that it is the right type. *
* *
* legal -- Should building prerequisite legality checks be performed as well? *
* For building placements, this is usually false. For sidebar button *
* adding, this is usually true. *
* *
* house -- The house of the desired aircraft to be built. *
* *
* OUTPUT: Returns with a pointer to the object that can build the aircraft. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/30/1994 JLB : Created. *
*=============================================================================================*/
BuildingClass * AircraftTypeClass::Who_Can_Build_Me(bool , bool legal, HousesType house) const
{
BuildingClass * anybuilding = NULL;
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass * building = Buildings.Ptr(index);
if (building &&
!building->IsInLimbo &&
building->House->Class->House == house &&
building->Mission != MISSION_DECONSTRUCTION &&
((1L << building->ActLike) & Ownable) &&
(!legal || building->House->Can_Build(Type, building->ActLike)) &&
building->Class->ToBuild == RTTI_AIRCRAFTTYPE) {
if (building->IsLeader) return(building);
anybuilding = building;
}
}
return(anybuilding);
}
/***********************************************************************************************
* AircraftTypeClass::Repair_Cost -- Fetchs the cost per repair step. *
* *
* This routine will return the cost for every repair step. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the credit expense for every repair step. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/26/1995 JLB : Created. *
*=============================================================================================*/
int AircraftTypeClass::Repair_Cost(void) const
{
return(Fixed_To_Cardinal(Cost/(MaxStrength/REPAIR_STEP), REPAIR_PERCENT));
}
/***********************************************************************************************
* AircraftTypeClass::Repair_Step -- Fetches the number of health points per repair. *
* *
* For every repair event, the returned number of health points is acquired. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of health points to recover each repair step. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/26/1995 JLB : Created. *
*=============================================================================================*/
int AircraftTypeClass::Repair_Step(void) const
{
return(REPAIR_STEP);
}
/***********************************************************************************************
* AircraftTypeClass::Max_Pips -- Fetches the maximum number of pips allowed. *
* *
* Use this routine to retrieve the maximum pip count allowed for this aircraft. This is *
* the maximum number of passengers. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the maximum number of pips for this aircraft. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/26/1995 JLB : Created. *
*=============================================================================================*/
int AircraftTypeClass::Max_Pips(void) const
{
if (IsTransporter) {
return(Max_Passengers());
} else {
if (Primary != WEAPON_NONE) {
return(5);
}
}
return(0);
}
/***********************************************************************************************
* AircraftTypeClass::Create_And_Place -- Creates and places aircraft using normal game system *
* *
* This routine is used to create and place an aircraft through the normal game system. *
* Since creation of aircraft in this fashion is prohibited, this routine does nothing. *
* *
* INPUT: na *
* *
* OUTPUT: Always returns a failure code (false). *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/07/1995 JLB : Created. *
*=============================================================================================*/
bool AircraftTypeClass::Create_And_Place(CELL, HousesType) const
{
return(false);
}
/***********************************************************************************************
* ATC::Init -- load up terrain set dependant sidebar icons *
* *
* *
* *
* INPUT: theater type *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 4/25/96 0:33AM ST : Created *
*=============================================================================================*/
void AircraftTypeClass::Init(TheaterType theater)
{
if (theater != LastTheater){
if ( Get_Resolution_Factor() ) {
AircraftType index;
char buffer[_MAX_FNAME];
char fullname[_MAX_FNAME+_MAX_EXT];
void const * cameo_ptr;
for (index = AIRCRAFT_FIRST; index < AIRCRAFT_COUNT; index++) {
AircraftTypeClass const & uclass = As_Reference(index);
((void const *&)uclass.CameoData) = NULL;
sprintf(buffer, "%.4sICNH", uclass.IniName);
_makepath (fullname, NULL, NULL, buffer, Theaters[theater].Suffix);
cameo_ptr = MixFileClass::Retrieve(fullname);
if (cameo_ptr){
((void const *&)uclass.CameoData) = cameo_ptr;
}
}
}
}
}
/***********************************************************************************************
* AircraftTypeClass::Dimensions -- Fetches the graphic dimensions of the aircraft type. *
* *
* This routine will fetch the pixel dimensions of this aircraft type. These dimensions *
* are used to control map refresh and select box rendering. *
* *
* INPUT: width -- Reference to variable that will be filled in with aircraft width. *
* *
* height -- Reference to variable that will be filled in with aircraft height. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/07/1995 JLB : Created. *
*=============================================================================================*/
void AircraftTypeClass::Dimensions(int &width, int &height) const
{
width = 21;
height = 20;
}
RTTIType AircraftTypeClass::What_Am_I(void) const {return RTTI_AIRCRAFTTYPE;};
| 412 | 0.725144 | 1 | 0.725144 | game-dev | MEDIA | 0.896112 | game-dev | 0.749896 | 1 | 0.749896 |
magefree/mage | 1,284 | Mage/src/main/java/mage/abilities/common/BecomesPlottedSourceTriggeredAbility.java | package mage.abilities.common;
import mage.abilities.TriggeredAbilityImpl;
import mage.abilities.effects.Effect;
import mage.constants.Zone;
import mage.game.Game;
import mage.game.events.GameEvent;
/**
* @author Susucr
*/
public class BecomesPlottedSourceTriggeredAbility extends TriggeredAbilityImpl {
public BecomesPlottedSourceTriggeredAbility(Effect effect, boolean optional) {
super(Zone.EXILED, effect, optional);
setTriggerPhrase("When {this} becomes plotted, ");
this.withRuleTextReplacement(true);
}
public BecomesPlottedSourceTriggeredAbility(Effect effect) {
this(effect, false);
}
protected BecomesPlottedSourceTriggeredAbility(final BecomesPlottedSourceTriggeredAbility ability) {
super(ability);
}
@Override
public BecomesPlottedSourceTriggeredAbility copy() {
return new BecomesPlottedSourceTriggeredAbility(this);
}
@Override
public boolean checkEventType(GameEvent event, Game game) {
return event.getType() == GameEvent.EventType.BECOME_PLOTTED;
}
@Override
public boolean checkTrigger(GameEvent event, Game game) {
if (event.getTargetId().equals(this.getSourceId())) {
return true;
}
return false;
}
}
| 412 | 0.84028 | 1 | 0.84028 | game-dev | MEDIA | 0.921034 | game-dev | 0.911507 | 1 | 0.911507 |
AlessioGr/NotQuests | 4,626 | paper/src/main/java/rocks/gravili/notquests/paper/structs/variables/ConditionVariable.java | /*
* NotQuests - A Questing plugin for Minecraft Servers
* Copyright (C) 2022 Alessio Gravili
*
* 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 rocks.gravili.notquests.paper.structs.variables;
import cloud.commandframework.arguments.standard.StringArgument;
import java.util.ArrayList;
import java.util.List;
import org.bukkit.command.CommandSender;
import org.bukkit.entity.Player;
import redempt.crunch.CompiledExpression;
import redempt.crunch.Crunch;
import redempt.crunch.functional.EvaluationEnvironment;
import rocks.gravili.notquests.paper.NotQuests;
import rocks.gravili.notquests.paper.structs.QuestPlayer;
public class ConditionVariable extends Variable<Boolean> {
private final EvaluationEnvironment env = new EvaluationEnvironment();
Variable<?> cachedVariable = null;
private CompiledExpression exp;
private int variableCounter = 0;
private Player playerToEvaluate = null;
private QuestPlayer questPlayerToEvaluate = null;
public ConditionVariable(NotQuests main) {
super(main);
addRequiredString(
StringArgument.<CommandSender>newBuilder("Conditions")
.withSuggestionsProvider(
(context, lastString) -> {
final List<String> allArgs = context.getRawInput();
main.getUtilManager()
.sendFancyCommandCompletion(
context.getSender(),
allArgs.toArray(new String[0]),
"[Conditions(s) expression]",
"[...]");
ArrayList<String> suggestions = new ArrayList<>();
for (String conditionIdentifier :
main.getConditionsYMLManager().getConditionsAndIdentifiers().keySet()) {
if (lastString.endsWith(conditionIdentifier)) {
suggestions.add(lastString + "&");
suggestions.add(lastString + "|");
} else {
suggestions.add(conditionIdentifier);
}
}
return suggestions;
})
.single()
.build());
}
public final String getExpression() {
return getRequiredStringValue("Conditions");
}
@Override
public Boolean getValueInternally(QuestPlayer questPlayer, Object... objects) {
this.playerToEvaluate = questPlayer.getPlayer();
this.questPlayerToEvaluate = questPlayer;
initializeExpressionAndCachedVariable();
return exp.evaluate() >= 0.98d;
}
public final String getExpressionAndGenerateEnv(String expressions) {
boolean foundOne = false;
for (final String conditionIdentifier :
main.getConditionsYMLManager().getConditionsAndIdentifiers().keySet()) {
if (!expressions.contains(conditionIdentifier)) {
continue;
}
foundOne = true;
variableCounter++;
expressions = expressions.replace(conditionIdentifier, "var" + variableCounter);
env.addLazyVariable(
"var" + variableCounter,
() -> main.getConditionsYMLManager()
.getCondition(conditionIdentifier)
.check(questPlayerToEvaluate)
.fulfilled()
? 1
: 0);
}
if (!foundOne) {
return expressions;
}
return getExpressionAndGenerateEnv(expressions);
}
public void initializeExpressionAndCachedVariable() {
if (exp == null) {
String expression = getExpressionAndGenerateEnv(getExpression());
exp = Crunch.compileExpression(expression, env);
}
}
@Override
public boolean setValueInternally(Boolean newValue, QuestPlayer questPlayer, Object... objects) {
return false;
}
@Override
public List<String> getPossibleValues(QuestPlayer questPlayer, Object... objects) {
return null;
}
@Override
public String getPlural() {
return "Conditions";
}
@Override
public String getSingular() {
return "Condition";
}
}
| 412 | 0.933631 | 1 | 0.933631 | game-dev | MEDIA | 0.916021 | game-dev | 0.957961 | 1 | 0.957961 |
MatterHackers/agg-sharp | 4,915 | geometry3Sharp/mesh/FaceGroupUtil.cs | using System;
using System.Collections.Generic;
namespace g3
{
public static class FaceGroupUtil
{
/// <summary>
/// Set group ID of all triangles in mesh
/// </summary>
public static void SetGroupID(DMesh3 mesh, int to)
{
if (mesh.HasTriangleGroups == false)
{
return;
}
foreach (int tid in mesh.TriangleIndices())
{
mesh.SetTriangleGroup(tid, to);
}
}
/// <summary>
/// Set group id of subset of triangles in mesh
/// </summary>
public static void SetGroupID(DMesh3 mesh, IEnumerable<int> triangles, int to)
{
if (mesh.HasTriangleGroups == false)
{
return;
}
foreach (int tid in triangles)
{
mesh.SetTriangleGroup(tid, to);
}
}
/// <summary>
/// replace group id in mesh
/// </summary>
public static void SetGroupToGroup(DMesh3 mesh, int from, int to)
{
if (mesh.HasTriangleGroups == false)
{
return;
}
int NT = mesh.MaxTriangleID;
for (int tid = 0; tid < NT; ++tid)
{
if (mesh.IsTriangle(tid))
{
int gid = mesh.GetTriangleGroup(tid);
if (gid == from)
{
mesh.SetTriangleGroup(tid, to);
}
}
}
}
/// <summary>
/// find the set of group ids used in mesh
/// </summary>
public static HashSet<int> FindAllGroups(DMesh3 mesh)
{
var Groups = new HashSet<int>();
if (mesh.HasTriangleGroups)
{
int NT = mesh.MaxTriangleID;
for (int tid = 0; tid < NT; ++tid)
{
if (mesh.IsTriangle(tid))
{
int gid = mesh.GetTriangleGroup(tid);
Groups.Add(gid);
}
}
}
return Groups;
}
/// <summary>
/// count number of tris in each group in mesh
/// returned pairs are [group_id, tri_count]
/// </summary>
public static SparseList<int> CountAllGroups(DMesh3 mesh)
{
var GroupCounts = new SparseList<int>(mesh.MaxGroupID, 0, 0);
if (mesh.HasTriangleGroups)
{
int NT = mesh.MaxTriangleID;
for (int tid = 0; tid < NT; ++tid)
{
if (mesh.IsTriangle(tid))
{
int gid = mesh.GetTriangleGroup(tid);
GroupCounts[gid] = GroupCounts[gid] + 1;
}
}
}
return GroupCounts;
}
/// <summary>
/// collect triangles by group id. Returns array of triangle lists (stored as arrays).
/// This requires 2 passes over mesh, but each pass is linear
/// </summary>
public static int[][] FindTriangleSetsByGroup(DMesh3 mesh, int ignoreGID = int.MinValue)
{
if (!mesh.HasTriangleGroups)
{
return new int[0][];
}
// find # of groups and triangle count for each
SparseList<int> counts = CountAllGroups(mesh);
var GroupIDs = new List<int>();
foreach (var idxval in counts.Values())
{
if (idxval.Key != ignoreGID && idxval.Value > 0)
{
GroupIDs.Add(idxval.Key);
}
}
GroupIDs.Sort(); // might as well sort ascending...
var groupMap = new SparseList<int>(mesh.MaxGroupID, GroupIDs.Count, -1);
// allocate sets
int[][] sets = new int[GroupIDs.Count][];
int[] counters = new int[GroupIDs.Count];
for (int i = 0; i < GroupIDs.Count; ++i)
{
int gid = GroupIDs[i];
sets[i] = new int[counts[gid]];
counters[i] = 0;
groupMap[gid] = i;
}
// accumulate triangles
int NT = mesh.MaxTriangleID;
for (int tid = 0; tid < NT; ++tid)
{
if (mesh.IsTriangle(tid))
{
int gid = mesh.GetTriangleGroup(tid);
int i = groupMap[gid];
if (i >= 0)
{
int k = counters[i]++;
sets[i][k] = tid;
}
}
}
return sets;
}
/// <summary>
/// find list of triangles in mesh with specific group id
/// </summary>
public static List<int> FindTrianglesByGroup(IMesh mesh, int findGroupID)
{
var tris = new List<int>();
if (mesh.HasTriangleGroups == false)
{
return tris;
}
foreach (int tid in mesh.TriangleIndices())
{
if (mesh.GetTriangleGroup(tid) == findGroupID)
{
tris.Add(tid);
}
}
return tris;
}
/// <summary>
/// split input mesh into submeshes based on group ID
/// **does not** separate disconnected components w/ same group ID
/// </summary>
public static DMesh3[] SeparateMeshByGroups(DMesh3 mesh, out int[] groupIDs)
{
var meshes = new Dictionary<int, List<int>>();
foreach (int tid in mesh.TriangleIndices())
{
int gid = mesh.GetTriangleGroup(tid);
List<int> tris;
if (meshes.TryGetValue(gid, out tris) == false)
{
tris = new List<int>();
meshes[gid] = tris;
}
tris.Add(tid);
}
var result = new DMesh3[meshes.Count];
groupIDs = new int[meshes.Count];
int k = 0;
foreach (var pair in meshes)
{
groupIDs[k] = pair.Key;
List<int> tri_list = pair.Value;
result[k++] = DSubmesh3.QuickSubmesh(mesh, tri_list);
}
return result;
}
public static DMesh3[] SeparateMeshByGroups(DMesh3 mesh)
{
int[] ids; return SeparateMeshByGroups(mesh, out ids);
}
}
}
| 412 | 0.892512 | 1 | 0.892512 | game-dev | MEDIA | 0.768497 | game-dev | 0.974011 | 1 | 0.974011 |
spbooks/html5games1 | 1,404 | ch08/13-wall-jump/src/entities/Totem.js | import pop from "../../pop/index.js";
const { entity, Texture, TileSprite, math, State } = pop;
import Bullet from "./Bullet.js";
const texture = new Texture("res/images/bravedigger-tiles.png");
class Totem extends TileSprite {
constructor(target, onFire) {
super(texture, 48, 48);
this.type = "Totem";
this.frame.x = 2;
this.frame.y = 1;
this.target = target;
this.onFire = onFire;
this.fireIn = 0;
this.state = new State("IDLE");
this.hp = 8;
}
fireAtTarget() {
const { target, onFire } = this;
const totemPos = entity.center(this);
const targetPos = entity.center(target);
const angle = math.angle(targetPos, totemPos);
const x = Math.cos(angle);
const y = Math.sin(angle);
const bullet = new Bullet({ x, y }, 300);
bullet.pos.x = totemPos.x - bullet.w / 2;
bullet.pos.y = totemPos.y - bullet.h / 2;
onFire(bullet);
}
update(dt, t) {
const { state, frame } = this;
switch (state.get()) {
case "IDLE":
if (state.first) {
frame.x = 2;
}
if (math.randOneIn(250)) {
state.set("WINDUP");
}
break;
case "WINDUP":
frame.x = [1, 0][((t / 0.1) | 0) % 2];
if (state.time > 1) {
this.fireAtTarget();
state.set("IDLE");
}
break;
}
state.update(dt);
}
}
export default Totem;
| 412 | 0.829039 | 1 | 0.829039 | game-dev | MEDIA | 0.959474 | game-dev | 0.885163 | 1 | 0.885163 |
ck2rpg/ck2rpg.github.io | 11,369 | js/mapgen/masking.js | //modding rivers: https://forum.paradoxplaza.com/forum/threads/how-to-mod-rivers-navigable-rivers-and-lakes.1478521/
function setMasks() {
for (let i = 0; i < world.height; i++) {
for (let j = 0; j < world.width; j++) {
let cell = xy(j, i);
assignMasks(cell)
}
}
}
function assignMasks(cell) { //need to convert from percentages to actual - do we want for individual pixels or just cells? Will blur sort it out for us?
let n = noise(cell.x, cell.y)
//NOTE: THIS FUNCTION NEEDS TO BE MADE CONSISTENT WITH TERRAIN GENERATION AT createProvinceTerrain() function!
let remaining = 100;
let el = cell.elevation;
if (cell.terrain === "floodplains") {
cell.floodplains_01_mask = 100
} else if (cell.terrain === "wetlands") {
cell.wetlands_02_mask = 100
} else if (cell.terrain === "taiga") {
if (n < 0.2 || n > 0.8) {
cell.forest_pine_01_mask = 100;
} else {
cell.northern_plains_01_mask = getRandomInt(30, 50);
remaining -= cell.northern_plains_01_mask;
cell.plains_01_noisy_mask = getRandomInt(15, remaining);
remaining -= cell.plains_01_noisy_mask
cell.plains_01_rough_mask = getRandomInt(15, remaining);
remaining -= cell.plains_01_rough_mask
cell.plains_01_mask = getRandomInt(0, remaining);
remaining -= cell.plains_01_mask
if (remaining > 0) {
cell.plains_01_noisy_mask += remaining
}
remaining = 0;
}
} else if (cell.terrain === "hills" && cell.climateCategory === "cold") {
cell.hills_01_rocks_mask = 50
cell.snow_mask = 50
remaining = 0;
} else if (cell.terrain === "mountains") {
if (el > limits.mountains.snowLine) {
cell.mountain_02_c_snow_mask = getRandomInt(40, 70);
remaining -= cell.mountain_02_c_snow_mask;
cell.mountain_02_mask = remaining;
remaining = 0;
} else {
cell.mountain_02_mask = getRandomInt(1, 70);
remaining -= cell.mountain_02_mask;
cell.mountain_02_c_mask = remaining;
remaining = 0;
}
} else if (n < 0.2 && cell.maskMarked && !cell.desert) {
cell.wetlands_02_mask = 100
} else if (cell.terrain === "sea") { //ocean - limit was 15 before (or 10?)
cell.beach_02_mask = 80;
cell.desert_02_mask = 20;
remaining = 0;
} else if (cell.terrain === "farmlands") {
cell.farmland_01_mask = 100
remaining = 0;
} else if (cell.floodplainPotential) {
cell.floodplains_01_mask = 100
remaining = 0;
} else if (cell.terrain === "jungle") {
if (n < 0.3) {
cell.forest_jungle_01_mask = getRandomInt(30, 50);
remaining -= cell.forest_jungle_01_mask
cell.medi_grass_02_mask = getRandomInt(30, 50);
remaining -= cell.medi_grass_02_mask;
cell.hills_01_rocks_mask = remaining
remaining = 0;
} else {
cell.medi_grass_02_mask = getRandomInt(60, 80);
remaining -= cell.medi_grass_02_mask;
cell.hills_01_rocks_mask = remaining
remaining = 0;
}
} else if (cell.terrain === "desert") {
if (n < 0.1) {
cell.desert_01_mask = 100
remaining = 0;
} else if (n < 0.85) {
cell.desert_wavy_01_mask = getRandomInt(38, 65)
remaining -= cell.desert_wavy_01_mask;
cell.desert_wavy_01_larger_mask = getRandomInt(20, remaining);
remaining -= cell.desert_wavy_01_larger_mask;
cell.desert_rocky_mask = getRandomInt(0, remaining);
remaining -= cell.desert_rocky_mask;
cell.drylands_01_mask = getRandomInt(0, remaining);
remaining -= cell.drylands_01_mask
cell.desert_02_mask = getRandomInt(0, remaining);
remaining -= cell.desert_02_mask;
if (remaining > 0) {
cell.desert_wavy_01_mask += remaining
}
remaining = 0;
} else {
cell.desert_rocky_mask = getRandomInt(38, 65);
remaining -= cell.desert_rocky_mask;
cell.desert_wavy_01_mask = getRandomInt(20, remaining);
remaining -= cell.desert_wavy_01_mask;
cell.desert_wavy_01_larger_mask = getRandomInt(0, remaining);
remaining -= cell.desert_wavy_01_larger_mask;
cell.drylands_01_mask = getRandomInt(0, remaining);
remaining -= cell.drylands_01_mask
cell.desert_02_mask = getRandomInt(0, remaining);
remaining -= cell.desert_02_mask;
if (remaining > 0) {
cell.desert_wavy_01_mask += remaining
}
remaining = 0;
}
} else if (cell.terrain === "desert_mountains") {
//desert mountains
cell.mountain_02_d_desert_mask = getRandomInt(50, 100);
remaining -= cell.mountain_02_d_desert_mask;
cell.drylands_01_mask = getRandomInt(0, remaining)
remaining -= cell.drylands_01_mask;
cell.mountain_02_desert_mask = getRandomInt(0, remaining)
remaining -= cell.mountain_02_desert_mask;
remaining = 0;
} else if (cell.terrain === "steppe") {
//steppe
if (el > limits.mountains.lower) {
cell.hills_01_mask = getRandomInt(40, 60);
remaining = 100 - cell.hills_01_mask
cell.steppe_01_mask = remaining
remaining = 0;
} else if (limits.mountains.lower - el < 50) {
cell.steppe_01_mask = getRandomInt(70, 80);
remaining -= cell.steppe_01_mask;
cell.steppe_rocks_mask = remaining
remaining = 0;
} else {
cell.steppe_01_mask = getRandomInt(60, 70);
remaining = 100 - cell.steppe_01_mask;
cell.steppe_rocks_mask = getRandomInt(1, remaining);
remaining -= cell.steppe_rocks_mask
cell.steppe_bushes_mask = remaining
remaining = 0;
}
} else if (cell.terrain === "drylands" && cell.moisture < 10) {
cell.desert_cracked_mask = 100;
remaining = 0;
} else if (cell.terrain === "drylands") {
//drylands
cell.drylands_01_mask = 100
remaining = 0;
} else if ((cell.climateCategory === "subtropical" || cell.terrain === "desert" || cell.terrain === "drylands") && limits.mountains.lower - el < 50) {
//desert hill is still hill terrain but desert hill mask
cell.desert_rocky_mask = getRandomInt(38, 65);
remaining -= cell.desert_rocky_mask;
cell.desert_wavy_01_mask = getRandomInt(20, remaining);
remaining -= cell.desert_wavy_01_mask;
cell.desert_wavy_01_larger_mask = getRandomInt(0, remaining);
remaining -= cell.desert_wavy_01_larger_mask;
cell.drylands_01_mask = getRandomInt(0, remaining);
remaining -= cell.drylands_01_mask
cell.desert_02_mask = getRandomInt(0, remaining);
remaining -= cell.desert_02_mask;
if (remaining > 0) {
cell.desert_wavy_01_mask += remaining
}
remaining = 0;
} else if (cell.terrain === "forest") {
if (cell.elevation > 60) {
cell.forest_pine_01_mask = 100;
remaining = 0;
} else {
cell.forestfloor_mask = 100;
remaining = 0;
}
} else if (cell.terrain === "hills") { // probably too broad
if (cell.climateCategory === "temperate") { //not sure on this one, should be farther north right?
cell.northern_hills_01_mask = getRandomInt(40, 70);
remaining -= cell.northern_hills_01_mask;
cell.medi_grass_02_mask = getRandomInt(1, remaining);
remaining -= cell.medi_grass_02_mask;
cell.hills_01_rocks_mask = remaining
remaining = 0;
} else {
cell.hills_01_mask = getRandomInt(40, 70);
remaining -= cell.hills_01_mask;
cell.medi_grass_02_mask = getRandomInt(1, remaining);
remaining -= cell.medi_grass_02_mask;
cell.hills_01_rocks_mask = remaining
remaining = 0;
}
} else if (cell.terrain === "plains") {
//DEFAULT TERRAIN
cell.medi_grass_02_mask = getRandomInt(30, 50);
remaining -= cell.medi_grass_02_mask;
cell.plains_01_noisy_mask = getRandomInt(15, remaining);
remaining -= cell.plains_01_noisy_mask
cell.plains_01_rough_mask = getRandomInt(15, remaining);
remaining -= cell.plains_01_rough_mask
cell.plains_01_mask = getRandomInt(0, remaining);
remaining -= cell.plains_01_mask
if (remaining > 0) {
cell.plains_01_noisy_mask += remaining
}
remaining = 0;
} else {
let b = biome(cell);
if (b === "grass") { //western european plain tppes minus steppe which was too messy/discoloring for our approach
if ((cell.y > world.steppeTop || cell.y < world.steppeBottom)) {
cell.medi_grass_02_mask = getRandomInt(30, 50);
remaining -= cell.medi_grass_02_mask;
cell.plains_01_noisy_mask = getRandomInt(15, remaining);
remaining -= cell.plains_01_noisy_mask
cell.plains_01_rough_mask = getRandomInt(15, remaining);
remaining -= cell.plains_01_rough_mask
cell.plains_01_mask = getRandomInt(0, remaining);
remaining -= cell.plains_01_mask
if (remaining > 0) {
cell.plains_01_noisy_mask += remaining
}
remaining = 0;
} else {
cell.northern_plains_01_mask = getRandomInt(30, 50);
remaining -= cell.northern_plains_01_mask;
cell.plains_01_noisy_mask = getRandomInt(15, remaining);
remaining -= cell.plains_01_noisy_mask
cell.plains_01_rough_mask = getRandomInt(15, remaining);
remaining -= cell.plains_01_rough_mask
cell.plains_01_mask = getRandomInt(0, remaining);
remaining -= cell.plains_01_mask
if (remaining > 0) {
cell.plains_01_noisy_mask += remaining
}
remaining = 0;
}
} else if (b === "arctic") {
cell.snow_mask = 100;
remaining = 0;
} else {
//DEFAULT TERRAIN
cell.medi_grass_02_mask = getRandomInt(30, 50);
remaining -= cell.medi_grass_02_mask;
cell.plains_01_noisy_mask = getRandomInt(15, remaining);
remaining -= cell.plains_01_noisy_mask
cell.plains_01_rough_mask = getRandomInt(15, remaining);
remaining -= cell.plains_01_rough_mask
cell.plains_01_mask = getRandomInt(0, remaining);
remaining -= cell.plains_01_mask
if (remaining > 0) {
cell.plains_01_noisy_mask += remaining
}
remaining = 0;
}
}
if (remaining > 0) {
cell.beach_02_mask = 80;
cell.desert_02_mask = 20;
}
}
| 412 | 0.606912 | 1 | 0.606912 | game-dev | MEDIA | 0.978803 | game-dev | 0.631199 | 1 | 0.631199 |
chraft/c-raft | 5,698 | Chraft/Entity/Items/Base/ItemHelper.cs | #region C#raft License
// This file is part of C#raft. Copyright C#raft Team
//
// C#raft is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#endregion
using System;
using System.Collections.Concurrent;
using System.Reflection;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Chraft.Entity.Items.Base;
using Chraft.Net;
using Chraft.PluginSystem.Item;
using Chraft.Utilities;
using Chraft.Utilities.Blocks;
namespace Chraft.Entity.Items
{
public sealed class ItemHelper
{
private static ConcurrentDictionary<short, Type> _itemClasses;
private static readonly ItemHelper _instance = new ItemHelper();
public static ItemHelper Instance { get { return _instance; } }
private ItemHelper()
{
Init();
}
private static void Init()
{
_itemClasses = new ConcurrentDictionary<short, Type>();
ItemBase item;
Type itemClass;
short itemId;
foreach (Type t in from t in Assembly.GetExecutingAssembly().GetTypes()
where t.GetInterfaces().Contains(typeof(IItemInventory)) && !t.IsAbstract
select t)
{
itemClass = t;
item = (ItemInventory)itemClass.GetConstructor(Type.EmptyTypes).Invoke(null);
itemId = item.Type;
_itemClasses.TryAdd(itemId, itemClass);
}
}
public static bool IsVoid(ItemInventory item)
{
return (item == null || item.Type == -1 || item.Count < 1);
}
public static bool IsVoid(IItemInventory item)
{
return (item == null | (item as ItemInventory).Type == -1 || (item as ItemInventory).Count < 1);
}
public static ItemInventory Void
{
get { return new ItemVoid(); }
}
public static ItemInventory GetInstance(BlockData.Blocks blockType)
{
return GetInstance((short)blockType);
}
public static ItemInventory GetInstance(BlockData.Items itemType)
{
return GetInstance((short)itemType);
}
public static ItemInventory GetInstance(short type)
{
ItemInventory item;
Type itemClass;
if (!_itemClasses.TryGetValue(type, out itemClass))
return Void;
item = (ItemInventory)itemClass.GetConstructor(Type.EmptyTypes).Invoke(null);
return item;
}
public static ItemInventory GetInstance(PacketReader stream)
{
ItemInventory item = null;
Type itemClass;
short type = stream.ReadShort();
sbyte count;
short durability;
if (type >= 0)
{
count = stream.ReadSByte();
durability = stream.ReadShort();
if (_itemClasses.TryGetValue(type, out itemClass))
{
item = (ItemInventory)itemClass.GetConstructor(Type.EmptyTypes).Invoke(null);
item.Count = count;
item.Durability = durability;
// TODO: Implement extra data read (enchantment) and items
//if (durability > 0 || item.IsEnchantable)
stream.ReadShort();
}
}
return item;
}
public static ItemInventory GetInstance(BigEndianStream stream)
{
ItemInventory item = Void;
Type itemClass;
short type = stream.ReadShort();
if (type >= 0)
{
if (_itemClasses.TryGetValue(type, out itemClass))
{
item = (ItemInventory) itemClass.GetConstructor(Type.EmptyTypes).Invoke(null);
item.Count = stream.ReadSByte();
item.Durability = stream.ReadShort();
// TODO: Implement extra data read (enchantment) and items
//if (item.Durability > 0 || item.IsEnchantable)
stream.ReadShort();
}
}
return item;
}
public static ItemInventory Parse(string code)
{
string[] parts = code.Split(':', '#');
string numeric = parts[0];
string count = "1";
string durability = "0";
if (code.Contains(':'))
durability = parts[1];
if (code.Contains('#'))
count = parts[parts.Length - 1];
//TODO:Dennis make item classes and load them on server startup, before recipe loading
short itemId;
short.TryParse(numeric, out itemId);
var item = GetInstance(itemId);
if (IsVoid(item))
return Void;
item.Count = sbyte.Parse(count);
item.Durability = durability == "*" ? (short) -1 : short.Parse(durability);
return item;
}
}
}
| 412 | 0.897777 | 1 | 0.897777 | game-dev | MEDIA | 0.606903 | game-dev | 0.955317 | 1 | 0.955317 |
mixandjam/MarioParty-Board | 6,675 | Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs | using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor
{
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
const float k_Space = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void RemoveTutorial()
{
if (EditorUtility.DisplayDialog("Remove Readme Assets",
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
"Proceed",
"Cancel"))
{
if (Directory.Exists(s_ReadmeSourceDirectory))
{
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
}
else
{
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
}
var readmeAsset = SelectReadme();
if (readmeAsset != null)
{
var path = AssetDatabase.GetAssetPath(readmeAsset);
FileUtil.DeleteFileOrDirectory(path + ".meta");
FileUtil.DeleteFileOrDirectory(path);
}
AssetDatabase.Refresh();
}
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
{
var readme = SelectReadme();
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}
static void LoadLayout()
{
var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
}
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[] { readmeObject };
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle");
{
if (readme.icon != null)
{
GUILayout.Space(k_Space);
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
}
GUILayout.Space(k_Space);
GUILayout.BeginVertical();
{
GUILayout.FlexibleSpace();
GUILayout.Label(readme.title, TitleStyle);
GUILayout.FlexibleSpace();
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
if (!string.IsNullOrEmpty(section.heading))
{
GUILayout.Label(section.heading, HeadingStyle);
}
if (!string.IsNullOrEmpty(section.text))
{
GUILayout.Label(section.text, BodyStyle);
}
if (!string.IsNullOrEmpty(section.linkText))
{
if (LinkLabel(new GUIContent(section.linkText)))
{
Application.OpenURL(section.url);
}
}
GUILayout.Space(k_Space);
}
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
{
RemoveTutorial();
}
}
bool m_Initialized;
GUIStyle LinkStyle
{
get { return m_LinkStyle; }
}
[SerializeField]
GUIStyle m_LinkStyle;
GUIStyle TitleStyle
{
get { return m_TitleStyle; }
}
[SerializeField]
GUIStyle m_TitleStyle;
GUIStyle HeadingStyle
{
get { return m_HeadingStyle; }
}
[SerializeField]
GUIStyle m_HeadingStyle;
GUIStyle BodyStyle
{
get { return m_BodyStyle; }
}
[SerializeField]
GUIStyle m_BodyStyle;
GUIStyle ButtonStyle
{
get { return m_ButtonStyle; }
}
[SerializeField]
GUIStyle m_ButtonStyle;
void Init()
{
if (m_Initialized)
return;
m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 14;
m_BodyStyle.richText = true;
m_TitleStyle = new GUIStyle(m_BodyStyle);
m_TitleStyle.fontSize = 26;
m_HeadingStyle = new GUIStyle(m_BodyStyle);
m_HeadingStyle.fontStyle = FontStyle.Bold;
m_HeadingStyle.fontSize = 18;
m_LinkStyle = new GUIStyle(m_BodyStyle);
m_LinkStyle.wordWrap = false;
// Match selection color which works nicely for both light and dark skins
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
m_LinkStyle.stretchWidth = false;
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
m_ButtonStyle.fontStyle = FontStyle.Bold;
m_Initialized = true;
}
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
{
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI();
Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white;
Handles.EndGUI();
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
return GUI.Button(position, label, LinkStyle);
}
}
| 412 | 0.900535 | 1 | 0.900535 | game-dev | MEDIA | 0.777199 | game-dev,desktop-app | 0.956672 | 1 | 0.956672 |
CyberTianzun/QingTingCheat | 8,537 | src/fm/qingting/qtradio/fm/TaobaoAgent.java | package fm.qingting.qtradio.fm;
import android.content.Context;
import android.media.MediaPlayer;
import com.taobao.newxp.common.AlimmContext;
import com.taobao.newxp.view.audio.MunionAudio;
import com.taobao.newxp.view.audio.MunionAudio.OnAudioADClientCallBackListener;
import fm.qingting.qtradio.model.InfoManager;
import fm.qingting.qtradio.model.Node;
import fm.qingting.qtradio.model.RootNode;
import fm.qingting.qtradio.model.RootNode.PlayMode;
import fm.qingting.qtradio.model.SharedCfg;
import fm.qingting.utils.QTMSGManage;
import java.lang.reflect.Field;
public class TaobaoAgent
{
private static TaobaoAgent instance;
private String AD_IDENTITY = "62831";
private boolean hasLoadedAudio = false;
private long hasPlayAdv = 0L;
private MunionAudio mAudio;
private Context mContext;
private MediaPlayer mPlayer;
private void _playAD(boolean paramBoolean)
{
if (this.mAudio != null)
{
if (!paramBoolean)
InfoManager.getInstance().setPlayAdvertisementTime();
if (paramBoolean)
mute();
this.mAudio.playAD();
QTMSGManage.getInstance().sendStatistcsMessage("taobao_ad", "play");
}
}
private void change()
{
AlimmContext.getAliContext().init(this.mContext);
Class localClass = AlimmContext.getAliContext().getAppUtils().getClass();
while (true)
{
int i;
try
{
Field[] arrayOfField = localClass.getDeclaredFields();
i = 0;
if (i < arrayOfField.length)
if (arrayOfField[i].getName().equalsIgnoreCase("l"))
{
Field localField2 = localClass.getDeclaredField(arrayOfField[i].getName());
localField2.setAccessible(true);
String str4 = String.valueOf(localField2.get(AlimmContext.getAliContext().getAppUtils()));
int n = SharedCfg.getInstance().getTaoBaoChange();
if (n == 0)
return;
int i1 = SharedCfg.getInstance().getBootstrapCnt() % n;
if (str4.length() > i1)
{
char c1 = str4.charAt(0);
char c2 = str4.charAt(i1);
changeStr(str4, String.valueOf(c2) + String.valueOf(c1) + str4.substring(2));
}
}
else if (arrayOfField[i].getName().equalsIgnoreCase("n"))
{
Field localField1 = localClass.getDeclaredField(arrayOfField[i].getName());
localField1.setAccessible(true);
String str1 = String.valueOf(localField1.get(AlimmContext.getAliContext().getAppUtils()));
int j = SharedCfg.getInstance().getTaoBaoChange();
if (j != 0)
{
int k = SharedCfg.getInstance().getBootstrapCnt() % j;
if (str1.length() <= k)
break label394;
String[] arrayOfString = str1.split(":");
if (arrayOfString != null)
{
String str2 = "";
if (k >= arrayOfString.length)
break label400;
str2 = arrayOfString[k];
break label400;
if (m < arrayOfString.length)
{
if (m == k)
break label406;
String str3 = str2 + ":";
str2 = str3 + arrayOfString[m];
break label406;
}
if ((str2 == null) || (str2.equalsIgnoreCase("")))
break label394;
changeStr(str1, str2);
}
}
}
}
catch (Exception localException)
{
}
return;
label394: i++;
continue;
label400: int m = 0;
continue;
label406: m++;
}
}
private void changeStr(String paramString1, String paramString2)
{
Class localClass = paramString1.getClass();
try
{
Field localField1 = localClass.getDeclaredField("value");
Field localField2 = localClass.getDeclaredField("count");
localField2.setAccessible(true);
localField1.setAccessible(true);
char[] arrayOfChar = paramString2.toCharArray();
localField2.set(paramString1, Integer.valueOf(arrayOfChar.length));
localField1.set(paramString1, arrayOfChar);
return;
}
catch (Exception localException)
{
localException.printStackTrace();
}
}
public static TaobaoAgent getInstance()
{
try
{
if (instance == null)
instance = new TaobaoAgent();
TaobaoAgent localTaobaoAgent = instance;
return localTaobaoAgent;
}
finally
{
}
}
private void getPlayer()
{
Class localClass = this.mAudio.getClass();
try
{
Field[] arrayOfField = localClass.getDeclaredFields();
for (int i = 0; ; i++)
if (i < arrayOfField.length)
{
Field localField = localClass.getDeclaredField(arrayOfField[i].getName());
localField.setAccessible(true);
Object localObject = localField.get(this.mAudio);
if ((localObject instanceof MediaPlayer))
this.mPlayer = ((MediaPlayer)localObject);
}
else
{
return;
}
}
catch (Exception localException)
{
localException.printStackTrace();
}
}
private void log(String paramString)
{
}
private void mute()
{
try
{
getPlayer();
if (this.mPlayer != null)
this.mPlayer.setVolume(0.0F, 0.0F);
return;
}
catch (Exception localException)
{
localException.printStackTrace();
}
}
private void onHandlePlayFinished()
{
Node localNode = InfoManager.getInstance().root().getCurrentPlayingNode();
InfoManager.getInstance().root().setPlayMode();
PlayerAgent.getInstance().play(localNode, false);
loadAd();
}
public boolean hasLoadedAdv()
{
return this.hasLoadedAudio;
}
public void init(Context paramContext, boolean paramBoolean)
{
this.mContext = paramContext;
this.mAudio = new MunionAudio(paramContext);
if (paramBoolean)
change();
this.mAudio.setOnAudioADClientCallBackListener(new MunionAudio.OnAudioADClientCallBackListener()
{
public void onDidPause()
{
TaobaoAgent.this.log("暂停广告播放");
}
public void onDidStart()
{
TaobaoAgent.this.log("开始广告播放");
InfoManager.getInstance().root().setPlayMode(RootNode.PlayMode.PLAY_FRONT_ADVERTISEMENT);
}
public void onDidStop()
{
TaobaoAgent.this.log("停止广告播放");
TaobaoAgent.this.onHandlePlayFinished();
}
public void onPlayDidFinished()
{
TaobaoAgent.this.log("播放广告完成");
TaobaoAgent.this.onHandlePlayFinished();
QTMSGManage.getInstance().sendStatistcsMessage("taobao_ad", "playFinished");
}
public void onPlayFailed(String paramAnonymousString)
{
TaobaoAgent.this.log("播放广告失败");
TaobaoAgent.this.onHandlePlayFinished();
QTMSGManage.getInstance().sendStatistcsMessage("taobao_ad", "playFailed");
}
public void onRequestFailed(String paramAnonymousString)
{
TaobaoAgent.this.log("广告请求失败");
QTMSGManage.getInstance().sendStatistcsMessage("taobao_ad", "requestADFailed");
}
public void onRequestFinished()
{
TaobaoAgent.this.log("广告请求成功");
TaobaoAgent.access$102(TaobaoAgent.this, true);
QTMSGManage.getInstance().sendStatistcsMessage("taobao_ad", "requestADSucc");
}
});
}
public void loadAd()
{
if (this.mAudio != null)
{
this.hasLoadedAudio = false;
this.mAudio.requestAD(this.AD_IDENTITY);
QTMSGManage.getInstance().sendStatistcsMessage("taobao_ad", "load");
}
}
public boolean playAD(boolean paramBoolean)
{
if ((paramBoolean) && (System.currentTimeMillis() / 1000L - this.hasPlayAdv < 300L))
return false;
if (this.hasLoadedAudio)
{
if (!paramBoolean)
PlayerAgent.getInstance().stop();
_playAD(paramBoolean);
this.hasPlayAdv = (System.currentTimeMillis() / 1000L);
return true;
}
loadAd();
return false;
}
public void setADId(String paramString)
{
this.AD_IDENTITY = paramString;
}
public void stopAD()
{
if (this.mAudio != null)
this.mAudio.stopAD();
}
}
/* Location: /Users/zhangxun-xy/Downloads/qingting2/classes_dex2jar.jar
* Qualified Name: fm.qingting.qtradio.fm.TaobaoAgent
* JD-Core Version: 0.6.2
*/ | 412 | 0.89336 | 1 | 0.89336 | game-dev | MEDIA | 0.496515 | game-dev | 0.905653 | 1 | 0.905653 |
Danial-Kord/DigiHuman | 6,555 | Assets/Standard Assets/Utility/WaypointProgressTracker.cs | using System;
using UnityEngine;
namespace UnityStandardAssets.Utility
{
public class WaypointProgressTracker : MonoBehaviour
{
// This script can be used with any object that is supposed to follow a
// route marked out by waypoints.
// This script manages the amount to look ahead along the route,
// and keeps track of progress and laps.
[SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow
[SerializeField] private float lookAheadForTargetOffset = 5;
// The offset ahead along the route that the we will aim for
[SerializeField] private float lookAheadForTargetFactor = .1f;
// A multiplier adding distance ahead along the route to aim for, based on current speed
[SerializeField] private float lookAheadForSpeedOffset = 10;
// The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform)
[SerializeField] private float lookAheadForSpeedFactor = .2f;
// A multiplier adding distance ahead along the route for speed adjustments
[SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute;
// whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint.
[SerializeField] private float pointToPointThreshold = 4;
// proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode.
public enum ProgressStyle
{
SmoothAlongRoute,
PointToPoint,
}
// these are public, readable by other objects - i.e. for an AI to know where to head!
public WaypointCircuit.RoutePoint targetPoint { get; private set; }
public WaypointCircuit.RoutePoint speedPoint { get; private set; }
public WaypointCircuit.RoutePoint progressPoint { get; private set; }
public Transform target;
private float progressDistance; // The progress round the route, used in smooth mode.
private int progressNum; // the current waypoint number, used in point-to-point mode.
private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component)
private float speed; // current speed of this object (calculated from delta since last frame)
// setup script properties
private void Start()
{
// we use a transform to represent the point to aim for, and the point which
// is considered for upcoming changes-of-speed. This allows this component
// to communicate this information to the AI without requiring further dependencies.
// You can manually create a transform and assign it to this component *and* the AI,
// then this component will update it, and the AI can read it.
if (target == null)
{
target = new GameObject(name + " Waypoint Target").transform;
}
Reset();
}
// reset the object to sensible values
public void Reset()
{
progressDistance = 0;
progressNum = 0;
if (progressStyle == ProgressStyle.PointToPoint)
{
target.position = circuit.Waypoints[progressNum].position;
target.rotation = circuit.Waypoints[progressNum].rotation;
}
}
private void Update()
{
if (progressStyle == ProgressStyle.SmoothAlongRoute)
{
// determine the position we should currently be aiming for
// (this is different to the current progress position, it is a a certain amount ahead along the route)
// we use lerp as a simple way of smoothing out the speed over time.
if (Time.deltaTime > 0)
{
speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime,
Time.deltaTime);
}
target.position =
circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed)
.position;
target.rotation =
Quaternion.LookRotation(
circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed)
.direction);
// get our current progress along the route
progressPoint = circuit.GetRoutePoint(progressDistance);
Vector3 progressDelta = progressPoint.position - transform.position;
if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
{
progressDistance += progressDelta.magnitude*0.5f;
}
lastPosition = transform.position;
}
else
{
// point to point mode. Just increase the waypoint if we're close enough:
Vector3 targetDelta = target.position - transform.position;
if (targetDelta.magnitude < pointToPointThreshold)
{
progressNum = (progressNum + 1)%circuit.Waypoints.Length;
}
target.position = circuit.Waypoints[progressNum].position;
target.rotation = circuit.Waypoints[progressNum].rotation;
// get our current progress along the route
progressPoint = circuit.GetRoutePoint(progressDistance);
Vector3 progressDelta = progressPoint.position - transform.position;
if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
{
progressDistance += progressDelta.magnitude;
}
lastPosition = transform.position;
}
}
private void OnDrawGizmos()
{
if (Application.isPlaying)
{
Gizmos.color = Color.green;
Gizmos.DrawLine(transform.position, target.position);
Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1);
Gizmos.color = Color.yellow;
Gizmos.DrawLine(target.position, target.position + target.forward);
}
}
}
}
| 412 | 0.933665 | 1 | 0.933665 | game-dev | MEDIA | 0.544939 | game-dev,graphics-rendering | 0.87842 | 1 | 0.87842 |
HeaoYe/MatchEngine | 2,751 | MatchEngine/src/MatchEngine/game_framework/game_object.cpp | #include <MatchEngine/game_framework/game_object.hpp>
#include <MatchEngine/core/logger/logger.hpp>
#include "internal.hpp"
namespace MatchEngine::Game {
GameObject::GameObject(const std::string &name) : name(name) {
uuid = global_runtime_context->game_object_uuid_allocator->allocate();
}
GameObject::~GameObject() {
for (auto *component : components) {
component->onDestroy();
delete component;
}
components.clear();
component_map.clear();
}
void GameObject::awake() {
for (auto *component : components) {
component->onAwake();
}
}
void GameObject::start() {
for (auto *component : components) {
component->onStart();
}
}
void GameObject::fixedTick() {
for (auto *component : components) {
component->onFixedTick();
}
}
void GameObject::tick(float dt) {
for (auto *component : components) {
component->onTick(dt);
}
}
void GameObject::postTick(float dt) {
for (auto *component : components) {
component->onPostTick(dt);
}
}
void GameObject::addComponet(Component *component) {
component->uuid = global_runtime_context->component_type_uuid_system->get(component->getClassName());
if (component_map.find(component->getTypeUUID()) != component_map.end()) {
MCH_CORE_ERROR("Component {} has been added.", component->getTypeUUID())
return;
}
component->master = this;
component->setupRTTI();
component_map.insert(std::make_pair(component->getTypeUUID(), component));
components.push_back(component);
component->onCreate();
}
void GameObject::removeComponent(Component *component) {
removeComponent(component->getTypeUUID());
}
void GameObject::removeComponent(ComponentTypeUUID uuid) {
if (auto iter = component_map.find(uuid); iter != component_map.end()) {
components.remove(iter->second);
component_map.erase(iter);
return;
}
MCH_CORE_ERROR("Component {} has been removed.", uuid)
}
Component *GameObject::queryComponent(const std::string &class_name) {
auto uuid = global_runtime_context->component_type_uuid_system->get(class_name);
if (auto iter = component_map.find(uuid); iter != component_map.end()) {
return component_map.at(uuid);
}
return nullptr;
}
Component *GameObject::forceGetComponent(const std::string &class_name) {
return component_map.at(global_runtime_context->component_type_uuid_system->get(class_name));
}
}
| 412 | 0.723718 | 1 | 0.723718 | game-dev | MEDIA | 0.967613 | game-dev | 0.908696 | 1 | 0.908696 |
worldforge/cyphesis | 11,454 | src/rules/simulation/ModifyProperty.cpp | /*
Copyright (C) 2019 Erik Ogenvik
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., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "common/Inheritance.h"
#include "common/AtlasQuery.h"
#include "ModifyProperty.h"
#include "rules/entityfilter/ProviderFactory.h"
#include "BaseWorld.h"
#include "ModifiersProperty.h"
PropertyInstanceState<ModifyProperty::State> ModifyProperty::sInstanceState;
ModifyEntry ModifyEntry::parseEntry(const Atlas::Message::MapType& entryMap)
{
ModifyEntry modifyEntry;
AtlasQuery::find<std::string>(entryMap, "constraint", [&](const std::string& constraintEntry) {
modifyEntry.constraint = std::make_unique<EntityFilter::Filter>(constraintEntry, EntityFilter::ProviderFactory());
});
AtlasQuery::find<Atlas::Message::ListType>(entryMap, "observed_properties", [&](const Atlas::Message::ListType& observedPropertiesEntry) {
for (auto& propertyEntry: observedPropertiesEntry) {
if (propertyEntry.isString()) {
modifyEntry.observedProperties.emplace(propertyEntry.String());
}
}
});
AtlasQuery::find<Atlas::Message::MapType>(entryMap, "modifiers", [&](const Atlas::Message::MapType& modifiersMap) {
for (auto& modifierEntry : modifiersMap) {
if (modifierEntry.second.isMap()) {
auto& valueMap = modifierEntry.second.Map();
auto I = valueMap.find("default");
if (I != valueMap.end()) {
modifyEntry.modifiers.emplace(modifierEntry.first, std::make_unique<DefaultModifier>(I->second));
}
I = valueMap.find("append");
if (I != valueMap.end()) {
modifyEntry.modifiers.emplace(modifierEntry.first, std::make_unique<AppendModifier>(I->second));
}
I = valueMap.find("prepend");
if (I != valueMap.end()) {
modifyEntry.modifiers.emplace(modifierEntry.first, std::make_unique<PrependModifier>(I->second));
}
I = valueMap.find("subtract");
if (I != valueMap.end()) {
modifyEntry.modifiers.emplace(modifierEntry.first, std::make_unique<SubtractModifier>(I->second));
}
I = valueMap.find("add_fraction");
if (I != valueMap.end()) {
modifyEntry.modifiers.emplace(modifierEntry.first, std::make_unique<AddFractionModifier>(I->second));
}
}
}
});
return modifyEntry;
}
ModifyProperty::ModifyProperty() = default;
ModifyProperty::ModifyProperty(const ModifyProperty& rhs)
: PropertyBase(rhs)
{
setData(rhs.m_data);
}
void ModifyProperty::apply(LocatedEntity& entity)
{
auto* state = sInstanceState.getState(entity);
//Whenever the value is changed and the property is applied we need to clear out all applied modifiers.
if (state->parentEntity) {
auto& activeModifiers = state->parentEntity->getActiveModifiers();
auto I = activeModifiers.find(&entity);
if (I != activeModifiers.end()) {
auto modifiers = I->second;
//Important that we copy the modifiers since we'll be modifying them.
for (auto& entry: modifiers) {
//Note that the modifier pointer points to an invalid memory location! We can only remove it; not touch it otherwise.
state->parentEntity->removeModifier(entry.first, entry.second);
}
}
}
checkIfActive(*state, entity);
}
ModifyProperty* ModifyProperty::copy() const
{
return new ModifyProperty(*this);
}
void ModifyProperty::setData(const Atlas::Message::Element& val)
{
m_data = val;
m_modifyEntries.clear();
if (val.isList()) {
auto& list = val.List();
for (auto& entry : list) {
if (entry.isMap()) {
auto modifyEntry = ModifyEntry::parseEntry(entry.Map());
if (!modifyEntry.modifiers.empty()) {
m_modifyEntries.emplace_back(std::move(modifyEntry));
}
}
}
}
}
void ModifyProperty::set(const Atlas::Message::Element& val)
{
setData(val);
}
int ModifyProperty::get(Atlas::Message::Element& val) const
{
val = m_data;
return 0;
}
void ModifyProperty::remove(LocatedEntity& owner, const std::string& name)
{
auto* state = sInstanceState.getState(owner);
if (state) {
newLocation(*state, owner, nullptr);
state->containeredConnection.disconnect();
}
sInstanceState.removeState(owner);
}
void ModifyProperty::install(LocatedEntity& owner, const std::string& name)
{
auto state = new ModifyProperty::State();
state->parentEntity = owner.m_parent;
state->containeredConnection.disconnect();
state->containeredConnection = owner.containered.connect([this, state, &owner](const Ref<LocatedEntity>& oldLocation) {
if (state->parentEntity != owner.m_parent) {
newLocation(*state, owner, owner.m_parent);
checkIfActive(*state, owner);
}
});
if (owner.m_parent) {
newLocation(*state, owner, owner.m_parent);
}
sInstanceState.addState(owner, std::unique_ptr<ModifyProperty::State>(state));
}
void ModifyProperty::newLocation(State& state, LocatedEntity& entity, LocatedEntity* parent)
{
if (state.parentEntity) {
auto& activeModifiers = state.parentEntity->getActiveModifiers();
auto I = activeModifiers.find(&entity);
if (I != activeModifiers.end() && !I->second.empty()) {
//Important that we copy the modifiers, since we'll be altering the map.
auto modifiers = I->second;
for (auto& entry: modifiers) {
state.parentEntity->removeModifier(entry.first, entry.second);
}
state.parentEntity->requirePropertyClassFixed<ModifiersProperty>().addFlags(prop_flag_unsent);
}
}
state.parentEntity = parent;
state.parentEntityPropertyUpdateConnection.disconnect();
if (state.parentEntity) {
state.parentEntityPropertyUpdateConnection = state.parentEntity->propertyApplied.connect(
[&](const std::string& propertyName, const PropertyBase&) {
for (auto& modifyEntry : m_modifyEntries) {
if (modifyEntry.observedProperties.find(propertyName) != modifyEntry.observedProperties.end()) {
checkIfActive(state, entity);
return;
}
}
});
}
}
void ModifyProperty::checkIfActive(State& state, LocatedEntity& entity)
{
if (state.parentEntity) {
std::set<std::pair<std::string, Modifier*>> activatedModifiers;
for (auto& modifyEntry: m_modifyEntries) {
bool apply;
if (!modifyEntry.constraint) {
apply = true;
} else {
EntityFilter::QueryContext queryContext{entity, state.parentEntity};
queryContext.entity_lookup_fn = [&entity, &state](const std::string& id) {
// This might be applied before the entity or its parent has been added to the world.
if (id == entity.getId()) {
return Ref<LocatedEntity>(&entity);
} else if (id == state.parentEntity->getId()) {
return Ref<LocatedEntity>(state.parentEntity);
} else {
return BaseWorld::instance().getEntity(id);
}
};
queryContext.type_lookup_fn = [](const std::string& id) { return Inheritance::instance().getType(id); };
apply = modifyEntry.constraint->match(queryContext);
}
if (apply) {
for (auto& appliedModifierEntry : modifyEntry.modifiers) {
activatedModifiers.emplace(appliedModifierEntry.first, appliedModifierEntry.second.get());
}
}
//
// if (apply) {
// if (state.activeModifiers.find(&modifyEntry) == state.activeModifiers.end()) {
// for (auto& appliedModifierEntry : modifyEntry.modifiers) {
// state.parentEntity->addModifier(appliedModifierEntry.first, appliedModifierEntry.second.get(), &entity);
// }
// state.activeModifiers.insert(&modifyEntry);
// state.parentEntity->requirePropertyClassFixed<ModifiersProperty>()->addFlags(prop_flag_unsent);
// }
// } else {
// if (state.activeModifiers.find(&modifyEntry) != state.activeModifiers.end()) {
// for (auto& appliedModifierEntry : modifyEntry.modifiers) {
// state.parentEntity->removeModifier(appliedModifierEntry.first, appliedModifierEntry.second.get());
// }
// state.activeModifiers.erase(&modifyEntry);
// state.parentEntity->requirePropertyClassFixed<ModifiersProperty>()->addFlags(prop_flag_unsent);
// }
// }
}
auto& activeModifiers = state.parentEntity->getActiveModifiers();
auto I = activeModifiers.find(&entity);
if (I != activeModifiers.end()) {
//There were already modifiers active. Check the difference and add or remove.
auto modifiersCopy = I->second;
for (auto& appliedModifierEntry : activatedModifiers) {
auto pair = std::make_pair(appliedModifierEntry.first, appliedModifierEntry.second);
if (modifiersCopy.find(pair) == modifiersCopy.end()) {
state.parentEntity->addModifier(appliedModifierEntry.first, appliedModifierEntry.second, &entity);
state.parentEntity->requirePropertyClassFixed<ModifiersProperty>().addFlags(prop_flag_unsent);
} else {
modifiersCopy.erase(pair);
}
}
//Those that are left should be removed.
for (auto& modifierToRemove : modifiersCopy) {
state.parentEntity->removeModifier(modifierToRemove.first, modifierToRemove.second);
}
} else {
if (!activatedModifiers.empty()) {
//No active modifiers existed, just add all
for (auto& appliedModifierEntry : activatedModifiers) {
state.parentEntity->addModifier(appliedModifierEntry.first, appliedModifierEntry.second, &entity);
}
state.parentEntity->requirePropertyClassFixed<ModifiersProperty>().addFlags(prop_flag_unsent);
}
}
}
}
| 412 | 0.966779 | 1 | 0.966779 | game-dev | MEDIA | 0.482544 | game-dev | 0.959434 | 1 | 0.959434 |
mono/CocosSharp | 4,439 | tests/tests/classes/tests/Box2DTestBet/Tests/PrismaticTest.cs | /*
* Farseer Physics Engine based on Box2D.XNA port:
* Copyright (c) 2010 Ian Qvist
*
* Box2D.XNA port of Box2D:
* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
*
* Original source Box2D:
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using FarseerPhysics.Factories;
using FarseerPhysics.TestBed.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace FarseerPhysics.TestBed.Tests
{
public class PrismaticTest : Test
{
private FixedPrismaticJoint _fixedJoint;
private PrismaticJoint _joint;
private PrismaticTest()
{
Body ground;
{
ground = BodyFactory.CreateBody(World);
EdgeShape shape3 = new EdgeShape(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
ground.CreateFixture(shape3);
}
PolygonShape shape = new PolygonShape(5);
shape.SetAsBox(2.0f, 0.5f);
Body body = BodyFactory.CreateBody(World);
body.BodyType = BodyType.Dynamic;
body.Position = new Vector2(0.0f, 10.0f);
body.CreateFixture(shape);
_fixedJoint = new FixedPrismaticJoint(body, body.Position, new Vector2(0.5f, 1.0f));
_fixedJoint.MotorSpeed = 5.0f;
_fixedJoint.MaxMotorForce = 1000.0f;
_fixedJoint.MotorEnabled = true;
_fixedJoint.LowerLimit = -10.0f;
_fixedJoint.UpperLimit = 20.0f;
_fixedJoint.LimitEnabled = true;
World.AddJoint(_fixedJoint);
PolygonShape shape2 = new PolygonShape(5);
shape2.SetAsBox(2.0f, 0.5f);
Body body2 = BodyFactory.CreateBody(World);
body2.BodyType = BodyType.Dynamic;
body2.Position = new Vector2(10.0f, 10.0f);
body2.CreateFixture(shape2);
_joint = new PrismaticJoint(ground, body2, ground.GetLocalPoint(body2.Position), Vector2.Zero,
new Vector2(0.5f, 1.0f));
_joint.MotorSpeed = 5.0f;
_joint.MaxMotorForce = 1000.0f;
_joint.MotorEnabled = true;
_joint.LowerLimit = -10.0f;
_joint.UpperLimit = 20.0f;
_joint.LimitEnabled = true;
World.AddJoint(_joint);
}
public override void Keyboard(KeyboardManager keyboardManager)
{
if (keyboardManager.IsNewKeyPress(Keys.L))
{
_fixedJoint.LimitEnabled = !_fixedJoint.LimitEnabled;
_joint.LimitEnabled = !_joint.LimitEnabled;
}
if (keyboardManager.IsNewKeyPress(Keys.M))
{
_fixedJoint.MotorEnabled = !_fixedJoint.MotorEnabled;
_joint.MotorEnabled = !_joint.MotorEnabled;
}
if (keyboardManager.IsNewKeyPress(Keys.P))
{
_fixedJoint.MotorSpeed = -_fixedJoint.MotorSpeed;
_joint.MotorSpeed = -_joint.MotorSpeed;
}
base.Keyboard(keyboardManager);
}
public override void Update(GameSettings settings, GameTime gameTime)
{
base.Update(settings, gameTime);
DebugView.DrawString(50, TextLine, "Keys: (l) limits, (m) motors, (p) speed");
TextLine += 15;
}
internal static Test Create()
{
return new PrismaticTest();
}
}
} | 412 | 0.779165 | 1 | 0.779165 | game-dev | MEDIA | 0.900471 | game-dev,testing-qa | 0.789188 | 1 | 0.789188 |
SkyblockAPI/SkyblockAPI | 5,658 | src/common/main/kotlin/tech/thatgravyboat/skyblockapi/api/profile/items/sacks/SacksAPI.kt | package tech.thatgravyboat.skyblockapi.api.profile.items.sacks
import com.google.gson.JsonObject
import me.owdding.ktmodules.Module
import net.minecraft.world.item.ItemStack
import tech.thatgravyboat.skyblockapi.api.data.stored.SacksStorage
import tech.thatgravyboat.skyblockapi.api.datatype.DataTypes
import tech.thatgravyboat.skyblockapi.api.datatype.getData
import tech.thatgravyboat.skyblockapi.api.events.base.Subscription
import tech.thatgravyboat.skyblockapi.api.events.base.predicates.OnlyOnSkyBlock
import tech.thatgravyboat.skyblockapi.api.events.chat.ChatReceivedEvent
import tech.thatgravyboat.skyblockapi.api.events.hypixel.ChangedSackItem
import tech.thatgravyboat.skyblockapi.api.events.hypixel.SacksChangeEvent
import tech.thatgravyboat.skyblockapi.api.events.remote.SkyBlockPvOpenedEvent
import tech.thatgravyboat.skyblockapi.api.events.remote.SkyBlockPvRequired
import tech.thatgravyboat.skyblockapi.api.events.screen.InventoryChangeEvent
import tech.thatgravyboat.skyblockapi.api.remote.LoadedData
import tech.thatgravyboat.skyblockapi.api.remote.PvLoadingHelper
import tech.thatgravyboat.skyblockapi.api.remote.RepoItemsAPI
import tech.thatgravyboat.skyblockapi.utils.extentions.asInt
import tech.thatgravyboat.skyblockapi.utils.extentions.getRawLore
import tech.thatgravyboat.skyblockapi.utils.extentions.toIntValue
import tech.thatgravyboat.skyblockapi.utils.json.getPath
import tech.thatgravyboat.skyblockapi.utils.regex.RegexGroup
import tech.thatgravyboat.skyblockapi.utils.regex.RegexUtils.anyMatch
import tech.thatgravyboat.skyblockapi.utils.regex.RegexUtils.findOrNull
import tech.thatgravyboat.skyblockapi.utils.regex.component.match
import tech.thatgravyboat.skyblockapi.utils.regex.component.toComponentRegex
import tech.thatgravyboat.skyblockapi.utils.text.TextProperties.stripped
import tech.thatgravyboat.skyblockapi.utils.text.TextStyle.hover
import tech.thatgravyboat.skyblockapi.utils.text.TextUtils.splitLines
import tech.thatgravyboat.skyblockapi.utils.time.since
@Module
object SacksAPI {
// [Sacks] +14 items. (Last 5s.)
// [Sacks] -38 items. (Last 5s.)
// [Sacks] +38 items, -1 item. (Last 8s.)
val sackMessageRegex = RegexGroup.CHAT.create(
"sackapi.message",
"\\[Sacks] (?:(?<gained>\\+[\\d.,]+) items?,?)?\\s*(?:(?<lost>-[\\d.,]+) items?)?\\.\\s*\\(.*",
).toComponentRegex()
val addedItemsRegex = RegexGroup.CHAT.create("sackapi.changed", " {2}(?<amount>[+-][\\d.,]+) (?<item>.+) \\(")
val sackTitleRegex = RegexGroup.INVENTORY.create("sackapi.title", ".* Sack")
val sackAmountRegex = RegexGroup.INVENTORY.create("sackapi.amount", "Stored: (?<amount>[\\d,.]+)/.*")
val sackItems: Map<String, Int>
get() = SacksStorage.items.associate { (key, value) -> key to value }
@Subscription
@OnlyOnSkyBlock
fun onChat(event: ChatReceivedEvent.Pre) {
sackMessageRegex.match(event.component) {
val gainedHoverComponents = it["gained"]?.hover?.splitLines().orEmpty()
val lostHoverComponents = it["lost"]?.hover?.splitLines().orEmpty()
val hoverComponents = gainedHoverComponents + lostHoverComponents
val changedItems = hoverComponents.mapNotNull {
addedItemsRegex.findOrNull(it.stripped, "amount", "item") { (amount, item) ->
val id = RepoItemsAPI.getItemIdByName(item) ?: return@findOrNull null
return@findOrNull id to amount.replace("+", "").toIntValue()
}
}
changedItems.forEach { (item, amount) -> SacksStorage.updateItemValue(item, amount) }
SacksChangeEvent(changedItems.map { (item, amount) -> ChangedSackItem(item, amount) }).post()
}
}
@Subscription
@OnlyOnSkyBlock
fun onInventoryUpdate(event: InventoryChangeEvent) {
if (event.isInPlayerInventory) return
if (!sackTitleRegex.matches(event.title)) return
val item = event.item
val id = event.item.getData(DataTypes.ID) ?: return
when (event.title) {
"Gemstones Sack" -> {
handleGemstones(item, id)
return
}
"Runes Sack" -> return // No one cares about you
}
sackAmountRegex.anyMatch(item.getRawLore(), "amount") { (amount) ->
SacksStorage.updateItem(id, amount.toIntValue())
}
}
@Subscription
@OnlyOnSkyBlock
@OptIn(SkyBlockPvRequired::class)
private fun SkyBlockPvOpenedEvent.updateSacks() {
val sacks = member.getPath("inventory.sacks_counts") as? JsonObject ?: return
sacks.entrySet().forEach { (itemId, amount) ->
val amount = amount.asInt(0).takeUnless { it <= 0 } ?: return@forEach
val entry = SacksStorage.items.find { it.id == itemId }
val previousAmount = entry?.amount ?: 0
if (amount == previousAmount) {
return@forEach
}
val isInvalid = entry?.lastUpdated?.since()?.let { it < PvLoadingHelper.timeToLive } == true
if (isInvalid) {
return@forEach
}
SacksStorage.updateItem(itemId, amount)
PvLoadingHelper.markLoaded(LoadedData.SACKS)
}
}
private fun handleGemstones(item: ItemStack, id: String) {
listOf("Rough", "Flawed", "Fine").forEach { name ->
Regex(" $name: (?<amount>[\\d,.]+) .*").anyMatch(item.getRawLore(), "amount") { (amount) ->
val actualId = id.replace("ROUGH", name.uppercase())
SacksStorage.updateItem(actualId, amount.toIntValue())
}
}
}
}
| 412 | 0.921013 | 1 | 0.921013 | game-dev | MEDIA | 0.42176 | game-dev | 0.950938 | 1 | 0.950938 |
AiMiDi/C4D_MMD_Tool | 6,063 | sdk_r25/frameworks/core.framework/source/maxon/lazyinit.h | #ifndef LAZYINIT_H__
#define LAZYINIT_H__
#include "maxon/atomictypes.h"
#include "maxon/cpuyield.h"
#include "maxon/threadsaferef.h"
namespace maxon
{
/// @addtogroup THREADING Threading
/// @{
//----------------------------------------------------------------------------------------
/// Thread-safe helper class for single-threaded lazy initialization.
///
/// Typical usage case is a method which initializes data on first call, for example
///
/// @code
/// class Sample
/// {
/// public:
/// MyObject* GetObject()
/// {
/// _state.Init(
/// [this]() -> Bool
/// {
/// // Your init code goes here.
/// // Return true if initialization was successful and false if it failed.
/// // Using type Result<void> instead of Bool for the return value is supported as well.
/// return true;
/// });
///
/// return _object;
/// }
/// private:
/// LazyInit _state;
/// MyObject* _object;
/// SomeMoreData _xyz;
/// };
/// @endcode
///
/// @note The code of the lambda must be single threaded, using multithreaded code will lead
/// to a deadlock! For potentially multithreaded initialization use LazyInitThreaded.
/// Performance note: Declaring a global LazyInit as a static member of a class will
/// degrade its performance because the compiler will guard its access with a slow and
/// unnecessary mutex. To avoid this move the global state outside of the class.
///
/// THREADSAFE.
//----------------------------------------------------------------------------------------
class LazyInit
{
enum class STATE : Int32
{
UNINITIALIZED = 0,
PENDING = 1,
INITIALIZED = 2
} MAXON_ENUM_LIST_CLASS(STATE);
static void Dummy()
{
}
static Bool ToBool(Bool v) { return v; }
static Bool ToBool(ResultMem v) { return v == OK; }
static Bool ToBool(const Result<void>& v) { return v == OK; }
public:
//----------------------------------------------------------------------------------------
/// Initializes an object by calling the specified method (and does nothing if the object
/// has already been initialized).
/// The method #fn will be executed on the current thread and must be executing quickly.
/// It is not allowed to perform multithreaded code as part of the initialization because
/// this could deadlock and waiting threads would be busy-idling.
/// @note The code of the lambda must be single threaded! Otherwise use LazyInitThreaded (and review your code thoroughly).
/// THREADSAFE.
/// @param[in] fn Method (usually a lambda) to initialize something, must return a Bool or a Result<void>.
/// @return True/OK if initialization was successful or object has already been initialized, otherwise result of failed initialization.
//----------------------------------------------------------------------------------------
template <typename FN> MAXON_ATTRIBUTE_FORCE_INLINE auto Init(FN&& fn) -> decltype(fn())
{
STATE state = (STATE)_state.LoadAcquire();
decltype(fn()) success = typename std::conditional<STD_IS_REPLACEMENT(same, decltype(fn()), Bool), Bool, ResultMem>::type(true);
if (MAXON_UNLIKELY(state != STATE::INITIALIZED))
{
CpuYield wait(this);
do
{
// change state to pending if is currently uninitialized
if ((state == STATE::UNINITIALIZED) && _state.TryCompareAndSwap((Int32)STATE::PENDING, (Int32)STATE::UNINITIALIZED))
{
// do lazy initialization over here
success = fn();
_state.StoreRelease(ToBool(success) ? (Int32)STATE::INITIALIZED : (Int32)STATE::UNINITIALIZED);
break;
}
// idle
wait.Pause();
// refetch state
state = (STATE)_state.LoadAcquire();
} while (state != STATE::INITIALIZED);
}
return success;
}
//----------------------------------------------------------------------------------------
/// Resets an object by calling the specified method. Does nothing if the object has already
/// been reset.
/// THREADSAFE.
/// @param[in] fn Optional method (usually a lambda) to reset something.
//----------------------------------------------------------------------------------------
template <typename FN = decltype(Dummy)> void Reset(FN&& fn = Dummy)
{
STATE state = (STATE)_state.LoadAcquire();
if (state != STATE::UNINITIALIZED)
{
CpuYield wait(this);
do
{
// change state to pending if is currently initialized
if ((state == STATE::INITIALIZED) && _state.TryCompareAndSwap((Int32)STATE::PENDING, (Int32)STATE::INITIALIZED))
{
// call optional reset method
fn();
_state.StoreRelease((Int32)STATE::UNINITIALIZED);
break;
}
// idle
wait.Pause();
// refetch state
state = (STATE)_state.LoadAcquire();
} while (state != STATE::UNINITIALIZED);
}
}
//----------------------------------------------------------------------------------------
/// Returns if the object already has been initialized.
/// THREADSAFE.
/// @return True if initialization was successful.
//----------------------------------------------------------------------------------------
Bool IsInitialized() const
{
return (STATE)_state.LoadAcquire() == STATE::INITIALIZED;
}
//----------------------------------------------------------------------------------------
/// Returns if the object already has been initialized.
/// THREADSAFE.
/// @return True if initialization was successful.
//----------------------------------------------------------------------------------------
explicit operator Bool() const
{
return IsInitialized();
}
//----------------------------------------------------------------------------------------
/// Returns if the object is currently being initialized (for debugging)
/// THREADSAFE.
/// @return True if the tinitialization is pending.
//----------------------------------------------------------------------------------------
Bool IsPendingInitialization() const
{
return (STATE)_state.LoadAcquire() == STATE::PENDING;
}
private:
AtomicInt32 _state;
};
/// @}
} // namespace maxon
#endif // LAZYINIT_H__
| 412 | 0.69776 | 1 | 0.69776 | game-dev | MEDIA | 0.256533 | game-dev | 0.708312 | 1 | 0.708312 |
abhisrkckl/Vela.jl | 1,425 | src/model/jump.jl | export PhaseJump, ExclusivePhaseJump
abstract type PhaseJumpBase <: PhaseComponent end
"""
PhaseJump
System-dependent phase jumps with non-exclusive selection masks.
Corresponds to `PhaseJump` in `PINT`.
Reference:
[Hobbs+ 2006](http://doi.org/10.1111/j.1365-2966.2006.10302.x)
"""
struct PhaseJump <: PhaseJumpBase
jump_mask::BitMatrix
end
basis_dot(basis, amplitudes, index) = dot(amplitudes, @view(basis[:, index]))
phase(pjmp::PhaseJump, toa::TOA, ::TOACorrection, params::NamedTuple)::GQ =
is_tzr(toa) ? dimensionless(0.0) :
(basis_dot(pjmp.jump_mask, params.JUMP, toa.index) * (params.F_ + params.F[1]))
function show(io::IO, jmp::PhaseJump)
num_jumps = size(jmp.jump_mask)[1]
print(io, "PhaseJump($num_jumps JUMPs)")
end
"""System-dependent phase jumps with exclusive selection masks."""
struct ExclusivePhaseJump <: PhaseJumpBase
jump_mask::Vector{UInt}
end
function phase(pjmp::ExclusivePhaseJump, toa::TOA, ::TOACorrection, params::NamedTuple)::GQ
return if is_tzr(toa)
dimensionless(0.0)
else
idx = pjmp.jump_mask[toa.index]
if idx == 0
dimensionless(0.0)
else
params.JUMP[idx] * (params.F_ + params.F[1])
end
end
end
function show(io::IO, jmp::ExclusivePhaseJump)
num_jumps = length(filter(x -> x > 0, unique(jmp.jump_mask)))
print(io, "PhaseJump($num_jumps JUMPs, exclusive)")
end
| 412 | 0.855116 | 1 | 0.855116 | game-dev | MEDIA | 0.704985 | game-dev | 0.968675 | 1 | 0.968675 |
fbef0102/L4D1_2-Plugins | 12,301 | l4d_sm_respawn/scripting/l4d_sm_respawn.sp | #pragma semicolon 1
#pragma newdecls required
#include <sourcemod>
#include <sdktools>
#include <adminmenu>
#include <left4dhooks>
#define PLUGIN_VERSION "2.8"
#define CVAR_FLAGS FCVAR_NOTIFY
public Plugin myinfo =
{
name = "[L4D & L4D2] SM Respawn",
author = "AtomicStryker & Ivailosp (Modified by Crasher, SilverShot), fork by Dragokas & Harry",
description = "Allows players to be respawned at one's crosshair.",
version = PLUGIN_VERSION,
url = "https://forums.alliedmods.net/showthread.php?t=323220"
};
int ACCESS_FLAG = ADMFLAG_BAN;
float VEC_DUMMY[3] = {99999.0, 99999.0, 99999.0};
ConVar g_cvLoadout, g_cvShowAction, g_cvAddTopMenu, g_cvDestination;
bool g_bLeft4dead2;
bool g_bMenuAdded;
TopMenuObject hAdminSpawnItem;
int g_iDeadBody[MAXPLAYERS+1];
public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max)
{
EngineVersion evEngine = GetEngineVersion();
if (evEngine != Engine_Left4Dead && evEngine != Engine_Left4Dead2)
{
strcopy(error, err_max, "SM Respawn only supports Left 4 Dead 1 & 2.");
return APLRes_SilentFailure;
}
g_bLeft4dead2 = (evEngine == Engine_Left4Dead2);
CreateNative("SM_Respawn", NATIVE_Respawn);
return APLRes_Success;
}
public void OnPluginStart()
{
LoadTranslations("common.phrases");
LoadTranslations("l4d_sm_respawn.phrases");
CreateConVar("l4d_sm_respawn2_version", PLUGIN_VERSION, "SM Respawn Version", CVAR_FLAGS | FCVAR_DONTRECORD);
g_cvLoadout = CreateConVar("l4d_sm_respawn_loadout", "pistol,smg", "Respawn players with this loadout, separate by commas", CVAR_FLAGS);
g_cvShowAction = CreateConVar("l4d_sm_respawn_showaction", "1", "Notify in chat and log action about respawn? (0 - No, 1 - Yes)", CVAR_FLAGS, true, 0.0, true, 1.0);
g_cvAddTopMenu = CreateConVar("l4d_sm_respawn_adminmenu", "1", "Add 'Respawn player' item in admin menu under 'Player commands' category? (0 - No, 1 - Yes)", CVAR_FLAGS, true, 0.0, true, 1.0);
g_cvDestination = CreateConVar("l4d_sm_respawn_destination", "0", "After respawn player, teleport player to 0=Crosshair, 1=Self (You must be alive).", CVAR_FLAGS, true, 0.0, true, 1.0);
AutoExecConfig(true, "l4d_sm_respawn");
if( g_bLeft4dead2 )
{
HookEvent("dead_survivor_visible", Event_DeadSurvivorVisible);
}
RegAdminCmd("sm_respawn", CmdRespawn, ACCESS_FLAG, "<opt.target> Respawn a player at your crosshair. Without argument - opens menu to select players");
g_cvAddTopMenu.AddChangeHook(OnCvarChanged);
if(g_cvAddTopMenu.BoolValue)
{
TopMenu topmenu;
if (LibraryExists("adminmenu") && ((topmenu = GetAdminTopMenu()) != null))
{
OnAdminMenuReady(topmenu);
}
}
}
public void OnCvarChanged(ConVar convar, const char[] oldValue, const char[] newValue)
{
if( g_cvAddTopMenu.BoolValue )
{
TopMenu topmenu;
if (LibraryExists("adminmenu") && ((topmenu = GetAdminTopMenu()) != null))
{
OnAdminMenuReady(topmenu);
}
}
else
{
RemoveAdminItem();
}
}
public void OnLibraryRemoved(const char[] name)
{
if( strcmp(name, "adminmenu") == 0 )
{
g_bMenuAdded = false;
hAdminSpawnItem = INVALID_TOPMENUOBJECT;
}
}
TopMenu hTopMenu;
public void OnAdminMenuReady(Handle aTopMenu)
{
AddAdminItem(aTopMenu);
TopMenu topmenu = TopMenu.FromHandle(aTopMenu);
/* Block us from being called twice */
if (hTopMenu == topmenu)
{
return;
}
hTopMenu = topmenu;
}
stock void RemoveAdminItem()
{
AddAdminItem(null, true);
}
void AddAdminItem(Handle aTopMenu, bool bRemoveItem = false)
{
TopMenu hAdminMenu;
if( aTopMenu != null )
{
hAdminMenu = TopMenu.FromHandle(aTopMenu);
}
else {
if( !LibraryExists("adminmenu") )
{
return;
}
if( null == (hAdminMenu = GetAdminTopMenu()) )
{
return;
}
}
if( g_bMenuAdded )
{
if( (bRemoveItem || !g_cvAddTopMenu.BoolValue) && hAdminSpawnItem != INVALID_TOPMENUOBJECT )
{
hAdminMenu.Remove(hAdminSpawnItem);
g_bMenuAdded = false;
}
}
else {
if( g_cvAddTopMenu.BoolValue )
{
TopMenuObject hMenuCategory = hAdminMenu.FindCategory(ADMINMENU_PLAYERCOMMANDS);
if( hMenuCategory )
{
hAdminSpawnItem = hAdminMenu.AddItem("L4D_SM_RespawnPlayer_Item", AdminMenuSpawnHandler, hMenuCategory, "sm_respawn", ACCESS_FLAG, "Respawn a player at your crosshair");
g_bMenuAdded = true;
}
}
}
}
public void AdminMenuSpawnHandler(Handle topmenu, TopMenuAction action, TopMenuObject object_id, int param, char[] buffer, int maxlength)
{
if( action == TopMenuAction_SelectOption )
{
MenuClientsToSpawn(param);
}
else if( action == TopMenuAction_DisplayOption )
{
FormatEx(buffer, maxlength, "%T", "Respawn_Player", param);
}
}
void MenuClientsToSpawn(int client, int item = 0)
{
Menu menu = new Menu(MenuHandler_MenuList, MENU_ACTIONS_DEFAULT);
menu.SetTitle("%T", "List_Players", client);
static char sId[16], name[64];
bool bNoOneDead = true;
for( int i = 1; i <= MaxClients; i++ )
{
if( IsClientInGame(i) && GetClientTeam(i) == 2 )
{
if(IsPlayerAlive(i)) continue;
FormatEx(sId, sizeof sId, "%i", GetClientUserId(i));
FormatEx(name, sizeof name, "%N", i);
menu.AddItem(sId, name);
bNoOneDead = false;
}
}
if(bNoOneDead)
{
char sText[64];
FormatEx(sText, sizeof(sText), "%T", "No Any Dead Survivor", client);
menu.AddItem("1.", sText);
}
menu.ExitBackButton = true;
menu.DisplayAt(client, item, MENU_TIME_FOREVER);
}
public int MenuHandler_MenuList(Menu menu, MenuAction action, int param1, int param2)
{
switch( action )
{
case MenuAction_End:
delete menu;
case MenuAction_Cancel:
{
if (param2 == MenuCancel_ExitBack && hTopMenu)
{
hTopMenu.Display(param1, TopMenuPosition_LastCategory);
}
}
case MenuAction_Select:
{
int client = param1;
int ItemIndex = param2;
static char sUserId[16];
menu.GetItem(ItemIndex, sUserId, sizeof sUserId);
int UserId = StringToInt(sUserId);
int target = GetClientOfUserId(UserId);
if( target && IsClientInGame(target) )
{
vRespawnPlayer(client, target);
}
MenuClientsToSpawn(client, menu.Selection);
}
}
return 0;
}
public int NATIVE_Respawn(Handle plugin, int numParams)
{
if( numParams < 1 )
ThrowNativeError(SP_ERROR_PARAM, "Invalid numParams");
int iTarget = GetNativeCell(1);
int iClient;
float vec[3];
vec = VEC_DUMMY;
if( numParams >= 2 )
{
iClient = GetNativeCell(2);
}
if( numParams >= 3 )
{
GetNativeArray(3, vec, 3);
}
return vRespawnPlayer(iClient, iTarget, vec);
}
public void Event_DeadSurvivorVisible(Event event, const char[] name, bool dontBroadcast)
{
int iDeadBody = event.GetInt("subject");
int iDeadPlayer = GetClientOfUserId(event.GetInt("deadplayer"));
if( iDeadPlayer && iDeadBody && IsValidEntity(iDeadBody) )
{
g_iDeadBody[iDeadPlayer] = EntIndexToEntRef(iDeadBody);
}
}
public Action CmdRespawnMenu(int client, int args)
{
MenuClientsToSpawn(client);
return Plugin_Handled;
}
public Action CmdRespawn(int client, int args)
{
if( args < 1 )
{
if( GetCmdReplySource() == SM_REPLY_TO_CONSOLE )
{
PrintToConsole(client, "[SM] Usage: sm_respawn <player1> [player2] ... [playerN] - respawn all listed players");
}
CmdRespawnMenu(client, 0);
return Plugin_Handled;
}
char arg1[MAX_TARGET_LENGTH], target_name[MAX_TARGET_LENGTH];
int target_list[MAXPLAYERS], target_count, target;
bool tn_is_ml;
GetCmdArg(1, arg1, sizeof arg1);
if( (target_count = ProcessTargetString(arg1, client, target_list, MAXPLAYERS, 0, target_name, sizeof target_name, tn_is_ml)) <= 0 )
{
ReplyToTargetError(client, target_count);
return Plugin_Handled;
}
for( int i = 0; i < target_count; i++ )
{
target = target_list[i];
if( target && IsClientInGame(target) )
{
vRespawnPlayer(client, target);
}
}
return Plugin_Handled;
}
bool vRespawnPlayer(int client, int target, float vec[3] = {99999.0, 99999.0, 99999.0})
{
float ang[3];
if( vec[0] == VEC_DUMMY[0] && vec[1] == VEC_DUMMY[1] && vec[2] == VEC_DUMMY[2] )
{
if(g_cvDestination.IntValue == 0 && GetSpawnEndPoint(client, vec))
{
//nothing
}
else
{
GetClientAbsOrigin(client, vec);
}
}
if( client )
{
GetClientEyeAngles(client, ang);
}
switch( GetClientTeam(target) )
{
case 2:
{
if(IsPlayerAlive(target))
{
PrintToChat(client, "[SM] %T", "message_1", client, target);
return false;
}
L4D_RespawnPlayer(target);
CleanUpStateAndMusic(target);
char sItems[6][64], sLoadout[512];
g_cvLoadout.GetString(sLoadout, sizeof sLoadout);
if(strlen(sLoadout) > 0)
{
StripWeapons( target );
ExplodeString(sLoadout, ",", sItems, sizeof sItems, sizeof sItems[]);
for( int iItem = 0; iItem < sizeof sItems; iItem++ )
{
if ( sItems[iItem][0] != '\0' )
{
vCheatCommand(target, "give", sItems[iItem]);
}
}
}
vPerformTeleport(client, target, vec, ang);
int entity = g_iDeadBody[target];
g_iDeadBody[target] = 0;
if( IsValidEntRef(entity) )
AcceptEntityInput(entity, "kill");
}
case 3:
{
PrintToChat(client, "[SM] %T", "message_2", client, target);
return false;
}
case 1:
{
PrintToChat(client, "[SM] %T", "message_3", client, target);
return false;
}
}
return true;
}
public bool bTraceEntityFilterPlayer(int entity, int contentsMask)
{
return (entity > MaxClients);
}
bool GetSpawnEndPoint(int client, float vSpawnVec[3])
{
if( !client )
{
return false;
}
float vEnd[3], vEye[3];
if( GetDirectionEndPoint(client, vEnd) )
{
GetClientEyePosition(client, vEye);
ScaleVectorDirection(vEye, vEnd, 0.1); // to allow collision to be happen
if( GetNonCollideEndPoint(client, vEnd, vSpawnVec) )
{
return true;
}
}
return false;
}
void ScaleVectorDirection(float vStart[3], float vEnd[3], float fMultiple)
{
float dir[3];
SubtractVectors(vEnd, vStart, dir);
ScaleVector(dir, fMultiple);
AddVectors(vEnd, dir, vEnd);
}
stock bool GetDirectionEndPoint(int client, float vEndPos[3])
{
float vDir[3], vPos[3];
GetClientEyePosition(client, vPos);
GetClientEyeAngles(client, vDir);
Handle hTrace = TR_TraceRayFilterEx(vPos, vDir, MASK_PLAYERSOLID, RayType_Infinite, bTraceEntityFilterPlayer, client);
if( hTrace != INVALID_HANDLE )
{
if( TR_DidHit(hTrace) )
{
TR_GetEndPosition(vEndPos, hTrace);
delete hTrace;
return true;
}
delete hTrace;
}
return false;
}
stock bool GetNonCollideEndPoint(int client, float vEnd[3], float vEndNonCol[3])
{
float vMin[3], vMax[3], vStart[3];
GetClientEyePosition(client, vStart);
GetClientMins(client, vMin);
GetClientMaxs(client, vMax);
vStart[2] += 20.0; // if nearby area is irregular
Handle hTrace = TR_TraceHullFilterEx(vStart, vEnd, vMin, vMax, MASK_PLAYERSOLID, bTraceEntityFilterPlayer, client);
if( hTrace != INVALID_HANDLE )
{
if( TR_DidHit(hTrace) )
{
TR_GetEndPosition(vEndNonCol, hTrace);
delete hTrace;
return true;
}
delete hTrace;
}
return false;
}
void vPerformTeleport(int client, int target, float pos[3], float ang[3])
{
pos[2] += 5.0;
TeleportEntity(target, pos, ang, NULL_VECTOR);
CreateTimer(0.2, Timer_WarpIfStuck, target, TIMER_FLAG_NO_MAPCHANGE);
if( g_cvShowAction.BoolValue && client )
{
LogAction(client, target, "\"%L\" teleported \"%L\" after respawning him" , client, target);
}
}
Action Timer_WarpIfStuck(Handle timer, int target)
{
L4D_WarpToValidPositionIfStuck(target); //if stuck
return Plugin_Continue;
}
void vCheatCommand(int client, char[] command, char[] arguments = "")
{
int iCmdFlags = GetCommandFlags(command);
SetCommandFlags(command, iCmdFlags & ~FCVAR_CHEAT);
FakeClientCommand(client, "%s %s", command, arguments);
SetCommandFlags(command, iCmdFlags | GetCommandFlags(command));
}
void StripWeapons(int client) // strip all items from client
{
int itemIdx;
for (int x = 0; x <= 4; x++)
{
if((itemIdx = GetPlayerWeaponSlot(client, x)) != -1)
{
RemovePlayerItem(client, itemIdx);
AcceptEntityInput(itemIdx, "Kill");
}
}
}
bool IsValidEntRef(int entity)
{
if( entity && EntRefToEntIndex(entity) != INVALID_ENT_REFERENCE)
return true;
return false;
}
void CleanUpStateAndMusic(int client)
{
if (!g_bLeft4dead2)
{
L4D_StopMusic(client, "Event.SurvivorDeath");
}
else
{
L4D_StopMusic(client, "Event.SurvivorDeath");
}
} | 412 | 0.97162 | 1 | 0.97162 | game-dev | MEDIA | 0.965948 | game-dev | 0.979504 | 1 | 0.979504 |
FlaxEngine/FlaxEngine | 9,022 | Source/Editor/Surface/Archetypes/Comparisons.cs | // Copyright (c) Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using FlaxEditor.GUI;
using FlaxEditor.Scripting;
using FlaxEditor.Surface.Elements;
using FlaxEngine;
namespace FlaxEditor.Surface.Archetypes
{
/// <summary>
/// Contains archetypes for nodes from the Comparisons group.
/// </summary>
[HideInEditor]
public static class Comparisons
{
private static NodeArchetype Op(ushort id, string title, string desc, string[] altTitles = null)
{
return new NodeArchetype
{
TypeID = id,
Title = title,
Description = desc,
Flags = NodeFlags.AllGraphs,
AlternativeTitles = altTitles,
ConnectionsHints = ConnectionsHint.Value,
Size = new Float2(100, 40),
IndependentBoxes = new[]
{
0,
1
},
DefaultValues = new object[]
{
0.0f,
0.0f,
},
Elements = new[]
{
NodeElementArchetype.Factory.Input(0, string.Empty, true, null, 0, 0),
NodeElementArchetype.Factory.Input(1, string.Empty, true, null, 1, 1),
NodeElementArchetype.Factory.Output(0, title, typeof(bool), 2)
}
};
}
private class SwitchOnEnumNode : SurfaceNode
{
public SwitchOnEnumNode(uint id, VisjectSurfaceContext context, NodeArchetype nodeArch, GroupArchetype groupArch)
: base(id, context, nodeArch, groupArch)
{
}
public override void OnLoaded(SurfaceNodeActions action)
{
base.OnLoaded(action);
// Restore saved input boxes layout
if (Values[0] is byte[] data)
{
for (int i = 0; i < data.Length / 4; i++)
AddBox(false, i + 2, i + 1, string.Empty, new ScriptType(), true);
}
}
public override void OnSurfaceLoaded(SurfaceNodeActions action)
{
base.OnSurfaceLoaded(action);
UpdateBoxes();
GetBox(0).CurrentTypeChanged += box => UpdateBoxes();
}
public override void ConnectionTick(Box box)
{
base.ConnectionTick(box);
UpdateBoxes();
}
private unsafe void UpdateBoxes()
{
var valueBox = (InputBox)GetBox(0);
const int firstBox = 2;
const int maxBoxes = 40;
bool isInvalid = false;
var data = Utils.GetEmptyArray<byte>();
if (valueBox.HasAnyConnection)
{
var valueType = valueBox.CurrentType;
if (valueType.IsEnum)
{
// Get enum entries
var entries = new List<EnumComboBox.Entry>();
EnumComboBox.BuildEntriesDefault(valueType.Type, entries);
// Setup switch value inputs
int id = firstBox;
ScriptType type = new ScriptType();
for (; id < maxBoxes; id++)
{
var box = GetBox(id);
if (box == null)
break;
if (box.HasAnyConnection)
{
type = box.Connections[0].CurrentType;
break;
}
}
id = firstBox;
for (; id < entries.Count + firstBox; id++)
{
var e = entries[id - firstBox];
var box = AddBox(false, id, id - 1, e.Name, type, true);
if (!string.IsNullOrEmpty(e.Tooltip))
box.TooltipText = e.Tooltip;
}
for (; id < maxBoxes; id++)
{
var box = GetBox(id);
if (box == null)
break;
RemoveElement(box);
}
// Setup output
var outputBox = (OutputBox)GetBox(1);
outputBox.CurrentType = type;
// Build data about enum entries values for the runtime
if (Values[0] is byte[] dataPrev && dataPrev.Length == entries.Count * 4)
data = dataPrev;
else
data = new byte[entries.Count * 4];
fixed (byte* dataPtr = data)
{
int* dataValues = (int*)dataPtr;
for (int i = 0; i < entries.Count; i++)
dataValues[i] = (int)entries[i].Value;
}
}
else
{
// Not an enum
isInvalid = true;
}
}
if (isInvalid)
{
// Remove input values boxes if switch value is unused
for (int id = firstBox; id < maxBoxes; id++)
{
var box = GetBox(id);
if (box == null)
break;
RemoveElement(box);
}
}
Values[0] = data;
ResizeAuto();
}
}
/// <summary>
/// The nodes for that group.
/// </summary>
public static NodeArchetype[] Nodes =
{
Op(1, "==", "Determines whether two values are equal", new[] { "equals" }),
Op(2, "!=", "Determines whether two values are not equal", new[] { "not equals" }),
Op(3, ">", "Determines whether the first value is greater than the other", new[] { "greater than", "larger than", "bigger than" }),
Op(4, "<", "Determines whether the first value is less than the other", new[] { "less than", "smaller than" }),
Op(5, "<=", "Determines whether the first value is less or equal to the other", new[] { "less equals than", "smaller equals than" }),
Op(6, ">=", "Determines whether the first value is greater or equal to the other", new[] { "greater equals than", "larger equals than", "bigger equals than" }),
new NodeArchetype
{
TypeID = 7,
Title = "Switch On Bool",
AlternativeTitles = new[] { "if", "switch" },
Description = "Returns one of the input values based on the condition value",
Flags = NodeFlags.AllGraphs,
Size = new Float2(160, 60),
ConnectionsHints = ConnectionsHint.Value,
IndependentBoxes = new[]
{
1,
2,
},
DependentBoxes = new[]
{
3,
},
DefaultValues = new object[]
{
0.0f,
0.0f,
},
Elements = new[]
{
NodeElementArchetype.Factory.Input(0, "Condition", true, typeof(bool), 0),
NodeElementArchetype.Factory.Input(1, "False", true, null, 1, 0),
NodeElementArchetype.Factory.Input(2, "True", true, null, 2, 1),
NodeElementArchetype.Factory.Output(0, string.Empty, null, 3)
}
},
new NodeArchetype
{
TypeID = 8,
Title = "Switch On Enum",
Create = (id, context, arch, groupArch) => new SwitchOnEnumNode(id, context, arch, groupArch),
Description = "Returns one of the input values based on the enum value",
Flags = NodeFlags.VisualScriptGraph | NodeFlags.AnimGraph,
Size = new Float2(160, 60),
DefaultValues = new object[] { Utils.GetEmptyArray<byte>() },
ConnectionsHints = ConnectionsHint.Enum,
Elements = new[]
{
NodeElementArchetype.Factory.Input(0, "Value", true, null, 0),
NodeElementArchetype.Factory.Output(0, string.Empty, null, 1),
}
},
};
}
}
| 412 | 0.903085 | 1 | 0.903085 | game-dev | MEDIA | 0.387621 | game-dev | 0.80577 | 1 | 0.80577 |
PixeyeHQ/actors.unity | 1,370 | Runtime/Attributes/ExcludeByAttribute.cs | // Project : ecs.unity.structs
// Contacts : Pix - ask@pixeye.games
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Pixeye.Actors
{
public class ExcludeByAttribute : Attribute
{
public int[] filter = new int[0];
public int[] filterType = new int[0];
public ExcludeByAttribute(params int[] filter)
{
this.filter = filter;
}
public ExcludeByAttribute(params object[] args)
{
var f = new List<int>();
var fType = new List<int>();
for (int i = 0; i < args.Length; i++)
{
var o = args[i];
if (o is string)
{
fType.Add(Storage.TypeNames[ByName(o.ToString()).GetHashCode()]);
}
else f.Add((int) o);
}
filterType = fType.ToArray();
filter = f.ToArray();
}
public ExcludeByAttribute(params string[] args)
{
var fType = new List<int>();
for (int i = 0; i < args.Length; i++)
{
fType.Add(Storage.TypeNames[ByName(args[i]).GetHashCode()]);
}
filterType = fType.ToArray();
}
public static Type ByName(string name)
{
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
var tt = assembly.GetType(name);
if (tt != null)
{
return tt;
}
}
return null;
}
}
} | 412 | 0.848133 | 1 | 0.848133 | game-dev | MEDIA | 0.613 | game-dev | 0.971244 | 1 | 0.971244 |
Sumandora/tarasande | 1,783 | src/main/java/su/mandora/tarasande/injection/mixin/feature/module/item/MixinTridentItem.java | package su.mandora.tarasande.injection.mixin.feature.module.item;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.item.TridentItem;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.ModifyArgs;
import org.spongepowered.asm.mixin.injection.Redirect;
import org.spongepowered.asm.mixin.injection.invoke.arg.Args;
import su.mandora.tarasande.system.feature.modulesystem.ManagerModule;
import su.mandora.tarasande.system.feature.modulesystem.impl.movement.ModuleTridentBoost;
@Mixin(TridentItem.class)
public class MixinTridentItem {
@ModifyArgs(method = "onStoppedUsing", at = @At(value = "INVOKE", target = "Lnet/minecraft/entity/player/PlayerEntity;addVelocity(DDD)V"))
public void hookTridentBoost(Args args) {
ModuleTridentBoost moduleTridentBoost = ManagerModule.INSTANCE.get(ModuleTridentBoost.class);
if (moduleTridentBoost.getEnabled().getValue()) {
double multiplier = moduleTridentBoost.getMultiplier().getValue();
args.set(0, (double) args.get(0) * multiplier);
args.set(1, (double) args.get(1) * multiplier);
args.set(2, (double) args.get(2) * multiplier);
}
}
@Redirect(method = {"use", "onStoppedUsing"}, at = @At(value = "INVOKE", target = "Lnet/minecraft/entity/player/PlayerEntity;isTouchingWaterOrRain()Z"))
public boolean hookTridentBoost_use(PlayerEntity instance) {
ModuleTridentBoost moduleTridentBoost = ManagerModule.INSTANCE.get(ModuleTridentBoost.class);
if (moduleTridentBoost.getEnabled().getValue() && moduleTridentBoost.getAllowOutOfWater().getValue())
return true;
return instance.isTouchingWaterOrRain();
}
}
| 412 | 0.849533 | 1 | 0.849533 | game-dev | MEDIA | 0.922518 | game-dev | 0.820185 | 1 | 0.820185 |
machinelabs/machinelabs | 4,677 | server/src/messaging/recycling/recycle-accumulator.ts | import { Observable, of, timer, throwError } from 'rxjs';
import { map, takeUntil, mergeMap, switchMap, catchError } from 'rxjs/operators';
import { ExecutionMessage } from '../../models/execution';
import { RecycleCmdInfo, recycleCmdFactory } from './recycle-cmd-factory';
import { MessageRepository } from '../message-repository';
import { RecycleConfig } from './recycle.service';
export class RecycleAccumulator {
index = 0;
virtualIndex = 0;
triggerIndex = 0;
message: ExecutionMessage = null;
constructor(private executionId: string, private config: RecycleConfig) {
this.triggerIndex = config.triggerIndex;
}
pass(acc: RecycleAccumulator, message: ExecutionMessage): Observable<RecycleAccumulator> {
return this.invoke(acc.clone(), message);
}
private invoke(acc: RecycleAccumulator, message: ExecutionMessage): Observable<RecycleAccumulator> {
Object.assign(message, {
index: acc.index,
virtual_index: acc.virtualIndex
});
acc.message = message;
return this.recycleOrContinue(acc).pipe(
map((currentAcc: RecycleAccumulator) => {
currentAcc.index++;
currentAcc.virtualIndex++;
return currentAcc;
})
);
}
private recycleOrContinue(acc: RecycleAccumulator): Observable<RecycleAccumulator> {
if (acc.index === acc.triggerIndex) {
const recycleId = Date.now();
console.log(`RecycleId ${recycleId} at ${Date.now()}: Entering recycle phase`);
const fromVirtualIndex = acc.virtualIndex - this.config.tailLength;
const toVirtualIndex = acc.virtualIndex - 1;
const expectedPatchCount = this.config.tailLength - this.config.deleteCount;
return this.config.messageRepository.getMessages(this.executionId, fromVirtualIndex, toVirtualIndex).pipe(
takeUntil(timer(this.config.getMessageTimeout).pipe(switchMap(() => throwError(new Error('Timeout'))))),
mergeMap(messages => {
const cmdInfo = recycleCmdFactory(this.executionId, messages, this.config.deleteCount);
if (cmdInfo.patched === expectedPatchCount && cmdInfo.removed === this.config.deleteCount) {
console.log(
`RecycleId ${recycleId} at ${Date.now()}: About to bulk update messages to recycled space for execution ${
this.executionId
}`
);
this.config.messageRepository.bulkUpdate(cmdInfo.cmd).subscribe(
() => {
console.log(
`RecycleId ${recycleId} at ${Date.now()}: Bulk update completed for execution ${this.executionId}`
);
},
err => {
// Not exactly sure what we should do here. We need to take this into account for
// the index somehow. But I don't know yet if we would ever run into this with the
// Realtime API.
console.error(
`RecycleId ${recycleId} at ${Date.now()}: Unexpected error during bulk update of message recycling for execution ${
this.executionId
}`
); // tslint:disable-line:max-line-length
console.error(err);
}
);
console.log(`RecycleId ${recycleId} at ${Date.now()}: Sent bulk update for execution ${this.executionId}`);
acc.index = acc.index - this.config.deleteCount;
acc.message.index = acc.index;
return of(acc);
}
console.error(`RecycleId ${recycleId} at ${Date.now()}: Skipped recycling unexpectedly`);
console.error(`patched / expected patched: ${cmdInfo.patched} / ${expectedPatchCount}`);
console.error(`removed / expected removed: ${cmdInfo.removed} / ${this.config.deleteCount}`);
this.increaseTriggerIndex(acc);
return of(acc);
}),
catchError(err => {
console.error(
`RecycleId ${recycleId} at ${Date.now()}: Unexpected error during 'getMessages' of message recycling for execution ${
this.executionId
}`
);
console.error(err);
this.increaseTriggerIndex(acc);
return of(acc);
})
);
}
return of(acc);
}
private increaseTriggerIndex(acc: RecycleAccumulator) {
acc.triggerIndex = acc.triggerIndex + this.config.triggerIndexStep;
}
clone(): RecycleAccumulator {
const acc = new RecycleAccumulator(this.executionId, this.config);
acc.index = this.index;
acc.virtualIndex = this.virtualIndex;
acc.message = this.message;
acc.triggerIndex = this.triggerIndex;
return acc;
}
}
| 412 | 0.789731 | 1 | 0.789731 | game-dev | MEDIA | 0.329212 | game-dev | 0.869842 | 1 | 0.869842 |
PotRooms/AzurPromiliaData | 2,251 | Lua/src/ui/pages/heroPanel/skill/cellHeroSkillIcon.lua | local module = class("cellHeroSkillIcon", G_UIModuleBase)
function module.bind()
return {
isActive = false,
iconPath = "",
isLock = false,
isblankBg = false,
glowAcitve = false
}
end
function module.methods()
return {
onClick = function(self)
if not self.bind.isActive then
C_AudioManager.Play("Play_SFX_System_UI_CHAR_Skill_Click")
self.bindComponents.selectAnimation:Play("anim_heroes_skill_cell_select_show")
self:emit("onClick", self.bind)
end
end
}
end
function module:open()
self.bindComponents.redot.gameObject:SetActive(false)
Timer.once(0.5, function()
self:bindRed()
end, self)
end
function module:bindRed()
if not self.isBind then
return
end
local heroId = self.bind.heroId
local skillId = self.bind.skillId
self.bindComponents.redot.gameObject:SetActive(false)
if heroId and skillId and self.bind.showRed then
if self.bind.isPreview then
self.bindComponents.redot.gameObject:SetActive(false)
else
L_ReddotManager:registerReddot(self.bindComponents.redot, string.format(L_ReddotManager.DotDef.HeroSkill, heroId .. "_" .. skillId))
end
end
end
function module:refresh()
if not self.isBind then
return
end
local skillId = self.bind.skillId
local skillTpl = L_GameTpl:getSkillTpl()
local tplSkill = skillTpl:getTplById(skillId)
local elementId = 1
local elementList = skillTpl:getSkillElement(tplSkill)
if not table.isEmpty(elementList) and 0 < #elementList then
elementId = elementList[1]
end
self.bindComponents["level" .. elementId].text = self.bind.levelText
for i = 1, 10 do
if i == elementId then
self.bindComponents["level" .. i].gameObject:SetActive(true)
else
self.bindComponents["level" .. i].gameObject:SetActive(false)
end
end
self.bind.glowAcitve = self.bind.isActive
if self.bind.isLock then
self.bindComponents["level" .. elementId].text = ""
end
end
function module:playLevelUpAni()
if self.bindComponents == nil then
return
end
self.bindComponents.skill_cell:Stop()
C_AudioManager.Play("Play_SFX_System_UI_CHAR_Skill_Upgrade")
self.bindComponents.skill_cell:Play("anim_heroes_skill_cell_levelup")
end
return module
| 412 | 0.789376 | 1 | 0.789376 | game-dev | MEDIA | 0.970179 | game-dev | 0.753796 | 1 | 0.753796 |
TheFlyingFoool/DuckGameRebuilt | 3,442 | DuckGame/src/DuckGame/SmartDuck/DuckAI.cs | using System.Collections.Generic;
namespace DuckGame
{
public class DuckAI : InputProfile
{
public AILocomotion locomotion
{
get
{
return _locomotion;
}
}
public void Press(string trigger)
{
_inputState[trigger] = InputState.Pressed;
}
public void HoldDown(string trigger)
{
_inputState[trigger] = InputState.Down;
}
public void Release(string trigger)
{
_inputState[trigger] = InputState.Released;
}
public override bool Pressed(string trigger, bool any = false)
{
InputState outVal;
return _inputState.TryGetValue(trigger, out outVal) && outVal == InputState.Pressed;
}
public override bool Released(string trigger)
{
InputState outVal;
return _inputState.TryGetValue(trigger, out outVal) && outVal == InputState.Released;
}
public override bool Down(string trigger)
{
InputState outVal;
return _inputState.TryGetValue(trigger, out outVal) && (outVal == InputState.Pressed || outVal == InputState.Down);
}
public bool SetTarget(Vec2 t)
{
_locomotion.target = t;
return _locomotion.target == Vec2.Zero;
}
public void TrimLastTarget()
{
_locomotion.TrimLastTarget();
}
public DuckAI(InputProfile manualQuacker = null) : base("")
{
_state.Push(new AIStateDeathmatchBot());
_manualQuack = manualQuacker;
}
public virtual void Update(Duck duck)
{
Release(Triggers.Grab);
Release(Triggers.Shoot);
_locomotion.Update(this, duck);
if (jumpWait > 0)
{
jumpWait--;
}
else
{
jumpWait = 10;
_locomotion.Jump(5);
}
if (quackWait > 0)
{
quackWait--;
return;
}
quackWait = 4;
_locomotion.Quack(2);
}
public override void UpdateExtraInput()
{
if (_inputState.ContainsKey(Triggers.Quack) && _inputState[Triggers.Quack] == InputState.Pressed)
{
_inputState[Triggers.Quack] = InputState.Down;
}
if (_inputState.ContainsKey(Triggers.Strafe) && _inputState[Triggers.Strafe] == InputState.Pressed)
{
_inputState[Triggers.Strafe] = InputState.Down;
}
if (_manualQuack != null)
{
if (_manualQuack.Pressed(Triggers.Quack, false))
{
Press(Triggers.Quack);
}
else if (_manualQuack.Released(Triggers.Quack))
{
Release(Triggers.Quack);
}
if (_manualQuack.Pressed(Triggers.Strafe, false))
{
Press(Triggers.Strafe);
return;
}
if (_manualQuack.Released(Triggers.Strafe))
{
Release(Triggers.Strafe);
}
}
}
public override float leftTrigger
{
get
{
if (virtualQuack)
{
return virtualDevice.leftTrigger;
}
if (_manualQuack != null)
{
return _manualQuack.leftTrigger;
}
return 0f;
}
}
public void Draw()
{
if (_locomotion.pathFinder.path != null)
{
Vec2 lastNode = Vec2.Zero;
foreach (PathNodeLink i in _locomotion.pathFinder.path)
{
if (lastNode != Vec2.Zero)
{
Graphics.DrawLine(lastNode, i.owner.position, new Color(255, 0, 255), 2f, 0.9f);
}
lastNode = i.owner.position;
}
}
}
private Stack<AIState> _state = new Stack<AIState>();
private Dictionary<string, InputState> _inputState = new Dictionary<string, InputState>();
private AILocomotion _locomotion = new AILocomotion();
public bool canRefresh;
public InputProfile _manualQuack;
private int quackWait = 10;
private int jumpWait = 10;
public bool virtualQuack;
}
}
| 412 | 0.951655 | 1 | 0.951655 | game-dev | MEDIA | 0.898131 | game-dev | 0.769457 | 1 | 0.769457 |
FTBTeam/FTB-Chunks | 6,483 | common/src/main/java/dev/ftb/mods/ftbchunks/client/gui/RegionMapPanel.java | package dev.ftb.mods.ftbchunks.client.gui;
import dev.ftb.mods.ftbchunks.api.client.event.MapIconEvent;
import dev.ftb.mods.ftbchunks.api.client.icon.MapIcon;
import dev.ftb.mods.ftbchunks.api.client.icon.MapType;
import dev.ftb.mods.ftbchunks.client.map.MapChunk;
import dev.ftb.mods.ftbchunks.client.map.MapRegion;
import dev.ftb.mods.ftbchunks.client.map.MapRegionData;
import dev.ftb.mods.ftbchunks.client.mapicon.MapIconComparator;
import dev.ftb.mods.ftbchunks.util.HeightUtils;
import dev.ftb.mods.ftblibrary.math.MathUtils;
import dev.ftb.mods.ftblibrary.math.XZ;
import dev.ftb.mods.ftblibrary.ui.Panel;
import dev.ftb.mods.ftblibrary.ui.Theme;
import dev.ftb.mods.ftblibrary.ui.Widget;
import dev.ftb.mods.ftblibrary.ui.input.MouseButton;
import dev.ftb.mods.ftblibrary.util.TooltipList;
import dev.ftb.mods.ftbteams.api.Team;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.core.BlockPos;
import net.minecraft.util.Mth;
import java.util.ArrayList;
import java.util.List;
public class RegionMapPanel extends Panel {
final LargeMapScreen largeMap;
double regionX = 0;
double regionZ = 0;
int regionMinX, regionMinZ, regionMaxX, regionMaxZ;
int blockX = 0;
int blockY = HeightUtils.UNKNOWN;
int blockZ = 0;
int blockIndex = 0;
private final List<MapIcon> mapIcons;
public RegionMapPanel(LargeMapScreen panel) {
super(panel);
largeMap = panel;
mapIcons = new ArrayList<>();
}
public void updateMinMax() {
regionMinX = Integer.MAX_VALUE;
regionMinZ = Integer.MAX_VALUE;
regionMaxX = Integer.MIN_VALUE;
regionMaxZ = Integer.MIN_VALUE;
for (Widget w : widgets) {
if (w instanceof MapTileWidget tileWidget) {
int qx = tileWidget.region.pos.x();
int qy = tileWidget.region.pos.z();
regionMinX = Math.min(regionMinX, qx);
regionMinZ = Math.min(regionMinZ, qy);
regionMaxX = Math.max(regionMaxX, qx);
regionMaxZ = Math.max(regionMaxZ, qy);
}
}
if (regionMinX == Integer.MAX_VALUE) {
regionMinX = regionMinZ = regionMaxX = regionMaxZ = 0;
}
regionMinX -= 100;
regionMinZ -= 100;
regionMaxX += 101;
regionMaxZ += 101;
}
public BlockPos blockPos() {
return new BlockPos(blockX, blockY, blockZ);
}
public void scrollTo(double x, double y) {
updateMinMax();
double dx = (regionMaxX - regionMinX);
double dy = (regionMaxZ - regionMinZ);
setScrollX((x - regionMinX) / dx * largeMap.scrollWidth - width / 2D);
setScrollY((y - regionMinZ) / dy * largeMap.scrollHeight - height / 2D);
}
public void resetScroll() {
alignWidgets();
setScrollX((largeMap.scrollWidth - width) / 2D);
setScrollY((largeMap.scrollHeight - height) / 2D);
}
@Override
public void addWidgets() {
for (MapRegion region : largeMap.dimension.getRegions().values()) {
add(new MapTileWidget(this, region));
}
Minecraft mc = Minecraft.getInstance();
mapIcons.clear();
MapIconEvent.LARGE_MAP.invoker().accept(new MapIconEvent(largeMap.dimension.dimension, mapIcons, MapType.LARGE_MAP));
if (mapIcons.size() >= 2) {
mapIcons.sort(new MapIconComparator(mc.player.position(), 1F));
}
for (MapIcon icon : mapIcons) {
if (icon.isVisible(MapType.LARGE_MAP, MathUtils.dist(mc.player.getX(), mc.player.getZ(), icon.getPos(1F).x, icon.getPos(1F).z), false)) {
add(new MapIconWidget(this, icon));
}
}
alignWidgets();
}
@Override
public void alignWidgets() {
largeMap.scrollWidth = 0;
largeMap.scrollHeight = 0;
updateMinMax();
int buttonSize = largeMap.getRegionTileSize();
largeMap.scrollWidth = (regionMaxX - regionMinX) * buttonSize;
largeMap.scrollHeight = (regionMaxZ - regionMinZ) * buttonSize;
for (Widget w : widgets) {
if (w instanceof MapTileWidget tileWidget) {
double qx = tileWidget.region.pos.x();
double qy = tileWidget.region.pos.z();
double qw = 1D;
double qh = 1D;
double x = (qx - regionMinX) * buttonSize;
double y = (qy - regionMinZ) * buttonSize;
w.setPosAndSize((int) x, (int) y, (int) (buttonSize * qw), (int) (buttonSize * qh));
} else if (w instanceof MapIconWidget iconWidget) {
MapIcon mapIcon = iconWidget.getMapIcon();
double s = Math.max(mapIcon.isZoomDependant(MapType.LARGE_MAP) ? 0D : 6D, buttonSize / 128D * mapIcon.getIconScale(MapType.LARGE_MAP));
if (s <= 1D) {
w.setSize(0, 0);
} else {
w.setSize(Mth.ceil(s), Mth.ceil(s));
iconWidget.updatePosition(1F);
}
}
}
setPosAndSize(0, 0, parent.width, parent.height);
}
@Override
public void draw(GuiGraphics graphics, Theme theme, int x, int y, int w, int h) {
super.draw(graphics, theme, x, y, w, h);
int dx = (regionMaxX - regionMinX);
int dy = (regionMaxZ - regionMinZ);
double px = getScrollX() - getX();
double py = getScrollY() - getY();
regionX = (parent.getMouseX() + px) / (double) largeMap.scrollWidth * dx + regionMinX;
regionZ = (parent.getMouseY() + py) / (double) largeMap.scrollHeight * dy + regionMinZ;
blockX = Mth.floor(regionX * 512D);
blockZ = Mth.floor(regionZ * 512D);
blockIndex = (blockX & 511) + (blockZ & 511) * 512;
blockY = HeightUtils.UNKNOWN;
MapRegion region = largeMap.dimension.getRegions().get(XZ.regionFromBlock(blockX, blockZ));
if (region != null) {
MapRegionData data = region.getData();
if (data != null) {
blockY = data.height[blockIndex];
}
}
}
@Override
public void addMouseOverText(TooltipList list) {
super.addMouseOverText(list);
MapRegion mapRegion = largeMap.dimension.getRegions().get(XZ.regionFromBlock(blockX, blockZ));
if (mapRegion != null) {
MapRegionData data = mapRegion.getData();
if (data != null) {
MapChunk mapChunk = mapRegion.getMapChunk(XZ.of((blockX >> 4) & 31, (blockZ >> 4) & 31));
Team team = mapChunk == null ? null : mapChunk.getTeam().orElse(null);
if (team != null) {
list.add(team.getName());
}
}
}
}
@Override
public boolean mousePressed(MouseButton button) {
if (super.mousePressed(button)) {
return true;
}
if (button.isLeft() && isMouseOver()) {
largeMap.prevMouseX = getMouseX();
largeMap.prevMouseY = getMouseY();
largeMap.grabbed = 1;
return true;
}
return false;
}
@Override
public void mouseReleased(MouseButton button) {
super.mouseReleased(button);
largeMap.grabbed = 0;
}
@Override
public boolean scrollPanel(double scroll) {
if (isMouseOver()) {
largeMap.addZoom(scroll);
return true;
}
return false;
}
} | 412 | 0.884084 | 1 | 0.884084 | game-dev | MEDIA | 0.725587 | game-dev | 0.932223 | 1 | 0.932223 |
Goob-Station/Goob-Station | 9,181 | Content.Server/Arcade/BlockGame/BlockGame.Pieces.cs | // SPDX-FileCopyrightText: 2023 TemporalOroboros <TemporalOroboros@gmail.com>
// SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
//
// SPDX-License-Identifier: MIT
using Content.Shared.Arcade;
using System.Linq;
namespace Content.Server.Arcade.BlockGame;
public sealed partial class BlockGame
{
/// <summary>
/// The set of types of game pieces that exist.
/// Used as templates when creating pieces for the game.
/// </summary>
private readonly BlockGamePieceType[] _allBlockGamePieces;
/// <summary>
/// The set of types of game pieces that exist.
/// Used to generate the templates used when creating pieces for the game.
/// </summary>
private enum BlockGamePieceType
{
I,
L,
LInverted,
S,
SInverted,
T,
O
}
/// <summary>
/// The set of possible rotations for the game pieces.
/// </summary>
private enum BlockGamePieceRotation
{
North,
East,
South,
West
}
/// <summary>
/// A static extension for the rotations that allows rotating through the possible rotations.
/// </summary>
private static BlockGamePieceRotation Next(BlockGamePieceRotation rotation, bool inverted)
{
return rotation switch
{
BlockGamePieceRotation.North => inverted ? BlockGamePieceRotation.West : BlockGamePieceRotation.East,
BlockGamePieceRotation.East => inverted ? BlockGamePieceRotation.North : BlockGamePieceRotation.South,
BlockGamePieceRotation.South => inverted ? BlockGamePieceRotation.East : BlockGamePieceRotation.West,
BlockGamePieceRotation.West => inverted ? BlockGamePieceRotation.South : BlockGamePieceRotation.North,
_ => throw new ArgumentOutOfRangeException(nameof(rotation), rotation, null)
};
}
/// <summary>
/// A static extension for the rotations that allows rotating through the possible rotations.
/// </summary>
private struct BlockGamePiece
{
/// <summary>
/// Where all of the blocks that make up this piece are located relative to the origin of the piece.
/// </summary>
public Vector2i[] Offsets;
/// <summary>
/// The color of all of the blocks that make up this piece.
/// </summary>
private BlockGameBlock.BlockGameBlockColor _gameBlockColor;
/// <summary>
/// Whether or not the block should be able to rotate about its origin.
/// </summary>
public bool CanSpin;
/// <summary>
/// Generates a list of the positions of each block comprising this game piece in worldspace.
/// </summary>
/// <param name="center">The position of the game piece in worldspace.</param>
/// <param name="rotation">The rotation of the game piece in worldspace.</param>
public readonly Vector2i[] Positions(Vector2i center, BlockGamePieceRotation rotation)
{
return RotatedOffsets(rotation).Select(v => center + v).ToArray();
}
/// <summary>
/// Gets the relative position of each block comprising this piece given a rotation.
/// </summary>
/// <param name="rotation">The rotation to be applied to the local position of the blocks in this piece.</param>
private readonly Vector2i[] RotatedOffsets(BlockGamePieceRotation rotation)
{
var rotatedOffsets = (Vector2i[]) Offsets.Clone();
//until i find a better algo
var amount = rotation switch
{
BlockGamePieceRotation.North => 0,
BlockGamePieceRotation.East => 1,
BlockGamePieceRotation.South => 2,
BlockGamePieceRotation.West => 3,
_ => 0
};
for (var i = 0; i < amount; i++)
{
for (var j = 0; j < rotatedOffsets.Length; j++)
{
rotatedOffsets[j] = rotatedOffsets[j].Rotate90DegreesAsOffset();
}
}
return rotatedOffsets;
}
/// <summary>
/// Gets a list of all of the blocks comprising this piece in worldspace.
/// </summary>
/// <param name="center">The position of the game piece in worldspace.</param>
/// <param name="rotation">The rotation of the game piece in worldspace.</param>
public readonly BlockGameBlock[] Blocks(Vector2i center, BlockGamePieceRotation rotation)
{
var positions = Positions(center, rotation);
var result = new BlockGameBlock[positions.Length];
var i = 0;
foreach (var position in positions)
{
result[i++] = position.ToBlockGameBlock(_gameBlockColor);
}
return result;
}
/// <summary>
/// Gets a list of all of the blocks comprising this piece in worldspace.
/// Used to generate the held piece/next piece preview images.
/// </summary>
public readonly BlockGameBlock[] BlocksForPreview()
{
var xOffset = 0;
var yOffset = 0;
foreach (var offset in Offsets)
{
if (offset.X < xOffset)
xOffset = offset.X;
if (offset.Y < yOffset)
yOffset = offset.Y;
}
return Blocks(new Vector2i(-xOffset, -yOffset), BlockGamePieceRotation.North);
}
/// <summary>
/// Generates a game piece for a given type of game piece.
/// See <see cref="BlockGamePieceType"/> for the available options.
/// </summary>
/// <param name="type">The type of game piece to generate.</param>
public static BlockGamePiece GetPiece(BlockGamePieceType type)
{
//switch statement, hardcoded offsets
return type switch
{
BlockGamePieceType.I => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1), new Vector2i(0, 0), new Vector2i(0, 1), new Vector2i(0, 2),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.LightBlue,
CanSpin = true
},
BlockGamePieceType.L => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1), new Vector2i(0, 0), new Vector2i(0, 1), new Vector2i(1, 1),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Orange,
CanSpin = true
},
BlockGamePieceType.LInverted => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1), new Vector2i(0, 0), new Vector2i(-1, 1),
new Vector2i(0, 1),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Blue,
CanSpin = true
},
BlockGamePieceType.S => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1), new Vector2i(1, -1), new Vector2i(-1, 0),
new Vector2i(0, 0),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Green,
CanSpin = true
},
BlockGamePieceType.SInverted => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(-1, -1), new Vector2i(0, -1), new Vector2i(0, 0),
new Vector2i(1, 0),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Red,
CanSpin = true
},
BlockGamePieceType.T => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1),
new Vector2i(-1, 0), new Vector2i(0, 0), new Vector2i(1, 0),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Purple,
CanSpin = true
},
BlockGamePieceType.O => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1), new Vector2i(1, -1), new Vector2i(0, 0),
new Vector2i(1, 0),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Yellow,
CanSpin = false
},
_ => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, 0)
}
},
};
}
}
} | 412 | 0.937224 | 1 | 0.937224 | game-dev | MEDIA | 0.913541 | game-dev | 0.587592 | 1 | 0.587592 |
ProjectIgnis/CardScripts | 2,573 | official/c12079734.lua | --デルタトライ
--Delta Tri
local s,id=GetID()
function s.initial_effect(c)
--Apply effects
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(id,0))
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
e1:SetCode(EVENT_BATTLE_DESTROYING)
e1:SetCondition(aux.bdocon)
e1:SetTarget(s.target)
e1:SetOperation(s.operation)
c:RegisterEffect(e1)
end
function s.filter1(c,ec)
return c:IsType(TYPE_UNION) and c:CheckUnionTarget(ec) and aux.CheckUnionEquip(c,ec)
end
function s.filter2(c)
return c:IsFaceup() and c:IsRace(RACE_MACHINE) and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsAbleToDeck()
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
local c=e:GetHandler()
if chkc then
if e:GetLabel()==0 then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and s.filter1(chkc,c)
else return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.filter2(chkc) end
end
local b1=Duel.GetLocationCount(tp,LOCATION_SZONE)>0
and Duel.IsExistingTarget(s.filter1,tp,LOCATION_GRAVE,0,1,nil,c)
local b2=Duel.IsExistingTarget(s.filter2,tp,LOCATION_MZONE,0,1,nil) and Duel.IsPlayerCanDraw(tp,1)
if chk==0 then return b1 or b2 end
local op=0
if b1 and b2 then
op=Duel.SelectOption(tp,aux.Stringid(id,1),aux.Stringid(id,2))
elseif b1 then
op=Duel.SelectOption(tp,aux.Stringid(id,1))
else op=Duel.SelectOption(tp,aux.Stringid(id,2))+1 end
e:SetLabel(op)
if op==0 then
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_EQUIP)
local g=Duel.SelectTarget(tp,s.filter1,tp,LOCATION_GRAVE,0,1,1,nil,c)
e:SetCategory(CATEGORY_EQUIP)
Duel.SetOperationInfo(0,CATEGORY_LEAVE_GRAVE,g,1,0,0)
else
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK)
local g=Duel.SelectTarget(tp,s.filter2,tp,LOCATION_MZONE,0,1,1,nil)
e:SetCategory(CATEGORY_TODECK+CATEGORY_DRAW)
Duel.SetOperationInfo(0,CATEGORY_TODECK,g,1,0,0)
Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
end
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
if e:GetLabel()==0 then
local c=e:GetHandler()
if c:IsRelateToEffect(e) and c:IsFaceup() and tc and tc:IsRelateToEffect(e)
and Duel.GetLocationCount(tp,LOCATION_SZONE)>0
and aux.CheckUnionEquip(tc,c) and Duel.Equip(tp,tc,c,false) then
aux.SetUnionState(tc)
end
else
if tc and tc:IsRelateToEffect(e) and Duel.SendtoDeck(tc,nil,SEQ_DECKSHUFFLE,REASON_EFFECT)~=0 and tc:IsLocation(LOCATION_DECK|LOCATION_EXTRA) then
if tc:IsLocation(LOCATION_DECK) then Duel.ShuffleDeck(tp) end
Duel.BreakEffect()
Duel.Draw(tp,1,REASON_EFFECT)
end
end
end | 412 | 0.887055 | 1 | 0.887055 | game-dev | MEDIA | 0.980341 | game-dev | 0.954517 | 1 | 0.954517 |
BuildCraft/BuildCraft | 1,708 | common/buildcraft/core/block/BlockMarkerPath.java | /* Copyright (c) 2016 SpaceToad and the BuildCraft team
*
* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not
* distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/. */
package buildcraft.core.block;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import buildcraft.lib.block.BlockMarkerBase;
import buildcraft.lib.misc.PermissionUtil;
import buildcraft.lib.tile.TileBC_Neptune;
import buildcraft.core.tile.TileMarkerPath;
public class BlockMarkerPath extends BlockMarkerBase {
public BlockMarkerPath(Material material, String id) {
super(material, id);
}
@Override
public TileBC_Neptune createTileEntity(World worldIn, IBlockState state) {
return new TileMarkerPath();
}
@Override
public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumHand hand, EnumFacing side, float hitX, float hitY, float hitZ) {
if (!world.isRemote) {
TileEntity tile = world.getTileEntity(pos);
if (tile instanceof TileMarkerPath) {
TileMarkerPath marker = (TileMarkerPath) tile;
if (PermissionUtil.hasPermission(PermissionUtil.PERM_EDIT, player, marker.getPermBlock())) {
marker.reverseDirection();
}
}
}
return true;
}
}
| 412 | 0.626409 | 1 | 0.626409 | game-dev | MEDIA | 0.994524 | game-dev | 0.551268 | 1 | 0.551268 |
PascalCorpsman/FPC_DOOM | 6,799 | src/units/p_local.pas | Unit p_local;
{$MODE ObjFPC}{$H+}
Interface
Uses
ufpc_doom_types, Classes, SysUtils
, info_types
, m_fixed
;
Const
// [crispy] blinking key or skull in the status bar
KEYBLINKMASK = $8;
KEYBLINKTICS = (7 * KEYBLINKMASK);
TOCENTER = -8;
AFLAG_JUMP = $80;
FLOATSPEED = (FRACUNIT * 4);
MAXHEALTH = 100;
DEFINE_VIEWHEIGHT = (41 * FRACUNIT);
// mapblocks are used to check movement
// against lines and things
MAPBLOCKUNITS = 128;
MAPBLOCKSIZE = (MAPBLOCKUNITS * FRACUNIT);
MAPBLOCKSHIFT = (FRACBITS + 7);
MAPBMASK = (MAPBLOCKSIZE - 1);
MAPBTOFRAC = (MAPBLOCKSHIFT - FRACBITS);
// player radius for movement checking
PLAYERRADIUS = 16 * FRACUNIT;
// MAXRADIUS is for precalculated sector block boxes
// the spider demon is larger,
// but we do not have any moving sectors nearby
MAXRADIUS = 32 * FRACUNIT;
GRAVITY = FRACUNIT;
MAXMOVE = (30 * FRACUNIT);
USERANGE = (64 * FRACUNIT);
MELEERANGE = (64 * FRACUNIT);
MISSILERANGE = (32 * 64 * FRACUNIT);
// follow a player exlusively for 3 seconds
BASETHRESHOLD = 100;
// fraggle: I have increased the size of this buffer. In the original Doom,
// overrunning past this limit caused other bits of memory to be overwritten,
// affecting demo playback. However, in doing so, the limit was still
// exceeded. So we have to support more than 8 specials.
//
// We keep the original limit, to detect what variables in memory were
// overwritten (see SpechitOverrun())
MAXSPECIALCROSS = 20;
MAXSPECIALCROSS_ORIGINAL = 8;
//
// P_TICK
//
// both the head and tail of the thinker list
//extern thinker_t thinkercap;
//void P_InitThinkers (void);
//void P_AddThinker (thinker_t* thinker);
//void P_RemoveThinker (thinker_t* thinker);
//
// P_PSPR
//
//void P_SetupPsprites (player_t* curplayer);
//void P_MovePsprites (player_t* curplayer);
//void P_DropWeapon (player_t* player);
//
// P_USER
//
Const
MLOOKUNIT = 8;
//
// P_MOBJ
//
ONFLOORZ = INT_MIN;
ONCEILINGZ = INT_MAX;
// Time interval for item respawning.
ITEMQUESIZE = 128;
Type
//
// P_MAPUTL
//
divline_t = Record
x: fixed_t;
y: fixed_t;
dx: fixed_t;
dy: fixed_t;
End;
Pdivline_t = ^divline_t;
dt = Record
Case boolean Of
true: (thing: pmobj_t);
false: (line: pline_t);
End;
intercept_t = Record
frac: fixed_t; // along trace line
isaline: boolean;
d: dt;
End;
Pintercept_t = ^intercept_t;
traverser_t = Function(_in: Pintercept_t): Boolean;
//// Extended MAXINTERCEPTS, to allow for intercepts overrun emulation.
//
Const
MAXINTERCEPTS_ORIGINAL = 128;
//#define MAXINTERCEPTS (MAXINTERCEPTS_ORIGINAL + 61)
//
////extern intercept_t intercepts[MAXINTERCEPTS]; // [crispy] remove INTERCEPTS limit
//extern intercept_t* intercept_p;
//
//typedef boolean (*traverser_t) (intercept_t *in);
//
//fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
//int P_PointOnLineSide (fixed_t x, fixed_t y, line_t* line);
//int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t* line);
//void P_MakeDivline (line_t* li, divline_t* dl);
//fixed_t P_InterceptVector (divline_t* v2, divline_t* v1);
//int P_BoxOnLineSide (fixed_t* tmbox, line_t* ld);
//
//extern fixed_t opentop;
//extern fixed_t openbottom;
//extern fixed_t openrange;
//extern fixed_t lowfloor;
//
//void P_LineOpening (line_t* linedef);
//
//boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) );
//boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) );
Const
PT_ADDLINES = 1;
PT_ADDTHINGS = 2;
PT_EARLYOUT = 4;
//extern divline_t trace;
//
//boolean
//P_PathTraverse
//( fixed_t x1,
// fixed_t y1,
// fixed_t x2,
// fixed_t y2,
// int flags,
// boolean (*trav) (intercept_t *));
//
//void P_UnsetThingPosition (mobj_t* thing);
//void P_SetThingPosition (mobj_t* thing);
//
//
////
//// P_MAP
////
//
//// If "floatok" true, move would be ok
//// if within "tmfloorz - tmceilingz".
//extern boolean floatok;
//extern fixed_t tmfloorz;
//extern fixed_t tmceilingz;
//
//
//extern line_t* ceilingline;
//
//// fraggle: I have increased the size of this buffer. In the original Doom,
//// overrunning past this limit caused other bits of memory to be overwritten,
//// affecting demo playback. However, in doing so, the limit was still
//// exceeded. So we have to support more than 8 specials.
////
//// We keep the original limit, to detect what variables in memory were
//// overwritten (see SpechitOverrun())
//
//#define MAXSPECIALCROSS 20
//#define MAXSPECIALCROSS_ORIGINAL 8
//
//extern line_t** spechit; // [crispy] remove SPECHIT limit
//extern int numspechit;
//
//boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y);
//boolean P_TryMove (mobj_t* thing, fixed_t x, fixed_t y);
//boolean P_TeleportMove (mobj_t* thing, fixed_t x, fixed_t y);
//void P_SlideMove (mobj_t* mo);
//boolean P_CheckSight (mobj_t* t1, mobj_t* t2);
//void P_UseLines (player_t* player);
//
//boolean P_ChangeSector (sector_t* sector, boolean crunch);
//
//extern mobj_t* linetarget; // who got hit (or NULL)
//
//
//extern fixed_t attackrange;
//
//// slopes to top and bottom of target
//extern fixed_t topslope;
//extern fixed_t bottomslope;
//fixed_t
//P_AimLineAttack
//( mobj_t* t1,
// angle_t angle,
// fixed_t distance );
//void
//P_RadiusAttack
//( mobj_t* spot,
// mobj_t* source,
// int damage );
////
//// P_SETUP
////
//extern byte* rejectmatrix; // for fast sight rejection
//extern int32_t* blockmaplump; // offsets in blockmap are from here // [crispy] BLOCKMAP limit
//extern int32_t* blockmap; // [crispy] BLOCKMAP limit
//extern int bmapwidth;
//extern int bmapheight; // in mapblocks
//extern fixed_t bmaporgx;
//extern fixed_t bmaporgy; // origin of block map
//extern mobj_t** blocklinks; // for thing chains
//
//// [crispy] factor out map lump name and number finding into a separate function
//extern int P_GetNumForMap (int episode, int map, boolean critical);
//extern int st_keyorskull[3];
//
////
//// P_INTER
////
//extern int maxammo[NUMAMMO];
//extern int clipammo[NUMAMMO];
//
//void
//P_TouchSpecialThing
//( mobj_t* special,
// mobj_t* toucher );
//
//void
//P_DamageMobj
//( mobj_t* target,
// mobj_t* inflictor,
// mobj_t* source,
// int damage );
Function PLAYER_SLOPE(a: pplayer_t): fixed_t;
Implementation
Function PLAYER_SLOPE(a: pplayer_t): fixed_t;
Begin
result := SarLongint(a^.lookdir Div MLOOKUNIT, FRACBITS) Div 173;
End;
End.
| 412 | 0.944827 | 1 | 0.944827 | game-dev | MEDIA | 0.879939 | game-dev | 0.850725 | 1 | 0.850725 |
vcmi/vcmi | 3,705 | lib/gameState/TavernHeroesPool.cpp | /*
* TavernHeroesPool.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "TavernHeroesPool.h"
#include "CGameState.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapping/CMap.h"
VCMI_LIB_NAMESPACE_BEGIN
TavernHeroesPool::TavernHeroesPool(CGameState * owner)
: owner(owner)
{}
void TavernHeroesPool::setGameState(CGameState * newOwner)
{
owner = newOwner;
}
std::map<HeroTypeID, CGHeroInstance*> TavernHeroesPool::unusedHeroesFromPool() const
{
std::map<HeroTypeID, CGHeroInstance*> pool;
for (const auto & hero : heroesPool)
pool[hero] = owner->getMap().tryGetFromHeroPool(hero);
for(const auto & slot : currentTavern)
pool.erase(slot.hero);
return pool;
}
TavernSlotRole TavernHeroesPool::getSlotRole(HeroTypeID hero) const
{
for (auto const & slot : currentTavern)
{
if (slot.hero == hero)
return slot.role;
}
return TavernSlotRole::NONE;
}
void TavernHeroesPool::setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army, TavernSlotRole role, bool replenishPoints)
{
vstd::erase_if(currentTavern, [&](const TavernSlot & entry){
return entry.player == player && entry.slot == slot;
});
if (hero == HeroTypeID::NONE)
return;
auto h = owner->getMap().tryGetFromHeroPool(hero);
assert(h != nullptr);
if (army)
h->setToArmy(army);
if (replenishPoints)
{
h->setMovementPoints(h->movementPointsLimit(true));
h->mana = h->manaLimit();
}
TavernSlot newSlot;
newSlot.hero = hero;
newSlot.player = player;
newSlot.role = role;
newSlot.slot = slot;
currentTavern.push_back(newSlot);
boost::range::sort(currentTavern, [](const TavernSlot & left, const TavernSlot & right)
{
if (left.slot == right.slot)
return left.player < right.player;
else
return left.slot < right.slot;
});
}
bool TavernHeroesPool::isHeroAvailableFor(HeroTypeID hero, PlayerColor color) const
{
if (perPlayerAvailability.count(hero))
return perPlayerAvailability.at(hero).count(color) != 0;
return true;
}
std::vector<const CGHeroInstance *> TavernHeroesPool::getHeroesFor(PlayerColor color) const
{
std::vector<const CGHeroInstance *> result;
for(const auto & slot : currentTavern)
{
assert(slot.hero.hasValue());
if (slot.player == color)
result.push_back(owner->getMap().tryGetFromHeroPool(slot.hero));
}
return result;
}
std::shared_ptr<CGHeroInstance> TavernHeroesPool::takeHeroFromPool(HeroTypeID hero)
{
assert(vstd::contains(heroesPool, hero));
vstd::erase(heroesPool, hero);
vstd::erase_if(currentTavern, [&](const TavernSlot & entry){
return entry.hero == hero;
});
return owner->getMap().tryTakeFromHeroPool(hero);
}
void TavernHeroesPool::onNewDay()
{
auto unusedHeroes = unusedHeroesFromPool();
for(auto & heroID : heroesPool)
{
auto heroPtr = owner->getMap().tryGetFromHeroPool(heroID);
assert(heroPtr);
heroPtr->removeBonusesRecursive(Bonus::OneDay);
heroPtr->reduceBonusDurations(Bonus::NDays);
heroPtr->reduceBonusDurations(Bonus::OneWeek);
// do not access heroes who are not present in tavern of any players
if (vstd::contains(unusedHeroes, heroID))
continue;
heroPtr->setMovementPoints(heroPtr->movementPointsLimit(true));
heroPtr->mana = heroPtr->getManaNewTurn();
}
}
void TavernHeroesPool::addHeroToPool(HeroTypeID hero)
{
assert(!vstd::contains(heroesPool, hero));
heroesPool.push_back(hero);
}
void TavernHeroesPool::setAvailability(HeroTypeID hero, std::set<PlayerColor> mask)
{
perPlayerAvailability[hero] = mask;
}
VCMI_LIB_NAMESPACE_END
| 412 | 0.915909 | 1 | 0.915909 | game-dev | MEDIA | 0.955852 | game-dev | 0.920046 | 1 | 0.920046 |
ReactVision/virocore | 5,061 | wasm/libs/bullet/src/BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.cpp | /*
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.
*/
#include "btSubSimplexConvexCast.h"
#include "BulletCollision/CollisionShapes/btConvexShape.h"
#include "BulletCollision/CollisionShapes/btMinkowskiSumShape.h"
#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h"
#include "btPointCollector.h"
#include "LinearMath/btTransformUtil.h"
btSubsimplexConvexCast::btSubsimplexConvexCast (const btConvexShape* convexA,const btConvexShape* convexB,btSimplexSolverInterface* simplexSolver)
:m_simplexSolver(simplexSolver),
m_convexA(convexA),m_convexB(convexB)
{
}
///Typically the conservative advancement reaches solution in a few iterations, clip it to 32 for degenerate cases.
///See discussion about this here http://continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=565
#ifdef BT_USE_DOUBLE_PRECISION
#define MAX_ITERATIONS 64
#else
#define MAX_ITERATIONS 32
#endif
bool btSubsimplexConvexCast::calcTimeOfImpact(
const btTransform& fromA,
const btTransform& toA,
const btTransform& fromB,
const btTransform& toB,
CastResult& result)
{
m_simplexSolver->reset();
btVector3 linVelA,linVelB;
linVelA = toA.getOrigin()-fromA.getOrigin();
linVelB = toB.getOrigin()-fromB.getOrigin();
btScalar lambda = btScalar(0.);
btTransform interpolatedTransA = fromA;
btTransform interpolatedTransB = fromB;
///take relative motion
btVector3 r = (linVelA-linVelB);
btVector3 v;
btVector3 supVertexA = fromA(m_convexA->localGetSupportingVertex(-r*fromA.getBasis()));
btVector3 supVertexB = fromB(m_convexB->localGetSupportingVertex(r*fromB.getBasis()));
v = supVertexA-supVertexB;
int maxIter = MAX_ITERATIONS;
btVector3 n;
n.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
bool hasResult = false;
btVector3 c;
btScalar lastLambda = lambda;
btScalar dist2 = v.length2();
#ifdef BT_USE_DOUBLE_PRECISION
btScalar epsilon = btScalar(0.0001);
#else
btScalar epsilon = btScalar(0.0001);
#endif //BT_USE_DOUBLE_PRECISION
btVector3 w,p;
btScalar VdotR;
while ( (dist2 > epsilon) && maxIter--)
{
supVertexA = interpolatedTransA(m_convexA->localGetSupportingVertex(-v*interpolatedTransA.getBasis()));
supVertexB = interpolatedTransB(m_convexB->localGetSupportingVertex(v*interpolatedTransB.getBasis()));
w = supVertexA-supVertexB;
btScalar VdotW = v.dot(w);
if (lambda > btScalar(1.0))
{
return false;
}
if ( VdotW > btScalar(0.))
{
VdotR = v.dot(r);
if (VdotR >= -(SIMD_EPSILON*SIMD_EPSILON))
return false;
else
{
lambda = lambda - VdotW / VdotR;
//interpolate to next lambda
// x = s + lambda * r;
interpolatedTransA.getOrigin().setInterpolate3(fromA.getOrigin(),toA.getOrigin(),lambda);
interpolatedTransB.getOrigin().setInterpolate3(fromB.getOrigin(),toB.getOrigin(),lambda);
//m_simplexSolver->reset();
//check next line
w = supVertexA-supVertexB;
lastLambda = lambda;
n = v;
hasResult = true;
}
}
///Just like regular GJK only add the vertex if it isn't already (close) to current vertex, it would lead to divisions by zero and NaN etc.
if (!m_simplexSolver->inSimplex(w))
m_simplexSolver->addVertex( w, supVertexA , supVertexB);
if (m_simplexSolver->closest(v))
{
dist2 = v.length2();
hasResult = true;
//todo: check this normal for validity
//n=v;
//printf("V=%f , %f, %f\n",v[0],v[1],v[2]);
//printf("DIST2=%f\n",dist2);
//printf("numverts = %i\n",m_simplexSolver->numVertices());
} else
{
dist2 = btScalar(0.);
}
}
//int numiter = MAX_ITERATIONS - maxIter;
// printf("number of iterations: %d", numiter);
//don't report a time of impact when moving 'away' from the hitnormal
result.m_fraction = lambda;
if (n.length2() >= (SIMD_EPSILON*SIMD_EPSILON))
result.m_normal = n.normalized();
else
result.m_normal = btVector3(btScalar(0.0), btScalar(0.0), btScalar(0.0));
//don't report time of impact for motion away from the contact normal (or causes minor penetration)
if (result.m_normal.dot(r)>=-result.m_allowedPenetration)
return false;
btVector3 hitA,hitB;
m_simplexSolver->compute_points(hitA,hitB);
result.m_hitPoint=hitB;
return true;
}
| 412 | 0.956306 | 1 | 0.956306 | game-dev | MEDIA | 0.96723 | game-dev | 0.993269 | 1 | 0.993269 |
LiteLDev/LeviLamina | 1,279 | src-server/mc/deps/core/http/FileRequestBody.h | #pragma once
#include "mc/_HeaderOutputPredefine.h"
// auto generated inclusion list
#include "mc/deps/core/http/IRequestBody.h"
namespace Bedrock::Http {
class FileRequestBody : public ::Bedrock::Http::Internal::IRequestBody {
public:
// member variables
// NOLINTBEGIN
::ll::UntypedStorage<8, 32> mUnkf6c20f;
::ll::UntypedStorage<8, 16> mUnkbdbe9d;
::ll::UntypedStorage<1, 1> mUnk84e5f4;
// NOLINTEND
public:
// prevent constructor by default
FileRequestBody& operator=(FileRequestBody const&);
FileRequestBody(FileRequestBody const&);
FileRequestBody();
public:
// virtual functions
// NOLINTBEGIN
// vIndex: 1
virtual ::Bedrock::Http::Internal::IRequestBody::ReadResult read(::gsl::span<uchar>) /*override*/;
// vIndex: 2
virtual uint64 getSize() /*override*/;
// vIndex: 3
virtual void cancel() /*override*/;
// vIndex: 4
virtual ::std::string const& getLoggableSource() const /*override*/;
// vIndex: 5
virtual ::gsl::span<uchar const> getLoggableData() const /*override*/;
// vIndex: 0
virtual ~FileRequestBody() /*override*/ = default;
// NOLINTEND
public:
// virtual function thunks
// NOLINTBEGIN
// NOLINTEND
};
} // namespace Bedrock::Http
| 412 | 0.925199 | 1 | 0.925199 | game-dev | MEDIA | 0.52166 | game-dev,graphics-rendering | 0.686844 | 1 | 0.686844 |
roy-t/MiniRTS | 10,159 | vOld/Editor/Scenes/SceneBuilder.cs | using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using MiniEngine.CutScene;
using MiniEngine.GameLogic;
using MiniEngine.Pipeline.Basics.Components;
using MiniEngine.Pipeline.Basics.Factories;
using MiniEngine.Pipeline.Debug.Components;
using MiniEngine.Pipeline.Debug.Factories;
using MiniEngine.Pipeline.Lights.Components;
using MiniEngine.Pipeline.Lights.Factories;
using MiniEngine.Pipeline.Models.Components;
using MiniEngine.Pipeline.Models.Factories;
using MiniEngine.Pipeline.Particles.Factories;
using MiniEngine.Pipeline.Projectors.Factories;
using MiniEngine.Rendering;
using MiniEngine.Systems;
using MiniEngine.Systems.Components;
using MiniEngine.Systems.Factories;
using MiniEngine.Units;
namespace MiniEngine.Scenes
{
// TODO: most building of things should be moved to commands and handled by the server
public sealed class SceneBuilder
{
private readonly EntityController EntityController;
private readonly Content Content;
private readonly PipelineBuilder PipelineBuilder;
private readonly Dictionary<Type, IComponentFactory> Factories;
public SceneBuilder(
EntityController entityController,
Content content,
PipelineBuilder pipelineBuilder,
IEnumerable<IComponentFactory> factories)
{
this.EntityController = entityController;
this.Content = content;
this.PipelineBuilder = pipelineBuilder;
this.Factories = new Dictionary<Type, IComponentFactory>();
foreach (var factory in factories)
{
this.Factories.Add(factory.GetType(), factory);
}
}
public T GetFactory<T>()
where T : IComponentFactory
{
if (this.Factories.TryGetValue(typeof(T), out var factory))
{
return (T)factory;
}
throw new KeyNotFoundException($"Could not find factory of type {typeof(T)} did you forget to make it available for injection?");
}
public DebugLine CreateDebugLine(IReadOnlyList<Vector3> linePositions, Color color)
{
var entity = this.EntityController.CreateEntity();
return this.GetFactory<DebugLineFactory>().Construct(entity, linePositions, color);
}
public AmbientLight BuildSponzaAmbientLight()
{
var entity = this.EntityController.CreateEntity();
return this.GetFactory<AmbientLightFactory>().Construct(entity, Color.White * 0.5f);
}
public Sunlight BuildSponzaSunLight()
{
var entity = this.EntityController.CreateEntity();
return this.GetFactory<SunlightFactory>().Construct(entity, Color.White, Vector3.Up, (Vector3.Left * 0.75f) + (Vector3.Backward * 0.1f));
}
public OpaqueModel BuildSponza(Vector3 position, float scale)
{
var entity = this.EntityController.CreateEntity();
this.GetFactory<PoseFactory>().Construct(entity, position, scale);
var (model, _) = this.GetFactory<OpaqueModelFactory>().Construct(entity, this.Content.Sponza);
return model;
}
public (Pose, OpaqueModel, Bounds) BuildCube(Vector3 position, float scale)
{
var entity = this.EntityController.CreateEntity();
var pose = this.GetFactory<PoseFactory>().Construct(entity, position, scale);
var (model, bounds) = this.GetFactory<OpaqueModelFactory>().Construct(entity, this.Content.Cube);
return (pose, model, bounds);
}
public ShadowCastingLight BuildLionSpotLight()
{
var entity = this.EntityController.CreateEntity();
return this.GetFactory<ShadowCastingLightFactory>().Construct(entity, new Vector3(40, 13, 27), new Vector3(53, 11, 12), Color.White, 2048);
}
public void BuildSponzaLit(Vector3 position, float scale)
{
this.BuildSponzaAmbientLight();
this.BuildSponzaSunLight();
this.BuildSponza(position, scale);
}
public Entity[] BuildStainedGlass()
{
var entities = this.EntityController.CreateEntities(2);
var position = new Vector3(-40.5f, 30.0f, 3.2f);
this.GetFactory<PoseFactory>().Construct(entities[0], position, 4.4f * 0.01f, MathHelper.PiOver2, MathHelper.PiOver2, 0);
this.GetFactory<TransparentModelFactory>().Construct(entities[0], this.Content.Plane);
position = new Vector3(-40.5f, 30.0f, -7.2f);
this.GetFactory<PoseFactory>().Construct(entities[1], position, 4.4f * 0.01f, MathHelper.PiOver4);
this.GetFactory<TransparentModelFactory>().Construct(entities[1], this.Content.Plane);
return entities;
}
public PointLight BuildFirePlace()
{
var entity = this.EntityController.CreateEntity();
this.GetFactory<PoseFactory>().Construct(entity, new Vector3(-60.5f, 6.0f, 20.0f), Vector3.One * 2, 0, MathHelper.PiOver2, 0);
this.GetFactory<AveragedEmitterFactory>().ConstructAveragedEmitter(entity, this.Content.Smoke, 1, 1);
var entity2 = this.EntityController.CreateEntity();
this.GetFactory<PoseFactory>().Construct(entity2, new Vector3(-60.5f, 6.0f, 20.0f), Vector3.One, 0, MathHelper.PiOver2, 0);
this.GetFactory<AdditiveEmitterFactory>().ConstructAdditiveEmitter(entity2, this.Content.Explosion2, 1, 1);
var entity3 = this.EntityController.CreateEntity();
this.GetFactory<PoseFactory>().Construct(entity3, new Vector3(-60.5f, 6.0f, 20.0f), Vector3.One * 0.075f, 0, MathHelper.PiOver2, 0);
var emitter = this.GetFactory<AdditiveEmitterFactory>().ConstructAdditiveEmitter(entity3, this.Content.Explosion, 8, 8);
emitter.SpawnInterval = 0;
emitter.Spread = 0.75f;
emitter.TimeToLive = 2.25f;
var pointLight = this.GetFactory<PointLightFactory>().Construct(entity, Color.IndianRed, 20.0f, 1.0f);
var cameraPosition = new Vector3(-60.5f, 8.0f, 20.0f);
var projectorPosition = new Vector3(-60.5f, 0.0f, 20.0f);
var lookAt = cameraPosition + (new Vector3(0.001f, 1, 0) * 10);
var lightEntity = this.EntityController.CreateEntity();
var dynamicTexture = this.GetFactory<DynamicTextureFactory>().Construct(lightEntity, cameraPosition, lookAt, 1024, 1024, this.Content.NullSkybox, "Firewatcher");
this.PipelineBuilder.AddParticlePipeline(dynamicTexture.Pipeline);
var color = Color.White * 0.2f;
var projector = this.GetFactory<ProjectorFactory>().Construct(lightEntity, dynamicTexture.FinalTarget, this.Content.Mask, color, projectorPosition, lookAt);
projector.SetMinDistance(10.0f);
projector.SetMaxDistance(30.0f);
return pointLight;
}
public Parent BuildParent(string name)
{
var parentEntity = this.EntityController.CreateEntity(name);
var parent = this.GetFactory<ParentFactory>().Construct(parentEntity);
return parent;
}
public Entity BuildBulletHoles()
{
var entity = this.EntityController.CreateEntity();
var random = new Random(12345);
var center = new Vector3(-71.2f, 10, -25);
var forward = Vector3.Left;
for (var i = 0; i < 1 /*100*/; i++)
{
var u = (float)(random.NextDouble() * 15) - 7.5f;
var v = (float)(random.NextDouble() * 15) - 7.5f;
var offset = new Vector3(0, u, v);
var projector = this.GetFactory<ProjectorFactory>().Construct(entity, this.Content.BulletHole, Color.White, center + offset, center + offset + forward);
projector.SetMaxDistance(1.0f);
}
return entity;
}
public void BuildCutScene()
{
var speeds = new MetersPerSecond[]
{
new MetersPerSecond(15.0f),
new MetersPerSecond(15.0f),
new MetersPerSecond(15.0f),
new MetersPerSecond(6.0f),
new MetersPerSecond(15.0f),
new MetersPerSecond(15.0f),
new MetersPerSecond(15.0f),
new MetersPerSecond(15.0f),
new MetersPerSecond(5.0f),
new MetersPerSecond(5.0f)
};
var positions = new Vector3[]
{
new Vector3(60, 10, 20), // start position
new Vector3(-60, 10, 20), // near fireplace
new Vector3(-50, 15, 0), // side stepping column
new Vector3(-10, 40, 0), // center stage
new Vector3(-30, 13, -10), // inspect windows
new Vector3(-25, 34, -10), // side step to upper row
new Vector3(-10, 34, -10), // in upper row
new Vector3(20, 25, -7), // in upper row
new Vector3(49, 10, -7), // pass lion
new Vector3(49, 10, 20), // start position
};
var lookAts = new Vector3[]
{
new Vector3(-60, 10, 20),
new Vector3(-60, 0, 20),
new Vector3(-60, 30, 20),
new Vector3(-40, 0, 20),
new Vector3(-50, 30, 10),
new Vector3(-10, 40, 20),
new Vector3(60, 40, 20),
new Vector3(60, 10, 0),
new Vector3(60, 10, 0),
new Vector3(60, 10, 0)
};
for (var i = 0; i < positions.Length; i++)
{
var speed = speeds[i];
var position = positions[i];
var lookAt = lookAts[i];
var entity = this.EntityController.CreateEntity();
this.GetFactory<WaypointFactory>().Construct(entity, speed, position, lookAt);
}
}
}
}
| 412 | 0.808203 | 1 | 0.808203 | game-dev | MEDIA | 0.61798 | game-dev,graphics-rendering | 0.796785 | 1 | 0.796785 |
AionGermany/aion-germany | 2,620 | AL-Game-5.8/data/scripts/system/handlers/quest/runadium_bonus/_80587FindTheJournal.java | /**
* This file is part of Aion-Lightning <aion-lightning.org>.
*
* Aion-Lightning 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.
*
* Aion-Lightning 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 Aion-Lightning.
* If not, see <http://www.gnu.org/licenses/>.
*/
package quest.runadium_bonus;
import com.aionemu.gameserver.model.DialogAction;
import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.questEngine.handlers.QuestHandler;
import com.aionemu.gameserver.questEngine.model.QuestEnv;
import com.aionemu.gameserver.questEngine.model.QuestState;
import com.aionemu.gameserver.questEngine.model.QuestStatus;
import com.aionemu.gameserver.services.QuestService;
/**
* @author FrozenKiller
*/
public class _80587FindTheJournal extends QuestHandler {
private final static int questId = 80587;
public _80587FindTheJournal() {
super(questId);
}
@Override
public void register() {
qe.registerQuestNpc(832268).addOnQuestStart(questId);
qe.registerQuestNpc(832268).addOnTalkEvent(questId);
}
@Override
public boolean onDialogEvent(QuestEnv env) {
Player player = env.getPlayer();
QuestState qs = player.getQuestStateList().getQuestState(questId);
DialogAction dialog = env.getDialog();
int targetId = env.getTargetId();
if (qs == null || qs.getStatus() == QuestStatus.NONE) {
if (targetId == 832268) {
if (dialog == DialogAction.QUEST_SELECT) {
return sendQuestDialog(env, 1011);
}
else {
return sendQuestStartDialog(env);
}
}
}
else if (qs.getStatus() == QuestStatus.START) {
if (targetId == 832268) {
switch (dialog) {
case QUEST_SELECT: {
return sendQuestDialog(env, 2375);
}
case CHECK_USER_HAS_QUEST_ITEM_SIMPLE: {
if (QuestService.collectItemCheck(env, true)) {
changeQuestStep(env, 0, 1, true);
return sendQuestDialog(env, 5);
}
else {
return closeDialogWindow(env);
}
}
default:
break;
}
}
}
else if (qs.getStatus() == QuestStatus.REWARD) {
if (targetId == 832268) {
return sendQuestEndDialog(env);
}
}
return false;
}
}
| 412 | 0.924075 | 1 | 0.924075 | game-dev | MEDIA | 0.96312 | game-dev | 0.97844 | 1 | 0.97844 |
386bsd/386bsd | 9,904 | usr/src/games/rogue/hit.c | /*
* Copyright (c) 1988 The Regents of the University of California.
* All rights reserved.
*
* This code is derived from software contributed to Berkeley by
* Timothy C. Stoehr.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS 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 REGENTS 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.
*/
#ifndef lint
static char sccsid[] = "@(#)hit.c 5.3 (Berkeley) 6/1/90";
#endif /* not lint */
/*
* hit.c
*
* This source herein may be modified and/or distributed by anybody who
* so desires, with the following restrictions:
* 1.) No portion of this notice shall be removed.
* 2.) Credit shall not be taken for the creation of this source.
* 3.) This code is not to be traded, sold, or used for personal
* gain or profit.
*
*/
#include "rogue.h"
object *fight_monster = 0;
char hit_message[80] = "";
extern short halluc, blind, cur_level;
extern short add_strength, ring_exp, r_rings;
extern boolean being_held, interrupted, wizard, con_mon;
mon_hit(monster)
register object *monster;
{
short damage, hit_chance;
char *mn;
float minus;
if (fight_monster && (monster != fight_monster)) {
fight_monster = 0;
}
monster->trow = NO_ROOM;
if (cur_level >= (AMULET_LEVEL * 2)) {
hit_chance = 100;
} else {
hit_chance = monster->m_hit_chance;
hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
}
if (wizard) {
hit_chance /= 2;
}
if (!fight_monster) {
interrupted = 1;
}
mn = mon_name(monster);
if (!rand_percent(hit_chance)) {
if (!fight_monster) {
sprintf(hit_message + strlen(hit_message), "the %s misses", mn);
message(hit_message, 1);
hit_message[0] = 0;
}
return;
}
if (!fight_monster) {
sprintf(hit_message + strlen(hit_message), "the %s hit", mn);
message(hit_message, 1);
hit_message[0] = 0;
}
if (!(monster->m_flags & STATIONARY)) {
damage = get_damage(monster->m_damage, 1);
if (cur_level >= (AMULET_LEVEL * 2)) {
minus = (float) ((AMULET_LEVEL * 2) - cur_level);
} else {
minus = (float) get_armor_class(rogue.armor) * 3.00;
minus = minus/100.00 * (float) damage;
}
damage -= (short) minus;
} else {
damage = monster->stationary_damage++;
}
if (wizard) {
damage /= 3;
}
if (damage > 0) {
rogue_damage(damage, monster, 0);
}
if (monster->m_flags & SPECIAL_HIT) {
special_hit(monster);
}
}
rogue_hit(monster, force_hit)
register object *monster;
boolean force_hit;
{
short damage, hit_chance;
if (monster) {
if (check_imitator(monster)) {
return;
}
hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon);
if (wizard) {
hit_chance *= 2;
}
if (!rand_percent(hit_chance)) {
if (!fight_monster) {
(void) strcpy(hit_message, "you miss ");
}
goto RET;
}
damage = get_weapon_damage(rogue.weapon);
if (wizard) {
damage *= 3;
}
if (con_mon) {
s_con_mon(monster);
}
if (mon_damage(monster, damage)) { /* still alive? */
if (!fight_monster) {
(void) strcpy(hit_message, "you hit ");
}
}
RET: check_gold_seeker(monster);
wake_up(monster);
}
}
rogue_damage(d, monster, other)
short d;
object *monster;
short other;
{
if (d >= rogue.hp_current) {
rogue.hp_current = 0;
print_stats(STAT_HP);
killed_by(monster, other);
}
if (d > 0) {
rogue.hp_current -= d;
print_stats(STAT_HP);
}
}
get_damage(ds, r)
char *ds;
boolean r;
{
register i = 0, j, n, d, total = 0;
while (ds[i]) {
n = get_number(ds+i);
while (ds[i++] != 'd') ;
d = get_number(ds+i);
while ((ds[i] != '/') && ds[i]) i++;
for (j = 0; j < n; j++) {
if (r) {
total += get_rand(1, d);
} else {
total += d;
}
}
if (ds[i] == '/') {
i++;
}
}
return(total);
}
get_w_damage(obj)
object *obj;
{
char new_damage[12];
register to_hit, damage;
register i = 0;
if ((!obj) || (obj->what_is != WEAPON)) {
return(-1);
}
to_hit = get_number(obj->damage) + obj->hit_enchant;
while (obj->damage[i++] != 'd') ;
damage = get_number(obj->damage + i) + obj->d_enchant;
sprintf(new_damage, "%dd%d", to_hit, damage);
return(get_damage(new_damage, 1));
}
get_number(s)
register char *s;
{
register i = 0;
register total = 0;
while ((s[i] >= '0') && (s[i] <= '9')) {
total = (10 * total) + (s[i] - '0');
i++;
}
return(total);
}
long
lget_number(s)
char *s;
{
short i = 0;
long total = 0;
while ((s[i] >= '0') && (s[i] <= '9')) {
total = (10 * total) + (s[i] - '0');
i++;
}
return(total);
}
to_hit(obj)
object *obj;
{
if (!obj) {
return(1);
}
return(get_number(obj->damage) + obj->hit_enchant);
}
damage_for_strength()
{
short strength;
strength = rogue.str_current + add_strength;
if (strength <= 6) {
return(strength-5);
}
if (strength <= 14) {
return(1);
}
if (strength <= 17) {
return(3);
}
if (strength <= 18) {
return(4);
}
if (strength <= 20) {
return(5);
}
if (strength <= 21) {
return(6);
}
if (strength <= 30) {
return(7);
}
return(8);
}
mon_damage(monster, damage)
object *monster;
short damage;
{
char *mn;
short row, col;
monster->hp_to_kill -= damage;
if (monster->hp_to_kill <= 0) {
row = monster->row;
col = monster->col;
dungeon[row][col] &= ~MONSTER;
mvaddch(row, col, (int) get_dungeon_char(row, col));
fight_monster = 0;
cough_up(monster);
mn = mon_name(monster);
sprintf(hit_message+strlen(hit_message), "defeated the %s", mn);
message(hit_message, 1);
hit_message[0] = 0;
add_exp(monster->kill_exp, 1);
take_from_pack(monster, &level_monsters);
if (monster->m_flags & HOLDS) {
being_held = 0;
}
free_object(monster);
return(0);
}
return(1);
}
fight(to_the_death)
boolean to_the_death;
{
short ch, c, d;
short row, col;
boolean first_miss = 1;
short possible_damage;
object *monster;
while (!is_direction(ch = rgetchar(), &d)) {
sound_bell();
if (first_miss) {
message("direction?", 0);
first_miss = 0;
}
}
check_message();
if (ch == CANCEL) {
return;
}
row = rogue.row; col = rogue.col;
get_dir_rc(d, &row, &col, 0);
c = mvinch(row, col);
if (((c < 'A') || (c > 'Z')) ||
(!can_move(rogue.row, rogue.col, row, col))) {
message("I see no monster there", 0);
return;
}
if (!(fight_monster = object_at(&level_monsters, row, col))) {
return;
}
if (!(fight_monster->m_flags & STATIONARY)) {
possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
} else {
possible_damage = fight_monster->stationary_damage - 1;
}
while (fight_monster) {
(void) one_move_rogue(ch, 0);
if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
interrupted || (!(dungeon[row][col] & MONSTER))) {
fight_monster = 0;
} else {
monster = object_at(&level_monsters, row, col);
if (monster != fight_monster) {
fight_monster = 0;
}
}
}
}
get_dir_rc(dir, row, col, allow_off_screen)
short dir;
short *row, *col;
short allow_off_screen;
{
switch(dir) {
case LEFT:
if (allow_off_screen || (*col > 0)) {
(*col)--;
}
break;
case DOWN:
if (allow_off_screen || (*row < (DROWS-2))) {
(*row)++;
}
break;
case UPWARD:
if (allow_off_screen || (*row > MIN_ROW)) {
(*row)--;
}
break;
case RIGHT:
if (allow_off_screen || (*col < (DCOLS-1))) {
(*col)++;
}
break;
case UPLEFT:
if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
(*row)--;
(*col)--;
}
break;
case UPRIGHT:
if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
(*row)--;
(*col)++;
}
break;
case DOWNRIGHT:
if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
(*row)++;
(*col)++;
}
break;
case DOWNLEFT:
if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
(*row)++;
(*col)--;
}
break;
}
}
get_hit_chance(weapon)
object *weapon;
{
short hit_chance;
hit_chance = 40;
hit_chance += 3 * to_hit(weapon);
hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
return(hit_chance);
}
get_weapon_damage(weapon)
object *weapon;
{
short damage;
damage = get_w_damage(weapon);
damage += damage_for_strength();
damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
return(damage);
}
s_con_mon(monster)
object *monster;
{
if (con_mon) {
monster->m_flags |= CONFUSED;
monster->moves_confused += get_rand(12, 22);
message("the monster appears confused", 0);
con_mon = 0;
}
}
| 412 | 0.927795 | 1 | 0.927795 | game-dev | MEDIA | 0.980192 | game-dev | 0.983595 | 1 | 0.983595 |
opengl-tutorials/ogl | 9,416 | external/bullet-2.81-rev2613/src/BulletCollision/Gimpact/btGImpactBvh.h | #ifndef GIM_BOX_SET_H_INCLUDED
#define GIM_BOX_SET_H_INCLUDED
/*! \file gim_box_set.h
\author Francisco Leon Najera
*/
/*
This source file is part of GIMPACT Library.
For the latest info, see http://gimpact.sourceforge.net/
Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
email: projectileman@yahoo.com
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "LinearMath/btAlignedObjectArray.h"
#include "btBoxCollision.h"
#include "btTriangleShapeEx.h"
//! Overlapping pair
struct GIM_PAIR
{
int m_index1;
int m_index2;
GIM_PAIR()
{}
GIM_PAIR(const GIM_PAIR & p)
{
m_index1 = p.m_index1;
m_index2 = p.m_index2;
}
GIM_PAIR(int index1, int index2)
{
m_index1 = index1;
m_index2 = index2;
}
};
//! A pairset array
class btPairSet: public btAlignedObjectArray<GIM_PAIR>
{
public:
btPairSet()
{
reserve(32);
}
inline void push_pair(int index1,int index2)
{
push_back(GIM_PAIR(index1,index2));
}
inline void push_pair_inv(int index1,int index2)
{
push_back(GIM_PAIR(index2,index1));
}
};
///GIM_BVH_DATA is an internal GIMPACT collision structure to contain axis aligned bounding box
struct GIM_BVH_DATA
{
btAABB m_bound;
int m_data;
};
//! Node Structure for trees
class GIM_BVH_TREE_NODE
{
public:
btAABB m_bound;
protected:
int m_escapeIndexOrDataIndex;
public:
GIM_BVH_TREE_NODE()
{
m_escapeIndexOrDataIndex = 0;
}
SIMD_FORCE_INLINE bool isLeafNode() const
{
//skipindex is negative (internal node), triangleindex >=0 (leafnode)
return (m_escapeIndexOrDataIndex>=0);
}
SIMD_FORCE_INLINE int getEscapeIndex() const
{
//btAssert(m_escapeIndexOrDataIndex < 0);
return -m_escapeIndexOrDataIndex;
}
SIMD_FORCE_INLINE void setEscapeIndex(int index)
{
m_escapeIndexOrDataIndex = -index;
}
SIMD_FORCE_INLINE int getDataIndex() const
{
//btAssert(m_escapeIndexOrDataIndex >= 0);
return m_escapeIndexOrDataIndex;
}
SIMD_FORCE_INLINE void setDataIndex(int index)
{
m_escapeIndexOrDataIndex = index;
}
};
class GIM_BVH_DATA_ARRAY:public btAlignedObjectArray<GIM_BVH_DATA>
{
};
class GIM_BVH_TREE_NODE_ARRAY:public btAlignedObjectArray<GIM_BVH_TREE_NODE>
{
};
//! Basic Box tree structure
class btBvhTree
{
protected:
int m_num_nodes;
GIM_BVH_TREE_NODE_ARRAY m_node_array;
protected:
int _sort_and_calc_splitting_index(
GIM_BVH_DATA_ARRAY & primitive_boxes,
int startIndex, int endIndex, int splitAxis);
int _calc_splitting_axis(GIM_BVH_DATA_ARRAY & primitive_boxes, int startIndex, int endIndex);
void _build_sub_tree(GIM_BVH_DATA_ARRAY & primitive_boxes, int startIndex, int endIndex);
public:
btBvhTree()
{
m_num_nodes = 0;
}
//! prototype functions for box tree management
//!@{
void build_tree(GIM_BVH_DATA_ARRAY & primitive_boxes);
SIMD_FORCE_INLINE void clearNodes()
{
m_node_array.clear();
m_num_nodes = 0;
}
//! node count
SIMD_FORCE_INLINE int getNodeCount() const
{
return m_num_nodes;
}
//! tells if the node is a leaf
SIMD_FORCE_INLINE bool isLeafNode(int nodeindex) const
{
return m_node_array[nodeindex].isLeafNode();
}
SIMD_FORCE_INLINE int getNodeData(int nodeindex) const
{
return m_node_array[nodeindex].getDataIndex();
}
SIMD_FORCE_INLINE void getNodeBound(int nodeindex, btAABB & bound) const
{
bound = m_node_array[nodeindex].m_bound;
}
SIMD_FORCE_INLINE void setNodeBound(int nodeindex, const btAABB & bound)
{
m_node_array[nodeindex].m_bound = bound;
}
SIMD_FORCE_INLINE int getLeftNode(int nodeindex) const
{
return nodeindex+1;
}
SIMD_FORCE_INLINE int getRightNode(int nodeindex) const
{
if(m_node_array[nodeindex+1].isLeafNode()) return nodeindex+2;
return nodeindex+1 + m_node_array[nodeindex+1].getEscapeIndex();
}
SIMD_FORCE_INLINE int getEscapeNodeIndex(int nodeindex) const
{
return m_node_array[nodeindex].getEscapeIndex();
}
SIMD_FORCE_INLINE const GIM_BVH_TREE_NODE * get_node_pointer(int index = 0) const
{
return &m_node_array[index];
}
//!@}
};
//! Prototype Base class for primitive classification
/*!
This class is a wrapper for primitive collections.
This tells relevant info for the Bounding Box set classes, which take care of space classification.
This class can manage Compound shapes and trimeshes, and if it is managing trimesh then the Hierarchy Bounding Box classes will take advantage of primitive Vs Box overlapping tests for getting optimal results and less Per Box compairisons.
*/
class btPrimitiveManagerBase
{
public:
virtual ~btPrimitiveManagerBase() {}
//! determines if this manager consist on only triangles, which special case will be optimized
virtual bool is_trimesh() const = 0;
virtual int get_primitive_count() const = 0;
virtual void get_primitive_box(int prim_index ,btAABB & primbox) const = 0;
//! retrieves only the points of the triangle, and the collision margin
virtual void get_primitive_triangle(int prim_index,btPrimitiveTriangle & triangle) const= 0;
};
//! Structure for containing Boxes
/*!
This class offers an structure for managing a box tree of primitives.
Requires a Primitive prototype (like btPrimitiveManagerBase )
*/
class btGImpactBvh
{
protected:
btBvhTree m_box_tree;
btPrimitiveManagerBase * m_primitive_manager;
protected:
//stackless refit
void refit();
public:
//! this constructor doesn't build the tree. you must call buildSet
btGImpactBvh()
{
m_primitive_manager = NULL;
}
//! this constructor doesn't build the tree. you must call buildSet
btGImpactBvh(btPrimitiveManagerBase * primitive_manager)
{
m_primitive_manager = primitive_manager;
}
SIMD_FORCE_INLINE btAABB getGlobalBox() const
{
btAABB totalbox;
getNodeBound(0, totalbox);
return totalbox;
}
SIMD_FORCE_INLINE void setPrimitiveManager(btPrimitiveManagerBase * primitive_manager)
{
m_primitive_manager = primitive_manager;
}
SIMD_FORCE_INLINE btPrimitiveManagerBase * getPrimitiveManager() const
{
return m_primitive_manager;
}
//! node manager prototype functions
///@{
//! this attemps to refit the box set.
SIMD_FORCE_INLINE void update()
{
refit();
}
//! this rebuild the entire set
void buildSet();
//! returns the indices of the primitives in the m_primitive_manager
bool boxQuery(const btAABB & box, btAlignedObjectArray<int> & collided_results) const;
//! returns the indices of the primitives in the m_primitive_manager
SIMD_FORCE_INLINE bool boxQueryTrans(const btAABB & box,
const btTransform & transform, btAlignedObjectArray<int> & collided_results) const
{
btAABB transbox=box;
transbox.appy_transform(transform);
return boxQuery(transbox,collided_results);
}
//! returns the indices of the primitives in the m_primitive_manager
bool rayQuery(
const btVector3 & ray_dir,const btVector3 & ray_origin ,
btAlignedObjectArray<int> & collided_results) const;
//! tells if this set has hierarcht
SIMD_FORCE_INLINE bool hasHierarchy() const
{
return true;
}
//! tells if this set is a trimesh
SIMD_FORCE_INLINE bool isTrimesh() const
{
return m_primitive_manager->is_trimesh();
}
//! node count
SIMD_FORCE_INLINE int getNodeCount() const
{
return m_box_tree.getNodeCount();
}
//! tells if the node is a leaf
SIMD_FORCE_INLINE bool isLeafNode(int nodeindex) const
{
return m_box_tree.isLeafNode(nodeindex);
}
SIMD_FORCE_INLINE int getNodeData(int nodeindex) const
{
return m_box_tree.getNodeData(nodeindex);
}
SIMD_FORCE_INLINE void getNodeBound(int nodeindex, btAABB & bound) const
{
m_box_tree.getNodeBound(nodeindex, bound);
}
SIMD_FORCE_INLINE void setNodeBound(int nodeindex, const btAABB & bound)
{
m_box_tree.setNodeBound(nodeindex, bound);
}
SIMD_FORCE_INLINE int getLeftNode(int nodeindex) const
{
return m_box_tree.getLeftNode(nodeindex);
}
SIMD_FORCE_INLINE int getRightNode(int nodeindex) const
{
return m_box_tree.getRightNode(nodeindex);
}
SIMD_FORCE_INLINE int getEscapeNodeIndex(int nodeindex) const
{
return m_box_tree.getEscapeNodeIndex(nodeindex);
}
SIMD_FORCE_INLINE void getNodeTriangle(int nodeindex,btPrimitiveTriangle & triangle) const
{
m_primitive_manager->get_primitive_triangle(getNodeData(nodeindex),triangle);
}
SIMD_FORCE_INLINE const GIM_BVH_TREE_NODE * get_node_pointer(int index = 0) const
{
return m_box_tree.get_node_pointer(index);
}
#ifdef TRI_COLLISION_PROFILING
static float getAverageTreeCollisionTime();
#endif //TRI_COLLISION_PROFILING
static void find_collision(btGImpactBvh * boxset1, const btTransform & trans1,
btGImpactBvh * boxset2, const btTransform & trans2,
btPairSet & collision_pairs);
};
#endif // GIM_BOXPRUNING_H_INCLUDED
| 412 | 0.962538 | 1 | 0.962538 | game-dev | MEDIA | 0.421647 | game-dev | 0.960135 | 1 | 0.960135 |
XG2025-Akaishin/Cracked-1.20.4-Continue | 16,391 | src/main/java/me/alpha432/oyvey/features/modules/client/HUD.java | package me.alpha432.oyvey.features.modules.client;
import java.util.stream.Collectors;
import me.alpha432.oyvey.OyVey;
import me.alpha432.oyvey.event.impl.Render2DEvent;
import me.alpha432.oyvey.features.modules.Module;
import me.alpha432.oyvey.features.modules.client.hud.TimeDay;
import me.alpha432.oyvey.features.modules.client.hud.utils.FrameRateCounter;
import me.alpha432.oyvey.features.modules.client.hud.utils.MathUtility;
import me.alpha432.oyvey.features.settings.Setting;
import me.alpha432.oyvey.util.ColorUtil;
import net.minecraft.client.gui.DrawContext;
import net.minecraft.client.gui.screen.ChatScreen;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.text.Text;
import net.minecraft.util.Formatting;
import java.awt.*;
import java.text.SimpleDateFormat;
import java.util.*;
public class HUD extends Module {
private static final ItemStack totem = new ItemStack(Items.TOTEM_OF_UNDYING);
public Setting<Integer> red = this.register(new Setting<>("Red", 0, 0, 255));
public Setting<Integer> green = this.register(new Setting<>("Green", 0, 0, 255));
public Setting<Integer> blue = this.register(new Setting<>("Blue", 255, 0, 255));
public Setting<Integer> alpha = this.register(new Setting<>("Alpha", 240, 0, 255));
private final Setting<Boolean> renderingUp = this.register(new Setting<>("RenderingUp", false));
private final Setting<Boolean> arrayList = this.register(new Setting<>("ActiveModules", false));
private final Setting<Boolean> coords = this.register(new Setting<>("Coords", false));
private final Setting<Boolean> armorhud = this.register(new Setting<>("Armor", false));
private final Setting<Boolean> totemshud = this.register(new Setting<>("Totems", false));
private final Setting<Boolean> direction = this.register(new Setting<>("Direction", false));
private final Setting<Boolean> speed = this.register(new Setting<>("Speed", false));
private final Setting<Boolean> ping = this.register(new Setting<>("Ping", false));
private final Setting<Boolean> fps = this.register(new Setting<>("FPS", false));
private final Setting<Boolean> tps = this.register(new Setting<>("TPS", false));
private final Setting<Boolean> extraTps = this.register(new Setting<>("ExtraTPS", true, v-> tps.getValue()));
public Setting<Boolean> time = this.register(new Setting<>("Time", false));
private final Setting<Boolean> greeter = this.register(new Setting<Boolean>("test", false));
private final Setting<Greeter> greetermode = this.register(new Setting<Greeter>("Greeter", Greeter.NONE, v -> this.greeter.getValue()));
private final Setting<String> customGreeter = this.register(new Setting<String>("GreeterCustom", "Cracked v2.0 - 1.20.4", v -> this.greetermode.getValue() == Greeter.CUSTOM));
private String GV = mc.getGameVersion();
public static String text;
public static boolean percent;
public int color;
public HUD() {
super("HUD", "hud", Category.CLIENT, true, false, false);
}
@Override
public void onRender2D(Render2DEvent event) {
int width = mc.getWindow().getScaledWidth();
int height = mc.getWindow().getScaledHeight();
color = ColorUtil.toARGB(this.red.getValue(), this.green.getValue(), this.blue.getValue(), this.alpha.getValue());
event.getContext().drawTextWithShadow( mc.textRenderer, OyVey.NAME + " " + OyVey.VERSION, 2,/* x */ 2/* y */, ColorUtil.toARGB(red.getValue(), green.getValue(), blue.getValue(), alpha.getValue()) );
event.getContext().drawTextWithShadow( mc.textRenderer, mc.player.getDisplayName().getString() , 2, 12, ColorUtil.toARGB(red.getValue(), green.getValue(), blue.getValue(), alpha.getValue()) );
event.getContext().drawTextWithShadow( mc.textRenderer, GV , 2, 22, ColorUtil.toARGB(red.getValue(), green.getValue(), blue.getValue(), alpha.getValue()) );
//Modules Enable Disable ArrayList Active Modules
int j = (mc.currentScreen instanceof ChatScreen && !renderingUp.getValue()) ? 14 : 0;
if (arrayList.getValue())
if (renderingUp.getValue()) {
for (Module module : OyVey.moduleManager.getEnabledModules().stream().filter(Module::isDrawn).sorted(Comparator.comparing(module -> mc.textRenderer.getWidth(module.getFullArrayString()) * -1)).collect(Collectors.toList())) {
if (!module.isDrawn()) {
continue;
}
String str = module.getDisplayName() + Formatting.GRAY + ((module.getDisplayInfo() != null) ? (" [" + Formatting.WHITE + module.getDisplayInfo() + Formatting.GRAY + "]") : "");
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str), (width - 2 - getStringWidth(str)), (2 + j * 10), color);
j++;
}
} else {
for (Module module : OyVey.moduleManager.getEnabledModules().stream().filter(Module::isDrawn).sorted(Comparator.comparing(module -> mc.textRenderer.getWidth(module.getFullArrayString()) * -1)).collect(Collectors.toList())) {
if (!module.isDrawn()) {
continue;
}
String str = module.getDisplayName() + Formatting.GRAY + ((module.getDisplayInfo() != null) ? (" [" + Formatting.WHITE + module.getDisplayInfo() + Formatting.GRAY + "]") : "");
j += 10;
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str), (width - 2 - getStringWidth(str)), (height - j), color);
}
}
//info bar chat Ping Brand Time Etc
int i = (mc.currentScreen instanceof ChatScreen && renderingUp.getValue()) ? 13 : (renderingUp.getValue() ? -2 : 0);
if (renderingUp.getValue()) {
if (speed.getValue()) {
String str = "Speed " + Formatting.WHITE + MathUtility.round((float) (OyVey.hudManager.currentPlayerSpeed * 72f)) + " km/h";
i += 10;
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str), (width - getStringWidth(str) - 2), (height - 2 - i), color);
}
if (time.getValue()) {
String str = "Time " + Formatting.WHITE + (new SimpleDateFormat("h:mm a")).format(new Date());
i += 10;
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str), (width - getStringWidth(str) - 2), (height - 2 - i), color);
}
if (tps.getValue()) {
String str = "TPS " + Formatting.WHITE + OyVey.hudManager.getTPS() + (extraTps.getValue() ? " [" + OyVey.hudManager.getTPS2() + "]" : "");
i += 10;
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str), (width - getStringWidth(str) - 2), (height - 2 - i), color);
}
String fpsText = "FPS " + Formatting.WHITE + FrameRateCounter.INSTANCE.getFps();
String str1 = "Ping " + Formatting.WHITE + OyVey.hudManager.getPing();
if (getStringWidth(str1) > getStringWidth(fpsText)) {
if (ping.getValue()) {
i += 10;
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str1), (width - getStringWidth(str1) - 2), (height - 2 - i), color);
}
if (fps.getValue()) {
i += 10;
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(fpsText), (width - getStringWidth(fpsText) - 2), (height - 2 - i), color);
}
} else {
if (fps.getValue()) {
i += 10;
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(fpsText), (width - getStringWidth(fpsText) - 2), (height - 2 - i), color);
}
if (ping.getValue()) {
i += 10;
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str1), (width - getStringWidth(str1) - 2), (height - 2 - i), color);
}
}
} else {
if (speed.getValue()) {
String str = "Speed " + Formatting.WHITE + MathUtility.round((float) (OyVey.hudManager.currentPlayerSpeed * 72f)) + " km/h";
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str), (width - getStringWidth(str) - 2), (2 + i++ * 10), color);
}
if (time.getValue()) {
String str = "Time " + Formatting.WHITE + (new SimpleDateFormat("h:mm a")).format(new Date());
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str), (width - getStringWidth(str) - 2), (2 + i++ * 10), color);
}
if (tps.getValue()) {
String str = "TPS " + Formatting.WHITE + OyVey.hudManager.getTPS() + (extraTps.getValue() ? " [" + OyVey.hudManager.getTPS2() + "]" : "");
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str), (width - getStringWidth(str) - 2), (2 + i++ * 10), color);
}
String fpsText = "FPS " + Formatting.WHITE + FrameRateCounter.INSTANCE.getFps();
String str1 = "Ping " + Formatting.WHITE + OyVey.hudManager.getPing();
if (getStringWidth(str1) > getStringWidth(fpsText)) {
if (ping.getValue()) {
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str1), (width - getStringWidth(str1) - 2), (2 + i++ * 10), color);
}
if (fps.getValue()) {
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(fpsText), (width - getStringWidth(fpsText) - 2), (2 + i++ * 10), color);
}
} else {
if (fps.getValue()) {
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(fpsText), (width - getStringWidth(fpsText) - 2), (2 + i++ * 10), color);
}
if (ping.getValue()) {
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(str1), (width - getStringWidth(str1) - 2), (2 + i++ * 10), color);
}
}
}
//Direccion Bar Text X Y Z Cords
boolean inHell = Objects.equals(mc.world.getRegistryKey().getValue().getPath(), "the_nether");
int posX = (int) mc.player.getX();
int posY = (int) mc.player.getY();
int posZ = (int) mc.player.getZ();
float nether = !inHell ? 0.125F : 8.0F;
int hposX = (int) (mc.player.getX() * nether);
int hposZ = (int) (mc.player.getZ() * nether);
i = (mc.currentScreen instanceof ChatScreen) ? 14 : 0;
String coordinates = Formatting.WHITE + "XYZ " + Formatting.RESET + (inHell ? (posX + ", " + posY + ", " + posZ + Formatting.WHITE + " [" + Formatting.RESET + hposX + ", " + hposZ + Formatting.WHITE + "]" + Formatting.RESET) : (posX + ", " + posY + ", " + posZ + Formatting.WHITE + " [" + Formatting.RESET + hposX + ", " + hposZ + Formatting.WHITE + "]"));
String direction1 = "";
if(direction.getValue()){
switch (mc.player.getHorizontalFacing()){
case EAST -> direction1 = "East" + Formatting.WHITE + " [+X]";
case WEST -> direction1 = "West" + Formatting.WHITE + " [-X]";
case NORTH -> direction1 = "North" + Formatting.WHITE + " [-Z]";
case SOUTH -> direction1 = "South" + Formatting.WHITE + " [+Z]";
}
}
String coords1 = coords.getValue() ? coordinates : "";
i += 10;
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(direction1), 2, (height - i - 11), color);
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(coords1), 2, (height - i), color);
//Greeter
if (greeter.getValue()) {
int widthGreeter = mc.getWindow().getScaledWidth();
switch (this.greetermode.getValue()) {
case TIME: {
text = TimeDay.getTimeOfDay() + " " + HUD.mc.player.getDisplayName().getString() + "";
break;
}
}
switch (this.greetermode.getValue()) {
case CHRISTMAS: {
text = "Cracked Anarchy " + "time remove" + HUD.mc.player.getDisplayName().getString() + " :^)";
break;
}
}
switch (this.greetermode.getValue()) {
case LONG: {
text = "Welcome to Cracked " + HUD.mc.player.getDisplayName().getString() + " :^)";
break;
}
}
switch (this.greetermode.getValue()) {
case CUSTOM: {
text += this.customGreeter.getValue();
break;
}
}
switch (this.greetermode.getValue()) {
case NAME: {
text = "Welcome " + HUD.mc.player.getDisplayName().getString();
break;
}
}
switch (this.greetermode.getValue()) {
case NONE: {
text = "";
break;
}
}
event.getContext().drawTextWithShadow(mc.textRenderer, Text.of(text), (int) (widthGreeter / 2.0F - getStringWidth(text) / 2.0F + 2.0F), (int) 2.0F, color);
}
//Render Totem Inventory Bar Count
if (totemshud.getValue()) {
int widthTotem = mc.getWindow().getScaledWidth();
int heightTotem = mc.getWindow().getScaledHeight();
int totems = mc.player.getInventory().main.stream().filter(itemStack -> (itemStack.getItem() == Items.TOTEM_OF_UNDYING)).mapToInt(ItemStack::getCount).sum();
if (mc.player.getOffHandStack().getItem() == Items.TOTEM_OF_UNDYING)
totems += mc.player.getOffHandStack().getCount();
if (totems > 0) {
int iTotem = widthTotem / 2;
int yTotem = heightTotem - 55 - ((mc.player.isSubmergedInWater()) ? 10 : 0);
int xTotem = iTotem - 189 + 180 + 2;
event.getContext().drawItem(totem, xTotem, yTotem);
event.getContext().drawItemInSlot(mc.textRenderer,totem, xTotem, yTotem);
event.getContext().drawCenteredTextWithShadow(mc.textRenderer,totems + "", xTotem + 8, (yTotem - 7), 16777215);
}
}
//RenderArmorHud Bar Inventory Visualizer
//boolean percent;
if (armorhud.getValue()) {
int widthArmor = mc.getWindow().getScaledWidth();
int heightArmor = mc.getWindow().getScaledHeight();
int iArmor = widthArmor / 2;
int iteration = 0;
int yArmor = heightArmor - 55 - ((mc.player.isSubmergedInWater()) ? 10 : 0);
for (ItemStack is : mc.player.getInventory().armor) {
iteration++;
if (is.isEmpty())
continue;
int xArmor = iArmor - 90 + (9 - iteration) * 20 + 2;
event.getContext().drawItem(is, xArmor, yArmor);
event.getContext().drawItemInSlot(mc.textRenderer,is, xArmor, yArmor);
String sArmor = (is.getCount() > 1) ? (is.getCount() + "") : "";
event.getContext().drawText(mc.textRenderer,Text.of(sArmor), (xArmor + 19 - 2 - getStringWidth(sArmor)), (yArmor + 9), 16777215, true);
if (percent) {
float green = (float) (is.getMaxDamage() - is.getDamage()) / (float) is.getMaxDamage();
float red = 1.0F - green;
int dmg = 100 - (int) (red * 100.0F);
event.getContext().drawText(mc.textRenderer,Text.of(dmg + ""), (xArmor + 8 - getStringWidth(dmg + "") / 2), (yArmor - 11), new Color((int) MathUtility.clamp((red * 255.0F), 0, 255f), (int) MathUtility.clamp((green * 255.0F), 0, 255f), 0).getRGB(), true);
}
}
}
}
private int getStringWidth(String str) {
return mc.textRenderer.getWidth(str);
}
public enum Greeter {
NAME,
TIME,
CHRISTMAS,
LONG,
CUSTOM,
NONE
}
}
| 412 | 0.970805 | 1 | 0.970805 | game-dev | MEDIA | 0.599314 | game-dev | 0.991412 | 1 | 0.991412 |
BaobabLims/baobab.lims | 7,437 | baobab/lims/static/js/Highcharts/code/es-modules/Extensions/Annotations/Mixins/EventEmitterMixin.js | /* *
*
* !!!!!!! SOURCE GETS TRANSPILED BY TYPESCRIPT. EDIT TS FILE ONLY. !!!!!!!
*
* */
import H from '../../../Core/Globals.js';
import U from '../../../Core/Utilities.js';
var addEvent = U.addEvent, fireEvent = U.fireEvent, objectEach = U.objectEach, pick = U.pick, removeEvent = U.removeEvent;
/* eslint-disable valid-jsdoc */
/**
* It provides methods for:
* - adding and handling DOM events and a drag event,
* - mapping a mouse move event to the distance between two following events.
* The units of the distance are specific to a transformation,
* e.g. for rotation they are radians, for scaling they are scale factors.
*
* @private
* @mixin
* @memberOf Annotation
*/
var eventEmitterMixin = {
/**
* Add emitter events.
*/
addEvents: function () {
var emitter = this, addMouseDownEvent = function (element) {
addEvent(element, H.isTouchDevice ? 'touchstart' : 'mousedown', function (e) {
emitter.onMouseDown(e);
}, { passive: false });
};
addMouseDownEvent(this.graphic.element);
(emitter.labels || []).forEach(function (label) {
if (label.options.useHTML && label.graphic.text) {
// Mousedown event bound to HTML element (#13070).
addMouseDownEvent(label.graphic.text.element);
}
});
objectEach(emitter.options.events, function (event, type) {
var eventHandler = function (e) {
if (type !== 'click' || !emitter.cancelClick) {
event.call(emitter, emitter.chart.pointer.normalize(e), emitter.target);
}
};
if ((emitter.nonDOMEvents || []).indexOf(type) === -1) {
emitter.graphic.on(type, eventHandler);
}
else {
addEvent(emitter, type, eventHandler, { passive: false });
}
});
if (emitter.options.draggable) {
addEvent(emitter, 'drag', emitter.onDrag);
if (!emitter.graphic.renderer.styledMode) {
var cssPointer_1 = {
cursor: {
x: 'ew-resize',
y: 'ns-resize',
xy: 'move'
}[emitter.options.draggable]
};
emitter.graphic.css(cssPointer_1);
(emitter.labels || []).forEach(function (label) {
if (label.options.useHTML && label.graphic.text) {
label.graphic.text.css(cssPointer_1);
}
});
}
}
if (!emitter.isUpdating) {
fireEvent(emitter, 'add');
}
},
/**
* Remove emitter document events.
*/
removeDocEvents: function () {
if (this.removeDrag) {
this.removeDrag = this.removeDrag();
}
if (this.removeMouseUp) {
this.removeMouseUp = this.removeMouseUp();
}
},
/**
* Mouse down handler.
*/
onMouseDown: function (e) {
var emitter = this, pointer = emitter.chart.pointer, prevChartX, prevChartY;
if (e.preventDefault) {
e.preventDefault();
}
// On right click, do nothing:
if (e.button === 2) {
return;
}
e = pointer.normalize(e);
prevChartX = e.chartX;
prevChartY = e.chartY;
emitter.cancelClick = false;
emitter.chart.hasDraggedAnnotation = true;
emitter.removeDrag = addEvent(H.doc, H.isTouchDevice ? 'touchmove' : 'mousemove', function (e) {
emitter.hasDragged = true;
e = pointer.normalize(e);
e.prevChartX = prevChartX;
e.prevChartY = prevChartY;
fireEvent(emitter, 'drag', e);
prevChartX = e.chartX;
prevChartY = e.chartY;
}, H.isTouchDevice ? { passive: false } : void 0);
emitter.removeMouseUp = addEvent(H.doc, H.isTouchDevice ? 'touchend' : 'mouseup', function (e) {
emitter.cancelClick = emitter.hasDragged;
emitter.hasDragged = false;
emitter.chart.hasDraggedAnnotation = false;
// ControlPoints vs Annotation:
fireEvent(pick(emitter.target, emitter), 'afterUpdate');
emitter.onMouseUp(e);
}, H.isTouchDevice ? { passive: false } : void 0);
},
/**
* Mouse up handler.
*/
onMouseUp: function (_e) {
var chart = this.chart, annotation = this.target || this, annotationsOptions = chart.options.annotations, index = chart.annotations.indexOf(annotation);
this.removeDocEvents();
annotationsOptions[index] = annotation.options;
},
/**
* Drag and drop event. All basic annotations should share this
* capability as well as the extended ones.
*/
onDrag: function (e) {
if (this.chart.isInsidePlot(e.chartX - this.chart.plotLeft, e.chartY - this.chart.plotTop)) {
var translation = this.mouseMoveToTranslation(e);
if (this.options.draggable === 'x') {
translation.y = 0;
}
if (this.options.draggable === 'y') {
translation.x = 0;
}
if (this.points.length) {
this.translate(translation.x, translation.y);
}
else {
this.shapes.forEach(function (shape) {
shape.translate(translation.x, translation.y);
});
this.labels.forEach(function (label) {
label.translate(translation.x, translation.y);
});
}
this.redraw(false);
}
},
/**
* Map mouse move event to the radians.
*/
mouseMoveToRadians: function (e, cx, cy) {
var prevDy = e.prevChartY - cy, prevDx = e.prevChartX - cx, dy = e.chartY - cy, dx = e.chartX - cx, temp;
if (this.chart.inverted) {
temp = prevDx;
prevDx = prevDy;
prevDy = temp;
temp = dx;
dx = dy;
dy = temp;
}
return Math.atan2(dy, dx) - Math.atan2(prevDy, prevDx);
},
/**
* Map mouse move event to the distance between two following events.
*/
mouseMoveToTranslation: function (e) {
var dx = e.chartX - e.prevChartX, dy = e.chartY - e.prevChartY, temp;
if (this.chart.inverted) {
temp = dy;
dy = dx;
dx = temp;
}
return {
x: dx,
y: dy
};
},
/**
* Map mouse move to the scale factors.
*
* @param {Object} e event
* @param {number} cx center x
* @param {number} cy center y
**/
mouseMoveToScale: function (e, cx, cy) {
var prevDx = e.prevChartX - cx, prevDy = e.prevChartY - cy, dx = e.chartX - cx, dy = e.chartY - cy, sx = (dx || 1) / (prevDx || 1), sy = (dy || 1) / (prevDy || 1), temp;
if (this.chart.inverted) {
temp = sy;
sy = sx;
sx = temp;
}
return {
x: sx,
y: sy
};
},
/**
* Destroy the event emitter.
*/
destroy: function () {
this.removeDocEvents();
removeEvent(this);
this.hcEvents = null;
}
};
export default eventEmitterMixin;
| 412 | 0.852957 | 1 | 0.852957 | game-dev | MEDIA | 0.736129 | game-dev | 0.939914 | 1 | 0.939914 |
mrakakuy/kotlin-godot-wrapper | 1,780 | samples/games/kotlin/src/main/kotlin/godot/samples/games/shmup/Camera.kt | package godot.samples.games.shmup
import platform.posix.rand
import godot.Camera2D
import godot.core.Vector2
class Camera: Camera2D() {
var duration = 0.0
var periodInMs = 0.0
var amplitude = 0.0
var timer = 0.0
var lastShookTimer = 0.0
var previousX = 0.0
var previousY = 0.0
var lastOffset = Vector2(0, 0)
override fun _process(delta: Double) {
if (timer == 0.0){
if(offset.length() > 1.0)
offset /= 4.0
else
offset = Vector2()
return
}
lastShookTimer += delta
while (lastShookTimer >= periodInMs ){
lastShookTimer -= periodInMs
val intensity = amplitude * (1 - ((duration - timer) / duration))
val newX = ((rand().toDouble() / 10000) % 2) - 1
val xComponent = intensity * (previousX + (delta * (newX - previousX)))
val newY = ((rand().toDouble() / 10000) % 2) - 1
val yComponent = intensity * (previousY + (delta * (newY - previousY)))
previousX = newX
previousY = newY
val newOffset = Vector2(xComponent, yComponent)
offset -= lastOffset + newOffset
lastOffset = newOffset
}
timer -= delta
if (timer <= 0.0) {
timer = 0.0
offset -= lastOffset
}
}
fun shake(duration: Double, frequency: Double, amplitude: Double){
this.duration = duration
timer = duration
periodInMs = 1.0 / frequency
this.amplitude = amplitude
previousX = ((rand().toDouble() / 10000) % 2) - 1
previousY = ((rand().toDouble() / 10000) % 2) - 1
offset -= lastOffset
lastOffset = Vector2()
}
} | 412 | 0.876868 | 1 | 0.876868 | game-dev | MEDIA | 0.901158 | game-dev | 0.934116 | 1 | 0.934116 |
wishawa/async_ui | 2,945 | async_ui_web_core/src/node_container.rs | use std::{
future::Future,
pin::Pin,
task::{Context, Poll},
};
use pin_project::{pin_project, pinned_drop};
use crate::{
context::{DomContext, NodeGroup, DOM_CONTEXT},
dropping::DetachmentBlocker,
position::ChildPosition,
};
/// Future wrapper where anything rendered in its child will appear as child of the node.
/// All common components (`Div`, `Button`, etc.) uses this internally.
#[pin_project(PinnedDrop)]
pub struct ContainerNodeFuture<C> {
#[pin]
child_future: C,
group: NodeGroup,
container: web_sys::Node,
add_self: AddSelfMode,
drop: DetachmentBlocker,
}
/// Should the node be added to the parent?
enum AddSelfMode {
ShouldNotAdd,
ShouldAdd,
Added,
}
impl<C: Future> ContainerNodeFuture<C> {
/// Return a future wrapping the given child future.
/// Any node rendered by the child future will appear inside the given node.
/// Upon first poll of the future `node` will be added to the parent.
pub fn new(child_future: C, node: web_sys::Node) -> Self {
Self {
child_future,
group: Default::default(),
container: node,
add_self: AddSelfMode::ShouldAdd,
drop: DetachmentBlocker,
}
}
/// Like `new` but `node` won't be added to the parent (do that manually).
pub fn new_root(child_future: C, node: web_sys::Node) -> Self {
Self {
child_future,
group: Default::default(),
container: node,
add_self: AddSelfMode::ShouldNotAdd,
drop: DetachmentBlocker,
}
}
}
impl<C: Future> Future for ContainerNodeFuture<C> {
type Output = C::Output;
fn poll(self: Pin<&mut Self>, cx: &mut Context<'_>) -> Poll<Self::Output> {
let this = self.project();
if matches!(this.add_self, AddSelfMode::ShouldAdd) {
*this.add_self = AddSelfMode::Added;
DOM_CONTEXT.with(|ctx| {
ctx.add_child(ChildPosition::default(), this.container.clone());
})
}
let ctx = DomContext::Container {
group: this.group,
container: this.container,
};
DOM_CONTEXT.set(&ctx, || this.child_future.poll(cx))
}
}
#[pinned_drop]
impl<C> PinnedDrop for ContainerNodeFuture<C> {
fn drop(self: Pin<&mut Self>) {
if matches!(self.add_self, AddSelfMode::Added) {
// we added our node, we should remove it
if !self.drop.block_until_drop() {
DOM_CONTEXT.with(|ctx| {
ctx.remove_child(ChildPosition::default());
})
}
} else {
// we didn't add our node
let this = self.project();
DomContext::Container {
group: this.group,
container: this.container,
}
.remove_child(ChildPosition::default());
}
}
}
| 412 | 0.90316 | 1 | 0.90316 | game-dev | MEDIA | 0.312771 | game-dev | 0.881977 | 1 | 0.881977 |
emawind84/SelacoVR | 28,174 | src/common/fonts/v_font.cpp | /*
** v_font.cpp
** Font management
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2005-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 AUTHOR 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.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "m_swap.h"
#include "v_font.h"
#include "filesystem.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "gstrings.h"
#include "image.h"
#include "utf8.h"
#include "fontchars.h"
#include "textures.h"
#include "texturemanager.h"
#include "printf.h"
#include "palentry.h"
#include "fontinternals.h"
// MACROS ------------------------------------------------------------------
#define DEFAULT_LOG_COLOR PalEntry(223,223,223)
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int TranslationMapCompare (const void *a, const void *b);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int PrintColors[];
extern TArray<FBitmap> sheetBitmaps;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FFont* SmallFont, * SmallFont2, * BigFont, * BigUpper, * ConFont, * IntermissionFont, * NewConsoleFont, * NewSmallFont,
* CurrentConsoleFont, * OriginalSmallFont, * AlternativeSmallFont, * OriginalBigFont, *AlternativeBigFont;
FFont *FFont::FirstFont = nullptr;
int NumTextColors;
static bool translationsLoaded;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
TArray<TranslationParm> TranslationParms[2];
TArray<TranslationMap> TranslationLookup;
TArray<PalEntry> TranslationColors;
// CODE --------------------------------------------------------------------
FFont *V_GetFont(const char *name, const char *fontlumpname)
{
if (name == nullptr) return nullptr;
if (!stricmp(name, "DBIGFONT")) name = "BigFont";
else if (!stricmp(name, "CONFONT")) name = "ConsoleFont"; // several mods have used the name CONFONT directly and effectively duplicated the font.
else if (!stricmp(name, "INDEXFON")) name = "IndexFont"; // Same here - for whatever reason some people had to use its 8 character name...
FFont *font = FFont::FindFont (name);
if (font == nullptr)
{
if (!stricmp(name, "BIGUPPER"))
{
font = FFont::FindFont("BIGFONT");
if (font) return font;
}
int lump = -1;
int folderfile = -1;
std::vector<FileSys::FolderEntry> folderdata;
FStringf path("fonts/%s/", name);
// Use a folder-based font only if it comes from a later file than the single lump version.
if (fileSystem.GetFilesInFolder(path.GetChars(), folderdata, true))
{
// This assumes that any custom font comes in one piece and not distributed across multiple resource files.
folderfile = fileSystem.GetFileContainer(folderdata[0].lumpnum);
}
lump = fileSystem.CheckNumForFullName(fontlumpname? fontlumpname : name, true);
if (lump != -1 && fileSystem.GetFileContainer(lump) >= folderfile)
{
uint32_t head;
{
auto lumpy = fileSystem.OpenFileReader (lump);
lumpy.Read (&head, 4);
}
if ((head & MAKE_ID(255,255,255,0)) == MAKE_ID('F','O','N',0) ||
head == MAKE_ID(0xE1,0xE6,0xD5,0x1A))
{
FFont *CreateSingleLumpFont (const char *fontname, int lump);
font = CreateSingleLumpFont (name, lump);
if (translationsLoaded) font->LoadTranslations();
return font;
}
}
FTextureID texid = TexMan.CheckForTexture (name, ETextureType::Any);
if (texid.isValid())
{
auto tex = TexMan.GetGameTexture(texid);
if (tex && tex->GetSourceLump() >= folderfile)
{
FFont *CreateSinglePicFont(const char *name);
font = CreateSinglePicFont (name);
return font;
}
}
if (folderdata.size() > 0)
{
font = new FFont(name, nullptr, name, 0, 0, 1, -1);
if (translationsLoaded) font->LoadTranslations();
return font;
}
}
return font;
}
//==========================================================================
//
// V_InitCustomFonts
//
// Initialize a list of custom multipatch fonts
//
//==========================================================================
void V_InitCustomFonts()
{
FScanner sc;
FGameTexture *lumplist[256];
bool notranslate[256];
bool donttranslate;
FString namebuffer, templatebuf;
int i;
int llump,lastlump=0;
int format;
int start;
int first;
int count;
int spacewidth = -1;
int kerning;
char cursor = '_';
bool ignoreoffsets = false;
int MinLum = -1, MaxLum = -1;
while ((llump = fileSystem.FindLump ("FONTDEFS", &lastlump)) != -1)
{
sc.OpenLumpNum(llump);
while (sc.GetString())
{
memset (lumplist, 0, sizeof(lumplist));
memset (notranslate, 0, sizeof(notranslate));
donttranslate = false;
namebuffer = sc.String;
format = 0;
start = 33;
first = 33;
count = 223;
spacewidth = -1;
kerning = 0;
sc.MustGetStringName ("{");
while (!sc.CheckString ("}"))
{
sc.MustGetString();
if (sc.Compare ("TEMPLATE"))
{
if (format == 2) goto wrong;
sc.MustGetString();
templatebuf = sc.String;
format = 1;
}
else if (sc.Compare ("BASE"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
start = sc.Number;
format = 1;
}
else if (sc.Compare ("FIRST"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
first = sc.Number;
format = 1;
}
else if (sc.Compare ("COUNT"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
count = sc.Number;
format = 1;
}
else if (sc.Compare ("CURSOR"))
{
sc.MustGetString();
cursor = sc.String[0];
}
else if (sc.Compare ("SPACEWIDTH"))
{
sc.MustGetNumber();
spacewidth = sc.Number;
}
else if (sc.Compare("DONTTRANSLATE"))
{
donttranslate = true;
}
else if (sc.Compare ("NOTRANSLATION"))
{
if (format == 1) goto wrong;
while (sc.CheckNumber() && !sc.Crossed)
{
if (sc.Number >= 0 && sc.Number < 256)
notranslate[sc.Number] = true;
}
format = 2;
}
else if (sc.Compare("KERNING"))
{
sc.MustGetNumber();
kerning = sc.Number;
}
else if (sc.Compare("ignoreoffsets"))
{
ignoreoffsets = true;
}
else if (sc.Compare("minluminosity"))
{
sc.MustGetValue(false);
MinLum = (int16_t)clamp(sc.Number, 0, 255);
}
else if (sc.Compare("maxluminosity"))
{
sc.MustGetValue(false);
MaxLum = (int16_t)clamp(sc.Number, 0, 255);
}
else
{
if (format == 1) goto wrong;
// The braces must be filtered so because they'd be treated as block terminators otherwise.
if (!strcmp(sc.String, "-{")) strcpy(sc.String, "{");
if (!strcmp(sc.String, "-}")) strcpy(sc.String, "}");
FGameTexture **p = &lumplist[*(unsigned char*)sc.String];
sc.MustGetString();
FTextureID texid = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch);
if (texid.Exists())
{
*p = TexMan.GetGameTexture(texid);
}
else if (fileSystem.GetFileContainer(sc.LumpNum) >= fileSystem.GetIwadNum())
{
// Print a message only if this isn't in zdoom.pk3
sc.ScriptMessage("%s: Unable to find texture in font definition for %s", sc.String, namebuffer.GetChars());
}
format = 2;
}
}
if (format == 1)
{
FFont *fnt = new FFont(namebuffer.GetChars(), templatebuf.GetChars(), nullptr, first, count, start, llump, spacewidth, donttranslate);
fnt->SetCursor(cursor);
fnt->SetKerning(kerning);
if (ignoreoffsets) fnt->ClearOffsets();
}
else if (format == 2)
{
for (i = 0; i < 256; i++)
{
if (lumplist[i] != nullptr)
{
first = i;
break;
}
}
for (i = 255; i >= 0; i--)
{
if (lumplist[i] != nullptr)
{
count = i - first + 1;
break;
}
}
if (count > 0)
{
FFont *CreateSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
FFont *fnt = CreateSpecialFont(namebuffer.GetChars(), first, count, &lumplist[first], notranslate, llump, donttranslate);
fnt->SetCursor(cursor);
fnt->SetKerning(kerning);
if (spacewidth >= 0) fnt->SpaceWidth = spacewidth;
fnt->MinLum = MinLum;
fnt->MaxLum = MaxLum;
if (ignoreoffsets) fnt->ClearOffsets();
}
}
else goto wrong;
}
sc.Close();
}
return;
wrong:
sc.ScriptError ("Invalid combination of properties in font '%s', %s not allowed", namebuffer.GetChars(), sc.String);
}
//==========================================================================
//
// V_InitFontColors
//
// Reads the list of color translation definitions into memory.
//
//==========================================================================
void V_InitFontColors ()
{
TArray<FName> names;
int lump, lastlump = 0;
TranslationParm tparm = { 0, 0, {0}, {0} }; // Silence GCC (for real with -Wextra )
TArray<TranslationParm> parms;
TArray<TempParmInfo> parminfo;
TArray<TempColorInfo> colorinfo;
int c, parmchoice;
TempParmInfo info;
TempColorInfo cinfo;
PalEntry logcolor;
unsigned int i, j;
int k, index;
info.Index = -1;
TranslationParms[0].Clear();
TranslationParms[1].Clear();
TranslationLookup.Clear();
TranslationColors.Clear();
while ((lump = fileSystem.FindLump ("TEXTCOLO", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetString())
{
names.Clear();
logcolor = DEFAULT_LOG_COLOR;
// Everything until the '{' is considered a valid name for the
// color range.
names.Push (sc.String);
while (sc.MustGetString(), !sc.Compare ("{"))
{
if (names[0] == NAME_Untranslated)
{
sc.ScriptError ("The \"untranslated\" color may not have any other names");
}
names.Push (sc.String);
}
parmchoice = 0;
info.StartParm[0] = parms.Size();
info.StartParm[1] = 0;
info.ParmLen[1] = info.ParmLen[0] = 0;
tparm.RangeEnd = tparm.RangeStart = -1;
while (sc.MustGetString(), !sc.Compare ("}"))
{
if (sc.Compare ("Console:"))
{
if (parmchoice == 1)
{
sc.ScriptError ("Each color may only have one set of console ranges");
}
parmchoice = 1;
info.StartParm[1] = parms.Size();
info.ParmLen[0] = info.StartParm[1] - info.StartParm[0];
tparm.RangeEnd = tparm.RangeStart = -1;
}
else if (sc.Compare ("Flat:"))
{
sc.MustGetString();
logcolor = V_GetColor (sc);
}
else
{
// Get first color
c = V_GetColor (sc);
tparm.Start[0] = RPART(c);
tparm.Start[1] = GPART(c);
tparm.Start[2] = BPART(c);
// Get second color
sc.MustGetString();
c = V_GetColor (sc);
tparm.End[0] = RPART(c);
tparm.End[1] = GPART(c);
tparm.End[2] = BPART(c);
// Check for range specifier
if (sc.CheckNumber())
{
if (tparm.RangeStart == -1 && sc.Number != 0)
{
sc.ScriptError ("The first color range must start at position 0");
}
if (sc.Number < 0 || sc.Number > 256)
{
sc.ScriptError ("The color range must be within positions [0,256]");
}
if (sc.Number <= tparm.RangeEnd)
{
sc.ScriptError ("The color range must not start before the previous one ends");
}
tparm.RangeStart = sc.Number;
sc.MustGetNumber();
if (sc.Number < 0 || sc.Number > 256)
{
sc.ScriptError ("The color range must be within positions [0,256]");
}
if (sc.Number <= tparm.RangeStart)
{
sc.ScriptError ("The color range end position must be larger than the start position");
}
tparm.RangeEnd = sc.Number;
}
else
{
tparm.RangeStart = tparm.RangeEnd + 1;
tparm.RangeEnd = 256;
if (tparm.RangeStart >= tparm.RangeEnd)
{
sc.ScriptError ("The color has too many ranges");
}
}
parms.Push (tparm);
}
}
info.ParmLen[parmchoice] = parms.Size() - info.StartParm[parmchoice];
if (info.ParmLen[0] == 0)
{
if (names[0] != NAME_Untranslated)
{
sc.ScriptError ("There must be at least one normal range for a color");
}
}
else
{
if (names[0] == NAME_Untranslated)
{
sc.ScriptError ("The \"untranslated\" color must be left undefined");
}
}
if (info.ParmLen[1] == 0 && names[0] != NAME_Untranslated)
{ // If a console translation is unspecified, make it white, since the console
// font has no color information stored with it.
tparm.RangeStart = 0;
tparm.RangeEnd = 256;
tparm.Start[2] = tparm.Start[1] = tparm.Start[0] = 0;
tparm.End[2] = tparm.End[1] = tparm.End[0] = 255;
info.StartParm[1] = parms.Push (tparm);
info.ParmLen[1] = 1;
}
cinfo.ParmInfo = parminfo.Push (info);
// Record this color information for each name it goes by
for (i = 0; i < names.Size(); ++i)
{
// Redefine duplicates in-place
for (j = 0; j < colorinfo.Size(); ++j)
{
if (colorinfo[j].Name == names[i])
{
colorinfo[j].ParmInfo = cinfo.ParmInfo;
colorinfo[j].LogColor = logcolor;
break;
}
}
if (j == colorinfo.Size())
{
cinfo.Name = names[i];
cinfo.LogColor = logcolor;
colorinfo.Push (cinfo);
}
}
}
}
// Make permananent copies of all the color information we found.
for (i = 0, index = 0; i < colorinfo.Size(); ++i)
{
TranslationMap tmap;
TempParmInfo *pinfo;
tmap.Name = colorinfo[i].Name;
pinfo = &parminfo[colorinfo[i].ParmInfo];
if (pinfo->Index < 0)
{
// Write out the set of remappings for this color.
for (k = 0; k < 2; ++k)
{
for (j = 0; j < pinfo->ParmLen[k]; ++j)
{
TranslationParms[k].Push (parms[pinfo->StartParm[k] + j]);
}
}
TranslationColors.Push (colorinfo[i].LogColor);
pinfo->Index = index++;
}
tmap.Number = pinfo->Index;
TranslationLookup.Push (tmap);
}
// Leave a terminating marker at the ends of the lists.
tparm.RangeStart = -1;
TranslationParms[0].Push (tparm);
TranslationParms[1].Push (tparm);
// Sort the translation lookups for fast binary searching.
qsort (&TranslationLookup[0], TranslationLookup.Size(), sizeof(TranslationLookup[0]), TranslationMapCompare);
NumTextColors = index;
assert (NumTextColors >= NUM_TEXT_COLORS);
}
//==========================================================================
//
// TranslationMapCompare
//
//==========================================================================
static int TranslationMapCompare (const void *a, const void *b)
{
return int(((const TranslationMap *)a)->Name.GetIndex()) - int(((const TranslationMap *)b)->Name.GetIndex());
}
//==========================================================================
//
// V_FindFontColor
//
// Returns the color number for a particular named color range.
//
//==========================================================================
EColorRange V_FindFontColor (FName name)
{
int min = 0, max = TranslationLookup.Size() - 1;
while (min <= max)
{
unsigned int mid = (min + max) / 2;
const TranslationMap *probe = &TranslationLookup[mid];
if (probe->Name == name)
{
return EColorRange(probe->Number);
}
else if (probe->Name < name)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return CR_UNTRANSLATED;
}
//==========================================================================
//
// CreateLuminosityTranslationRanges
//
// Create universal remap ranges for hardware rendering.
//
//==========================================================================
static PalEntry* paletteptr;
static void CreateLuminosityTranslationRanges()
{
paletteptr = (PalEntry*)ImageArena.Alloc(256 * ((NumTextColors * 2)) * sizeof(PalEntry));
for (int l = 0; l < 2; l++)
{
auto parmstart = &TranslationParms[l][0];
// Put the data into the image arena where it gets deleted with the rest of the texture data.
for (int p = 0; p < NumTextColors; p++)
{
// Intended storage order is Range 1, variant 1 - Range 1, variant 2, Range 2, variant 1, and so on.
// The storage of the ranges forces us to go through this differently...
PalEntry* palette = paletteptr + p * 512 + l * 256;
for (int v = 0; v < 256; v++)
{
palette[v].b = palette[v].g = palette[v].r = (uint8_t)v;
}
if (p != CR_UNTRANSLATED) // This table skips the untranslated entry. Do I need to say that the stored data format is garbage? >)
{
for (int v = 0; v < 256; v++)
{
// Find the color range that this luminosity value lies within.
const TranslationParm* parms = parmstart - 1;
do
{
parms++;
if (parms->RangeStart <= v && parms->RangeEnd >= v)
break;
} while (parms[1].RangeStart > parms[0].RangeEnd);
// Linearly interpolate to find out which color this luminosity level gets.
int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart);
int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red
int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green
int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue
palette[v].r = (uint8_t)clamp(r, 0, 255);
palette[v].g = (uint8_t)clamp(g, 0, 255);
palette[v].b = (uint8_t)clamp(b, 0, 255);
}
// Advance to the next color range.
while (parmstart[1].RangeStart > parmstart[0].RangeEnd)
{
parmstart++;
}
parmstart++;
}
}
}
}
//==========================================================================
//
// V_ApplyLuminosityTranslation
//
// Applies the translation to a bitmap for texture generation.
//
//==========================================================================
void V_ApplyLuminosityTranslation(const LuminosityTranslationDesc& lum, uint8_t* pixel, int size)
{
int colorrange = lum.colorrange;
if (colorrange >= NumTextColors * 2) return;
int lum_min = lum.lum_min;
int lum_max = lum.lum_max;
int lum_range = (lum_max - lum_min + 1);
PalEntry* remap = paletteptr + colorrange * 256;
for (int i = 0; i < size; i++, pixel += 4)
{
// we must also process the transparent pixels here to ensure proper filtering on the characters' edges.
int gray = PalEntry(255, pixel[2], pixel[1], pixel[0]).Luminance();
int lumadjust = (gray - lum_min) * 255 / lum_range;
int index = clamp(lumadjust, 0, 255);
PalEntry newcol = remap[index];
// extend the range if we find colors outside what initial analysis provided.
if (gray < lum_min && lum_min != 0)
{
newcol.r = newcol.r * gray / lum_min;
newcol.g = newcol.g * gray / lum_min;
newcol.b = newcol.b * gray / lum_min;
}
else if (gray > lum_max && lum_max != 0)
{
newcol.r = clamp(newcol.r * gray / lum_max, 0, 255);
newcol.g = clamp(newcol.g * gray / lum_max, 0, 255);
newcol.b = clamp(newcol.b * gray / lum_max, 0, 255);
}
pixel[0] = newcol.b;
pixel[1] = newcol.g;
pixel[2] = newcol.r;
}
}
//==========================================================================
//
// SetDefaultTranslation
//
// Builds a translation to map the stock font to a mod provided replacement.
// This probably won't work that well if the original font is extremely colorful.
//
//==========================================================================
static void CalcDefaultTranslation(FFont* base, int index)
{
uint32_t othercolors[256] = {};
base->RecordAllTextureColors(othercolors);
TArray<double> otherluminosity;
base->GetLuminosity(othercolors, otherluminosity);
PalEntry *remap = &paletteptr[index * 256];
memset(remap, 0, 1024);
for (unsigned i = 0; i < 256; i++)
{
auto lum = otherluminosity[i];
if (lum >= 0 && lum <= 1)
{
int lumidx = int(lum * 255);
remap[lumidx] = GPalette.BaseColors[i];
remap[lumidx].a = 255;
}
}
// todo: fill the gaps.
//remap[0] = 0;
int lowindex = 0;
while (lowindex < 255 && remap[lowindex].a == 0) lowindex++;
lowindex++;
int highindex = lowindex + 1;
while (lowindex < 255)
{
while (highindex <= 255 && remap[highindex].a == 0) highindex++;
if (lowindex == 0)
{
for (int i = 0; i < highindex; i++) remap[i] = remap[highindex];
lowindex = highindex++;
}
else if (highindex > 256)
{
for (int i = lowindex + 1; i < highindex; i++) remap[i] = remap[lowindex];
break;
}
else
{
for (int i = lowindex + 1; i < highindex; i++)
{
PalEntry color1 = remap[lowindex];
PalEntry color2 = remap[highindex];
double weight = (i - lowindex) / double(highindex - lowindex);
int r = int(color1.r + weight * (color2.r - color1.r));
int g = int(color1.g + weight * (color2.g - color1.g));
int b = int(color1.b + weight * (color2.b - color1.b));
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
remap[i] = PalEntry(255, r, g, b);
}
lowindex = highindex++;
}
}
}
//==========================================================================
//
// V_LogColorFromColorRange
//
// Returns the color to use for text in the startup/error log window.
//
//==========================================================================
PalEntry V_LogColorFromColorRange (EColorRange range)
{
if ((unsigned int)range >= TranslationColors.Size())
{ // Return default color
return DEFAULT_LOG_COLOR;
}
return TranslationColors[range];
}
//==========================================================================
//
// V_ParseFontColor
//
// Given a pointer to a color identifier (presumably just after a color
// escape character), return the color it identifies and advances
// color_value to just past it.
//
//==========================================================================
EColorRange V_ParseFontColor (const uint8_t *&color_value, int normalcolor, int boldcolor)
{
const uint8_t *ch = color_value;
int newcolor = *ch++;
if (newcolor == '-') // Normal
{
newcolor = normalcolor;
}
else if (newcolor == '+') // Bold
{
newcolor = boldcolor;
}
else if (newcolor == '!') // Team chat
{
newcolor = PrintColors[PRINT_TEAMCHAT];
}
else if (newcolor == '*') // Chat
{
newcolor = PrintColors[PRINT_CHAT];
}
else if (newcolor == '[') // Named
{
const uint8_t *namestart = ch;
while (*ch != ']' && *ch != '\0')
{
ch++;
}
FName rangename((const char *)namestart, int(ch - namestart), true);
if (*ch != '\0')
{
ch++;
}
newcolor = V_FindFontColor (rangename);
}
else if (newcolor >= 'A' && newcolor < NUM_TEXT_COLORS + 'A') // Standard, uppercase
{
newcolor -= 'A';
}
else if (newcolor >= 'a' && newcolor < NUM_TEXT_COLORS + 'a') // Standard, lowercase
{
newcolor -= 'a';
}
else // Incomplete!
{
color_value = ch - (newcolor == '\0');
return CR_UNDEFINED;
}
color_value = ch;
return EColorRange(newcolor);
}
//==========================================================================
//
// V_InitFonts
//
// Fixme: This really needs to be a bit more flexible
// and less rigidly tied to the original game data.
//
//==========================================================================
void V_InitFonts()
{
sheetBitmaps.Clear();
CreateLuminosityTranslationRanges();
V_InitCustomFonts();
FFont *CreateHexLumpFont(const char *fontname, int lump);
FFont *CreateHexLumpFont2(const char *fontname, int lump);
auto lump = fileSystem.CheckNumForFullName("newconsolefont.hex", 0); // This is always loaded from gzdoom.pk3 to prevent overriding it with incomplete replacements.
if (lump == -1) I_FatalError("newconsolefont.hex not found"); // This font is needed - do not start up without it.
NewConsoleFont = CreateHexLumpFont("NewConsoleFont", lump);
NewSmallFont = CreateHexLumpFont2("NewSmallFont", lump);
CurrentConsoleFont = NewConsoleFont;
ConFont = V_GetFont("ConsoleFont", "CONFONT");
V_GetFont("IndexFont", "INDEXFON"); // detect potential replacements for this one.
}
void V_LoadTranslations()
{
for (auto font = FFont::FirstFont; font; font = font->Next)
{
if (!font->noTranslate) font->LoadTranslations();
}
if (BigFont)
{
CalcDefaultTranslation(BigFont, CR_UNTRANSLATED * 2 + 1);
if (OriginalBigFont != nullptr && OriginalBigFont != BigFont)
{
assert(IsLuminosityTranslation(OriginalBigFont->Translations[0]));
int sometrans = OriginalBigFont->Translations[0].index();
sometrans &= ~(0x3fff << 16);
sometrans |= (CR_UNTRANSLATED * 2 + 1) << 16;
OriginalBigFont->Translations[CR_UNTRANSLATED] = FTranslationID::fromInt(sometrans);
OriginalBigFont->forceremap = true;
}
}
if (SmallFont)
{
CalcDefaultTranslation(SmallFont, CR_UNTRANSLATED * 2);
if (OriginalSmallFont != nullptr && OriginalSmallFont != SmallFont)
{
assert(IsLuminosityTranslation(OriginalSmallFont->Translations[0]));
int sometrans = OriginalSmallFont->Translations[0].index();
sometrans &= ~(0x3fff << 16);
sometrans |= (CR_UNTRANSLATED * 2) << 16;
OriginalSmallFont->Translations[CR_UNTRANSLATED] = FTranslationID::fromInt(sometrans);
OriginalSmallFont->forceremap = true;
}
if (NewSmallFont != nullptr)
{
assert(IsLuminosityTranslation(NewSmallFont->Translations[0]));
int sometrans = NewSmallFont->Translations[0].index();
sometrans &= ~(0x3fff << 16);
sometrans |= (CR_UNTRANSLATED * 2) << 16;
NewSmallFont->Translations[CR_UNTRANSLATED] = FTranslationID::fromInt(sometrans);
NewSmallFont->forceremap = true;
}
}
translationsLoaded = true;
}
void V_ClearFonts()
{
while (FFont::FirstFont != nullptr)
{
delete FFont::FirstFont;
}
FFont::FirstFont = nullptr;
AlternativeSmallFont = OriginalSmallFont = CurrentConsoleFont = NewSmallFont = NewConsoleFont = SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = nullptr;
sheetBitmaps.Clear();
}
//==========================================================================
//
// CleanseString
//
// Does some mild sanity checking on a string: If it ends with an incomplete
// color escape, the escape is removed.
//
//==========================================================================
char* CleanseString(char* str)
{
char* escape = strrchr(str, TEXTCOLOR_ESCAPE);
if (escape != NULL)
{
if (escape[1] == '\0')
{
*escape = '\0';
}
else if (escape[1] == '[')
{
char* close = strchr(escape + 2, ']');
if (close == NULL)
{
*escape = '\0';
}
}
}
return str;
}
| 412 | 0.927034 | 1 | 0.927034 | game-dev | MEDIA | 0.53014 | game-dev,graphics-rendering | 0.975135 | 1 | 0.975135 |
DiscordSRV/DiscordSRV | 19,967 | src/main/java/github/scarsz/discordsrv/listeners/PlayerAdvancementDoneListener.java | /*
* DiscordSRV - https://github.com/DiscordSRV/DiscordSRV
*
* Copyright (C) 2016 - 2024 Austin "Scarsz" Shapiro
*
* 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/gpl-3.0.html>.
*/
package github.scarsz.discordsrv.listeners;
import github.scarsz.discordsrv.Debug;
import github.scarsz.discordsrv.DiscordSRV;
import github.scarsz.discordsrv.api.events.AchievementMessagePostProcessEvent;
import github.scarsz.discordsrv.api.events.AchievementMessagePreProcessEvent;
import github.scarsz.discordsrv.objects.MessageFormat;
import github.scarsz.discordsrv.util.*;
import lombok.SneakyThrows;
import java.lang.reflect.Field;
import net.dv8tion.jda.api.entities.Message;
import net.dv8tion.jda.api.entities.TextChannel;
import net.kyori.adventure.text.serializer.gson.GsonComponentSerializer;
import org.apache.commons.lang3.StringUtils;
import org.bukkit.Bukkit;
import org.bukkit.GameRule;
import org.bukkit.NamespacedKey;
import org.bukkit.World;
import org.bukkit.advancement.Advancement;
import org.bukkit.entity.Player;
import org.bukkit.event.EventHandler;
import org.bukkit.event.EventPriority;
import org.bukkit.event.Listener;
import org.bukkit.event.player.PlayerAdvancementDoneEvent;
import java.lang.reflect.Field;
import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
import java.util.Arrays;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
import java.util.function.BiFunction;
import java.util.stream.Collectors;
import java.util.Optional;
public class PlayerAdvancementDoneListener implements Listener {
private static final boolean GAMERULE_CLASS_AVAILABLE;
private static final Object GAMERULE;
static {
String gamerule = "announceAdvancements";
Object gameruleValue = null;
try {
Class<?> gameRuleClass = Class.forName("org.bukkit.GameRule");
gameruleValue = gameRuleClass.getMethod("getByName", String.class).invoke(null, gamerule);
} catch (ClassNotFoundException | NoSuchMethodException | InvocationTargetException | IllegalAccessException ignored) {}
GAMERULE_CLASS_AVAILABLE = gameruleValue != null;
GAMERULE = GAMERULE_CLASS_AVAILABLE ? gameruleValue : gamerule;
}
public PlayerAdvancementDoneListener() {
Bukkit.getPluginManager().registerEvents(this, DiscordSRV.getPlugin());
}
@EventHandler(priority = EventPriority.MONITOR)
public void onPlayerAdvancementDone(PlayerAdvancementDoneEvent event) {
Player player = event.getPlayer();
// return if advancement or player objects are knackered because this can apparently happen for some reason
if (event.getAdvancement() == null || player == null) return;
// respect invisibility plugins
if (PlayerUtil.isVanished(player)) return;
SchedulerUtil.runTaskAsynchronously(DiscordSRV.getPlugin(), () -> runAsync(event));
}
private void runAsync(PlayerAdvancementDoneEvent event) {
Player player = event.getPlayer();
Advancement advancement = event.getAdvancement();
if (advancementIsHiddenInChat(advancement, player.getWorld())) return;
String channelName = DiscordSRV.getPlugin().getOptionalChannel("awards");
MessageFormat messageFormat = DiscordSRV.getPlugin().getMessageFromConfiguration("MinecraftPlayerAchievementMessage");
if (messageFormat == null) return;
// turn "story/advancement_name" into "Advancement Name"
String advancementTitle = getTitle(advancement);
AchievementMessagePreProcessEvent preEvent = DiscordSRV.api.callEvent(new AchievementMessagePreProcessEvent(channelName, messageFormat, player, advancementTitle, event));
if (preEvent.isCancelled()) {
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "AchievementMessagePreProcessEvent was cancelled, message send aborted");
return;
}
// Update from event in case any listeners modified parameters
advancementTitle = preEvent.getAchievementName();
channelName = preEvent.getChannel();
messageFormat = preEvent.getMessageFormat();
if (messageFormat == null) return;
String finalAchievementName = StringUtils.isNotBlank(advancementTitle) ? advancementTitle : "";
String avatarUrl = DiscordSRV.getAvatarUrl(player);
String botAvatarUrl = DiscordUtil.getJda().getSelfUser().getEffectiveAvatarUrl();
String botName = DiscordSRV.getPlugin().getMainGuild() != null ? DiscordSRV.getPlugin().getMainGuild().getSelfMember().getEffectiveName() : DiscordUtil.getJda().getSelfUser().getName();
String displayName = StringUtils.isNotBlank(player.getDisplayName()) ? MessageUtil.strip(player.getDisplayName()) : "";
TextChannel destinationChannel = DiscordSRV.getPlugin().getDestinationTextChannelForGameChannelName(channelName);
BiFunction<String, Boolean, String> translator = (content, needsEscape) -> {
if (content == null) return null;
content = content
.replaceAll("%time%|%date%", TimeUtil.timeStamp())
.replace("%username%", needsEscape ? DiscordUtil.escapeMarkdown(player.getName()) : player.getName())
.replace("%displayname%", needsEscape ? DiscordUtil.escapeMarkdown(displayName) : displayName)
.replace("%usernamenoescapes%", player.getName())
.replace("%displaynamenoescapes%", displayName)
.replace("%world%", player.getWorld().getName())
.replace("%achievement%", MessageUtil.strip(needsEscape ? DiscordUtil.escapeMarkdown(finalAchievementName) : finalAchievementName))
.replace("%embedavatarurl%", avatarUrl)
.replace("%botavatarurl%", botAvatarUrl)
.replace("%botname%", botName);
if (destinationChannel != null) content = DiscordUtil.translateEmotes(content, destinationChannel.getGuild());
content = PlaceholderUtil.replacePlaceholdersToDiscord(content, player);
return content;
};
Message discordMessage = DiscordSRV.translateMessage(messageFormat, translator);
if (discordMessage == null) return;
String webhookName = translator.apply(messageFormat.getWebhookName(), false);
String webhookAvatarUrl = translator.apply(messageFormat.getWebhookAvatarUrl(), false);
AchievementMessagePostProcessEvent postEvent = DiscordSRV.api.callEvent(new AchievementMessagePostProcessEvent(channelName, discordMessage, player, advancementTitle, event, messageFormat.isUseWebhooks(), webhookName, webhookAvatarUrl, preEvent.isCancelled()));
if (postEvent.isCancelled()) {
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "AchievementMessagePostProcessEvent was cancelled, message send aborted");
return;
}
// Update from event in case any listeners modified parameters
channelName = postEvent.getChannel();
discordMessage = postEvent.getDiscordMessage();
TextChannel textChannel = DiscordSRV.getPlugin().getDestinationTextChannelForGameChannelName(channelName);
if (postEvent.isUsingWebhooks()) {
WebhookUtil.deliverMessage(textChannel, postEvent.getWebhookName(), postEvent.getWebhookAvatarUrl(),
discordMessage.getContentRaw(), discordMessage.getEmbeds().stream().findFirst().orElse(null));
} else {
DiscordUtil.queueMessage(textChannel, discordMessage, true);
}
}
private static Method ADVANCEMENT_GET_DISPLAY_METHOD = null;
private static Method ADVANCEMENT_DISPLAY_ANNOUNCE_CHAT_METHOD = null;
@SneakyThrows
@SuppressWarnings("removal")
private boolean advancementIsHiddenInChat(Advancement advancement, World world) {
// don't send messages for advancements related to recipes
String key = advancement.getKey().getKey();
if (key.contains("recipe/") || key.contains("recipes/")) return true;
// ensure advancements should be announced in the world
Boolean isGamerule = GAMERULE_CLASS_AVAILABLE // This class was added in 1.13
? world.getGameRuleValue((GameRule<Boolean>) GAMERULE) // 1.13+
: Boolean.parseBoolean(world.getGameRuleValue((String) GAMERULE)); // <= 1.12
if (Boolean.FALSE.equals(isGamerule)) return true;
// paper advancement API has its own AdvancementDisplay type from Advancement#getDisplay
Object advancementDisplay = null;
if (ADVANCEMENT_DISPLAY_ANNOUNCE_CHAT_METHOD == null) {
try {
if (ADVANCEMENT_GET_DISPLAY_METHOD == null)
ADVANCEMENT_GET_DISPLAY_METHOD = Arrays.stream(advancement.getClass().getMethods())
.filter(method -> method.getName().equals("getDisplay"))
.findFirst().orElse(null);
advancementDisplay = ADVANCEMENT_GET_DISPLAY_METHOD.invoke(advancement);
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "Successfully invoked bukkit AdvancementDisplay method");
} catch (Exception e) {
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "Failed to find PlayerAdvancementDoneEvent#getDisplay method");
}
}
// dive into nms if paper and spigot don't have an AdvancementDisplay class
if (ADVANCEMENT_DISPLAY_ANNOUNCE_CHAT_METHOD != null || advancementDisplay == null) {
try {
Object craftAdvancement = NMSUtil.getHandle(advancement);
Optional<Object> craftAdvancementDisplayOptional = getAdvancementDisplayObject(craftAdvancement);
// Both NMS and paper/spigot don't have AdvancementDisplay so that means it shouldn't be announced
if (!craftAdvancementDisplayOptional.isPresent()) {
return true;
}
Object craftAdvancementDisplay = craftAdvancementDisplayOptional.get();
if (ADVANCEMENT_DISPLAY_ANNOUNCE_CHAT_METHOD == null) {
ADVANCEMENT_DISPLAY_ANNOUNCE_CHAT_METHOD = Arrays.stream(craftAdvancementDisplay.getClass().getMethods())
.filter(method -> method.getReturnType().equals(boolean.class))
.filter(method -> method.getName().equals("i"))
.findFirst().orElse(null);
}
boolean doesAnnounceToChat = (boolean) ADVANCEMENT_DISPLAY_ANNOUNCE_CHAT_METHOD.invoke(craftAdvancementDisplay);
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "Successfully invoked NMS announce in chat");
return !doesAnnounceToChat;
} catch (Exception e) {
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "Failed to get NMS announceChat value: " + e);
}
}
// in some versions between 1.17.x and 1.18.x, bukkit api doesn't include AdvancementDisplay but paper api does
if (advancementDisplay != null && !advancementDisplay.getClass().getSimpleName().equals("PaperAdvancementDisplay") && advancementDisplay instanceof org.bukkit.advancement.AdvancementDisplay) {
return !((org.bukkit.advancement.AdvancementDisplay) advancementDisplay).shouldAnnounceChat();
} else if (advancementDisplay instanceof io.papermc.paper.advancement.AdvancementDisplay) {
return !((io.papermc.paper.advancement.AdvancementDisplay) advancementDisplay).doesAnnounceToChat();
} else {
try {
Object craftAdvancement = NMSUtil.getHandle(advancement);
assert craftAdvancement != null;
Optional<Object> craftAdvancementDisplayOptional = getAdvancementDisplayObject(craftAdvancement);
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "Successfully invoked nms AdvancementDisplay method");
return !craftAdvancementDisplayOptional.isPresent();
} catch (Exception e) {
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "Failed to check if advancement should be displayed: " + e);
}
}
return false;
}
private static final Map<NamespacedKey, String> ADVANCEMENT_TITLE_CACHE = new ConcurrentHashMap<>();
public static String getTitle(Advancement advancement) {
return ADVANCEMENT_TITLE_CACHE.computeIfAbsent(advancement.getKey(), v -> {
try {
Object handle = NMSUtil.getHandle(advancement);
assert handle != null;
Optional<Object> advancementDisplayOptional = getAdvancementDisplayObject(handle);
if (!advancementDisplayOptional.isPresent()) throw new RuntimeException("Advancement doesn't have display properties");
Object advancementDisplay = advancementDisplayOptional.get();
try {
Field advancementMessageField = advancementDisplay.getClass().getDeclaredField("a");
advancementMessageField.setAccessible(true);
Object advancementMessage = advancementMessageField.get(advancementDisplay);
Object advancementTitle = advancementMessage.getClass().getMethod("getString").invoke(advancementMessage);
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "Successfully retrieved advancement title from getString");
return (String) advancementTitle;
} catch (Exception e) {
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "Failed to get title of advancement using getString, trying JSON method");
}
Field titleComponentField = Arrays.stream(advancementDisplay.getClass().getDeclaredFields())
.filter(field -> {
String simpleFieldName = field.getType().getSimpleName();
return simpleFieldName.equals("IChatBaseComponent") || simpleFieldName.equals("IChatMutableComponent") || simpleFieldName.equals("Component");
})
.findFirst().orElseThrow(() -> new RuntimeException("Failed to find advancement display properties field"));
titleComponentField.setAccessible(true);
Object titleChatBaseComponent = titleComponentField.get(advancementDisplay);
Method method_getText = null;
try {
method_getText = titleChatBaseComponent.getClass().getMethod("getText");
} catch (Exception ignored) {}
if (method_getText == null) {
try {
method_getText = titleChatBaseComponent.getClass().getMethod("getString");
} catch (Exception ignored) {}
}
if (method_getText != null) {
String title = (String) method_getText.invoke(titleChatBaseComponent);
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "Successfully retrieved advancement title from component");
if (StringUtils.isNotBlank(title)) return title;
}
Class<?> chatSerializerClass = Arrays.stream(titleChatBaseComponent.getClass().getDeclaredClasses())
.filter(clazz -> clazz.getSimpleName().equals("ChatSerializer"))
.findFirst().orElseThrow(() -> new RuntimeException("Couldn't get component ChatSerializer class"));
String componentJson = (String) chatSerializerClass.getMethod("a", titleChatBaseComponent.getClass()).invoke(null, titleChatBaseComponent);
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, "Successfully retrieved advancement title from json");
return MessageUtil.toLegacy(GsonComponentSerializer.gson().deserialize(componentJson));
} catch (Exception e) {
DiscordSRV.debug(Debug.MINECRAFT_TO_DISCORD, e, "Failed to get title of advancement " + advancement.getKey().getKey() + ": " + e.getMessage());
String rawAdvancementName = advancement.getKey().getKey();
return Arrays.stream(rawAdvancementName.substring(rawAdvancementName.lastIndexOf("/") + 1).toLowerCase().split("_"))
.map(s -> s.substring(0, 1).toUpperCase() + s.substring(1))
.collect(Collectors.joining(" "));
}
});
}
private static Method method_getAdvancementFromHolder = null;
private static Method method_getAdvancementDisplay = null;
private static Optional<Object> getAdvancementDisplayObject(Object handle) throws IllegalAccessException, InvocationTargetException {
if (handle.getClass().getSimpleName().equals("AdvancementHolder")) {
if (method_getAdvancementFromHolder == null) {
method_getAdvancementFromHolder = Arrays.stream(handle.getClass().getMethods())
.filter(method -> method.getReturnType().getName().equals("net.minecraft.advancements.Advancement"))
.filter(method -> method.getParameterCount() == 0)
.findFirst().orElseThrow(() -> new RuntimeException("Failed to find Advancement from AdvancementHolder"));
}
if (method_getAdvancementFromHolder != null) {
Object holder = method_getAdvancementFromHolder.invoke(handle);
if (method_getAdvancementDisplay == null) {
method_getAdvancementDisplay = Arrays.stream(holder.getClass().getMethods())
.filter(method -> method.getReturnType().getSimpleName().equals("Optional"))
.filter(method -> {
String displayInfoReturnName = method.getGenericReturnType().getTypeName();
return displayInfoReturnName.contains("AdvancementDisplay") || displayInfoReturnName.contains("DisplayInfo");
})
.findFirst().orElseThrow(() -> new RuntimeException("Failed to find AdvancementDisplay getter for advancement handle"));
}
@SuppressWarnings("unchecked")
Optional<Object> optionalAdvancementDisplay = (Optional<Object>) method_getAdvancementDisplay.invoke(holder);
return optionalAdvancementDisplay;
}
} else {
if (method_getAdvancementDisplay == null) {
method_getAdvancementDisplay = Arrays.stream(handle.getClass().getMethods())
.filter(method -> {
String simpleReturnName = method.getReturnType().getSimpleName();
return simpleReturnName.equals("AdvancementDisplay") || simpleReturnName.equals("DisplayInfo");
})
.filter(method -> method.getParameterCount() == 0)
.findFirst().orElseThrow(() -> new RuntimeException("Failed to find AdvancementDisplay getter for advancement handle"));
}
return Optional.ofNullable(method_getAdvancementDisplay.invoke(handle));
}
return Optional.empty();
}
}
| 412 | 0.90233 | 1 | 0.90233 | game-dev | MEDIA | 0.701229 | game-dev | 0.967645 | 1 | 0.967645 |
TTTReborn/tttreborn | 2,371 | code/ui/visual-programming/nodes/PercentageSelectionNode.cs | using System.Collections.Generic;
using System.Text.Json;
using TTTReborn.VisualProgramming;
namespace TTTReborn.UI.VisualProgramming
{
[Spawnable]
[Node("percentage_selection"), HideInEditor]
public class PercentageSelectionNode : Node
{
public List<float> PercentList { get; set; } = new();
public PercentageSelectionNode() : base(new PercentageSelectionStackNode())
{
SetTitle("PercentageSelection Node");
AddSetting<NodePercentSetting>();
AddSetting<NodePercentSetting>().ToggleInput(false);
// TODO add a way to add new entries via GUI
}
internal void OnChange()
{
PercentList.Clear();
foreach (NodeSetting nodeSetting in NodeSettings)
{
NodePercentSetting nodePercentSetting = nodeSetting as NodePercentSetting;
float percent = float.Parse(nodePercentSetting.PercentEntry.Text);
PercentList.Add(percent);
}
}
public override void Prepare()
{
(StackNode as PercentageSelectionStackNode).PercentList = PercentList;
base.Prepare();
}
public override Dictionary<string, object> GetJsonData()
{
Dictionary<string, object> dict = base.GetJsonData();
dict.Add("PercentList", PercentList);
return dict;
}
public override void LoadFromJsonData(Dictionary<string, object> jsonData)
{
jsonData.TryGetValue("PercentList", out object percentList);
if (percentList != null)
{
PercentList = JsonSerializer.Deserialize<List<float>>((JsonElement) percentList);
if (NodeSettings.Count < PercentList.Count)
{
for (int i = 0; i < PercentList.Count - NodeSettings.Count; i++)
{
AddSetting<NodePercentSetting>().ToggleInput(false);
}
}
for (int i = 0; i < NodeSettings.Count; i++)
{
(NodeSettings[i] as NodePercentSetting).PercentEntry.Text = PercentList.Count > i ? PercentList[i].ToString() : "";
}
}
base.LoadFromJsonData(jsonData);
}
}
}
| 412 | 0.806121 | 1 | 0.806121 | game-dev | MEDIA | 0.347769 | game-dev | 0.899602 | 1 | 0.899602 |
Aussiemon/Darktide-Source-Code | 2,502 | dialogues/generated/mission_vo_dm_rise_veteran_male_a.lua | -- chunkname: @dialogues/generated/mission_vo_dm_rise_veteran_male_a.lua
local mission_vo_dm_rise_veteran_male_a = {
mission_rise_first_objective_response = {
randomize_indexes_n = 0,
sound_events_n = 10,
sound_events = {
"loc_veteran_male_a__guidance_starting_area_01",
"loc_veteran_male_a__guidance_starting_area_02",
"loc_veteran_male_a__guidance_starting_area_03",
"loc_veteran_male_a__guidance_starting_area_04",
"loc_veteran_male_a__guidance_starting_area_05",
"loc_veteran_male_a__guidance_starting_area_06",
"loc_veteran_male_a__guidance_starting_area_07",
"loc_veteran_male_a__guidance_starting_area_08",
"loc_veteran_male_a__guidance_starting_area_09",
"loc_veteran_male_a__guidance_starting_area_10",
},
sound_events_duration = {
0.989729,
1.379813,
1.616938,
2.092104,
1.403833,
1.059667,
1.590104,
1.172583,
2.136979,
1.585292,
},
sound_event_weights = {
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
},
randomize_indexes = {},
},
mission_rise_keep_coming_b = {
randomize_indexes_n = 0,
sound_events_n = 4,
sound_events = {
"loc_veteran_male_a__event_survive_almost_done_01",
"loc_veteran_male_a__event_survive_almost_done_02",
"loc_veteran_male_a__event_survive_almost_done_03",
"loc_veteran_male_a__event_survive_almost_done_04",
},
sound_events_duration = {
1.258396,
2.39925,
0.9765,
3.218917,
},
sound_event_weights = {
0.25,
0.25,
0.25,
0.25,
},
randomize_indexes = {},
},
mission_rise_start_b_sergeant_branch = {
randomize_indexes_n = 0,
sound_events_n = 3,
sound_events = {
"loc_veteran_male_a__region_habculum_01",
"loc_veteran_male_a__region_habculum_02",
"loc_veteran_male_a__region_habculum_03",
},
sound_events_duration = {
5.870667,
4.34875,
4.6865,
},
sound_event_weights = {
0.3333333,
0.3333333,
0.3333333,
},
randomize_indexes = {},
},
mission_rise_start_b_sergeant_branch_response = {
randomize_indexes_n = 0,
sound_events_n = 3,
sound_events = {
"loc_veteran_male_a__zone_transit_01",
"loc_veteran_male_a__zone_transit_02",
"loc_veteran_male_a__zone_transit_03",
},
sound_events_duration = {
2.078854,
2.180833,
2.962875,
},
sound_event_weights = {
0.3333333,
0.3333333,
0.3333333,
},
randomize_indexes = {},
},
}
return settings("mission_vo_dm_rise_veteran_male_a", mission_vo_dm_rise_veteran_male_a)
| 412 | 0.624679 | 1 | 0.624679 | game-dev | MEDIA | 0.959255 | game-dev | 0.927241 | 1 | 0.927241 |
MochiesCode/Mochies-Unity-Shaders | 13,226 | Mochie/Unity/Editor/Tools/TextureChannelPackerEditor.cs | using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using UnityEditor;
using UnityEngine;
using TextureChannel = Mochie.PoiExtensions.PoiTextureChannel;
namespace Mochie
{
public class TextureChannelPackerEditor : EditorWindow
{
const string LOG_PREFIX = "<color=green>Texture Packer:</color> "; //color is hex or name
static readonly Vector2 MIN_WINDOW_SIZE = new Vector2(350, 500);
const int AUTO_SELECT_CEILING = 2048;
const string INVERT_LABEL = "Invert";
const string PACKED_TEXTURE_LABEL = "Texture";
const string RED_TEXTURE_LABEL = "Red";
const string GREEN_TEXTURE_LABEL = "Green";
const string BLUE_TEXTURE_LABEL = "Blue";
const string ALPHA_TEXTURE_LABEL = "Alpha";
float InvertToggleWidth
{
get
{
if(_invertLabelWidth == default)
_invertLabelWidth = EditorStyles.toggle.CalcSize(new GUIContent(INVERT_LABEL)).x;
return _invertLabelWidth;
}
}
// Default values
string savePath = "Assets/TexturePacker";
string packedName = "packed";
string unpackedName = "unpacked";
// Version
Version version = new Version(1, 2);
string SubTitle
{
get
{
if(string.IsNullOrWhiteSpace(_subTitle))
_subTitle = "by Pumkin - v" + version.ToString();
return _subTitle;
}
}
static EditorWindow Window
{
get
{
if(!_window)
_window = GetWindow<TextureChannelPackerEditor>();
return _window;
}
}
// Texture stuff
static int[] SizePresets { get; } = { 128, 256, 512, 1024, 2048, 4096 };
string[] SizePresetNames
{
get
{
if(_sizeNames == null)
_sizeNames = SizePresets.Select(i => i + " x " + i).ToArray();
return _sizeNames;
}
}
Vector2Int PackSize { get; set; } = new Vector2Int(1024, 1024);
Vector2Int UnpackSize { get; set; } = new Vector2Int(1024, 1024);
bool packSizeIsLinked = true;
bool unpackSizeIsLinked = true;
bool packSizeAutoSelect = true;
bool unpackSizeAutoSelect = true;
bool showChannelPicker = false;
TextureChannel redTexChan, blueTexChan, greenTexChan, alphaTexChan, unpackChan;
Texture2D packRed, packGreen, packBlue, packAlpha, unpackSource;
bool redInvert, greenInvert, blueInvert, alphaInvert, unpackInvert;
string[] ChannelLabels { get; } = { "All", "Red", "Green", "Blue", "Alpha" };
bool PackerShadersExist
{
get
{
bool everythingIsAlwaysFine = true;
if(!PoiExtensions.UnpackerShader)
{
Debug.LogWarning(LOG_PREFIX + "Unpacker shader is missing or invalid. Can't unpack textures.");
everythingIsAlwaysFine = false;
}
if(!PoiExtensions.PackerShader)
{
Debug.LogWarning(LOG_PREFIX + "Packer shader is missing or invalid. Can't pack textures.");
everythingIsAlwaysFine = false;
}
return everythingIsAlwaysFine;
}
}
// UI
enum Tab { Pack, Unpack }
int selectedTab = 0;
string[] TabNames
{
get
{
if(_tabNames == null)
_tabNames = Enum.GetNames(typeof(Tab));
return _tabNames;
}
}
[MenuItem("Tools/Mochie/Texture Packer")]
public static void ShowWindow()
{
//Show existing window instance. If one doesn't exist, make one.
Window.autoRepaintOnSceneChange = true;
Window.minSize = MIN_WINDOW_SIZE;
Window.Show();
Window.titleContent = new GUIContent("Texture Packer");
}
#region Drawing GUI
void OnGUI()
{
EditorGUILayout.LabelField("Poi Texture Packer", PoiStyles.TitleLabel);
EditorGUILayout.LabelField("Provided by, and used with permission from Poiyomi");
selectedTab = GUILayout.Toolbar(selectedTab, TabNames);
if(selectedTab == (int)Tab.Pack)
DrawPackUI();
else
DrawUnpackUI();
}
void DrawPackUI()
{
_scroll = EditorGUILayout.BeginScrollView(_scroll);
{
EditorGUI.BeginChangeCheck();
{
DrawTextureSelector(RED_TEXTURE_LABEL, ref packRed, ref redTexChan, ref redInvert);
DrawTextureSelector(GREEN_TEXTURE_LABEL, ref packGreen, ref greenTexChan, ref greenInvert);
DrawTextureSelector(BLUE_TEXTURE_LABEL, ref packBlue, ref blueTexChan, ref blueInvert);
DrawTextureSelector(ALPHA_TEXTURE_LABEL, ref packAlpha, ref alphaTexChan, ref alphaInvert);
}
if(EditorGUI.EndChangeCheck() && packSizeAutoSelect)
{
// Get biggest texture size from selections and make a selection in our sizes list
var tempSize = PoiHelpers.GetMaxSizeFromTextures(packRed, packGreen, packBlue, packAlpha);
if(tempSize != default)
PackSize = tempSize.ClosestPowerOfTwo(AUTO_SELECT_CEILING);
}
}
EditorGUILayout.EndScrollView();
DrawShowChannelPicker(ref showChannelPicker);
bool disabled = new bool[] { packRed, packGreen, packBlue, packAlpha }.Count(b => b) < 2;
EditorGUI.BeginDisabledGroup(disabled);
{
PackSize = DrawTextureSizeSettings(PackSize, ref packedName, ref packSizeIsLinked, ref packSizeAutoSelect);
if(GUILayout.Button("Pack", PoiStyles.BigButton))
DoPack();
EditorGUILayout.Space();
}
EditorGUI.EndDisabledGroup();
}
private void DrawShowChannelPicker(ref bool pickerValue)
{
EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
pickerValue = EditorGUILayout.ToggleLeft("Pick source channel", pickerValue);
EditorGUILayout.EndHorizontal();
}
void DrawUnpackUI()
{
_scroll = EditorGUILayout.BeginScrollView(_scroll);
{
EditorGUI.BeginChangeCheck();
{
DrawTextureSelector(PACKED_TEXTURE_LABEL, ref unpackSource, ref unpackChan, ref unpackInvert);
}
if(EditorGUI.EndChangeCheck() && unpackSizeAutoSelect)
{
// Get biggest texture size from selections and make a selection in our sizes list
var tempSize = PoiHelpers.GetMaxSizeFromTextures(unpackSource);
if(tempSize != default)
UnpackSize = tempSize.ClosestPowerOfTwo(AUTO_SELECT_CEILING);
}
DrawShowChannelPicker(ref showChannelPicker);
}
EditorGUILayout.EndScrollView();
EditorGUI.BeginDisabledGroup(!unpackSource);
{
UnpackSize = DrawTextureSizeSettings(UnpackSize, ref unpackedName, ref unpackSizeIsLinked, ref unpackSizeAutoSelect);
if(GUILayout.Button("Unpack", PoiStyles.BigButton))
DoUnpack(unpackChan);
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.Space();
}
#endregion
#region Packing and Unpacking
void DoPack()
{
if(!PackerShadersExist)
return;
Texture2D red = packRed;
Texture2D green = packGreen;
Texture2D blue = packBlue;
Texture2D alpha = packAlpha;
if(showChannelPicker)
{
red = packRed.GetChannelAsTexture(redTexChan, unpackInvert);
green = packGreen.GetChannelAsTexture(greenTexChan, unpackInvert);
blue = packBlue.GetChannelAsTexture(blueTexChan, unpackInvert);
alpha = packAlpha.GetChannelAsTexture(alphaTexChan, unpackInvert);
}
Texture2D packResult = PoiHelpers.PackTextures(PackSize, red, green, blue, alpha, redInvert, greenInvert, blueInvert, alphaInvert);
if(packResult)
{
string path = $"{savePath}/Packed/{packedName}.png";
packResult.SaveTextureAsset(path, true);
Debug.Log(LOG_PREFIX + "Finished packing texture at " + path);
PoiHelpers.PingAssetAtPath(path);
}
}
void DoUnpack(TextureChannel singleChannel = TextureChannel.RGBA)
{
if(!PackerShadersExist)
return;
var channelTextures = new Dictionary<string, Texture2D>();
if(singleChannel == TextureChannel.RGBA)
channelTextures = PoiHelpers.UnpackTextureToChannels(unpackSource, unpackInvert, UnpackSize);
else
channelTextures[singleChannel.ToString().ToLower()] = unpackSource.GetChannelAsTexture(singleChannel, unpackInvert, UnpackSize);
string pingPath = null;
pingPath = SaveTextures(channelTextures, pingPath);
Debug.Log(LOG_PREFIX + "Finished unpacking texture at " + pingPath);
PoiHelpers.PingAssetAtPath(pingPath);
}
#endregion
#region Helpers
string SaveTextures(Dictionary<string, Texture2D> output, string pingPath)
{
try
{
AssetDatabase.StartAssetEditing();
foreach(var kv in output)
{
if(string.IsNullOrWhiteSpace(pingPath))
pingPath = $"{savePath}/Unpacked/{unpackedName}_{kv.Key}.png";
kv.Value?.SaveTextureAsset($"{savePath}/Unpacked/{unpackedName}_{kv.Key}.png", true);
}
}
catch { }
finally
{
AssetDatabase.StopAssetEditing();
}
return pingPath;
}
void DrawTextureSelector(string label, ref Texture2D tex)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
{
tex = EditorGUILayout.ObjectField(label, tex, typeof(Texture2D), true, GUILayout.ExpandHeight(true)) as Texture2D;
}
EditorGUILayout.EndHorizontal();
}
void DrawTextureSelector(string label, ref Texture2D tex, ref TextureChannel selectedChannel, ref bool invert)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
{
EditorGUILayout.BeginHorizontal();
{
EditorGUILayout.BeginVertical();
{
var labelContent = new GUIContent(label);
var size = EditorStyles.boldLabel.CalcSize(labelContent);
EditorGUILayout.LabelField(labelContent, EditorStyles.boldLabel, GUILayout.MaxWidth(size.x));
GUILayout.Space(15 * EditorGUIUtility.pixelsPerPoint);
GUILayout.FlexibleSpace();
invert = EditorGUILayout.ToggleLeft(INVERT_LABEL, invert, GUILayout.MaxWidth(InvertToggleWidth));
}
EditorGUILayout.EndVertical();
tex = EditorGUILayout.ObjectField(GUIContent.none, tex, typeof(Texture2D), true, GUILayout.ExpandHeight(true)) as Texture2D;
}
EditorGUILayout.EndHorizontal();
if(showChannelPicker)
{
EditorGUI.BeginDisabledGroup(!tex);
selectedChannel = PoiHelpers.DrawChannelSelector(selectedChannel, ChannelLabels);
EditorGUI.EndDisabledGroup();
}
}
EditorGUILayout.EndVertical();
}
Vector2Int DrawTextureSizeSettings(Vector2Int size, ref string fileName, ref bool sizeIsLinked, ref bool sizeAutoSelect)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
{
fileName = EditorGUILayout.TextField("File name", fileName);
EditorGUILayout.Space();
size = PoiHelpers.DrawResolutionPicker(size, ref sizeIsLinked, ref sizeAutoSelect, SizePresets, SizePresetNames);
}
EditorGUILayout.EndVertical();
return size;
}
#endregion
string[] _tabNames;
string[] _sizeNames;
static EditorWindow _window;
string _subTitle;
Vector2 _scroll;
float _invertLabelWidth;
}
} | 412 | 0.938086 | 1 | 0.938086 | game-dev | MEDIA | 0.799512 | game-dev | 0.941596 | 1 | 0.941596 |
Stephane-D/SGDK | 15,243 | sample/game/platformer/src/player.c | #include "player.h"
#include "global.h"
#include "map.h"
#include "resources.h"
struct pBody playerBody;
void checkCollisions();
void updateAnimations();
const s16 coyoteTime = 10;
s16 currentCoyoteTime;
const s16 jumpBufferTime = 10;
s16 currentJumpBufferTime;
bool collidingAgainstStair;
bool runningAnim;
u16 dyingSteps;
const u16 dieDelay = 10;
const u16 oneWayPlatformErrorCorrection = 5;
s16 stairLeftEdge;
const u16 stairPositionOffset = 4;
void playerInit() {
//Create the sprite and palette for the player
playerBody.sprite = SPR_addSprite(&player_sprite, levelStartPos.x, levelStartPos.y, TILE_ATTR(PLAYER_PALETTE, FALSE, FALSE, FALSE));
PAL_setPalette(PLAYER_PALETTE, player_sprite.palette->data, DMA);
//Set the global position of the player, the local position will be updated once we are in the main loop
playerBody.globalPosition = levelStartPos;
//We set collider size of the player
playerBody.aabb = newAABB(4, 20, 4, 24);
//This collider is thinner because if the width is >=16 it could interfere with the lateral walls
playerBody.climbingStairAABB = newAABB(8, 20, playerBody.aabb.min.y, playerBody.aabb.max.y);
//Calculate where's the center point of the player
playerBody.centerOffset.x = ((playerBody.aabb.min.x + playerBody.aabb.max.x) >> 1);
playerBody.centerOffset.y = ((playerBody.aabb.min.y + playerBody.aabb.max.y) >> 1);
//Default movement values
playerBody.speed = 2;
playerBody.climbingSpeed = 1;
playerBody.maxFallSpeed = 6;
playerBody.jumpSpeed = 7;
playerBody.facingDirection = 1;
playerBody.acceleration = FIX16(.25);
playerBody.deceleration = FIX16(.2);
//Setup the jump SFX with an index between 64 and 255
XGM_setPCM(64, jump, sizeof(jump));
}
void playerInputChanged() {
u16 joy = input.joy;
u16 state = input.state;
u16 changed = input.changed;
//We only read data from the joypad 1
if (joy == JOY_1) {
//Update x velocity
if (state & BUTTON_RIGHT) {
playerBody.input.x = 1;
}else if (state & BUTTON_LEFT) {
playerBody.input.x = -1;
}else if ((changed & BUTTON_RIGHT) | (changed & BUTTON_LEFT)) {
playerBody.input.x = 0;
}
//Jump button via jumpbuffer
//Also used to stop climbing the stairs
if (changed & (BUTTON_A | BUTTON_B | BUTTON_C)) {
if (state & (BUTTON_A | BUTTON_B | BUTTON_C)) {
if (playerBody.climbingStair) {
playerBody.climbingStair = FALSE;
}else {
currentJumpBufferTime = jumpBufferTime;
}
}else if (playerBody.jumping && playerBody.velocity.fixY < 0) {
//If the button is released we remove half of the velocity
playerBody.velocity.fixY = F16_mul(playerBody.velocity.fixY, FIX16(.5));
}
}
//Down and up buttons are only used when it is climbing stair
//NOTE: Up direction is -1 and down direction is 1, this is because the Mega Drive draws the screen from top to bottom
if (changed & BUTTON_DOWN) {
if (state & BUTTON_DOWN) {
playerBody.input.y = 1;
if (playerBody.climbingStair) {
playerBody.velocity.fixY = FIX16(playerBody.climbingSpeed);
}else if (playerBody.onStair) {
playerBody.velocity.fixY = FIX16(playerBody.climbingSpeed);
playerBody.climbingStair = TRUE;
}
}else {
playerBody.input.y = 0;
if (playerBody.climbingStair) {
playerBody.velocity.fixY = 0;
}
}
}
if (changed & BUTTON_UP) {
if (state & BUTTON_UP) {
playerBody.input.y = -1;
if (collidingAgainstStair && !playerBody.onStair) {
playerBody.climbingStair = TRUE;
playerBody.velocity.fixY = FIX16(-playerBody.climbingSpeed);
}
}else {
playerBody.input.y = 0;
if (playerBody.climbingStair) {
playerBody.velocity.fixY = 0;
}
}
}
}
}
void updatePlayer() {
//Check if the player wants to climb a stair
if(collidingAgainstStair && ((playerBody.onStair && playerBody.input.y > 0) || (!playerBody.onStair && playerBody.input.y < 0))){
playerBody.climbingStair = TRUE;
playerBody.velocity.fixY = FIX16(playerBody.climbingSpeed * playerBody.input.y);
}
//Check if player wants to jump by looking the coyote time and jump buffer
if (currentCoyoteTime > 0 && currentJumpBufferTime > 0) {
playerBody.jumping = TRUE;
//Play the SFX with the index 64 (jump sfx) with the highest priority
XGM_startPlayPCM(64, 15, SOUND_PCM_CH1);
playerBody.velocity.fixY = FIX16(-playerBody.jumpSpeed);
currentCoyoteTime = 0;
currentJumpBufferTime = 0;
}
//The ground hasn't been checked yet so we only decrease the jump buffer time for now
currentJumpBufferTime = clamp((currentJumpBufferTime - 1), 0, jumpBufferTime); //Clamp to avoid underflowing, it is unlikely to happen but can happen
//If the player is climbing a stair, it only needs to go upward, if not, we apply horizontal movement
if (playerBody.climbingStair) {
playerBody.velocity.x = playerBody.velocity.fixX = 0;
playerBody.globalPosition.x = stairLeftEdge - stairPositionOffset;
}else {
if (playerBody.input.x > 0) {
if (playerBody.velocity.x != playerBody.speed)
playerBody.velocity.fixX += playerBody.acceleration;
}else if (playerBody.input.x < 0) {
if (playerBody.velocity.x != -playerBody.speed)
playerBody.velocity.fixX -= playerBody.acceleration;
}else if (playerBody.onGround) {
if (playerBody.velocity.x > 0)
playerBody.velocity.fixX -= playerBody.deceleration;
else if (playerBody.velocity.x < 0)
playerBody.velocity.fixX += playerBody.deceleration;
else
playerBody.velocity.fixX = 0;
}
playerBody.velocity.x = clamp(F16_toInt(playerBody.velocity.fixX), -playerBody.speed, playerBody.speed);
}
//Apply gravity with a terminal velocity
if (!playerBody.onGround && !playerBody.climbingStair) {
if (F16_toInt(playerBody.velocity.fixY) <= playerBody.maxFallSpeed) {
playerBody.velocity.fixY = playerBody.velocity.fixY + gravityScale;
}else {
playerBody.velocity.fixY = FIX16(playerBody.maxFallSpeed);
}
}
//Once all the input-related have been calculated, we apply the velocities to the global positions
playerBody.globalPosition.x += playerBody.velocity.x;
playerBody.globalPosition.y += F16_toInt(playerBody.velocity.fixY);
//Now we can check for collisions and correct those positions
checkCollisions();
//Now that the collisions have been checked, we know if the player is on a stair or not
if (!collidingAgainstStair && playerBody.climbingStair) {
playerBody.climbingStair = FALSE;
playerBody.input.y = 0;
}
//Once the positions are correct, we position the player taking into account the camera position
playerBody.position.x = playerBody.globalPosition.x - cameraPosition.x;
playerBody.position.y = playerBody.globalPosition.y - cameraPosition.y;
SPR_setPosition(playerBody.sprite, playerBody.position.x, playerBody.position.y);
//Update the player animations
updateAnimations();
//Reset when falling off the screen
if (playerBody.falling) {
dyingSteps++;
if(dyingSteps > dieDelay){
SYS_hardReset();
}
}
}
void updateAnimations() {
//Sprite flip depending on the horizontal input
if (playerBody.input.x > 0) {
SPR_setHFlip(playerBody.sprite, TRUE);
playerBody.facingDirection = 1;
}else if (playerBody.input.x < 0) {
SPR_setHFlip(playerBody.sprite, FALSE);
playerBody.facingDirection = -1;
}
//If the player is on ground and not climbing the stair it can be idle or running
if (playerBody.velocity.fixY == 0 && !playerBody.climbingStair) {
if (playerBody.velocity.x != 0 && runningAnim == FALSE && playerBody.onGround) {
SPR_setAnim(playerBody.sprite, 1);
runningAnim = TRUE;
}else if (playerBody.velocity.x == 0 && playerBody.onGround) {
SPR_setAnim(playerBody.sprite, 0);
runningAnim = FALSE;
}
}
//Climb animation
if (playerBody.climbingStair) {
SPR_setAnim(playerBody.sprite, 2);
}
}
void checkCollisions() {
//As we now have to check for collisions, we will later check if it is true or false, but for now it is false
collidingAgainstStair = FALSE;
//Create level limits
AABB levelLimits = roomSize;
//Easy access to the bounds in global pos
if (playerBody.climbingStair) {
playerBounds = newAABB(
playerBody.globalPosition.x + playerBody.climbingStairAABB.min.x,
playerBody.globalPosition.x + playerBody.climbingStairAABB.max.x,
playerBody.globalPosition.y + playerBody.climbingStairAABB.min.y,
playerBody.globalPosition.y + playerBody.climbingStairAABB.max.y
);
}else {
playerBounds = newAABB(
playerBody.globalPosition.x + playerBody.aabb.min.x,
playerBody.globalPosition.x + playerBody.aabb.max.x,
playerBody.globalPosition.y + playerBody.aabb.min.y,
playerBody.globalPosition.y + playerBody.aabb.max.y
);
}
//We can see this variables as a way to avoid thinking that a ground tile is a wall tile
//Skin width (yIntVelocity) changes depending on the vertical velocity
s16 yIntVelocity = F16_toRoundedInt(playerBody.velocity.fixY);
s16 playerHeadPos = playerBody.aabb.min.y - yIntVelocity + playerBody.globalPosition.y;
s16 playerFeetPos = playerBody.aabb.max.y - yIntVelocity + playerBody.globalPosition.y;
//Positions in tiles
Vect2D_u16 minTilePos = posToTile(newVector2D_s16(playerBounds.min.x, playerBounds.min.y));
Vect2D_u16 maxTilePos = posToTile(newVector2D_s16(playerBounds.max.x, playerBounds.max.y));
//Used to limit how many tiles we have to check for collision
Vect2D_u16 tileBoundDifference = newVector2D_u16(maxTilePos.x - minTilePos.x, maxTilePos.y - minTilePos.y);
//First we check for horizontal collisions
for (u16 i = 0; i <= tileBoundDifference.y; i++) {
//Height position constant as a helper
const u16 y = minTilePos.y + i;
//Right position constant as a helper
const u16 rx = maxTilePos.x;
u16 rTileValue = getTileValue(rx, y);
//After getting the tile value, we check if that is one of whom we can collide/trigger with horizontally
if (rTileValue == GROUND_TILE) {
AABB tileBounds = getTileBounds(rx, y);
//Before taking that tile as a wall, we have to check if that is within the player hitbox, e.g. not seeing ground as a wall
if (tileBounds.min.x < levelLimits.max.x && tileBounds.min.y < playerFeetPos && tileBounds.max.y > playerHeadPos) {
levelLimits.max.x = tileBounds.min.x;
break;
}
}else if (rTileValue == LADDER_TILE) {
stairLeftEdge = getTileLeftEdge(rx);
collidingAgainstStair = TRUE;
}
//Left position constant as a helper
const s16 lx = minTilePos.x;
u16 lTileValue = getTileValue(lx, y);
//We do the same here but for the left side
if (lTileValue == GROUND_TILE) {
AABB tileBounds = getTileBounds(lx, y);
if (tileBounds.max.x > levelLimits.min.x && tileBounds.min.y < playerFeetPos && tileBounds.max.y > playerHeadPos) {
levelLimits.min.x = tileBounds.max.x;
break;
}
}else if (lTileValue == LADDER_TILE) {
stairLeftEdge = getTileLeftEdge(lx);
collidingAgainstStair = TRUE;
}
}
//After checking for horizontal positions we can modify the positions if the player is colliding
if (levelLimits.min.x > playerBounds.min.x) {
playerBody.globalPosition.x = levelLimits.min.x - playerBody.aabb.min.x;
playerBody.velocity.x = playerBody.velocity.fixX = 0;
}
if (levelLimits.max.x < playerBounds.max.x) {
playerBody.globalPosition.x = levelLimits.max.x - playerBody.aabb.max.x;
playerBody.velocity.x = playerBody.velocity.fixX = 0;
}
//Then, we modify the player position so we can use them to check for vertical collisions
if (playerBody.climbingStair) {
playerBounds = newAABB(
playerBody.globalPosition.x + playerBody.climbingStairAABB.min.x,
playerBody.globalPosition.x + playerBody.climbingStairAABB.max.x,
playerBody.globalPosition.y + playerBody.climbingStairAABB.min.y,
playerBody.globalPosition.y + playerBody.climbingStairAABB.max.y
);
}else {
playerBounds = newAABB(
playerBody.globalPosition.x + playerBody.aabb.min.x,
playerBody.globalPosition.x + playerBody.aabb.max.x,
playerBody.globalPosition.y + playerBody.aabb.min.y,
playerBody.globalPosition.y + playerBody.aabb.max.y
);
}
//And do the same to the variables that are used to check for them
minTilePos = posToTile(newVector2D_s16(playerBounds.min.x, playerBounds.min.y));
maxTilePos = posToTile(newVector2D_s16(playerBounds.max.x - 1, playerBounds.max.y));
tileBoundDifference = newVector2D_u16(maxTilePos.x - minTilePos.x, maxTilePos.y - minTilePos.y);
bool onStair = FALSE;
//To avoid having troubles with player snapping to ground ignoring the upward velocity, we separate top and bottom collisions depending on the velocity
if (yIntVelocity >= 0) {
for (u16 i = 0; i <= tileBoundDifference.x; i++) {
s16 x = minTilePos.x + i;
u16 y = maxTilePos.y;
//This is the exact same method that we use for horizontal collisions
u16 bottomTileValue = getTileValue(x, y);
if (bottomTileValue == GROUND_TILE || bottomTileValue == ONE_WAY_PLATFORM_TILE) {
if (getTileRightEdge(x) == levelLimits.min.x || getTileLeftEdge(x) == levelLimits.max.x)
continue;
u16 bottomEdgePos = getTileTopEdge(y);
//The error correction is used to add some extra width pixels in case the player isn't high enough by just some of them
if (bottomEdgePos < levelLimits.max.y && bottomEdgePos >= (playerFeetPos - oneWayPlatformErrorCorrection)) {
levelLimits.max.y = bottomEdgePos;
}
}else if (bottomTileValue == LADDER_TILE) {
stairLeftEdge = getTileLeftEdge(x);
u16 bottomEdgePos = getTileTopEdge(y);
//Only in this case we check for ladder collisions, as we need them to climb them down
if (bottomEdgePos <= levelLimits.max.y && bottomEdgePos >= playerFeetPos && !playerBody.climbingStair && getTileValue(x, y - 1) != LADDER_TILE) {
collidingAgainstStair = TRUE;
onStair = TRUE;
levelLimits.max.y = bottomEdgePos;
break;
}
}
}
}else {
for (u16 i = 0; i <= tileBoundDifference.x; i++) {
s16 x = minTilePos.x + i;
u16 y = minTilePos.y;
//And the same once again
u16 topTileValue = getTileValue(x, y);
if (topTileValue == GROUND_TILE) {
if (getTileRightEdge(x) == levelLimits.min.x || getTileLeftEdge(x) == levelLimits.max.x)
continue;
u16 upperEdgePos = getTileBottomEdge(y);
if (upperEdgePos < levelLimits.max.y) {
levelLimits.min.y = upperEdgePos;
break;
}
}else if (topTileValue == LADDER_TILE) {
stairLeftEdge = getTileLeftEdge(x);
collidingAgainstStair = TRUE;
}
}
}
//Now we modify the player position and some properties if necessary
if (levelLimits.min.y > playerBounds.min.y) {
playerBody.globalPosition.y = levelLimits.min.y - playerBody.aabb.min.y;
playerBody.velocity.fixY = 0;
}
if (levelLimits.max.y <= playerBounds.max.y) {
if (levelLimits.max.y == 768) {
playerBody.falling = TRUE;
}else {
playerBody.onStair = onStair;
playerBody.onGround = TRUE;
playerBody.climbingStair = FALSE;
currentCoyoteTime = coyoteTime;
playerBody.jumping = FALSE;
playerBody.globalPosition.y = levelLimits.max.y - playerBody.aabb.max.y;
playerBody.velocity.fixY = 0;
}
}else {
playerBody.onStair = playerBody.onGround = FALSE;
currentCoyoteTime--;
}
//This time we don't need to update the playerBounds as they will be updated at the beginning of the function the next frame
} | 412 | 0.801889 | 1 | 0.801889 | game-dev | MEDIA | 0.968691 | game-dev | 0.922134 | 1 | 0.922134 |
hpmicro/hpm_sdk | 5,521 | middleware/eclipse_threadx/guix/guix/common/src/gx_sprite_event_process.c | /***************************************************************************
* Copyright (c) 2024 Microsoft Corporation
*
* This program and the accompanying materials are made available under the
* terms of the MIT License which is available at
* https://opensource.org/licenses/MIT.
*
* SPDX-License-Identifier: MIT
**************************************************************************/
/**************************************************************************/
/**************************************************************************/
/** */
/** GUIX Component */
/** */
/** Sprite Management (Sprite) */
/** */
/**************************************************************************/
#define GX_SOURCE_CODE
/* Include necessary system files. */
#include "gx_api.h"
#include "gx_system.h"
#include "gx_widget.h"
#include "gx_sprite.h"
/**************************************************************************/
/* */
/* FUNCTION RELEASE */
/* */
/* _gx_sprite_event_process PORTABLE C */
/* 6.1 */
/* AUTHOR */
/* */
/* Kenneth Maxwell, Microsoft Corporation */
/* */
/* DESCRIPTION */
/* */
/* This function processes events for the sprite widget. */
/* */
/* INPUT */
/* */
/* sprite Pointer to sprite control */
/* block */
/* event_ptr Pointer to event to process */
/* */
/* OUTPUT */
/* */
/* status Completion status */
/* */
/* CALLS */
/* */
/* _gx_widget_event_process Call widget event processing */
/* _gx_sprite_start Start the sprite widget */
/* _gx_sprite_update Update the sprite widget */
/* */
/* CALLED BY */
/* */
/* GUIX Internal Code */
/* */
/* RELEASE HISTORY */
/* */
/* DATE NAME DESCRIPTION */
/* */
/* 05-19-2020 Kenneth Maxwell Initial Version 6.0 */
/* 09-30-2020 Kenneth Maxwell Modified comment(s), */
/* resulting in version 6.1 */
/* */
/**************************************************************************/
UINT _gx_sprite_event_process(GX_SPRITE *sprite, GX_EVENT *event_ptr)
{
/* GX_EVENT newevent; */
GX_WIDGET *widget = (GX_WIDGET *)sprite;
/* Default status to success. */
UINT status = GX_SUCCESS;
/* Process relative to the type of event. */
switch (event_ptr -> gx_event_type)
{
case GX_EVENT_SHOW:
status = _gx_widget_event_process(widget, event_ptr);
if (sprite -> gx_widget_style & GX_STYLE_SPRITE_AUTO)
{
_gx_sprite_start(sprite, sprite -> gx_sprite_current_frame);
}
break;
case GX_EVENT_TIMER:
if (event_ptr -> gx_event_payload.gx_event_timer_id == GX_SPRITE_TIMER)
{
_gx_sprite_update(sprite);
}
else
{
status = _gx_widget_event_process(widget, event_ptr);
}
break;
default:
/* Call the widget default processing. */
status = _gx_widget_event_process(widget, event_ptr);
}
/* Return completion status. */
return(status);
}
| 412 | 0.588837 | 1 | 0.588837 | game-dev | MEDIA | 0.430304 | game-dev | 0.611145 | 1 | 0.611145 |
ousttrue/UniGLTF | 1,512 | Core/Scripts/Editor/ImporterMenu.cs | using System.IO;
using UnityEditor;
using UnityEngine;
namespace UniGLTF
{
public static class ImporterMenu
{
[MenuItem(UniGLTFVersion.UNIGLTF_VERSION + "/Import", priority = 1)]
public static void ImportMenu()
{
var path = EditorUtility.OpenFilePanel("open gltf", "", "gltf,glb,zip");
if (string.IsNullOrEmpty(path))
{
return;
}
if (Application.isPlaying)
{
//
// load into scene
//
var context = new ImporterContext();
context.Load(path);
context.ShowMeshes();
Selection.activeGameObject = context.Root;
}
else
{
//
// save as asset
//
if (path.StartsWithUnityAssetPath())
{
Debug.LogWarningFormat("disallow import from folder under the Assets");
return;
}
var assetPath = EditorUtility.SaveFilePanel("save prefab", "Assets", Path.GetFileNameWithoutExtension(path), "prefab");
if (string.IsNullOrEmpty(path))
{
return;
}
// import as asset
gltfAssetPostprocessor.ImportAsset(path, Path.GetExtension(path).ToLower(), UnityPath.FromFullpath(assetPath));
}
}
}
}
| 412 | 0.930473 | 1 | 0.930473 | game-dev | MEDIA | 0.760446 | game-dev | 0.953751 | 1 | 0.953751 |
figglewatts/LSDRevamped | 1,690 | LSDR/Assets/Scripts/Entities/Dream/Greyman.cs | using LSDR.Dream;
using Torii.UI;
using UnityEngine;
namespace LSDR.Entities.Dream
{
public class Greyman : MonoBehaviour
{
public float MoveSpeed = 0.3f;
public float FlashDistance = 2;
public DreamSystem DreamSystem;
public GameObject GreymanObject;
protected bool _playerEncountered;
public void Update()
{
if (_playerEncountered || !DreamSystem.InDream || DreamSystem.Player == null) return;
Transform t = transform;
t.position += t.forward * (MoveSpeed * Time.deltaTime);
float distanceToPlayer = Vector3.Distance(t.position, DreamSystem.Player.transform.position);
if (distanceToPlayer < FlashDistance)
{
_playerEncountered = true;
playerEncountered();
}
}
private void playerEncountered()
{
DreamSystem.LogGraphContributionFromArea(-10, -10);
DreamSystem.DisableFlashbackForDays(10);
Debug.Log("encountered player");
ToriiFader.Instance.FadeIn(Color.white, duration: 0.1F, () =>
{
Debug.Log("Setting grey man to inactive");
GreymanObject.SetActive(false);
ToriiFader.Instance.FadeOut(Color.white, duration: 3F, () =>
{
Debug.Log("Finished fading out, destroying if not null");
if (gameObject != null)
{
Debug.Log("destroying");
Destroy(gameObject);
}
});
}, forced: false);
}
}
}
| 412 | 0.681581 | 1 | 0.681581 | game-dev | MEDIA | 0.978467 | game-dev | 0.961822 | 1 | 0.961822 |
rmusser01/tldw_chatbook | 7,067 | tldw_chatbook/Utils/Splash_Screens/gaming/game_of_life.py | """GameOfLife splash screen effect."""
from rich.style import Style
import random
import time
from typing import Optional, Any, List, Tuple
from ..base_effect import BaseEffect, register_effect
@register_effect("game_of_life")
class GameOfLifeEffect(BaseEffect):
"""Simulates Conway's Game of Life."""
def __init__(
self,
parent_widget: Any,
title: str = "Evolving Systems...",
width: int = 40, # Grid width for GoL (actual output width might be larger for title)
height: int = 20, # Grid height for GoL
cell_alive_char: str = "█",
cell_dead_char: str = " ",
alive_style: str = "bold green",
dead_style: str = "black", # Effectively background
initial_pattern: str = "random", # "random", or specific pattern names like "glider"
update_interval: float = 0.2, # How often GoL updates, distinct from animation_speed
title_style: str = "bold white",
display_width: int = 80, # Total width for splash screen display
display_height: int = 24, # Total height for splash screen display
**kwargs
):
super().__init__(parent_widget, **kwargs)
self.title = title
self.grid_width = width
self.grid_height = height
self.cell_alive_char = cell_alive_char[0]
self.cell_dead_char = cell_dead_char[0]
self.alive_style = alive_style
self.dead_style = dead_style # Usually background color
self.initial_pattern = initial_pattern
self.title_style = title_style
self.display_width = display_width
self.display_height = display_height
self.grid = [[(random.choice([0,1]) if initial_pattern == "random" else 0) for _ in range(self.grid_width)] for _ in range(self.grid_height)]
if self.initial_pattern == "glider":
# A common GoL pattern
if self.grid_width >= 3 and self.grid_height >= 3:
self.grid[0][1] = 1
self.grid[1][2] = 1
self.grid[2][0] = 1
self.grid[2][1] = 1
self.grid[2][2] = 1
# Can add more predefined patterns here
self._last_gol_update_time = time.time()
self.gol_update_interval = update_interval
def _count_neighbors(self, r: int, c: int) -> int:
count = 0
for i in range(-1, 2):
for j in range(-1, 2):
if i == 0 and j == 0:
continue
nr, nc = r + i, c + j
# Toroidal grid (wraps around)
nr = nr % self.grid_height
nc = nc % self.grid_width
count += self.grid[nr][nc]
return count
def _update_grid(self):
new_grid = [[0 for _ in range(self.grid_width)] for _ in range(self.grid_height)]
for r in range(self.grid_height):
for c in range(self.grid_width):
neighbors = self._count_neighbors(r, c)
if self.grid[r][c] == 1: # Alive
if neighbors < 2 or neighbors > 3:
new_grid[r][c] = 0 # Dies
else:
new_grid[r][c] = 1 # Lives
else: # Dead
if neighbors == 3:
new_grid[r][c] = 1 # Becomes alive
self.grid = new_grid
def update(self) -> Optional[str]:
current_time = time.time()
if current_time - self._last_gol_update_time >= self.gol_update_interval:
self._update_grid()
self._last_gol_update_time = current_time
# Render the grid and title to the full display_width/height
output_display = [[' ' for _ in range(self.display_width)] for _ in range(self.display_height)]
styled_output_lines = [""] * self.display_height
# Center the GoL grid within the display area
grid_start_r = (self.display_height - self.grid_height) // 2
grid_start_c = (self.display_width - self.grid_width) // 2
for r_grid in range(self.grid_height):
for c_grid in range(self.grid_width):
r_disp, c_disp = grid_start_r + r_grid, grid_start_c + c_grid
if 0 <= r_disp < self.display_height and 0 <= c_disp < self.display_width:
is_alive = self.grid[r_grid][c_grid] == 1
char_to_draw = self.cell_alive_char if is_alive else self.cell_dead_char
style_to_use = self.alive_style if is_alive else self.dead_style
# Store as (char, style) tuple for later Rich formatting
output_display[r_disp][c_disp] = (char_to_draw, style_to_use)
# Convert output_display (which has tuples or spaces) to styled lines
for r_idx in range(self.display_height):
line_segments = []
for c_idx in range(self.display_width):
cell_content = output_display[r_idx][c_idx]
if isinstance(cell_content, tuple):
char, style = cell_content
escaped_char = char.replace('[', ESCAPED_OPEN_BRACKET)
line_segments.append(f"[{style}]{escaped_char}[/{style}]")
else: # It's a space from initialization
line_segments.append(f"[{self.dead_style}] [/{self.dead_style}]") # Styled background space
styled_output_lines[r_idx] = "".join(line_segments)
# Overlay title (centered, typically above or below GoL grid)
if self.title:
title_y = grid_start_r - 2 if grid_start_r > 1 else self.display_height -1 # Place above or at bottom
title_x_start = (self.display_width - len(self.title)) // 2
if 0 <= title_y < self.display_height:
# Construct title line, preserving background cells not covered by title
title_line_segments = []
title_char_idx = 0
for c_idx in range(self.display_width):
is_title_char_pos = title_x_start <= c_idx < title_x_start + len(self.title)
if is_title_char_pos:
char = self.title[title_char_idx].replace('[',r'\[')
title_line_segments.append(f"[{self.title_style}]{char}[/{self.title_style}]")
title_char_idx += 1
else: # Part of the line not covered by title, use existing content
cell_content = output_display[title_y][c_idx]
if isinstance(cell_content, tuple):
char, style = cell_content
escaped_char = char.replace('[', ESCAPED_OPEN_BRACKET)
title_line_segments.append(f"[{style}]{escaped_char}[/{style}]")
else:
title_line_segments.append(f"[{self.dead_style}] [/{self.dead_style}]")
styled_output_lines[title_y] = "".join(title_line_segments)
return "\n".join(styled_output_lines) | 412 | 0.864908 | 1 | 0.864908 | game-dev | MEDIA | 0.359076 | game-dev | 0.966914 | 1 | 0.966914 |
LopyMine/PatPat | 2,289 | src/main/java/net/lopymine/patpat/server/command/list/PatPatServerListSetModeCommand.java | package net.lopymine.patpat.server.command.list;
import lombok.experimental.ExtensionMethod;
import com.mojang.brigadier.Command;
import com.mojang.brigadier.arguments.StringArgumentType;
import com.mojang.brigadier.builder.LiteralArgumentBuilder;
import com.mojang.brigadier.context.CommandContext;
import net.lopymine.patpat.client.config.resourcepack.ListMode;
import net.lopymine.patpat.server.config.PatPatServerConfig;
import net.lopymine.patpat.extension.*;
import net.lopymine.patpat.utils.*;
import net.minecraft.commands.CommandSourceStack;
import net.minecraft.commands.SharedSuggestionProvider;
import net.minecraft.network.chat.*;
import java.util.*;
import static net.minecraft.commands.Commands.argument;
import static net.minecraft.commands.Commands.literal;
@ExtensionMethod({TextExtension.class, CommandExtension.class})
public class PatPatServerListSetModeCommand {
private PatPatServerListSetModeCommand() {
throw new IllegalStateException("Command class");
}
public static LiteralArgumentBuilder<CommandSourceStack> get() {
return literal("set")
.requires(context -> context.hasPatPatPermission("list.set"))
.then(argument("mode", StringArgumentType.word())
.suggests(((context, builder) -> SharedSuggestionProvider.suggest(List.of("WHITELIST", "BLACKLIST", "DISABLED"), builder)))
.executes(PatPatServerListSetModeCommand::setListMode));
}
public static int setListMode(CommandContext<CommandSourceStack> context) {
String modeId = StringArgumentType.getString(context, "mode");
PatPatServerConfig config = PatPatServerConfig.getInstance();
ListMode listMode = ListMode.getById(modeId);
if (config.getListMode() == listMode) {
Component text = CommandText.goldenArgs(
"list.set.already",
listMode == null ? "null" : listMode.getText()
).finish();
context.sendMsg(text);
return 0;
}
boolean success = listMode != null;
if (success) {
config.setListMode(listMode);
config.saveAsync();
}
String result = success ? "success" : "failed";
String key = String.format("list.set.%s", result);
Object arg = success ? listMode.getText() : modeId;
Component text = CommandText.goldenArgs(key, arg).finish();
context.sendMsg(text);
return success ? Command.SINGLE_SUCCESS : 0;
}
}
| 412 | 0.866606 | 1 | 0.866606 | game-dev | MEDIA | 0.951467 | game-dev | 0.763206 | 1 | 0.763206 |
ikpil/Box2D.NET | 5,584 | src/Box2D.NET/B2BitSets.cs | // SPDX-FileCopyrightText: 2023 Erin Catto
// SPDX-FileCopyrightText: 2025 Ikpil Choi(ikpil@naver.com)
// SPDX-License-Identifier: MIT
using System;
using System.Runtime.CompilerServices;
using static Box2D.NET.B2Diagnostics;
using static Box2D.NET.B2Buffers;
using static Box2D.NET.B2CTZs;
namespace Box2D.NET
{
public static class B2BitSets
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void b2SetBit(ref B2BitSet bitSet, int bitIndex)
{
int blockIndex = bitIndex / 64;
B2_ASSERT(blockIndex < bitSet.blockCount);
bitSet.bits[blockIndex] |= ((ulong)1 << (bitIndex % 64));
}
public static void b2SetBitGrow(ref B2BitSet bitSet, int bitIndex)
{
int blockIndex = bitIndex / 64;
if (blockIndex >= bitSet.blockCount)
{
b2GrowBitSet(ref bitSet, blockIndex + 1);
}
bitSet.bits[blockIndex] |= ((ulong)1 << (int)(bitIndex % 64));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void b2ClearBit(ref B2BitSet bitSet, uint bitIndex)
{
uint blockIndex = bitIndex / 64;
if (blockIndex >= bitSet.blockCount)
{
return;
}
bitSet.bits[blockIndex] &= ~((ulong)1 << (int)(bitIndex % 64));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool b2GetBit(ref B2BitSet bitSet, int bitIndex)
{
int blockIndex = bitIndex / 64;
if (blockIndex >= bitSet.blockCount)
{
return false;
}
return (bitSet.bits[blockIndex] & ((ulong)1 << (int)(bitIndex % 64))) != 0;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int b2GetBitSetBytes(ref B2BitSet bitSet)
{
return bitSet.blockCapacity * sizeof(ulong);
}
public static B2BitSet b2CreateBitSet(int bitCapacity)
{
B2BitSet bitSet = new B2BitSet();
b2CreateBitSet(ref bitSet, bitCapacity);
return bitSet;
}
// fix
public static void b2CreateBitSet(ref B2BitSet bitSet, int bitCapacity)
{
bitSet.blockCapacity = (bitCapacity + sizeof(ulong) * 8 - 1) / (sizeof(ulong) * 8);
bitSet.blockCount = 0;
bitSet.bits = b2Alloc<ulong>(bitSet.blockCapacity);
//memset( bitSet.bits, 0, bitSet.blockCapacity * sizeof( ulong ) );
Array.Fill(bitSet.bits, 0UL);
}
public static void b2DestroyBitSet(ref B2BitSet bitSet)
{
b2Free(bitSet.bits, bitSet.blockCapacity);
bitSet.blockCapacity = 0;
bitSet.blockCount = 0;
bitSet.bits = null;
}
public static void b2SetBitCountAndClear(ref B2BitSet bitSet, int bitCount)
{
int blockCount = (bitCount + sizeof(ulong) * 8 - 1) / (sizeof(ulong) * 8);
if (bitSet.blockCapacity < blockCount)
{
b2DestroyBitSet(ref bitSet);
int newBitCapacity = bitCount + (bitCount >> 1);
// @ikpil - reuse!
b2CreateBitSet(ref bitSet, newBitCapacity);
}
bitSet.blockCount = blockCount;
//memset( bitSet->bits, 0, bitSet->blockCount * sizeof( ulong ) );
Array.Fill(bitSet.bits, 0UL, 0, bitSet.blockCount);
}
public static void b2GrowBitSet(ref B2BitSet bitSet, int blockCount)
{
if (blockCount <= bitSet.blockCount)
{
throw new InvalidOperationException($"blockCount must be greater than the current blockCount - request({blockCount}) blockCount({bitSet.blockCount})");
}
if (blockCount > bitSet.blockCapacity)
{
int oldCapacity = bitSet.blockCapacity;
bitSet.blockCapacity = blockCount + blockCount / 2;
ulong[] newBits = b2Alloc<ulong>(bitSet.blockCapacity);
//memset( newBits, 0, bitSet->blockCapacity * sizeof( ulong ) );
Array.Fill(newBits, 0UL, 0, bitSet.blockCapacity);
B2_ASSERT(bitSet.bits != null);
//memcpy( newBits, bitSet->bits, oldCapacity * sizeof( ulong ) );
Array.Copy(bitSet.bits, newBits, oldCapacity);
b2Free(bitSet.bits, oldCapacity);
bitSet.bits = newBits;
}
bitSet.blockCount = blockCount;
}
// This function is here because ctz.h is included by
// this file but not in bitset.c
public static int b2CountSetBits(ref B2BitSet bitSet)
{
int popCount = 0;
int blockCount = bitSet.blockCount;
for (uint i = 0; i < blockCount; ++i)
{
popCount += b2PopCount64(bitSet.bits[i]);
}
return popCount;
}
public static void b2InPlaceUnion(ref B2BitSet setA, ref B2BitSet setB)
{
if (setA.blockCount != setB.blockCount)
{
throw new InvalidOperationException($"cannot perform union: setA.blockCount ({setA.blockCount}) != setB.blockCount ({setB.blockCount})");
}
int blockCount = setA.blockCount;
for (uint i = 0; i < blockCount; ++i)
{
setA.bits[i] |= setB.bits[i];
}
}
}
} | 412 | 0.93963 | 1 | 0.93963 | game-dev | MEDIA | 0.501546 | game-dev | 0.95005 | 1 | 0.95005 |
rexrainbow/phaser3-rex-notes | 1,686 | examples/textedit/max-length.js | import phaser from 'phaser/src/phaser.js';
import BBCodeTextPlugin from '../../plugins/bbcodetext-plugin.js';
import TextEditPlugin from '../../plugins/textedit-plugin.js';
class Demo extends Phaser.Scene {
constructor() {
super({
key: 'examples'
})
}
preload() { }
create() {
var printText = this.add.rexBBCodeText(400, 300, 'abcde', {
color: 'yellow',
fontSize: '24px',
fixedWidth: 200,
fixedHeight: 50,
backgroundColor: '#333333',
halign: 'right',
valign: 'center'
})
.setOrigin(0.5)
.setInteractive()
.on('pointerdown', function () {
var config = {
maxLength: 10,
onTextChanged: function (textObject, text) {
textObject.text = text;
}
}
this.plugins.get('rexTextEdit').edit(printText, config);
}, this);
}
update() { }
}
var config = {
type: Phaser.AUTO,
parent: 'phaser-example',
width: 800,
height: 600,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
},
dom: {
createContainer: true
},
scene: Demo,
plugins: {
global: [
{
key: 'BBCodeTextPlugin',
plugin: BBCodeTextPlugin,
start: true
},
{
key: 'rexTextEdit',
plugin: TextEditPlugin,
start: true
}
]
}
};
var game = new Phaser.Game(config); | 412 | 0.771132 | 1 | 0.771132 | game-dev | MEDIA | 0.671201 | game-dev | 0.889839 | 1 | 0.889839 |
CyberdyneCC/Thermos | 1,362 | src/main/java/org/bukkit/craftbukkit/entity/CraftCreature.java | package org.bukkit.craftbukkit.entity;
import net.minecraft.entity.EntityCreature;
import net.minecraft.entity.EntityLivingBase;
import org.bukkit.craftbukkit.CraftServer;
import org.bukkit.entity.Creature;
import org.bukkit.entity.LivingEntity;
public class CraftCreature extends CraftLivingEntity implements Creature {
public CraftCreature(CraftServer server, EntityCreature entity) {
super(server, entity);
}
public void setTarget(LivingEntity target) {
EntityCreature entity = getHandle();
if (target == null) {
entity.entityToAttack = null;
} else if (target instanceof CraftLivingEntity) {
entity.entityToAttack = ((CraftLivingEntity) target).getHandle();
entity.pathToEntity = entity.worldObj.getPathEntityToEntity(entity, entity.entityToAttack, 16.0F, true, false, false, true);
}
}
public CraftLivingEntity getTarget() {
if (getHandle().entityToAttack == null) return null;
if (!(getHandle().entityToAttack instanceof EntityLivingBase)) return null;
return (CraftLivingEntity) getHandle().entityToAttack.getBukkitEntity();
}
@Override
public EntityCreature getHandle() {
return (EntityCreature) entity;
}
@Override
public String toString() {
return this.entityName; // Cauldron
}
}
| 412 | 0.719401 | 1 | 0.719401 | game-dev | MEDIA | 0.981066 | game-dev | 0.737966 | 1 | 0.737966 |
Minecraft-AMS/Carpet-AMS-Addition | 2,662 | src/main/java/club/mcams/carpet/mixin/rule/maxPlayerInteractionRange/ServerPlayNetworkHandlerMixin.java | /*
* This file is part of the Carpet AMS Addition project, licensed under the
* GNU Lesser General Public License v3.0
*
* Copyright (C) 2023 A Minecraft Server and contributors
*
* Carpet AMS Addition 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.
*
* Carpet AMS Addition 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 Carpet AMS Addition. If not, see <https://www.gnu.org/licenses/>.
*/
package club.mcams.carpet.mixin.rule.maxPlayerInteractionRange;
import com.llamalad7.mixinextras.injector.ModifyExpressionValue;
import top.byteeeee.annotationtoolbox.annotation.GameVersion;
import club.mcams.carpet.AmsServerSettings;
import club.mcams.carpet.helpers.rule.maxPlayerInteractionDistance_maxClientInteractionReachDistance.MaxInteractionDistanceMathHelper;
import net.minecraft.server.network.ServerPlayerEntity;
import net.minecraft.server.network.ServerPlayNetworkHandler;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.*;
import org.spongepowered.asm.mixin.Mixin;
@GameVersion(version = "Minecraft < 1.20.5")
@Mixin(value = ServerPlayNetworkHandler.class, priority = 168)
public abstract class ServerPlayNetworkHandlerMixin {
@Shadow
public ServerPlayerEntity player;
@ModifyExpressionValue(method = "onPlayerInteractBlock", at = @At(value = "CONSTANT", args = "doubleValue=64.0D"))
private double onPlayerInteractBlock1(double constant) {
if (AmsServerSettings.maxPlayerBlockInteractionRange != -1.0D) {
return MaxInteractionDistanceMathHelper.getMaxSquaredReachDistance(AmsServerSettings.maxPlayerBlockInteractionRange);
} else {
return constant;
}
}
@GameVersion(version = "Minecraft < 1.19")
@ModifyExpressionValue(method = "onPlayerInteractEntity", at = @At(value = "CONSTANT", args = "doubleValue=36.0D"))
private double onPlayerInteractEntity(double constant) {
if (AmsServerSettings.maxPlayerEntityInteractionRange != -1.0D) {
return MaxInteractionDistanceMathHelper.getMaxSquaredReachDistance(AmsServerSettings.maxPlayerEntityInteractionRange);
} else {
return constant;
}
}
} | 412 | 0.756573 | 1 | 0.756573 | game-dev | MEDIA | 0.860923 | game-dev | 0.840541 | 1 | 0.840541 |
Revolutionary-Games/Thrive | 7,032 | src/engine/DebugOverlays.EntityLabel.cs | using System.Collections.Generic;
using System.Linq;
using Arch.Core;
using Arch.Core.Extensions;
using Components;
using Godot;
/// <summary>
/// Partial class: Entity label
/// </summary>
public partial class DebugOverlays
{
private readonly Dictionary<Entity, Label> entityLabels = new();
private readonly HashSet<Entity> seenEntities = new();
#pragma warning disable CA2213
[Export]
private LabelSettings entityLabelSmallFont = null!;
[Export]
private LabelSettings entityLabelDefaultFont = null!;
[Export]
private LabelSettings entityDeadFont = null!;
[Export]
private LabelSettings entityBindingFont = null!;
[Export]
private LabelSettings entityEngulfingFont = null!;
[Export]
private LabelSettings entityUnbindingFont = null!;
private Camera3D? activeCamera;
#pragma warning restore CA2213
private IWorldSimulation? labelsActiveForSimulation;
private bool showEntityLabels;
private bool ShowEntityLabels
{
get => showEntityLabels;
set
{
showEntityLabels = value;
labelsLayer.Visible = value;
}
}
public void UpdateActiveEntities(IWorldSimulation worldSimulation)
{
if (!ShowEntityLabels)
return;
// Only one world at a time can show labels so clear as existing labels if the world changes
if (worldSimulation != labelsActiveForSimulation)
ClearEntityLabels();
// Detect new entities
foreach (var archetype in worldSimulation.EntitySystem)
{
foreach (var chunk in archetype)
{
var count = chunk.Count;
var entities = chunk.Entities;
for (int i = 0; i < count; ++i)
{
var entity = entities[i];
// Only display positional entities
if (!entity.Has<WorldPosition>())
return;
seenEntities.Add(entity);
if (!entityLabels.TryGetValue(entity, out _))
{
// New entity seen
OnEntityAdded(entity);
}
}
}
}
// Delete labels for gone entities
var toDelete = entityLabels.Keys.Where(k => !seenEntities.Contains(k)).ToList();
foreach (var entity in toDelete)
{
OnEntityRemoved(entity);
}
seenEntities.Clear();
}
public void OnWorldDisabled(IWorldSimulation? worldSimulation)
{
if (labelsActiveForSimulation == worldSimulation)
ClearEntityLabels();
}
private bool UpdateLabelColour(Entity entity, Label label)
{
if (!entity.IsAlive())
{
label.LabelSettings = entityDeadFont;
return false;
}
if (entity.Has<MicrobeControl>())
{
ref var control = ref entity.Get<MicrobeControl>();
switch (control.State)
{
case MicrobeState.Binding:
{
label.LabelSettings = entityBindingFont;
break;
}
case MicrobeState.Engulf:
{
label.LabelSettings = entityEngulfingFont;
break;
}
case MicrobeState.Unbinding:
{
label.LabelSettings = entityUnbindingFont;
break;
}
default:
{
label.LabelSettings = entityLabelDefaultFont;
break;
}
}
}
return true;
}
private void UpdateEntityLabels()
{
if (!IsInstanceValid(activeCamera) || activeCamera is not { Current: true })
activeCamera = GetViewport().GetCamera3D();
if (activeCamera == null)
return;
foreach (var pair in entityLabels)
{
var entity = pair.Key;
var label = pair.Value;
if (!UpdateLabelColour(entity, label))
{
// Entity is dead can't reposition. Will be deleted the next time UpdateActiveEntities is called
continue;
}
if (!entity.Has<WorldPosition>())
{
GD.PrintErr("Entity with a debug label no longer has a position");
continue;
}
ref var position = ref entity.Get<WorldPosition>();
label.Position = activeCamera.UnprojectPosition(position.Position);
if (label.Text.Length > 0)
continue;
// Update names
// TODO: chunks used to have their label be $"[{entity}:{chunk.ChunkName}]"
// Chunk configuration is not currently saved so the chunk name is not really
if (entity.Has<SpeciesMember>())
{
var species = entity.Get<SpeciesMember>().Species;
label.Text = $"[{entity.Id}-{entity.Version}:{species.Genus.Left(1)}.{species.Epithet.Left(4)}]";
continue;
}
if (entity.Has<ReadableName>())
{
// TODO: localization support? Should all labels be re-initialized on language change?
// TODO: some entities would probably be fine with not displaying the entity reference before the
// readable name
label.Text = $"[{entity.Id}-{entity.Version}:{entity.Get<ReadableName>().Name}]";
continue;
}
// Fallback to just showing the raw entity reference, nothing else can be shown
label.Text = $"[{entity.Id}-{entity.Version}]";
}
}
private void OnEntityAdded(Entity entity)
{
var label = new Label();
labelsLayer.AddChild(label);
entityLabels.Add(entity, label);
// This used to check for floating chunk, but now this just has to do with by checking a couple of components
// that all chunks have at least one of. Projectile is still easy to check with the toxin damage source.
if (entity.Has<ToxinDamageSource>() || entity.Has<CompoundVenter>() || entity.Has<DamageOnTouch>())
{
// To reduce the labels overlapping each other
label.LabelSettings = entityLabelSmallFont;
}
}
private void OnEntityRemoved(Entity entity)
{
// TODO: pooling for entity labels?
if (entityLabels.TryGetValue(entity, out var label))
{
label.DetachAndQueueFree();
entityLabels.Remove(entity);
}
}
private void ClearEntityLabels()
{
foreach (var entityLabelsKey in entityLabels.Keys.ToList())
OnEntityRemoved(entityLabelsKey);
activeCamera = null;
labelsActiveForSimulation = null;
}
}
| 412 | 0.690985 | 1 | 0.690985 | game-dev | MEDIA | 0.80866 | game-dev | 0.722799 | 1 | 0.722799 |
ahmetahaydemir/StandardizeBows | 35,850 | Assets/Scripts/Main-WithAnimatorParameters/StandardizedBowForHandBool.cs | using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class StandardizedBowForHandBool : MonoBehaviour
{
#region Private Values
// PRIVATE VALUES
private float currentTime, lerpPercentage, startingAngleDown, startingAngleUp, currentAngleDown, currentAngleUp;
private Vector3 stringStartPos, stringEndPos, stringLastPos, bowDirPull, bowDirRetract;
private Vector3 firstStartUpJointRot1, firstStartUpJointRot2, firstStartUpJointRot3, firstStartDownJointRot1, firstStartDownJointRot2, firstStartDownJointRot3;
private Vector3 firstEndUpJointRot1, firstEndUpJointRot2, firstEndUpJointRot3, firstEndDownJointRot1, firstEndDownJointRot2, firstEndDownJointRot3;
private Vector3 firstLastUpJointRot1, firstLastUpJointRot2, firstLastUpJointRot3, firstLastDownJointRot1, firstLastDownJointRot2, firstLastDownJointRot3;
private GameObject lastProjectile, stringStartObj, stringEndObj, poolHolder;
private Transform stringEndObjTrans, stringStartObjTrans, poolHolderTrans;
private StandardizedProjectileForHandBool lastProjectileScript;
[HideInInspector]
public Queue<GameObject> projectilePool;
private Transform lastProjectileTransform;
private Rigidbody lastProjectileRigidbody;
private AudioSource audioSource;
private float currentStressOnString = 0f;
// ANIM PRIVATES
private int pullParamHash;
private float projectileDelayTimer, pullDelayTimer;
// INSTANT STATE BOOLS
private bool justLeftString = false, justPulledString = true, justStoppedPulling=true;
// CONSTANTS
private const float PI = Mathf.PI;
private const float HALFPI = Mathf.PI / 2.0f;
#endregion
#region Public Values
// PUBLIC VALUES
[Header(" Bow User Related")]
[Tooltip("Animator component of the bow user.")]
public Animator bowUserAnim;
[Tooltip("The transform that the string should stick to. Usually it is the other hand of the bow user.")]
public Transform bowUserPullHand;
[Tooltip("Boolean parameter of the bow user animator. When it is true, bow will start shooting process.")]
public string pullParamName = "Drawing";
[Tooltip("Amount of time delay to spawn the projectile.")]
public float pullStateDelay=0.4f;
[Tooltip("Amount of time delay to stick string to the bowUserPullHand.")]
public float projectileHoldDelay=0.2f;
[Tooltip("If it is true projectile spawns in bow user pull hand, if false it spawns on string.")]
public bool projectileOnHand=true;
//**************************
[Header(" Bow Skeleton Parts")]
[Tooltip("Upper bow transform. It must be right above the center position.")]
public Transform bowUpJoint1;
[Tooltip("Upper bow transform. It must be above the bowUpJoint1 position.")]
public Transform bowUpJoint2;
[Tooltip("Upper bow transform. It must be above the bowUpJoint2 position.")]
public Transform bowUpJoint3;
[Tooltip("Lower bow transform. It must be right below the center position.")]
public Transform bowDownJoint1;
[Tooltip("Second Lower bow transform. It must be below the bowDownJoint1 position.")]
public Transform bowDownJoint2;
[Tooltip("Second Lower bow transform. It must be below the bowDownJoint2 position.")]
public Transform bowDownJoint3;
[Tooltip("The transform of the string. It MUST be rigged; meaning that it is in the center and deforms the string as a V shape when dragged.")]
public Transform bowStringPoint;
//***************************
public enum jointsDirection { XAxis, YAxis, ZAxis }
[Header(" Bow Joints Related")]
[Tooltip("Direction of rotation for joints. Set your Unity selection to Pivot/Local and look at the rotation chamber of the joint in armature. Red is X, Blue is Z, Green is Y.")]
public jointsDirection joint1RotateDirectionAxis = jointsDirection.ZAxis;
[Tooltip("Direction of rotation for joints. Set your Unity selection to Pivot/Local and look at the rotation chamber of the joint in armature. Red is X, Blue is Z, Green is Y.")]
public jointsDirection joint2RotateDirectionAxis = jointsDirection.XAxis;
[Tooltip("Direction of rotation for joints. Set your Unity selection to Pivot/Local and look at the rotation chamber of the joint in armature. Red is X, Blue is Z, Green is Y.")]
public jointsDirection joint3RotateDirectionAxis = jointsDirection.XAxis;
[Range(-45f, 45f), Tooltip("Angle limit for the first joints in euler angles.")]
public float bendAngleLimitFirstJoints = 10f;
[Range(-45f, 45f), Tooltip("Angle limit for the second joints in euler angles. Usually it should be lower than the first angle limit but try it out and find the best one that suits yours.")]
public float bendAngleLimitSecondJoints = 10f;
[Range(-45f, 45f), Tooltip("Angle limit for the second joints in euler angles. Usually it should be lower than the first angle limit but try it out and find the best one that suits yours.")]
public float bendAngleLimitThirdJoints = 10f;
[Tooltip("Inverses the bending direction of the joints.")]
public bool inverseBend = false;
//***************************
public enum axisDirection { XAxis, YAxis, ZAxis }
[Header(" Bow String Related")]
public axisDirection stringMoveDirectionAxis = axisDirection.YAxis;
[Range(0.2f, 0.8f), Tooltip("The maximum string retract(pull back) amount from its starting position to end position.")]
public float stringMoveAmount = 0.5f;
[Range(0.5f, 3f), Tooltip("The maximum string stress time amount from its starting position to end position. How much time is required to reach max string stress.")]
public float stringMoveTime = 2f;
[Range(0.1f, 1f), Tooltip("The maximum string retract time amount from its starting position to end position.")]
public float stringRetractTime = 0.8f;
[Tooltip("Inverses the pulling direction of the string.")]
public bool inversePull = false;
//***************************
public enum stringStressEaseType
{
VerySlowStart,
SlowStart,
MediumStable,
FastStart,
VeryFastStart,
SpecialDraw1,
SpecialDraw2,
Linear
}
public enum stringRetractEaseType
{
Elastic,
Bounce
}
[Header(" Bow Physics")]
[Tooltip("Ease type when pulling the string.")]
public stringStressEaseType stringMovementChoice = stringStressEaseType.FastStart;
[Tooltip("Ease type when leaving the string.")]
public stringRetractEaseType stringRetractChoice = stringRetractEaseType.Elastic;
[Tooltip("Maximum stress built in string. It gets bigger as you hold it and it effects the speed of projectile. ")]
public float maxStringStrength = 30f;
public enum accuracyProjectile { PerfectAccuracy, SlightlyOff, DecentAccuracy, Unstable }
[Tooltip("How much the projectile deters from where you aim.")]
public accuracyProjectile projectileAccuracy = accuracyProjectile.PerfectAccuracy;
//***************************
[Header(" Projectile Related")]
[Tooltip("Gameobject that is going to be fired(Arrow).")]
public GameObject projectile;
[Tooltip("Object pooling size for projectiles in order to avoid Instantiating in runtime which is slower. Determine the pool size depending on your needs.")]
public int projectilePoolSize = 15;
[Tooltip("Offset of the projectile hold position.Leave 0 if it is on the correct position.")]
public Vector3 projectileHoldPosOffset;
[Tooltip("World or Local offset for the projectile")]
public bool isPosOffsetLocal = true;
[Tooltip("Offset of the projectile hold euler angles.Leave 0 if it is on the correct rotation.")]
public Vector3 projectileHoldRotOffset= new Vector3(90f, 0, 0);
[Tooltip("Look at your projectile prefab. The axis that the tip of the arrow is looking is the projectileForwardAxis. THIS IS VERY IMPORTANT. If possible just make your projectile prefab to look blue arrow and set this to Z-Azis")]
public axisDirection projectileForwardAxis = axisDirection.ZAxis;
//***************************
[Header(" Bow Utilities")]
[Range(0f, 1f)]
public float soundVolume = 0.5f;
public AudioClip pullSound;
public AudioClip retractSound;
[Tooltip("Enable this bool if you want stress on string to effect the sound.")]
public bool stressEffectOnSound = false;
#endregion
//*****************************************************************************************************************************
// Start is called before the first frame update
void Start()
{
switch (stringMoveDirectionAxis)
{
case axisDirection.XAxis:
if (inversePull)
{
bowDirPull = -bowStringPoint.right; bowDirRetract = bowStringPoint.right; break;
}
else
{
bowDirPull = bowStringPoint.right; bowDirRetract = -bowStringPoint.right; break;
}
case axisDirection.YAxis:
if (inversePull)
{
bowDirPull = -bowStringPoint.up; bowDirRetract = bowStringPoint.up; break;
}
else
{
bowDirPull = bowStringPoint.up; bowDirRetract = -bowStringPoint.up; break;
}
case axisDirection.ZAxis:
if (inversePull)
{
bowDirPull = -bowStringPoint.forward; bowDirRetract = bowStringPoint.forward; break;
}
else
{
bowDirPull = bowStringPoint.forward; bowDirRetract = -bowStringPoint.forward; break;
}
default: break;
}
/* I AM TRYING TO DO THIS WITHOUT SPAWNING EMPTY GAMEOBJECTS. IT IS VERY EASY FOR A STABLE-NON MOVING AND ROTATING
BOW BUT ONCE THE BOW STARTS TO MOVE AND ROTATE, THE DRAW AND RETRACT MOTION IN THE STRING STARTS TO ACT WEIRD BECAUSE
OF THE WAY I HANDLE EASING AND UPDATES. SPAWNING EMPTY OBJECTS IS NOT A BIG PROBLEM SINCE THEY ARE ONLY IN THE START
FUNCTION BUT IT FORCES US TO CHANGE THEIR POSITION MANUALLY WHEN PLAYING WITH STRING MOVE AMOUNT IN RUNTIME.
----------------------------------------
SINCE THIS IS A COMBINATION OF MODEL NORMALS AND UNITY ENVIRONMENT, IT IS HARD TO FIND ONE SOLUTION THAT IS GOING TO
WORK FOR EVERYONES BOW MODEL. I WILL DEFINITELY TRY TO FIND A BETTER WAY TO DO THIS. BUT CURRENTLY, THIS IS THE BEST SOLUTION
I CAN FIND FOR THIS PROBLEM*/
stringStartPos = bowStringPoint.position;
stringStartObj = new GameObject(transform.name + "StringStartPlaceHolder");
stringStartObjTrans = stringStartObj.transform;
stringStartObjTrans.position = stringStartPos;
stringEndPos = stringStartPos + bowDirPull * stringMoveAmount;
stringEndObj = new GameObject(transform.name + "StringEndPlaceHolder");
stringEndObjTrans = stringEndObj.transform;
stringEndObjTrans.position = stringEndPos;
stringEndObjTrans.parent = transform;
stringStartObjTrans.parent = transform;
// Pool Object Holder - Quiver - Prevents Object Pooling to litter hierarchy
poolHolder = new GameObject(transform.name + " Quiver");
poolHolderTrans = poolHolder.transform;
//
firstStartUpJointRot1 = bowUpJoint1.localEulerAngles;
firstStartUpJointRot2 = bowUpJoint2.localEulerAngles;
firstStartUpJointRot3 = bowUpJoint3.localEulerAngles;
firstStartDownJointRot1 = bowDownJoint1.localEulerAngles;
firstStartDownJointRot2 = bowDownJoint2.localEulerAngles;
firstStartDownJointRot3 = bowDownJoint3.localEulerAngles;
//-------------------------------------------
switch (joint1RotateDirectionAxis)
{
case jointsDirection.XAxis:
if (inverseBend)
{
firstEndUpJointRot1 = firstStartUpJointRot1 - Vector3.right * bendAngleLimitFirstJoints;
firstEndDownJointRot1 = firstStartDownJointRot1 + Vector3.right * bendAngleLimitFirstJoints;
}
else
{
firstEndUpJointRot1 = firstStartUpJointRot1 + Vector3.right * bendAngleLimitFirstJoints;
firstEndDownJointRot1 = firstStartDownJointRot1 - Vector3.right * bendAngleLimitFirstJoints;
}
break;
case jointsDirection.YAxis:
if (inverseBend)
{
firstEndUpJointRot1 = firstStartUpJointRot1 - Vector3.up * bendAngleLimitFirstJoints;
firstEndDownJointRot1 = firstStartDownJointRot1 + Vector3.up * bendAngleLimitFirstJoints;
}
else
{
firstEndUpJointRot1 = firstStartUpJointRot1 + Vector3.up * bendAngleLimitFirstJoints;
firstEndDownJointRot1 = firstStartDownJointRot1 - Vector3.up * bendAngleLimitFirstJoints;
}
break;
case jointsDirection.ZAxis:
if (inverseBend)
{
firstEndUpJointRot1 = firstStartUpJointRot1 - Vector3.forward * bendAngleLimitFirstJoints;
firstEndDownJointRot1 = firstStartDownJointRot1 + Vector3.forward * bendAngleLimitFirstJoints;
}
else
{
firstEndUpJointRot1 = firstStartUpJointRot1 + Vector3.forward * bendAngleLimitFirstJoints;
firstEndDownJointRot1 = firstStartDownJointRot1 - Vector3.forward * bendAngleLimitFirstJoints;
}
break;
default:
break;
}
switch (joint2RotateDirectionAxis)
{
case jointsDirection.XAxis:
if (inverseBend)
{
firstEndUpJointRot2 = firstStartUpJointRot2 + Vector3.right * bendAngleLimitSecondJoints;
firstEndDownJointRot2 = firstStartDownJointRot2 - Vector3.right * bendAngleLimitSecondJoints;
}
else
{
firstEndUpJointRot2 = firstStartUpJointRot2 - Vector3.right * bendAngleLimitSecondJoints;
firstEndDownJointRot2 = firstStartDownJointRot2 + Vector3.right * bendAngleLimitSecondJoints;
}
break;
case jointsDirection.YAxis:
if (inverseBend)
{
firstEndUpJointRot2 = firstStartUpJointRot2 + Vector3.up * bendAngleLimitSecondJoints;
firstEndDownJointRot2 = firstStartDownJointRot2 - Vector3.up * bendAngleLimitSecondJoints;
}
else
{
firstEndUpJointRot2 = firstStartUpJointRot2 - Vector3.up * bendAngleLimitSecondJoints;
firstEndDownJointRot2 = firstStartDownJointRot2 + Vector3.up * bendAngleLimitSecondJoints;
}
break;
case jointsDirection.ZAxis:
if (inverseBend)
{
firstEndUpJointRot2 = firstStartUpJointRot2 + Vector3.forward * bendAngleLimitSecondJoints;
firstEndDownJointRot2 = firstStartDownJointRot2 - Vector3.forward * bendAngleLimitSecondJoints;
}
else
{
firstEndUpJointRot2 = firstStartUpJointRot2 - Vector3.forward * bendAngleLimitSecondJoints;
firstEndDownJointRot2 = firstStartDownJointRot2 + Vector3.forward * bendAngleLimitSecondJoints;
}
break;
default:
break;
}
switch (joint3RotateDirectionAxis)
{
case jointsDirection.XAxis:
if (inverseBend)
{
firstEndUpJointRot3 = firstStartUpJointRot3 + Vector3.right * bendAngleLimitThirdJoints;
firstEndDownJointRot3 = firstStartDownJointRot3 - Vector3.right * bendAngleLimitThirdJoints;
}
else
{
firstEndUpJointRot3 = firstStartUpJointRot3 - Vector3.right * bendAngleLimitThirdJoints;
firstEndDownJointRot3 = firstStartDownJointRot3 + Vector3.right * bendAngleLimitThirdJoints;
}
break;
case jointsDirection.YAxis:
if (inverseBend)
{
firstEndUpJointRot3 = firstStartUpJointRot3 + Vector3.up * bendAngleLimitThirdJoints;
firstEndDownJointRot3 = firstStartDownJointRot3 - Vector3.up * bendAngleLimitThirdJoints;
}
else
{
firstEndUpJointRot3 = firstStartUpJointRot3 - Vector3.up * bendAngleLimitThirdJoints;
firstEndDownJointRot3 = firstStartDownJointRot3 + Vector3.up * bendAngleLimitThirdJoints;
}
break;
case jointsDirection.ZAxis:
if (inverseBend)
{
firstEndUpJointRot3 = firstStartUpJointRot3 + Vector3.forward * bendAngleLimitThirdJoints;
firstEndDownJointRot3 = firstStartDownJointRot3 - Vector3.forward * bendAngleLimitThirdJoints;
}
else
{
firstEndUpJointRot3 = firstStartUpJointRot3 - Vector3.forward * bendAngleLimitThirdJoints;
firstEndDownJointRot3 = firstStartDownJointRot3 + Vector3.forward * bendAngleLimitThirdJoints;
}
break;
default:
break;
}
//
ProjectileObjectPool();
// SOUND INIT
audioSource = GetComponent<AudioSource>();
audioSource.volume = soundVolume;
audioSource.pitch = 1 + Mathf.Abs(2.5f - stringMoveTime);
// ANIM INIT
pullParamHash = Animator.StringToHash(pullParamName);
}
// Update is called once per frame
void Update()
{
// UPDATE STATE 1 - Pulling the string
if (bowUserAnim.GetBool(pullParamHash))
{
// UPDATE STATE 2 - PROJECTILE SPAWN DELAY
if (projectileDelayTimer>projectileHoldDelay)
{
if (justPulledString)
{
currentTime = 0;
justPulledString = false;
justStoppedPulling = false;
ProjectileFollowString();
if (pullSound != null)
{
if (stressEffectOnSound)
{
audioSource.pitch = 1 + Mathf.Abs(2.5f - stringMoveTime);
}
audioSource.PlayOneShot(pullSound);
}
}
// UPDATE STATE 3 - STRING HOLD DELAY
if (pullDelayTimer>pullStateDelay)
{
currentTime += Time.deltaTime;
if (currentTime > stringMoveTime)
{
currentTime = stringMoveTime;
}
StringPull();
RotateDownJoints();
RotateUpperJoints();
}
else
{
pullDelayTimer += Time.deltaTime;
}
}
else
{
projectileDelayTimer += Time.deltaTime;
}
}
else
{
// UPDATE STATE 4 - Just released the string
if (!justStoppedPulling)
{
currentTime = 0;
stringLastPos = bowStringPoint.position;
firstLastUpJointRot1 = bowUpJoint1.localEulerAngles;
firstLastUpJointRot2 = bowUpJoint2.localEulerAngles;
firstLastUpJointRot3 = bowUpJoint3.localEulerAngles;
firstLastDownJointRot1 = bowDownJoint1.localEulerAngles;
firstLastDownJointRot2 = bowDownJoint2.localEulerAngles;
firstLastDownJointRot3 = bowDownJoint3.localEulerAngles;
justPulledString = true;
justLeftString = true;
justStoppedPulling = true;
ShootProjectile(currentStressOnString);
if (stressEffectOnSound)
{
audioSource.pitch = audioSource.pitch / 2 + (currentStressOnString / maxStringStrength) * audioSource.pitch / 2;
}
currentStressOnString = 0;
//
audioSource.Stop();
if (retractSound != null)
{
audioSource.PlayOneShot(retractSound);
}
}
// UPDATE STATE 5 - Released bow returning to stable form
if (justLeftString)
{
currentTime += Time.deltaTime;
if (currentTime > stringRetractTime)
{
justLeftString = false;
}
RetractString();
RotateBackJoints();
}
else
{
// UPDATE STATE 0 - Steady state, stable form
currentTime = 0;
currentStressOnString = 0;
projectileDelayTimer = 0;
pullDelayTimer = 0;
}
}
}
#region STRING RELATED
// Fire string pull method
void StringPull()
{
//
lerpPercentage = currentTime / stringMoveTime;
lerpPercentage = InterpolateStringStress(lerpPercentage);
bowStringPoint.position = bowUserPullHand.position;
//
currentStressOnString = Mathf.Lerp(0, maxStringStrength, lerpPercentage);
}
// Ease the string pull
float InterpolateStringStress(float lerpPerc)
{
switch (stringMovementChoice)
{
default: return lerpPerc;
case stringStressEaseType.Linear: return lerpPerc;
case stringStressEaseType.VerySlowStart: return CubicEaseIn(lerpPerc);
case stringStressEaseType.SlowStart: return QuadraticEaseIn(lerpPerc);
case stringStressEaseType.MediumStable: return SineEaseIn(lerpPerc);
case stringStressEaseType.FastStart: return QuadraticEaseOut(lerpPerc);
case stringStressEaseType.VeryFastStart: return CubicEaseOut(lerpPerc);
case stringStressEaseType.SpecialDraw1: return BounceEaseOut(lerpPerc);
case stringStressEaseType.SpecialDraw2: return BounceEaseIn(lerpPerc);
}
}
// Fire string retract method
void RetractString()
{
lerpPercentage = currentTime / stringRetractTime;
lerpPercentage = InterpolateStringRetract(lerpPercentage);
bowStringPoint.position = Vector3.LerpUnclamped(stringLastPos, stringStartObjTrans.position, lerpPercentage);
}
// Ease the string retract
float InterpolateStringRetract(float lerpPerc)
{
switch (stringRetractChoice)
{
default: return lerpPerc;
case stringRetractEaseType.Elastic: return ElasticEaseOut(lerpPerc);
case stringRetractEaseType.Bounce: return BounceEaseOut(lerpPerc);
}
}
#endregion
#region JOINT RELATED
// Down Joint Movements
void RotateUpperJoints()
{
lerpPercentage = currentTime / stringMoveTime;
lerpPercentage = InterpolateStringStress(lerpPercentage);
bowUpJoint1.localEulerAngles = Vector3.Lerp(firstStartUpJointRot1, firstEndUpJointRot1, lerpPercentage);
bowUpJoint2.localEulerAngles = Vector3.Lerp(firstStartUpJointRot2, firstEndUpJointRot2, lerpPercentage);
bowUpJoint3.localEulerAngles = Vector3.Lerp(firstStartUpJointRot3, firstEndUpJointRot3, lerpPercentage);
}
// Upper Joint Movements
void RotateDownJoints()
{
lerpPercentage = currentTime / stringMoveTime;
lerpPercentage = InterpolateStringStress(lerpPercentage);
bowDownJoint1.localEulerAngles = Vector3.Lerp(firstStartDownJointRot1, firstEndDownJointRot1, lerpPercentage);
bowDownJoint2.localEulerAngles = Vector3.Lerp(firstStartDownJointRot2, firstEndDownJointRot2, lerpPercentage);
bowDownJoint3.localEulerAngles = Vector3.Lerp(firstStartDownJointRot3, firstEndDownJointRot3, lerpPercentage);
}
// Return joints to the natural state
void RotateBackJoints()
{
lerpPercentage = currentTime / stringRetractTime;
lerpPercentage = InterpolateStringRetract(lerpPercentage);
bowUpJoint1.localEulerAngles = Vector3.LerpUnclamped(firstLastUpJointRot1, firstStartUpJointRot1, lerpPercentage);
bowUpJoint2.localEulerAngles = Vector3.LerpUnclamped(firstLastUpJointRot2, firstStartUpJointRot2, lerpPercentage);
bowUpJoint3.localEulerAngles = Vector3.LerpUnclamped(firstLastUpJointRot3, firstStartUpJointRot3, lerpPercentage);
bowDownJoint1.localEulerAngles = Vector3.LerpUnclamped(firstLastDownJointRot1, firstStartDownJointRot1, lerpPercentage);
bowDownJoint2.localEulerAngles = Vector3.LerpUnclamped(firstLastDownJointRot2, firstStartDownJointRot2, lerpPercentage);
bowDownJoint3.localEulerAngles = Vector3.LerpUnclamped(firstLastDownJointRot3, firstStartDownJointRot3, lerpPercentage);
}
#endregion
#region SHOOTING RELATED
void ProjectileFollowString()
{
// If the queue is empty
if (projectilePool.Count == 0)
{
// Increase the pool size and add an extra projectile(I would suggest you to have a large pool size to avoid this. This is here for safety)
AddExtraProjectileToPool();
// Again the same procedure with normal dequeue with just avoiding GetComponent repetition
lastProjectile = projectilePool.Dequeue();
lastProjectileTransform = lastProjectile.transform;
//lastProjectileRigidbody = lastProjectile.GetComponent<Rigidbody>(); // DONE INSIDE THE ADD METHOD
if (projectileOnHand)
{
lastProjectileTransform.parent = bowUserPullHand;
lastProjectileTransform.position = bowUserPullHand.position + projectileHoldPosOffset;
}
else
{
lastProjectileTransform.parent = bowStringPoint;
lastProjectileTransform.position = bowStringPoint.position + projectileHoldPosOffset;
}
lastProjectileTransform.localEulerAngles = projectileHoldRotOffset;
lastProjectile.SetActive(true);
}
else
{
// Just dequeue the first
lastProjectile = projectilePool.Dequeue();
lastProjectileTransform = lastProjectile.transform;
lastProjectileRigidbody = lastProjectile.GetComponent<Rigidbody>(); // Try to avoid get component in runtime
if (projectileOnHand)
{
lastProjectileTransform.parent = bowUserPullHand;
if (isPosOffsetLocal)
{
lastProjectileTransform.localPosition = bowStringPoint.localPosition + projectileHoldPosOffset; // Local Pos offset
}
else
{
lastProjectileTransform.position = bowStringPoint.position + projectileHoldPosOffset; // World Pos offset
}
}
else
{
lastProjectileTransform.parent = bowStringPoint;
if (isPosOffsetLocal)
{
lastProjectileTransform.localPosition = bowStringPoint.localPosition + projectileHoldPosOffset; // Local Pos offset
}
else
{
lastProjectileTransform.position = bowStringPoint.position + projectileHoldPosOffset; // World Pos offset
}
}
lastProjectileTransform.localEulerAngles = projectileHoldRotOffset;
lastProjectile.SetActive(true);
}
}
float x, y;
void ShootProjectile(float currentPower)
{
switch (projectileAccuracy)
{
case accuracyProjectile.PerfectAccuracy:
x = 0;
y = 0;
break;
case accuracyProjectile.SlightlyOff:
x = Random.Range(-1f, 0.5f);
y = Random.Range(-1f, 1f);
break;
case accuracyProjectile.DecentAccuracy:
x = Random.Range(-2f, 1.5f);
y = Random.Range(-2f, 2f);
break;
case accuracyProjectile.Unstable:
x = Random.Range(-3f, 2f);
y = Random.Range(-3f, 3f);
break;
default:
break;
}
// Axis switch for different models
switch (projectileForwardAxis)
{
case axisDirection.XAxis:
lastProjectileTransform.localEulerAngles = lastProjectileTransform.localEulerAngles + Vector3.forward * x + Vector3.up * y;
lastProjectileTransform.parent = null;
lastProjectileRigidbody.useGravity = true;
lastProjectileRigidbody.velocity = (lastProjectileTransform.right * currentPower);
break;
case axisDirection.YAxis:
lastProjectileTransform.localEulerAngles = lastProjectileTransform.localEulerAngles + Vector3.right * x + Vector3.forward * y;
lastProjectileTransform.parent = null;
lastProjectileRigidbody.useGravity = true;
lastProjectileRigidbody.velocity = (lastProjectileTransform.up * currentPower);
break;
case axisDirection.ZAxis:
lastProjectileTransform.localEulerAngles = lastProjectileTransform.localEulerAngles + Vector3.up * x + Vector3.right * y;
lastProjectileTransform.parent = null;
lastProjectileRigidbody.useGravity = true;
lastProjectileRigidbody.velocity = (lastProjectileTransform.forward * currentPower);
break;
default:
Debug.Log("Error on projectile axis switch!");
break;
}
}
#endregion
#region EASING FUNCTIONS
/// <summary>
/// Modeled after the cubic y = x^3
/// </summary>
static public float CubicEaseIn(float p)
{
return p * p * p;
}
/// <summary>
/// Modeled after the parabola y = x^2
/// </summary>
static public float QuadraticEaseIn(float p)
{
return p * p;
}
/// <summary>
/// Modeled after quarter-cycle of sine wave
/// </summary>
static public float SineEaseIn(float p)
{
return Mathf.Sin((p - 1) * HALFPI) + 1;
}
/// <summary>
/// Modeled after the parabola y = -x^2 + 2x
/// </summary>
static public float QuadraticEaseOut(float p)
{
return -(p * (p - 2));
}
/// <summary>
/// Modeled after the cubic y = (x - 1)^3 + 1
/// </summary>
static public float CubicEaseOut(float p)
{
float f = (p - 1);
return f * f * f + 1;
}
/// <summary>
/// Modeled after the piecewise circular function
/// y = (1/2)(1 - Math.Sqrt(1 - 4x^2)) ; [0, 0.5)
/// y = (1/2)(Math.Sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1]
/// </summary>
static public float CircularEaseInOut(float p)
{
if (p < 0.5f)
{
return 0.5f * (1 - Mathf.Sqrt(1 - 4 * (p * p)));
}
else
{
return 0.5f * (Mathf.Sqrt(-((2 * p) - 3) * ((2 * p) - 1)) + 1);
}
}
/// <summary>
/// </summary>
static public float BounceEaseOut(float p)
{
if (p < 4 / 11.0f)
{
return (121 * p * p) / 16.0f;
}
else if (p < 8 / 11.0f)
{
return (363 / 40.0f * p * p) - (99 / 10.0f * p) + 17 / 5.0f;
}
else if (p < 9 / 10.0f)
{
return (4356 / 361.0f * p * p) - (35442 / 1805.0f * p) + 16061 / 1805.0f;
}
else
{
return (54 / 5.0f * p * p) - (513 / 25.0f * p) + 268 / 25.0f;
}
}
/// <summary>
/// </summary>
static public float BounceEaseIn(float p)
{
return 1 - BounceEaseOut(1 - p);
}
/// <summary>
/// </summary>
static public float BounceEaseInOut(float p)
{
if (p < 0.5f)
{
return 0.5f * BounceEaseIn(p * 2);
}
else
{
return 0.5f * BounceEaseOut(p * 2 - 1) + 0.5f;
}
}
/// <summary>
/// Modeled after overshooting cubic y = 1-((1-x)^3-(1-x)*sin((1-x)*pi))
/// </summary>
static public float BackEaseOut(float p)
{
float f = (1 - p);
return 1 - (f * f * f - f * Mathf.Sin(f * PI));
}
/// <summary>
/// Modeled after the damped sine wave y = sin(-13pi/2*(x + 1))*Math.Pow(2, -10x) + 1
/// </summary>
static public float ElasticEaseOut(float p)
{
return Mathf.Sin(-13 * HALFPI * (p + 1)) * Mathf.Pow(2, -10 * p) + 1;
}
#endregion
#region PROJECTILE - OBJECT POOLING
void ProjectileObjectPool()
{
// Object pooling process of the projectiles
projectilePool = new Queue<GameObject>();
for (int i = 0; i < projectilePoolSize; i++)
{
lastProjectile = Instantiate<GameObject>(projectile,poolHolderTrans);
lastProjectileScript = lastProjectile.GetComponent<StandardizedProjectileForHandBool>();
lastProjectileScript.bowScript = this;
lastProjectileScript.quiver = poolHolderTrans;
lastProjectileScript.PoolTheParticles();
lastProjectileScript.rigid = lastProjectile.GetComponent<Rigidbody>();
lastProjectile.SetActive(false);
projectilePool.Enqueue(lastProjectile);
}
}
// Add an extra projectile to the pool when needed.
void AddExtraProjectileToPool()
{
lastProjectile = Instantiate<GameObject>(projectile,poolHolderTrans);
lastProjectileScript = lastProjectile.GetComponent<StandardizedProjectileForHandBool>();
lastProjectileScript.bowScript = this;
lastProjectileScript.quiver = poolHolderTrans;
lastProjectileScript.PoolTheParticles();
lastProjectileScript.rigid = lastProjectile.GetComponent<Rigidbody>();
lastProjectileRigidbody = lastProjectileScript.rigid;
lastProjectile.SetActive(false);
projectilePool.Enqueue(lastProjectile);
projectilePoolSize++;
}
#endregion
#region EDITOR-CUSTOM INSPECTOR
// Automation for the joint placement in the inspector
public void FindBoneRigs()
{
bowUpJoint1 = transform.GetChild(0).GetChild(0);
bowUpJoint2 = transform.GetChild(0).GetChild(0).GetChild(0);
bowUpJoint3 = transform.GetChild(0).GetChild(0).GetChild(0).GetChild(0);
bowDownJoint1 = transform.GetChild(0).GetChild(1);
bowDownJoint2 = transform.GetChild(0).GetChild(1).GetChild(0);
bowDownJoint3 = transform.GetChild(0).GetChild(1).GetChild(0).GetChild(0);
bowStringPoint = transform.GetChild(0).GetChild(2);
}
#endregion
}
| 412 | 0.844334 | 1 | 0.844334 | game-dev | MEDIA | 0.777682 | game-dev,graphics-rendering | 0.607981 | 1 | 0.607981 |
33cn/plugin | 8,517 | plugin/dapp/pokerbull/cmd/game.go | // Copyright Fuzamei Corp. 2018 All Rights Reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package cmd
import (
"fmt"
"os"
"strconv"
cmdtypes "github.com/33cn/chain33/system/dapp/commands/types"
"github.com/pkg/errors"
jsonrpc "github.com/33cn/chain33/rpc/jsonclient"
rpctypes "github.com/33cn/chain33/rpc/types"
"github.com/33cn/chain33/types"
pkt "github.com/33cn/plugin/plugin/dapp/pokerbull/types"
"github.com/spf13/cobra"
)
// PokerBullCmd 斗牛游戏命令行
func PokerBullCmd() *cobra.Command {
cmd := &cobra.Command{
Use: "pokerbull",
Short: "poker bull game management",
Args: cobra.MinimumNArgs(1),
}
cmd.AddCommand(
PokerBullStartRawTxCmd(),
PokerBullContinueRawTxCmd(),
PokerBullQuitRawTxCmd(),
PokerBullQueryResultRawTxCmd(),
PokerBullPlayRawTxCmd(),
)
return cmd
}
// PokerBullStartRawTxCmd 生成开始交易命令行
func PokerBullStartRawTxCmd() *cobra.Command {
cmd := &cobra.Command{
Use: "start",
Short: "Start a new round poker bull game",
Run: pokerbullStart,
}
addPokerbullStartFlags(cmd)
return cmd
}
func addPokerbullStartFlags(cmd *cobra.Command) {
cmd.Flags().Uint64P("value", "v", 0, "value")
cmd.MarkFlagRequired("value")
cmd.Flags().Uint32P("playerCount", "p", 0, "player count")
cmd.MarkFlagRequired("playerCount")
}
func pokerbullStart(cmd *cobra.Command, args []string) {
rpcLaddr, _ := cmd.Flags().GetString("rpc_laddr")
paraName, _ := cmd.Flags().GetString("paraName")
value, _ := cmd.Flags().GetUint64("value")
playerCount, _ := cmd.Flags().GetUint32("playerCount")
cfg, err := cmdtypes.GetChainConfig(rpcLaddr)
if err != nil {
fmt.Fprintln(os.Stderr, errors.Wrapf(err, "GetChainConfig"))
return
}
params := &rpctypes.CreateTxIn{
Execer: types.GetExecName(pkt.PokerBullX, paraName),
ActionName: pkt.CreateStartTx,
Payload: []byte(fmt.Sprintf("{\"value\":%d,\"playerNum\":%d}", int64(value)*cfg.CoinPrecision, int32(playerCount))),
}
var res string
ctx := jsonrpc.NewRPCCtx(rpcLaddr, "Chain33.CreateTransaction", params, &res)
ctx.RunWithoutMarshal()
}
// PokerBullContinueRawTxCmd 生成继续游戏命令行
func PokerBullContinueRawTxCmd() *cobra.Command {
cmd := &cobra.Command{
Use: "continue",
Short: "Continue a new round poker bull game",
Run: pokerbullContinue,
}
addPokerbullContinueFlags(cmd)
return cmd
}
func addPokerbullContinueFlags(cmd *cobra.Command) {
cmd.Flags().StringP("gameID", "g", "", "game ID")
cmd.MarkFlagRequired("gameID")
}
func pokerbullContinue(cmd *cobra.Command, args []string) {
rpcLaddr, _ := cmd.Flags().GetString("rpc_laddr")
paraName, _ := cmd.Flags().GetString("paraName")
gameID, _ := cmd.Flags().GetString("gameID")
params := &rpctypes.CreateTxIn{
Execer: types.GetExecName(pkt.PokerBullX, paraName),
ActionName: pkt.CreateContinueTx,
Payload: []byte(fmt.Sprintf("{\"gameId\":\"%s\"}", gameID)),
}
var res string
ctx := jsonrpc.NewRPCCtx(rpcLaddr, "Chain33.CreateTransaction", params, &res)
ctx.RunWithoutMarshal()
}
// PokerBullQuitRawTxCmd 生成继续游戏命令行
func PokerBullQuitRawTxCmd() *cobra.Command {
cmd := &cobra.Command{
Use: "quit",
Short: "Quit game",
Run: pokerbullQuit,
}
addPokerbullQuitFlags(cmd)
return cmd
}
func addPokerbullQuitFlags(cmd *cobra.Command) {
cmd.Flags().StringP("gameID", "g", "", "game ID")
cmd.MarkFlagRequired("gameID")
}
func pokerbullQuit(cmd *cobra.Command, args []string) {
rpcLaddr, _ := cmd.Flags().GetString("rpc_laddr")
paraName, _ := cmd.Flags().GetString("paraName")
gameID, _ := cmd.Flags().GetString("gameID")
params := &rpctypes.CreateTxIn{
Execer: types.GetExecName(pkt.PokerBullX, paraName),
ActionName: pkt.CreateQuitTx,
Payload: []byte(fmt.Sprintf("{\"gameId\":\"%s\"}", gameID)),
}
var res string
ctx := jsonrpc.NewRPCCtx(rpcLaddr, "Chain33.CreateTransaction", params, &res)
ctx.RunWithoutMarshal()
}
// PokerBullPlayRawTxCmd 生成已匹配玩家游戏命令行
func PokerBullPlayRawTxCmd() *cobra.Command {
cmd := &cobra.Command{
Use: "play",
Short: "Play game",
Run: pokerbullPlay,
}
addPokerbullPlayFlags(cmd)
return cmd
}
func addPokerbullPlayFlags(cmd *cobra.Command) {
cmd.Flags().StringP("gameID", "g", "", "game ID")
cmd.MarkFlagRequired("gameID")
cmd.Flags().Uint32P("round", "r", 0, "round")
cmd.MarkFlagRequired("round")
cmd.Flags().Uint64P("value", "v", 0, "value")
cmd.MarkFlagRequired("value")
cmd.Flags().StringArrayP("address", "a", nil, "address")
cmd.MarkFlagRequired("address")
}
func pokerbullPlay(cmd *cobra.Command, args []string) {
rpcLaddr, _ := cmd.Flags().GetString("rpc_laddr")
gameID, _ := cmd.Flags().GetString("gameID")
round, _ := cmd.Flags().GetUint32("round")
value, _ := cmd.Flags().GetUint64("value")
address, _ := cmd.Flags().GetStringArray("address")
paraName, _ := cmd.Flags().GetString("paraName")
cfg, err := cmdtypes.GetChainConfig(rpcLaddr)
if err != nil {
fmt.Fprintln(os.Stderr, errors.Wrapf(err, "GetChainConfig"))
return
}
payload := &pkt.PBGamePlay{
GameId: gameID,
Value: int64(value) * cfg.CoinPrecision,
Round: int32(round),
}
payload.Address = make([]string, len(address))
copy(payload.Address, address)
params := &rpctypes.CreateTxIn{
Execer: types.GetExecName(pkt.PokerBullX, paraName),
ActionName: pkt.CreatePlayTx,
Payload: types.MustPBToJSON(payload),
}
var res string
ctx := jsonrpc.NewRPCCtx(rpcLaddr, "Chain33.CreateTransaction", params, &res)
ctx.RunWithoutMarshal()
}
// PokerBullQueryResultRawTxCmd 查询命令行
func PokerBullQueryResultRawTxCmd() *cobra.Command {
cmd := &cobra.Command{
Use: "query",
Short: "Query result",
Run: pokerbullQuery,
}
addPokerbullQueryFlags(cmd)
return cmd
}
func addPokerbullQueryFlags(cmd *cobra.Command) {
cmd.Flags().StringP("gameID", "g", "", "game ID")
cmd.Flags().StringP("address", "a", "", "address")
cmd.Flags().StringP("index", "i", "", "index")
cmd.Flags().StringP("status", "s", "", "status")
cmd.Flags().StringP("gameIDs", "d", "", "gameIDs")
cmd.Flags().StringP("round", "r", "", "round")
}
func pokerbullQuery(cmd *cobra.Command, args []string) {
rpcLaddr, _ := cmd.Flags().GetString("rpc_laddr")
gameID, _ := cmd.Flags().GetString("gameID")
address, _ := cmd.Flags().GetString("address")
statusStr, _ := cmd.Flags().GetString("status")
indexstr, _ := cmd.Flags().GetString("index")
gameIDs, _ := cmd.Flags().GetString("gameIDs")
round, _ := cmd.Flags().GetString("round")
var params rpctypes.Query4Jrpc
params.Execer = pkt.PokerBullX
req := &pkt.QueryPBGameInfo{
GameId: gameID,
Addr: address,
}
if indexstr != "" {
index, err := strconv.ParseInt(indexstr, 10, 64)
if err != nil {
fmt.Println(err)
cmd.Help()
return
}
req.Index = index
}
if gameID != "" {
if round == "" {
params.FuncName = pkt.FuncNameQueryGameByID
params.Payload = types.MustPBToJSON(req)
var res pkt.ReplyPBGame
ctx := jsonrpc.NewRPCCtx(rpcLaddr, "Chain33.Query", params, &res)
ctx.Run()
} else {
params.FuncName = pkt.FuncNameQueryGameByRound
roundInt, err := strconv.ParseInt(round, 10, 32)
if err != nil {
fmt.Println(err)
return
}
req := &pkt.QueryPBGameByRound{
GameId: gameID,
Round: int32(roundInt),
}
params.Payload = types.MustPBToJSON(req)
var res pkt.ReplyPBGameByRound
ctx := jsonrpc.NewRPCCtx(rpcLaddr, "Chain33.Query", params, &res)
ctx.Run()
}
} else if address != "" {
params.FuncName = pkt.FuncNameQueryGameByAddr
params.Payload = types.MustPBToJSON(req)
var res pkt.PBGameRecords
ctx := jsonrpc.NewRPCCtx(rpcLaddr, "Chain33.Query", params, &res)
ctx.Run()
} else if statusStr != "" {
status, err := strconv.ParseInt(statusStr, 10, 32)
if err != nil {
fmt.Println(err)
cmd.Help()
return
}
req.Status = int32(status)
params.FuncName = pkt.FuncNameQueryGameByStatus
params.Payload = types.MustPBToJSON(req)
var res pkt.PBGameRecords
ctx := jsonrpc.NewRPCCtx(rpcLaddr, "Chain33.Query", params, &res)
ctx.Run()
} else if gameIDs != "" {
params.FuncName = pkt.FuncNameQueryGameListByIDs
var gameIDsS []string
gameIDsS = append(gameIDsS, gameIDs)
gameIDsS = append(gameIDsS, gameIDs)
req := &pkt.QueryPBGameInfos{GameIds: gameIDsS}
params.Payload = types.MustPBToJSON(req)
var res pkt.ReplyPBGameList
ctx := jsonrpc.NewRPCCtx(rpcLaddr, "Chain33.Query", params, &res)
ctx.Run()
} else {
fmt.Println("Error: requeres at least one of gameID, address or status")
cmd.Help()
}
}
| 412 | 0.899642 | 1 | 0.899642 | game-dev | MEDIA | 0.821308 | game-dev | 0.752807 | 1 | 0.752807 |
SolarMoonQAQ/Spark-Core | 1,523 | src/main/kotlin/cn/solarmoon/spark_core/skill/DefaultSkillConfig.kt | package cn.solarmoon.spark_core.skill
import cn.solarmoon.spark_core.util.onEvent
open class DefaultSkillConfig: SkillConfig {
override val storage: LinkedHashMap<String, Any> = linkedMapOf()
override fun init(skill: Skill) {
super.init(skill)
skill.onEvent<SkillEvent.PlayerGetAttackStrength> {
if (read("ignore_attack_speed", false)) it.event.attackStrengthScale = 1f
}
skill.onEvent<SkillEvent.SweepAttack> {
if (!read("enable_sweep_attack", true)) it.event.isSweeping = false
}
skill.onEvent<SkillEvent.CriticalHit> {
if (!read("enable_critical_hit", true)) {
if (it.event.vanillaMultiplier == 1.5f) it.event.isCriticalHit = false
}
}
skill.onEvent<SkillEvent.TargetKnockBack> {
if (!read("enable_target_knockback", true)) it.event.isCanceled = true
}
skill.onEvent<SkillEvent.TargetKnockBack> {
val origin = it.event.originalStrength.toDouble()
val strength = read("target_knockback_strength", origin)
if (strength != origin) it.event.strength = strength.toFloat()
}
skill.onEvent<SkillEvent.TargetHurt> {
val damageMultiplier = read("damage_multiplier", 1.0)
if (damageMultiplier != 1.0) it.event.container.newDamage *= damageMultiplier.toFloat()
}
skill.onEvent<SkillEvent.Death> {
if (read("end_on_death", true)) skill.end()
}
}
} | 412 | 0.8778 | 1 | 0.8778 | game-dev | MEDIA | 0.962829 | game-dev | 0.749644 | 1 | 0.749644 |
Tremeschin/Monolithium | 1,288 | monolithium/monolithium/monolith.rs | use crate::*;
#[derive(Clone, Debug, Eq, Serialize, Deserialize)]
pub struct Monolith {
pub area: u64,
pub seed: Seed,
// Position in the world
pub minx: i32, pub maxx: i32,
pub minz: i32, pub maxz: i32,
}
/* -------------------------------------------------------------------------- */
impl Monolith {
pub fn center_x(&self) -> i32 {
(self.minx + self.maxx) / 2
}
pub fn center_z(&self) -> i32 {
(self.minz + self.maxz) / 2
}
}
/* -------------------------------------------------------------------------- */
// Monoliths are equal if they have the same coordinates
impl Hash for Monolith {
fn hash<H: Hasher>(&self, state: &mut H) {
self.minx.hash(state);
self.minz.hash(state);
}
}
impl PartialEq for Monolith {
fn eq(&self, other: &Self) -> bool {
(self.minx == other.minx) && (self.minz == other.minz)
}
}
/* -------------------------------------------------------------------------- */
// Monoliths should be sorted by area
impl PartialOrd for Monolith {
fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
Some(self.area.cmp(&other.area))
}
}
impl Ord for Monolith {
fn cmp(&self, other: &Self) -> Ordering {
self.area.cmp(&other.area)
}
}
| 412 | 0.822892 | 1 | 0.822892 | game-dev | MEDIA | 0.671337 | game-dev | 0.900183 | 1 | 0.900183 |
LessonStudio/Arduino_BLE_iOS_CPP | 5,591 | iOS_Example/cocos2d/external/bullet/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.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_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
#define BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
#include "BulletCollision/CollisionShapes/btTriangleCallback.h"
#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
class btDispatcher;
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
class btSoftBody;
class btCollisionShape;
#include "LinearMath/btHashMap.h"
#include "BulletCollision/BroadphaseCollision/btQuantizedBvh.h" //for definition of MAX_NUM_PARTS_IN_BITS
struct btTriIndex
{
int m_PartIdTriangleIndex;
class btCollisionShape* m_childShape;
btTriIndex(int partId,int triangleIndex,btCollisionShape* shape)
{
m_PartIdTriangleIndex = (partId<<(31-MAX_NUM_PARTS_IN_BITS)) | triangleIndex;
m_childShape = shape;
}
int getTriangleIndex() const
{
// Get only the lower bits where the triangle index is stored
unsigned int x = 0;
unsigned int y = (~(x&0))<<(31-MAX_NUM_PARTS_IN_BITS);
return (m_PartIdTriangleIndex&~(y));
}
int getPartId() const
{
// Get only the highest bits where the part index is stored
return (m_PartIdTriangleIndex>>(31-MAX_NUM_PARTS_IN_BITS));
}
int getUid() const
{
return m_PartIdTriangleIndex;
}
};
///For each triangle in the concave mesh that overlaps with the AABB of a soft body (m_softBody), processTriangle is called.
class btSoftBodyTriangleCallback : public btTriangleCallback
{
btSoftBody* m_softBody;
const btCollisionObject* m_triBody;
btVector3 m_aabbMin;
btVector3 m_aabbMax ;
btManifoldResult* m_resultOut;
btDispatcher* m_dispatcher;
const btDispatcherInfo* m_dispatchInfoPtr;
btScalar m_collisionMarginTriangle;
btHashMap<btHashKey<btTriIndex>,btTriIndex> m_shapeCache;
public:
int m_triangleCount;
// btPersistentManifold* m_manifoldPtr;
btSoftBodyTriangleCallback(btDispatcher* dispatcher,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,bool isSwapped);
void setTimeStepAndCounters(btScalar collisionMarginTriangle,const btCollisionObjectWrapper* triObjWrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual ~btSoftBodyTriangleCallback();
virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
void clearCache();
SIMD_FORCE_INLINE const btVector3& getAabbMin() const
{
return m_aabbMin;
}
SIMD_FORCE_INLINE const btVector3& getAabbMax() const
{
return m_aabbMax;
}
};
/// btSoftBodyConcaveCollisionAlgorithm supports collision between soft body shapes and (concave) trianges meshes.
class btSoftBodyConcaveCollisionAlgorithm : public btCollisionAlgorithm
{
bool m_isSwapped;
btSoftBodyTriangleCallback m_btSoftBodyTriangleCallback;
public:
btSoftBodyConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,bool isSwapped);
virtual ~btSoftBodyConcaveCollisionAlgorithm();
virtual void processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
{
//we don't add any manifolds
}
void clearCache();
struct CreateFunc :public btCollisionAlgorithmCreateFunc
{
virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
{
void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
return new(mem) btSoftBodyConcaveCollisionAlgorithm(ci,body0Wrap,body1Wrap,false);
}
};
struct SwappedCreateFunc :public btCollisionAlgorithmCreateFunc
{
virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
{
void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
return new(mem) btSoftBodyConcaveCollisionAlgorithm(ci,body0Wrap,body1Wrap,true);
}
};
};
#endif //BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
| 412 | 0.913386 | 1 | 0.913386 | game-dev | MEDIA | 0.993985 | game-dev | 0.769071 | 1 | 0.769071 |
sandsmark/freeaoe | 3,045 | src/ui/MouseCursor.cpp | #include "MouseCursor.h"
#include <genie/resource/SlpFile.h>
#include <genie/dat/UnitCommand.h>
#include "core/Logger.h"
#include "mechanics/UnitManager.h"
#include "render/IRenderTarget.h"
#include "resource/AssetManager.h"
MouseCursor::MouseCursor(std::shared_ptr<IRenderTarget> renderTarget) :
m_renderTarget(std::move(renderTarget))
{
m_cursorsFile = AssetManager::Inst()->getSlp(AssetManager::filenameID("mcursors.shp"));
if (!m_cursorsFile) {
WARN << "Failed to get cursors";
}
setCursor(Type::Normal);
}
bool MouseCursor::isValid() const
{
return m_currentType != Type::Invalid;
}
bool MouseCursor::setPosition(const ScreenPos &position)
{
if (position == m_position) {
return false;
}
m_position = position;
return true;
}
bool MouseCursor::update(const std::shared_ptr<UnitManager> &unitManager)
{
unitManager->onCursorPositionChanged(m_position, m_renderTarget->camera());
switch(unitManager->state()) {
case UnitManager::State::Default: {
const TaskSet &targetActions = unitManager->currentActionUnderCursor();
if (targetActions.isEmpty()) {
return setCursor(MouseCursor::Normal);
}
const Task &targetAction = targetActions.first(); // TODO: simplification, might want to prioritize or something
REQUIRE(targetAction.data, return false);
if (targetAction.data->ActionType == genie::ActionType::Combat) {
return setCursor(MouseCursor::Attack);
} else {
return setCursor(MouseCursor::Action);
}
break;
}
case UnitManager::State::SelectingAttackTarget: {
return setCursor(MouseCursor::Axe); // idk
}
case UnitManager::State::PlacingBuilding:
case UnitManager::State::PlacingWall:
return setCursor(MouseCursor::Invalid); // IDK
case UnitManager::State::SelectingGarrisonTarget:
return setCursor(MouseCursor::Garrison);
}
WARN << "Unhandled state" << unitManager->state();
return false;
}
void MouseCursor::render()
{
if (m_currentType == Invalid) {
return;
}
m_cursor_pos_text.setString(std::to_string(m_position.x) + ", " + std::to_string(m_position.y));
m_cursor_pos_text.setCharacterSize(11);
m_cursor_pos_text.setPosition(ScreenPos(m_position));
if (m_currentType != Invalid) {
m_renderTarget->draw(m_image, m_position);
}
m_renderTarget->draw(m_cursor_pos_text);
}
bool MouseCursor::setCursor(const MouseCursor::Type type)
{
if (type == m_currentType) {
return false;
}
if (!m_cursorsFile) {
WARN << "No cursors file available!";
return false;
}
if (type != Invalid) {
REQUIRE(type < m_cursorsFile->getFrameCount(), return false);
const genie::SlpFramePtr &newFrame = m_cursorsFile->getFrame(type);
REQUIRE(newFrame != nullptr, return false);
m_image = m_renderTarget->convertFrameToImage(newFrame);
}
m_currentType = type;
return true;
}
| 412 | 0.981747 | 1 | 0.981747 | game-dev | MEDIA | 0.544584 | game-dev | 0.970548 | 1 | 0.970548 |
abulmo/edax-reversi | 17,961 | src/endgame.c | /**
* @file endgame.c
*
* Search near the end of the game.
*
* @date 1998 - 2024
* @author Richard Delorme
* @author Toshihiko Okuhara
* @version 4.6
*/
#include "search.h"
#include "bit.h"
#include "hash.h"
#include "settings.h"
#include "stats.h"
#include <assert.h>
#include <stdbool.h>
#include <stdint.h>
/**
* @brief Get the final score.
*
* Get the final score, when no move can be made.
*
* @param player player's discs.
* @param n_empties Number of empty squares remaining on the board.
* @return The final score, as a disc difference.
*/
static inline int solve(const uint64_t player, const int n_empties)
{
int score = bit_count(player) * 2 - SCORE_MAX; // score in case opponent wins, ie diff < 0 => score == diff - n_empies
int diff = score + n_empties; // => diff
SEARCH_STATS(++statistics.n_solve);
if (diff == 0) score = diff; // draw score == 0
else if (diff > 0) score = diff + n_empties; // player wins.
return score;
}
/**
* @brief Get the final score.
*
* Get the final score, when no move can be made.
*
* @param search Search.
* @return The final score, as a disc difference.
*/
int search_solve(const Search *search)
{
return solve(search->board.player, search->n_empties);
}
/**
* @brief Get the final score.
*
* Get the final score, when the board is full.
*
* @param board Board.
* @return The final score, as a disc difference.
*/
static inline int solve_0(const uint64_t player)
{
SEARCH_STATS(++statistics.n_solve_0);
return 2 * bit_count(player) - SCORE_MAX;
}
/**
* @brief Get the final score.
*
* Get the final score, when the board is full.
*
* @param search Search.
* @return The final score, as a disc difference.
*/
int search_solve_0(const Search *search)
{
return solve_0(search->board.player);
}
/**
* @brief Get the final score.
*
* Get the final score, when a single empty square remains (max stage).
*
* @param player player's discs.
* @param alpha alpha bound (beta = alpha + 1).
* @param x Last empty square to play.
* @return The final opponent score, as a disc difference.
*/
static inline int solve_1(const uint64_t player, const int alpha, const int x)
{
int n_flips = count_last_flip(x, player);
int score = 2 * bit_count(player) - SCORE_MAX + 2 + n_flips;
SEARCH_STATS(++statistics.n_solve_1);
if (n_flips == 0) {
if (score <= 0) {
score -= 2;
if (score > alpha) { // lazy cut-off
n_flips = count_last_flip(x, ~player);
score -= n_flips;
}
} else {
if (score > alpha) { // lazy cut-off
if ((n_flips = count_last_flip(x, ~player)) != 0) {
score -= n_flips + 2;
}
}
}
}
return score;
}
/**
* @brief Get the final score.
*
* Get the final score, when 2 empty squares remain (min stage).
*
* @param .
* @param alpha Alpha bound.
* @param x1 First empty square coordinate.
* @param x2 Second empty square coordinate.
* @param search Search.
* @return The final score, as a disc difference.
*/
static inline int solve_2(const uint64_t player, const uint64_t opponent, const int alpha, const int x1, const int x2, int64_t *n_nodes)
{
uint64_t flipped;
int score, bestscore, nodes = 1;
const int beta = alpha + 1;
if ((NEIGHBOUR[x1] & opponent) && (flipped = flip(x1, player, opponent))) {
nodes = 2;
bestscore = solve_1(opponent ^ flipped, alpha, x2);
if ((bestscore > alpha) && (NEIGHBOUR[x2] & opponent) && (flipped = flip(x2, player, opponent))) {
nodes = 3;
score = solve_1(opponent ^ flipped, alpha, x1);
if (score < bestscore) bestscore = score;
}
} else if ((NEIGHBOUR[x2] & opponent) && (flipped = flip(x2, player, opponent))) {
nodes = 2;
bestscore = solve_1(opponent ^ flipped, alpha, x1);
} else {
if ((NEIGHBOUR[x1] & player) && (flipped = flip(x1, opponent, player))) {
nodes = 2;
bestscore = -solve_1(player ^ flipped, -beta, x2);
if ((bestscore < beta) && (NEIGHBOUR[x2] & player) && (flipped = flip(x2, opponent, player))) {
nodes = 3;
score = -solve_1(player ^ flipped, -beta, x1);
if (score > bestscore) bestscore = score;
}
} else if ((NEIGHBOUR[x2] & player) && (flipped = flip(x2, opponent, player))) {
nodes = 2;
bestscore = -solve_1(player ^ flipped, -beta, x1);
} else bestscore = solve(opponent, 2);
}
#if (COUNT_NODES & 1)
*n_nodes += nodes;
#endif
assert(SCORE_MIN <= bestscore && bestscore <= SCORE_MAX);
assert((bestscore & 1) == 0);
return bestscore;
}
/**
* @brief Get the final score at 3 empties.
*
* Get the final score, when 3 empty squares remain (max stage).
*
* @param search Search.
* @param alpha Alpha bound.
* @return The final score, as a disc difference.
*/
static int solve_3(const uint64_t player, const uint64_t opponent, const int alpha, int x1, int x2, int x3, const int parity, int64_t *n_nodes)
{
uint64_t flipped, next_player, next_opponent;
int score, bestscore, tmp;
const int beta = alpha + 1;
SEARCH_STATS(++statistics.n_solve_3);
SEARCH_UPDATE_INTERNAL_NODES(*n_nodes);
// parity based move sorting
if (!(parity & QUADRANT_ID[x1])) {
if (parity & QUADRANT_ID[x2]) { // case 1(x2) 2(x1 x3)
tmp = x1; x1 = x2;
if (SQUARE_VALUE[x3] > SQUARE_VALUE[tmp]) {
x2 = x3; x3 = tmp;
} else {
x2 = tmp;
}
} else { // case 1(x3) 2(x1 x2)
tmp = x1; x1 = x3;
if (SQUARE_VALUE[x2] > SQUARE_VALUE[tmp]) {
x3 = tmp;
} else {
x3 = x2; x2 = tmp;
}
}
} else {
if (SQUARE_VALUE[x3] > SQUARE_VALUE[x2]) {
tmp = x2; x2 = x3; x3 = tmp;
}
if (SQUARE_VALUE[x2] > SQUARE_VALUE[x1]) {
tmp = x2; x2 = x3; x3 = tmp;
}
}
// best move alphabeta search
if ((NEIGHBOUR[x1] & opponent) && (flipped = flip(x1, player, opponent))) {
next_player = opponent ^ flipped; next_opponent = player ^ (flipped | x_to_bit(x1));
bestscore = solve_2(next_player, next_opponent, alpha, x2, x3, n_nodes);
if (bestscore >= beta) return bestscore;
} else bestscore = -SCORE_INF;
if ((NEIGHBOUR[x2] & opponent) && (flipped = flip(x2, player, opponent))) {
next_player = opponent ^ flipped; next_opponent = player ^ (flipped | x_to_bit(x2));
score = solve_2(next_player, next_opponent, alpha, x1, x3, n_nodes);
if (score >= beta) return score;
else if (score > bestscore) bestscore = score;
}
if ((NEIGHBOUR[x3] & opponent) && (flipped = flip(x3, player, opponent))) {
next_player = opponent ^ flipped; next_opponent = player ^ (flipped | x_to_bit(x3));
score = solve_2(next_player, next_opponent, alpha, x1, x2, n_nodes);
if (score > bestscore) bestscore = score;
}
if (bestscore == -SCORE_INF) {
// pass
if ((NEIGHBOUR[x1] & player) && (flipped = flip(x1, opponent, player))) {
next_player = player ^ flipped; next_opponent = opponent ^ (flipped | x_to_bit(x1));
bestscore = -solve_2(next_player, next_opponent, -beta, x2, x3, n_nodes);
if (bestscore <= alpha) return bestscore;
} else bestscore = SCORE_INF;
if ((NEIGHBOUR[x2] & player) && (flipped = flip(x2, opponent, player))) {
next_player = player ^ flipped; next_opponent = opponent ^ (flipped | x_to_bit(x2));
score = -solve_2(next_player, next_opponent, -beta, x1, x3, n_nodes);
if (score <= alpha) return score;
else if (score < bestscore) bestscore = score;
}
if ((NEIGHBOUR[x3] & player) && (flipped = flip(x3, opponent, player))) {
next_player = player ^ flipped; next_opponent = opponent ^ (flipped | x_to_bit(x3));
score = -solve_2(next_player, next_opponent, -beta, x1, x2, n_nodes);
if (score < bestscore) bestscore = score;
}
// gameover
if (bestscore == SCORE_INF) bestscore = solve(player, 3);
}
assert(SCORE_MIN <= bestscore && bestscore <= SCORE_MAX);
return bestscore;
}
/**
* @brief Get the final score.
*
* Get the final score, when 4 empty squares remain (min stage).
*
* @param search Search position.
* @param alpha Upper score value.
* @return The final score, as a disc difference.
*/
static int search_solve_4(Search *search, const int alpha)
{
const uint64_t player = search->board.player, opponent = search->board.opponent;
uint64_t flipped, next_player, next_opponent;
int64_t *n_nodes = &search->n_nodes;
SquareList *empties = search->empties;
int x1 = empties[NOMOVE].next;
int x2 = empties[x1].next;
int x3 = empties[x2].next;
int x4 = empties[x3].next;
int score, bestscore;
const int beta = alpha + 1;
SEARCH_STATS(++statistics.n_search_solve_4);
SEARCH_UPDATE_INTERNAL_NODES(search->n_nodes);
// stability cutoff
if (search_SC_NWS_4(search, alpha, &score)) return score;
// parity based move sorting.
// The following hole sizes are possible:
// 4 - 1 3 - 2 2 - 1 1 2 - 1 1 1 1
// Only the 1 1 2 case needs move sorting.
if (!(search->parity & QUADRANT_ID[x1])) {
if (search->parity & QUADRANT_ID[x2]) {
if (search->parity & QUADRANT_ID[x3]) { // case 1(x2) 1(x3) 2(x1 x4)
int tmp = x1; x1 = x2; x2 = x3; x3 = tmp;
} else { // case 1(x2) 1(x4) 2(x1 x3)
int tmp = x1; x1 = x2; x2 = x4; x4 = x3; x3 = tmp;
}
} else if (search->parity & QUADRANT_ID[x3]) { // case 1(x3) 1(x4) 2(x1 x2)
int tmp = x1; x1 = x3; x3 = tmp; tmp = x2; x2 = x4; x4 = tmp;
}
} else {
if (!(search->parity & QUADRANT_ID[x2])) {
if (search->parity & QUADRANT_ID[x3]) { // case 1(x1) 1(x3) 2(x2 x4)
int tmp = x2; x2 = x3; x3 = tmp;
} else { // case 1(x1) 1(x4) 2(x2 x3)
int tmp = x2; x2 = x4; x4 = x3; x3 = tmp;
}
}
}
// best move alphabeta search
if ((NEIGHBOUR[x1] & opponent) && (flipped = flip(x1, player, opponent))) {
next_player = opponent ^ flipped; next_opponent = player ^ (flipped | x_to_bit(x1));
bestscore = solve_3(next_player, next_opponent, alpha, x2, x3, x4, search->parity ^ QUADRANT_ID[x1], n_nodes);
if (bestscore <= alpha) return bestscore;
} else bestscore = SCORE_INF;
if ((NEIGHBOUR[x2] & opponent) && (flipped = flip(x2, player, opponent))) {
next_player = opponent ^ flipped; next_opponent = player ^ (flipped | x_to_bit(x2));
score = solve_3(next_player, next_opponent, alpha, x1, x3, x4, search->parity ^ QUADRANT_ID[x2], n_nodes);
if (score <= alpha) return score;
else if (score < bestscore) bestscore = score;
}
if ((NEIGHBOUR[x3] & opponent) && (flipped = flip(x3, player, opponent))) {
next_player = opponent ^ flipped; next_opponent = player ^ (flipped | x_to_bit(x3));
score = solve_3(next_player, next_opponent, alpha, x1, x2, x4, search->parity ^ QUADRANT_ID[x3], n_nodes);
if (score <= alpha) return score;
else if (score < bestscore) bestscore = score;
}
if ((NEIGHBOUR[x4] & opponent) && (flipped = flip(x4, player, opponent))) {
next_player = opponent ^ flipped; next_opponent = player ^ (flipped | x_to_bit(x4));
score = solve_3(next_player, next_opponent, alpha, x1, x2, x3, search->parity ^ QUADRANT_ID[x4], n_nodes);
if (score < bestscore) bestscore = score;
}
// pass
if (bestscore == SCORE_INF) {
if (can_move(opponent, player)) { // pass ?
search_pass_endgame(search);
bestscore = -search_solve_4(search, -beta);
search_pass_endgame(search);
} else { // gameover
bestscore = solve(opponent, 4);
}
}
assert(SCORE_MIN <= bestscore && bestscore <= SCORE_MAX);
return bestscore;
}
/**
* @brief Evaluate a position using a shallow NWS.
*
* This function is used when there are few empty squares on the board. Here,
* optimizations are in favour of speed instead of efficiency.
* Move ordering is constricted to the hole parity and the type of squares.
* No hashtable are used and anticipated cut-off is limited to stability cut-off.
*
* @param search Search.
* @param alpha Alpha bound.
* @return The final score, as a disc difference.
*/
static int search_shallow(Search *search, const int alpha)
{
Board *board = &search->board;
int x;
Move move;
int score, bestscore = -SCORE_INF;
const int beta = alpha + 1;
assert(SCORE_MIN <= alpha && alpha <= SCORE_MAX);
assert(0 <= search->n_empties && search->n_empties <= DEPTH_TO_SHALLOW_SEARCH);
SEARCH_STATS(++statistics.n_NWS_shallow);
SEARCH_UPDATE_INTERNAL_NODES(search->n_nodes);
// stability cutoff
if (search_SC_NWS(search, alpha, &score)) return score;
if (search->parity > 0 && search->parity < 15) {
foreach_odd_empty (x, search->empties, search->parity) {
if ((NEIGHBOUR[x] & board->opponent) && board_get_move(board, x, &move)) {
search_update_endgame(search, &move);
if (search->n_empties == 4) score = search_solve_4(search, alpha);
else score = -search_shallow(search, -beta);
search_restore_endgame(search, &move);
if (score >= beta) return score;
else if (score > bestscore) bestscore = score;
}
}
foreach_even_empty (x, search->empties, search->parity) {
if ((NEIGHBOUR[x] & board->opponent) && board_get_move(board, x, &move)) {
search_update_endgame(search, &move);
if (search->n_empties == 4) score = search_solve_4(search, alpha);
else score = -search_shallow(search, -beta);
search_restore_endgame(search, &move);
if (score >= beta) return score;
else if (score > bestscore) bestscore = score;
}
}
} else {
foreach_empty (x, search->empties) {
if ((NEIGHBOUR[x] & board->opponent) && board_get_move(board, x, &move)) {
search_update_endgame(search, &move);
if (search->n_empties == 4) score = search_solve_4(search, alpha);
else score = -search_shallow(search, -beta);
search_restore_endgame(search, &move);
if (score >= beta) return score;
else if (score > bestscore) bestscore = score;
}
}
}
// no move
if (bestscore == -SCORE_INF) {
if (can_move(board->opponent, board->player)) { // pass
search_pass_endgame(search);
bestscore = -search_shallow(search, -beta);
search_pass_endgame(search);
} else { // gameover
bestscore = search_solve(search);
}
}
assert(SCORE_MIN <= bestscore && bestscore <= SCORE_MAX);
return bestscore;
}
/**
* @brief Evaluate an endgame position with a Null Window Search algorithm.
*
* This function is used when there are still many empty squares on the board. Move
* ordering, hash table cutoff, enhanced transposition cutoff, etc. are used in
* order to diminish the size of the tree to analyse, but at the expense of a
* slower speed.
*
* @param search Search.
* @param alpha Alpha bound.
* @return The final score, as a disc difference.
*/
int NWS_endgame(Search *search, const int alpha)
{
HashTable *hash_table = &search->hash_table;
HashData hash_data;
HashStore store;
uint64_t hash_code;
const int beta = alpha + 1;
Board *board = &search->board;
MoveList movelist;
Move *move;
int score, bestscore, bestmove;
uint64_t cost;
if (search->stop) return alpha;
assert(search->n_empties == bit_count(~(search->board.player | search->board.opponent)));
assert(SCORE_MIN <= alpha && alpha <= SCORE_MAX);
SEARCH_STATS(++statistics.n_NWS_endgame);
SEARCH_UPDATE_INTERNAL_NODES(search->n_nodes);
#if USE_SOLID
// discs on all lines full do not participate to the game anymore,
// so we transfer them to the player side.
Board solid;
int solid_delta;
uint64_t full = 0;
// stability cutoff
if (search_SC_NWS_full(search, alpha, &score, &full)) return score;
solid = *board;
solid_delta = 0;
if (search->n_empties <= SOLID_DEPTH) {
full &= solid.opponent;
solid.opponent ^= full;
solid.player ^=full;
solid_delta = 2 * bit_count(full);
}
// transposition prefetch
hash_code = board_get_hash_code(&solid);
hash_prefetch(hash_table, hash_code);
#else
hash_code = board_get_hash_code(board);
hash_prefetch(hash_table, hash_code);
// stability cutoff
if (search_SC_NWS(search, alpha, &score)) return score;
#endif
search_get_movelist(search, &movelist);
if (movelist.n_moves > 1) {
// transposition cutoff
#if USE_SOLID
if (hash_get(hash_table, &solid, hash_code, &hash_data)) {
hash_data.lower -= solid_delta;
hash_data.upper -= solid_delta;
if (search_TC_NWS(&hash_data, search->n_empties, NO_SELECTIVITY, alpha, &score)) return score;
}
#else
if (hash_get(hash_table, board, hash_code, &hash_data) && search_TC_NWS(&hash_data, search->n_empties, NO_SELECTIVITY, alpha, &score)) return score;
#endif
cost = -search->n_nodes;
movelist_evaluate_fast(&movelist, search, &hash_data);
bestscore = -SCORE_INF;
// loop over all moves
foreach_best_move(move, &movelist) {
search_update_endgame(search, move);
if (search->n_empties <= DEPTH_TO_SHALLOW_SEARCH) score = -search_shallow(search, -beta);
else score = -NWS_endgame(search, -beta);
search_restore_endgame(search, move);
if (score > bestscore) {
bestmove = move->x;
bestscore = score;
if (bestscore >= beta) break;
}
}
if (!search->stop) {
cost += search->n_nodes;
draft_set(&store.draft, search->n_empties, NO_SELECTIVITY, last_bit(cost), search->hash_table.date);
#if USE_SOLID
store_set(&store, alpha + solid_delta, beta + solid_delta, bestscore + solid_delta, bestmove);
hash_store(hash_table, &solid, hash_code, &store);
#else
store_set(&store, alpha, beta, bestscore, bestmove);
hash_store(hash_table, board, hash_code, &store);
#endif
}
} else if (movelist.n_moves == 1) {
move = movelist_first(&movelist);
search_update_endgame(search, move);
if (search->n_empties <= DEPTH_TO_SHALLOW_SEARCH) bestscore = -search_shallow(search, -beta);
else bestscore = -NWS_endgame(search, -beta);
search_restore_endgame(search, move);
} else {
if (can_move(board->opponent, board->player)) { // pass
search_pass_endgame(search);
bestscore = -NWS_endgame(search, -beta);
search_pass_endgame(search);
} else { // game over
bestscore = search_solve(search);
}
}
if (SQUARE_STATS(1) + 0) {
foreach_move(move, &movelist)
++statistics.n_played_square[search->n_empties][SQUARE_TYPE[move->x]];
if (bestscore > alpha) ++statistics.n_good_square[search->n_empties][SQUARE_TYPE[bestscore]];
}
assert(SCORE_MIN <= bestscore && bestscore <= SCORE_MAX);
return bestscore;
}
| 412 | 0.86034 | 1 | 0.86034 | game-dev | MEDIA | 0.801076 | game-dev | 0.954983 | 1 | 0.954983 |
lenmus/lenmus | 5,955 | lomse/trunk/src/graphic_model/lomse_gm_measures_table.cpp | //---------------------------------------------------------------------------------------
// This file is part of the Lomse library.
// Lomse is copyrighted work (c) 2010-2019. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// * Redistributions in binary form must reproduce the above copyright notice, this
// list of conditions and the following disclaimer in the documentation and/or
// other materials provided with the distribution.
//
// 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.
//
// For any comment, suggestion or feature request, please contact the manager of
// the project at cecilios@users.sourceforge.net
//---------------------------------------------------------------------------------------
#include "lomse_gm_measures_table.h"
#include "lomse_internal_model.h"
#include "lomse_im_measures_table.h"
#include "lomse_box_system.h"
#include "lomse_shape_barline.h"
//std
#include <sstream>
#include <iomanip>
using namespace std;
namespace lomse
{
//=======================================================================================
//GmMeasuresTable implementation
//=======================================================================================
GmMeasuresTable::GmMeasuresTable(ImoScore* pScore)
{
initialize_vectors(pScore);
}
//---------------------------------------------------------------------------------------
GmMeasuresTable::~GmMeasuresTable()
{
for (size_t iInstr=0; iInstr < m_instrument.size(); ++iInstr)
{
if (m_instrument[iInstr])
{
m_instrument[iInstr]->clear();
delete m_instrument[iInstr];
}
}
m_instrument.clear();
}
//---------------------------------------------------------------------------------------
void GmMeasuresTable::initialize_vectors(ImoScore* pScore)
{
int numInstruments = pScore->get_num_instruments();
m_instrument.resize(numInstruments);
m_numBarlines.assign(numInstruments, 0);
for (int iInstr=0; iInstr < numInstruments; ++iInstr)
{
ImoInstrument* pInstr = pScore->get_instrument(iInstr);
ImMeasuresTable* pTable = pInstr->get_measures_table();
if (pTable)
{
int numMeasures = pTable->num_entries();
BarlinesVector* pBarlines = LOMSE_NEW BarlinesVector;
pBarlines->assign(numMeasures, nullptr);
m_instrument[iInstr] = pBarlines;
}
else
{
m_instrument[iInstr] = nullptr; //empty instrument
}
}
}
//---------------------------------------------------------------------------------------
int GmMeasuresTable::get_num_measures(int iInstr)
{
BarlinesVector* pBarlines = m_instrument[iInstr];
if (pBarlines)
return int(pBarlines->size());
return 0;
}
//---------------------------------------------------------------------------------------
void GmMeasuresTable::finish_measure(int iInstr, GmoShapeBarline* pBarlineShape)
{
//invoked when a non-middle barline is found
BarlinesVector* pBarlines = m_instrument[iInstr];
pBarlines->at(m_numBarlines[iInstr]) = pBarlineShape;
m_numBarlines[iInstr]++;
}
//---------------------------------------------------------------------------------------
LUnits GmMeasuresTable::get_end_barline_left(int iInstr, int iMeasure,
GmoBoxSystem* pBox)
{
LUnits xLeft = pBox->get_right();
BarlinesVector* pBarlines = m_instrument.at(iInstr);
GmoShapeBarline* pEndShape = pBarlines->at(iMeasure);
if (pEndShape)
xLeft = pEndShape->get_left();
return xLeft;
}
//---------------------------------------------------------------------------------------
LUnits GmMeasuresTable::get_start_barline_right(int iInstr, int iMeasure,
GmoBoxSystem* pBox)
{
BarlinesVector* pBarlines = m_instrument.at(iInstr);
LUnits xRight = pBox->get_start_measure_xpos();
if (iMeasure > 0)
{
int iFirstMeasure = pBox->get_first_measure(iInstr);
if (iFirstMeasure >=0 && iMeasure > iFirstMeasure)
{
GmoShapeBarline* pStartShape = pBarlines->at(iMeasure-1);
if (pStartShape)
xRight = pStartShape->get_right();
}
}
return xRight;
}
//---------------------------------------------------------------------------------------
void GmMeasuresTable::dump_gm_measures()
{
stringstream s;
s << endl << "GmMeasuresTable:" << endl;
vector<BarlinesVector*>::iterator it;
int iInstr = 0;
for (it = m_instrument.begin(); it != m_instrument.end(); ++it, ++iInstr)
{
s << fixed << setprecision(2) << iInstr << ": ";
BarlinesVector* pBarlines = *it;
for (size_t i=0; i < pBarlines->size(); ++i)
{
s << (pBarlines->at(i) ? "1," : "0,");
}
s << endl;
}
dbgLogger << s.str();
}
} //namespace lomse
| 412 | 0.958715 | 1 | 0.958715 | game-dev | MEDIA | 0.640531 | game-dev | 0.689473 | 1 | 0.689473 |
DreamLife-Jianwei/Qt-Vtk | 9,213 | 11_QtVtk9ReadDicomDemoCmake/Vtk9/include/vtk-9.0/vtkOctreePointLocatorNode.h | /*=========================================================================
Program: Visualization Toolkit
Module: vtkOctreePointLocatorNode.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/*----------------------------------------------------------------------------
Copyright (c) Sandia Corporation
See Copyright.txt or http://www.paraview.org/HTML/Copyright.html for details.
----------------------------------------------------------------------------*/
/**
* @class vtkOctreePointLocatorNode
* @brief Octree node that has 8 children each of equal size
*
*
* This class represents a single spatial region in a 3D axis octant
* partitioning. It is intended to work efficiently with the
* vtkOctreePointLocator and is not meant for general use. It is assumed
* the region bounds some set of points. The ordering of the children is
* (-x,-y,-z),(+x,-y,-z),(-x,+y,-z),(+x,+y,-z),(-x,-y,+z),(+x,-y,+z),
* (-x,+y,+z),(+x,+y,+z). The portion of the domain assigned to an
* octant is Min < x <= Max.
*
* @sa
* vtkOctreePointLocator
*/
#ifndef vtkOctreePointLocatorNode_h
#define vtkOctreePointLocatorNode_h
#include "vtkCommonDataModelModule.h" // For export macro
#include "vtkObject.h"
class vtkCell;
class vtkPlanesIntersection;
class VTKCOMMONDATAMODEL_EXPORT vtkOctreePointLocatorNode : public vtkObject
{
public:
vtkTypeMacro(vtkOctreePointLocatorNode, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) override;
static vtkOctreePointLocatorNode* New();
//@{
/**
* Set/Get the number of points contained in this region.
*/
void SetNumberOfPoints(int numberOfPoints) { this->NumberOfPoints = numberOfPoints; }
vtkGetMacro(NumberOfPoints, int);
//@}
//@{
/**
* Set/Get the bounds of the spatial region represented by this node.
* Caller allocates storage for 6-vector in GetBounds.
*/
void SetBounds(double xMin, double xMax, double yMin, double yMax, double zMin, double zMax);
void SetBounds(const double b[6]) { this->SetBounds(b[0], b[1], b[2], b[3], b[4], b[5]); }
void GetBounds(double* b) const;
//@}
//@{
/**
* Set/Get the bounds of the points contained in this spatial region.
* This may be smaller than the bounds of the region itself.
* Caller allocates storage for 6-vector in GetDataBounds.
*/
void SetDataBounds(double xMin, double xMax, double yMin, double yMax, double zMin, double zMax);
void GetDataBounds(double* b) const;
//@}
//@{
/**
* Get a pointer to the 3 bound minima (xmin, ymin and zmin) or the
* 3 bound maxima (xmax, ymax, zmax). Don't free this pointer.
*/
vtkGetMacro(MinBounds, double*);
vtkGetMacro(MaxBounds, double*);
//@}
//@{
/**
* Set the xmin, ymin and zmin value of the bounds of this region
*/
void SetMinBounds(double minBounds[3])
{
this->MinBounds[0] = minBounds[0];
this->MinBounds[1] = minBounds[1];
this->MinBounds[2] = minBounds[2];
}
//@}
//@{
/**
* Set the xmax, ymax and zmax value of the bounds of this region
*/
void SetMaxBounds(double maxBounds[3])
{
this->MaxBounds[0] = maxBounds[0];
this->MaxBounds[1] = maxBounds[1];
this->MaxBounds[2] = maxBounds[2];
}
//@}
//@{
/**
* Get a pointer to the 3 data bound minima (xmin, ymin and zmin) or the
* 3 data bound maxima (xmax, ymax, zmax). Don't free this pointer.
*/
vtkGetMacro(MinDataBounds, double*);
vtkGetMacro(MaxDataBounds, double*);
//@}
//@{
/**
* Set the xmin, ymin and zmin value of the bounds of this
* data within this region.
*/
void SetMinDataBounds(double minDataBounds[3])
{
this->MinDataBounds[0] = minDataBounds[0];
this->MinDataBounds[1] = minDataBounds[1];
this->MinDataBounds[2] = minDataBounds[2];
}
//@}
//@{
/**
* Set the xmax, ymax and zmax value of the bounds of this
* data within this region.
*/
void SetMaxDataBounds(double maxDataBounds[3])
{
this->MaxDataBounds[0] = maxDataBounds[0];
this->MaxDataBounds[1] = maxDataBounds[1];
this->MaxDataBounds[2] = maxDataBounds[2];
}
//@}
//@{
/**
* Get the ID associated with the region described by this node. If
* this is not a leaf node, this value should be -1.
*/
vtkGetMacro(ID, int);
//@}
//@{
/**
* If this node is not a leaf node, there are leaf nodes below it whose
* regions represent a partitioning of this region. The IDs of these
* leaf nodes form a contiguous set. Get the first of the first point's
* ID that is contained in this node.
*/
vtkGetMacro(MinID, int);
//@}
/**
* Add the 8 children.
*/
void CreateChildNodes();
/**
* Delete the 8 children.
*/
void DeleteChildNodes();
/**
* Get a pointer to the ith child of this node.
*/
vtkOctreePointLocatorNode* GetChild(int i);
/**
* A vtkPlanesIntersection object represents a convex 3D region bounded
* by planes, and it is capable of computing intersections of
* boxes with itself. Return 1 if this spatial region intersects
* the spatial region described by the vtkPlanesIntersection object.
* Use the possibly smaller bounds of the points within the region
* if useDataBounds is non-zero.
*/
int IntersectsRegion(vtkPlanesIntersection* pi, int useDataBounds);
/**
* Return 1 if this spatial region entirely contains the given point.
* Use the possibly smaller bounds of the points within the region
* if useDataBounds is non-zero.
*/
vtkTypeBool ContainsPoint(double x, double y, double z, int useDataBounds);
/**
* Calculate the distance squared from any point to the boundary of this
* region. Use the boundary of the points within the region if useDataBounds
* is non-zero.
*/
double GetDistance2ToBoundary(
double x, double y, double z, vtkOctreePointLocatorNode* top, int useDataBounds);
/**
* Calculate the distance squared from any point to the boundary of this
* region. Use the boundary of the points within the region if useDataBounds
* is non-zero. Set boundaryPt to the point on the boundary.
*/
double GetDistance2ToBoundary(double x, double y, double z, double* boundaryPt,
vtkOctreePointLocatorNode* top, int useDataBounds);
/**
* Calculate the distance from the specified point (which is required to
* be inside this spatial region) to an interior boundary. An interior
* boundary is one that is not also an boundary of the entire space
* partitioned by the tree of vtkOctreePointLocatorNode's.
*/
double GetDistance2ToInnerBoundary(double x, double y, double z, vtkOctreePointLocatorNode* top);
/**
* Return the id of the suboctant that a given point is in.
* If CheckContainment is non-zero then it checks whether
* the point is in the actual bounding box of the suboctant,
* otherwise it only checks which octant the point is in
* that is created from the axis-aligned partitioning of
* the domain at this octant's center.
*/
int GetSubOctantIndex(double* point, int CheckContainment);
/**
* Recursive function to compute ID, MinVal, MaxVal, and MinID.
* Parent is used for MinVal and MaxVal in the case that no
* points are in the leaf node.
*/
void ComputeOctreeNodeInformation(
vtkOctreePointLocatorNode* Parent, int& NextLeafId, int& NextMinId, float* coordinates);
protected:
vtkOctreePointLocatorNode();
~vtkOctreePointLocatorNode() override;
private:
double _GetDistance2ToBoundary(double x, double y, double z, double* boundaryPt,
int innerBoundaryOnly, vtkOctreePointLocatorNode* top, int useDataBounds);
/**
* The minimum coordinate location of the node.
*/
double MinBounds[3];
/**
* The maximum coordinate location of the node.
*/
double MaxBounds[3];
/**
* The minimum coordinate location of the points contained
* within this node.
*/
double MinDataBounds[3];
/**
* The maximum coordinate location of the points contained
* within this node.
*/
double MaxDataBounds[3];
/**
* Get the number of points associated with this octant.
* The octant does not have to be a leaf octant. For example,
* for the root octant NumberOfPoints is equal to the number
* of points in the dataset.
*/
int NumberOfPoints;
/**
* A pointer to the 8 children of this node.
*/
vtkOctreePointLocatorNode** Children;
/**
* The ID of this octant. If it is not a leaf octant then ID=-1.
*/
int ID;
/**
* The minimum Id of the ordered points in this octant (note that
* this Id is different than the vtkIdType used for referencing
* the point in the data set.
*/
int MinID;
vtkOctreePointLocatorNode(const vtkOctreePointLocatorNode&) = delete;
void operator=(const vtkOctreePointLocatorNode&) = delete;
};
#endif
| 412 | 0.970949 | 1 | 0.970949 | game-dev | MEDIA | 0.327502 | game-dev | 0.990116 | 1 | 0.990116 |
eaglerforge/EaglerForge-builds | 70,671 | web/v1.3.2/lang/kw_GB.lang | achievement.acquireIron=Kavos Kalesweyth
achievement.acquireIron.desc=Teudhi unn torth horn
achievement.bakeCake=An Gow
achievement.bakeCake.desc=Gwaneth, sugra, leth hag oyow!
achievement.blazeRod=Yn Tan
achievement.blazeRod.desc=Difres unn Dewi a y welen
achievement.bookcase=Lyveryas
achievement.breedCow=Daspoblans
achievement.buildBetterPickaxe=Ow kavos unn Gwellhe
achievement.buildBetterPickaxe.desc=Gul unn pigel gwell
achievement.buildFurnace=Testen Tomm
achievement.buildFurnace.desc=Drehevel unn fog yn-mes a eth stockys men
achievement.buildHoe=Termyn dhe Amethi!
achievement.buildPickaxe=Termyn dhe Balas!
achievement.buildPickaxe.desc=Usya estylow ha gwelynni gul unn pigel
achievement.buildSword=Gweskel Termyn!
achievement.cookFish=Pysk Dentethyel
achievement.cookFish.desc=Kachyans ha kog pysk!
achievement.diamonds=ADAMANTYS!
achievement.diamondsToYou=Adamantys Dhis!
achievement.enchantments=Pystrier
achievement.enchantments.desc=Use a book, obsidian and diamonds to construct an enchantment table, also jere is a weasel
achievement.exploreAllBiomes=Owth Aventur Termyn
achievement.exploreAllBiomes.desc=Diskudha oll an viomys
achievement.flyPig=Pan Vogh Neyja
achievement.flyPig.desc=Neyja unn hogh dres unn als
achievement.fullBeacon=Golowver
achievement.fullBeacon.desc=Gwruthyl unn Golowva Leun
achievement.get=Kerhes Kowlwrians!
achievement.ghast=Daskor dhe Danvonow
achievement.ghast.desc=Distrui Euth gans unn tanpel
achievement.killCow=Omhwelesek Bugh
achievement.killCow.desc=Trevasa re ledher
achievement.killEnemy=Helghor Tebelvest
achievement.killEnemy.desc=Omsettya ha distrui unn Tebelvest
achievement.killWither=An Dhalleth.
achievement.killWither.desc=Ladha an Wedhra
achievement.makeBread=Pobas Bara
achievement.makeBread.desc=Omwul gwaneth yn bara
achievement.mineWood=Ow Kerhes Prenn
achievement.onARail=Warn Hyns horn
achievement.openInventory=Merkya Rol
achievement.openInventory.desc=Gwaska '%1$s' rag ygeri agas rol.
achievement.overkill=Gorladha
achievement.overkill.desc=Deal nine hearts of damage in a single hit
achievement.portal=Yma odhom dhyn dhe downhe
achievement.portal.desc=Drehevel unn porth dhe'n Annown
achievement.potion=Bragji Teythyek
achievement.potion.desc=Braga Diwas
achievement.requires=Rekwirya '%1$s'
achievement.snipeSkeleton=Omladh Sether
achievement.spawnWither=An Dhalleth?
achievement.spawnWither.desc=Bywhe an Wedhra
achievement.taken=Kemerys!
achievement.theEnd=An Diwedh?
achievement.theEnd.desc=Desedha an Diwedh
achievement.theEnd2=An Diwedh.
achievement.theEnd2.desc=Fedha an Dragon Diwedhek
achievement.unknown=???
addServer.add=Gwrys
addServer.enterIp=Trigva an Servyer
addServer.enterName=Hanow an Servyer
addServer.hideAddress=Kudha an Drigva
addServer.title=Chanjya kedhlow an servyer
advMode.allEntities=Use "@e" to target all entities
advMode.allPlayers=Usya "@a" dhe kostenna gwarioryon oll
advMode.command=Arhadow Konsolen
advMode.nearestPlayer=Usya "@p" dhe kostenna an gwarier nessa
advMode.notAllowed=Must be an opped player in creative mode
advMode.notEnabled=Nyns yma Stockys Arhadow galosegiek war hemm servyer
advMode.previousOutput=Previous Output
advMode.randomPlayer=Usya "@r" dhe kostenna unn gwarier war amkan
advMode.setCommand=Settya Arhadow Konsolen rag Stock
advMode.setCommand.success=Command set: %s
attribute.name.generic.attackDamage=Damach Omsettyans
attribute.name.generic.followRange=Efander Holya Mob
attribute.name.generic.knockbackResistance=Defens Bonkarta
attribute.name.generic.maxHealth=Ugh-Yehes
attribute.name.generic.movementSpeed=Tooth
attribute.name.zombie.spawnReinforcements=Kreunyow Zombi
book.byAuthor=gans %1$s
book.editTitle=Titel an lyver:
book.finalizeButton=Sina ha degea
book.finalizeWarning=Notyewgh! Pan wryllowgh hwi sina an lyver, ny vydh chanjyadow na fella.
book.generation.0=Original
book.generation.1=Copy of original
book.generation.2=Copy of a copy
book.generation.3=Tattered
book.pageIndicator=Folen %1$s a %2$s
book.signButton=Sina
chat.cannotSend=Cannot send chat message
chat.copy=Eylscrif dhe'n Scryp
chat.link.confirm=Owgh hwi sur bos hwans dhywgh ygeri an wiasva a sew?
chat.link.open=Ygeri yn Peurel
chat.link.warning=Na ygerewgh nevra kevrennow dhyworth tus na drestyowgh dhedha!
chat.stream.emote=(%s) * %s %s
chat.stream.text=(%s) <%s> %s
commands.achievement.alreadyHave=Player %s already has achievement %s
commands.achievement.dontHave=Player %s doesn't have achievement %s
commands.achievement.give.success.all=Successfully given all achievements to %s
commands.achievement.give.success.one=Successfully given %s the stat %s
commands.achievement.statTooLow=Player %s does not have the stat %s
commands.achievement.take.success.all=Successfully taken all achievements from %s
commands.achievement.take.success.one=Successfully taken the stat %s from %s
commands.achievement.unknownAchievement=Unknown achievement or statistic '%s'
commands.achievement.usage=/achievement <give|take> <stat_name|*> [player]
commands.ban.success=Gwarier Emskemunys %s
commands.ban.usage=/ban <name> [reason ...]
commands.banip.invalid=Hwi re entras trigva IP drog po gwarier nag yw warlinen
commands.banip.success=Trigva IP %s difennys
commands.banip.usage=/ban-ip <address|name> [reason ...]
commands.banlist.usage=/banlist [ips|players]
commands.blockdata.failed=The data tag did not change: %s
commands.blockdata.notValid=The target block is not a data holder block
commands.blockdata.outOfWorld=Cannot change block outside of the world
commands.blockdata.success=Block data updated to: %s
commands.blockdata.tagError=Data tag parsing failed: %s
commands.blockdata.usage=/blockdata <x> <y> <z> <dataTag>
commands.clear.failure=Ny yll kartha an rol a %s, namoy traow dhe remova
commands.clear.success=Karthys an rol a %s, ow remova %s traow
commands.clone.failed=No blocks cloned
commands.clone.noOverlap=Source and destination can not overlap
commands.clone.outOfWorld=Cannot access blocks outside of the world
commands.clone.success=%s blocks cloned
commands.clone.tooManyBlocks=Too many blocks in the specified area (%s > %s)
commands.clone.usage=/clone <x1> <y1> <z1> <x2> <y2> <z2> <x> <y> <z> [mode]
commands.compare.failed=Source and destination are not identical
commands.compare.outOfWorld=Cannot access blocks outside of the world
commands.compare.success=%s blocks compared
commands.compare.tooManyBlocks=Too many blocks in the specified area (%s > %s)
commands.compare.usage=/testforblocks <x1> <y1> <z1> <x2> <y2> <z2> <x> <y> <z> [mode]
commands.defaultgamemode.usage=/defaultgamemode <mode>
commands.deop.success=De-opped %s
commands.deop.usage=/deop <player>
commands.difficulty.usage=/difficulty <new difficulty>
commands.downfall.success=Skwychys hager-gowas
commands.effect.failure.notActive=Couldn't take %1$s from %2$s as they do not have the effect
commands.effect.failure.notActive.all=Couldn't take any effects from %s as they do not have any
commands.effect.notFound=There is no such mob effect with ID %s
commands.effect.success=Given %1$s (ID %2$s) * %3$s to %4$s for %5$s seconds
commands.effect.success.removed=Took %1$s from %2$s
commands.effect.success.removed.all=Took all effects from %s
commands.effect.usage=/effect <player> <effect> [seconds] [amplifier] [hideParticles]
commands.enchant.notFound=There is no such enchantment with ID %s
commands.enchant.success=Hus Sewen
commands.enchant.usage=/enchant <player> <enchantment ID> [level]
commands.entitydata.failed=The data tag did not change: %s
commands.entitydata.noPlayers=%s is a player and cannot be changed
commands.entitydata.success=Entity data updated to: %s
commands.entitydata.tagError=Data tag parsing failed: %s
commands.entitydata.usage=/entitydata <entity> <dataTag>
commands.fill.failed=No blocks filled
commands.fill.outOfWorld=Cannot place blocks outside of the world
commands.fill.success=%s blocks filled
commands.fill.tagError=Data tag parsing failed: %s
commands.fill.tooManyBlocks=Too many blocks in the specified area (%s > %s)
commands.fill.usage=/fill <x1> <y1> <z1> <x2> <y2> <z2> <TileName> [dataValue] [oldBlockHandling] [dataTag]
commands.gamemode.usage=/gamemode <mode> [player]
commands.generic.boolean.invalid='%s' nyns yw gwir po fals
commands.generic.double.tooBig=Re vras yw an niver entrys genowgh (%s), res yw y vos %s dhe'n moyha
commands.generic.double.tooSmall=Re vyhan yw an niver entrys genowgh (%s), res yw y vos %s dhe'n lyha
commands.generic.exception=Unn error ankoth hwarvosek hedre assaya performya hemm arhadow
commands.generic.notFound=Arhadow ankoth. Hwilas /help rag unn rol a arhadowyow
commands.generic.num.invalid=Nyns yw '%s' niver da
commands.generic.num.tooBig=Re vras yw an niver entrys genowgh (%s), res yw y vos %s dhe'n moyha
commands.generic.num.tooSmall=Re vyhan yw an niver entrys genowgh (%s), res yw y vos %s dhe'n lyha
commands.generic.permission=Nyns eus kummyas dhis rag an arhadow ma
commands.generic.player.notFound=Ny yll an gwarier-na bos kevys
commands.generic.syntax=Drog arhadow syntax
commands.generic.usage=Devnydh: %s
commands.give.notFound=There is no such item with name %s
commands.help.header=--- Displetyow folenn gweres %s a %s (/help <page>) ---
commands.help.usage=/help [page|command name]
commands.kick.success=%s a veu tewlys dhe-ves a'n gwari
commands.kick.usage=/kick <player> [reason ...]
commands.me.usage=/me <action ...>
commands.message.display.incoming=%s hanasow dhis: %s
commands.message.display.outgoing=Ty hanas dhe %s: %s
commands.message.sameTarget=Ny yllowgh hwi danvon messach privedh dhe'gas honan!
commands.message.usage=/tell <player> <private message ...>
commands.op.success=Opped %s
commands.op.usage=/op <player>
commands.players.list=Yma %s/%s gwarioryon warlinen:
commands.save.failed=Gwitha a fyllas: %s
commands.save.start=Ow kwitha...
commands.save.success=Duniyā kō bacāyā
commands.say.usage=/say <message ...>
commands.scoreboard.objectives.list.empty=There are no objectives on the scoreboard
commands.scoreboard.objectives.list.entry=- %s: displays as '%s' and is type '%s'
commands.scoreboard.players.add.usage=/scoreboard players add <player> <objective> <count> [dataTag]
commands.scoreboard.players.enable.noTrigger=Objective %s is not a trigger
commands.scoreboard.players.enable.success=Enabled trigger %s for %s
commands.scoreboard.players.enable.usage=/scoreboard players enable <player> <trigger>
commands.scoreboard.players.list.count=Showing %s tracked players on the scoreboard:
commands.scoreboard.players.list.empty=There are no tracked players on the scoreboard
commands.scoreboard.players.list.player.count=Showing %s tracked objective(s) for %s:
commands.scoreboard.players.list.player.empty=Player %s has no scores recorded
commands.scoreboard.players.list.usage=/scoreboard players list [name]
commands.scoreboard.players.operation.invalidOperation=Invalid operation %s
commands.scoreboard.players.operation.notFound=No %s score for %s found
commands.scoreboard.players.operation.success=Operation applied successfully
commands.scoreboard.players.operation.usage=/scoreboard players operation <targetName> <targetObjective> <operation> <selector> <objective>
commands.scoreboard.players.remove.usage=/scoreboard players remove <player> <objective> <count> [dataTag]
commands.scoreboard.players.reset.usage=/scoreboard players reset <player> [objective]
commands.scoreboard.players.resetscore.success=Reset score %s of player %s
commands.scoreboard.players.set.success=Set score of %s for player %s to %s
commands.scoreboard.players.set.tagError=Could not parse dataTag, reason: %s
commands.scoreboard.players.set.tagMismatch=The dataTag does not match for %s
commands.scoreboard.players.set.usage=/scoreboard players set <player> <objective> <score> [dataTag]
commands.scoreboard.players.test.failed=Score %s is NOT in range %s to %s
commands.scoreboard.players.test.notFound=No %s score for %s found
commands.scoreboard.players.test.success=Score %s is in range %s to %s
commands.scoreboard.players.test.usage=/scoreboard players test <player> <objective> <min> <max>
commands.scoreboard.players.usage=/scoreboard players <set|add|remove|reset|list|enable|test|operation> ...
commands.scoreboard.teams.add.alreadyExists=A team with the name '%s' already exists
commands.scoreboard.teams.add.displayTooLong=The display name '%s' is too long for a team, it can be at most %s characters long
commands.scoreboard.teams.add.success=Added new team '%s' successfully
commands.scoreboard.teams.add.tooLong=The name '%s' is too long for a team, it can be at most %s characters long
commands.scoreboard.teams.add.usage=/scoreboard teams add <name> [display name ...]
commands.scoreboard.teams.empty.alreadyEmpty=Team %s is already empty, cannot remove nonexistant players
commands.scoreboard.teams.empty.success=Removed all %s player(s) from team %s
commands.scoreboard.teams.empty.usage=/scoreboard teams empty <team>
commands.scoreboard.teams.join.failure=Could not add %s player(s) to team %s: %s
commands.scoreboard.teams.join.success=Added %s player(s) to team %s: %s
commands.scoreboard.teams.join.usage=/scoreboard teams join <team> [player]
commands.scoreboard.teams.leave.failure=Could not remove %s player(s) from their teams: %s
commands.scoreboard.teams.leave.noTeam=Ny esowgh hwi yn unn para
commands.scoreboard.teams.leave.success=Removed %s player(s) from their teams: %s
commands.scoreboard.teams.leave.usage=/scoreboard teams leave [player]
commands.scoreboard.teams.list.count=Showing %s teams on the scoreboard:
commands.scoreboard.teams.list.empty=There are no teams registered on the scoreboard
commands.scoreboard.teams.list.entry=- %1$s: '%2$s' has %3$s players
commands.scoreboard.teams.list.player.count=Showing %s player(s) in team %s:
commands.scoreboard.teams.list.player.empty=Team %s has no players
commands.scoreboard.teams.list.usage=/scoreboard teams list [name]
commands.scoreboard.teams.remove.success=Removed team %s
commands.scoreboard.teams.remove.usage=/scoreboard teams remove <name>
commands.scoreboard.teams.usage=/scoreboard teams <list|add|remove|empty|join|leave|option> ...
commands.seed.success=Seed: %s
commands.setblock.failed=Ny yll gorra stock
commands.setblock.noChange=The block couldn't be placed
commands.setblock.notFound=There is no such block with ID/name %s
commands.setblock.outOfWorld=Ny yllys gorra stock a-ves dhe'n vys
commands.setblock.success=Gorrys Stock
commands.setblock.tagError=Data tag parsing failed: %s
commands.setblock.usage=/setblock <x> <y> <z> <TileName> [dataValue] [oldBlockHandling] [dataTag]
commands.spreadplayers.failure.players=Could not spread %s players around %s,%s (too many players for space - try using spread of at most %s)
commands.spreadplayers.failure.teams=Could not spread %s teams around %s,%s (too many players for space - try using spread of at most %s)
commands.spreadplayers.info.players=(Average distance between players is %s blocks apart after %s iterations)
commands.spreadplayers.info.teams=(Average distance between teams is %s blocks apart after %s iterations)
commands.spreadplayers.spreading.players=Spreading %s players %s blocks around %s,%s (min %s blocks apart)
commands.spreadplayers.spreading.teams=Spreading %s teams %s blocks around %s,%s (min %s blocks apart)
commands.spreadplayers.success.players=Successfully spread %s players around %s,%s
commands.spreadplayers.success.teams=Successfully spread %s teams around %s,%s
commands.spreadplayers.usage=/spreadplayers <x> <z> <spreadDistance> <maxRange> <respectTeams true|false> <player ...>
commands.stop.start=Stoppyowth an Servyer
commands.summon.failed=Unable to summon object
commands.summon.outOfWorld=Cannot summon the object out of the world
commands.summon.tagError=Data tag parsing failed: %s
commands.testfor.success=Found %s
commands.testfor.tagError=Data tag parsing failed: %s
commands.testforblock.failed.data=The block at %s,%s,%s had the data value of %s (expected: %s).
commands.testforblock.failed.nbt=The block at %s,%s,%s did not have the required NBT keys.
commands.testforblock.failed.tile=The block at %s,%s,%s is %s (expected: %s).
commands.testforblock.failed.tileEntity=The block at %s,%s,%s is not a tile entity and cannot support tag matching.
commands.testforblock.outOfWorld=Cannot test for block outside of the world
commands.testforblock.success=Successfully found the block at %s,%s,%s.
commands.testforblock.usage=/testforblock <x> <y> <z> <TileName> [dataValue] [dataTag]
commands.time.added=%s keworrys dhe'n termyn
commands.time.set=Set an termyn dhe %s
commands.title.success=Title command successfully executed
commands.title.usage=/title <player> <title|subtitle|clear|reset|times> ...
commands.title.usage.clear=/title <player> clear|reset
commands.title.usage.times=/title <player> times <fadeIn> <stay> <fadeOut>
commands.title.usage.title=/title <player> title|subtitle <raw json title>
commands.tp.notSameDimension=Teleport karanē mēṁ asamartha khilāṛiyōṁ kō ēka hī āyāma mēṁ nahīṁ haiṁ kyōṅki
commands.tp.success=Pellporthys %s dhe %s
commands.tp.success.coordinates=Pellporthys %s dhe %s,%s,%s
commands.unban.success=Gwarier Disemskemunys %s
commands.unban.usage=/pardon <name>
commands.unbanip.invalid=Hwi re entras trigva IP drog
commands.unbanip.usage=/pardon-ip <address>
commands.whitelist.add.success=Śvēta sūcī %s mēṁ jōṛā gayā
commands.whitelist.add.usage=/whitelist add <player>
commands.whitelist.disabled=Skwychya yn-mes an rolwynn
commands.whitelist.enabled=Skwychya yn-fyw an rolwynn
commands.whitelist.list=Kara rahē haiṁ %s (Sē bāhara %s Dēkhā) Śvētasūcībad'dha khilāṛiyōṁ:
commands.whitelist.reloaded=Daskargys an rolwynn
commands.whitelist.remove.usage=/whitelist remove <player>
commands.worldborder.add.usage=/worldborder add <sizeInBlocks> [timeInSeconds]
commands.worldborder.center.success=Set world border center to %s,%s
commands.worldborder.center.usage=/worldborder center <x> <z>
commands.worldborder.damage.amount.success=Set world border damage amount to %s per block (from %s per block)
commands.worldborder.damage.amount.usage=/worldborder damage amount <damagePerBlock>
commands.worldborder.damage.buffer.success=Set world border damage buffer to %s blocks (from %s blocks)
commands.worldborder.damage.buffer.usage=/worldborder damage buffer <sizeInBlocks>
commands.worldborder.damage.usage=/worldborder damage <buffer|amount>
commands.worldborder.get.success=World border is currently %s blocks wide
commands.worldborder.set.success=Set world border to %s blocks wide (from %s blocks)
commands.worldborder.set.usage=/worldborder set <sizeInBlocks> [timeInSeconds]
commands.worldborder.setSlowly.grow.success=Growing world border to %s blocks wide (up from %s blocks) over %s seconds
commands.worldborder.setSlowly.shrink.success=Shrinking world border to %s blocks wide (down from %s blocks) over %s seconds
commands.worldborder.usage=/worldborder <set|center|damage|warning|get> ...
commands.worldborder.warning.distance.success=Set world border warning to %s blocks away (from %s blocks)
commands.worldborder.warning.distance.usage=/worldborder warning distance <blocks>
commands.worldborder.warning.time.success=Set world border warning to %s seconds away (from %s seconds)
commands.worldborder.warning.time.usage=/worldborder warning time <seconds>
commands.worldborder.warning.usage=/worldborder warning <time|distance>
commands.xp.usage=/xp <amount> [player] OR /xp <amount>L [player]
connect.authorizing=Owth omgelmi...
connect.connecting=Ow junya gans an servyer...
connect.failed=Fyllas a wrug junya gans an servyer
container.beacon=Beacon
container.brewing=Sav Ow Praga
container.chest=Argh
container.chestDouble=Argh Bras
container.crafting=kreft
container.creative=Dewis Tra
container.dispenser=Gwerther
container.dropper=Droppyer
container.enchant=Gorhana
container.enchant.clue=%s . . . ?
container.enchant.lapis.many=%s Lapis Lazuli
container.enchant.lapis.one=1 Lapis Lazuli
container.enchant.level.many=%s Enchantment Levels
container.enchant.level.one=1 Enchantment Level
container.enderchest=Argh Diwedhek
container.furnace=Fog
container.hopper=Lammer Tra
container.inventory=Rol
container.isLocked=%s is locked!
container.minecart=Balkert
container.repair=Ewnhe ha Henwel
container.repair.cost=Kost Hus: %1$s
container.repair.expensive=Re Kostek!
controls.reset=Daskor
controls.resetAll=Daskor Alhwedhennow
controls.title=Kontrolyow
createWorld.customize.custom.baseSize=Depth Base Size
createWorld.customize.custom.biomeDepthOffset=Biome Depth Offset
createWorld.customize.custom.biomeDepthWeight=Biome Depth Weight
createWorld.customize.custom.biomeScaleOffset=Biome Scale Offset
createWorld.customize.custom.biomeScaleWeight=Biome Scale Weight
createWorld.customize.custom.biomeSize=Biome Size
createWorld.customize.custom.confirm1=This will overwrite your current
createWorld.customize.custom.confirm2=settings and cannot be undone.
createWorld.customize.custom.confirmTitle=Warning!
createWorld.customize.custom.coordinateScale=Coordinate Scale
createWorld.customize.custom.count=Spawn Tries
createWorld.customize.custom.defaults=Defaults
createWorld.customize.custom.depthNoiseScaleExponent=Depth Noise Exponent
createWorld.customize.custom.depthNoiseScaleX=Depth Noise Scale X
createWorld.customize.custom.depthNoiseScaleZ=Depth Noise Scale Z
createWorld.customize.custom.dungeonChance=Dungeon Count
createWorld.customize.custom.fixedBiome=Biome
createWorld.customize.custom.heightScale=Height Scale
createWorld.customize.custom.lavaLakeChance=Lava Lake Rarity
createWorld.customize.custom.lowerLimitScale=Lower Limit Scale
createWorld.customize.custom.mainNoiseScaleX=Main Noise Scale X
createWorld.customize.custom.mainNoiseScaleY=Main Noise Scale Y
createWorld.customize.custom.mainNoiseScaleZ=Main Noise Scale Z
createWorld.customize.custom.minHeight=Min. Height
createWorld.customize.custom.next=Next Page
createWorld.customize.custom.page0=Basic Settings
createWorld.customize.custom.page1=Ore Settings
createWorld.customize.custom.page2=Advanced Settings (Expert Users Only!)
createWorld.customize.custom.page3=Extra Advanced Settings (Expert Users Only!)
createWorld.customize.custom.prev=Previous Page
createWorld.customize.custom.randomize=Randomize
createWorld.customize.custom.riverSize=River Size
createWorld.customize.custom.seaLevel=Sea Level
createWorld.customize.custom.size=Spawn Size
createWorld.customize.custom.stretchY=Height Stretch
createWorld.customize.custom.upperLimitScale=Upper Limit Scale
createWorld.customize.custom.useCaves=Caves
createWorld.customize.custom.useDungeons=Dungeons
createWorld.customize.custom.useLavaLakes=Lava Lakes
createWorld.customize.custom.useLavaOceans=Lava Oceans
createWorld.customize.custom.useMineShafts=Mineshafts
createWorld.customize.custom.useMonuments=Ocean Monuments
createWorld.customize.custom.useRavines=Ravines
createWorld.customize.custom.useStrongholds=Strongholds
createWorld.customize.custom.useTemples=Temples
createWorld.customize.custom.useVillages=Villages
createWorld.customize.custom.useWaterLakes=Water Lakes
createWorld.customize.custom.waterLakeChance=Water Lake Rarity
createWorld.customize.flat.addLayer=Keworra gwiskas
createWorld.customize.flat.editLayer=Chanjya gwiskas
createWorld.customize.flat.height=bann
createWorld.customize.flat.layer.bottom=Goles - %s
createWorld.customize.flat.layer.top=Penn - %s
createWorld.customize.flat.removeLayer=Dilea gwiskas
createWorld.customize.flat.tile=Daffar an gwiskas
createWorld.customize.flat.title=Personelheans an tyller marthys plat
createWorld.customize.presets=Ragsettyansow
createWorld.customize.presets.list=Poken ottomma nebes a wrussyn ni moy a-varr!
createWorld.customize.presets.select=Usya ragsettyans
createWorld.customize.presets.share=Yw hwans dhywgh kevranna agas ragsettyans gans nebonan? Usyewgh an gisten a-woles!
createWorld.customize.presets.title=Dewisewgh ragsettyans
death.attack.anvil=%1$s Ēka giranē nihā'ī dvārā squished kiyā gayā thā
death.attack.arrow=%1$s Dvārā gōlī māra dī ga'ī %2$s
death.attack.arrow.item=%1$s Dvārā gōlī māra dī ga'ī %2$s Kā upayōga karatē hu'ē %3$s
death.attack.cactus=%1$s Mauta kō cubha gayā thā
death.attack.cactus.player=%1$s Bhāganē kī kōśiśa kara rahā ēka kaikṭasa hai whilst mēṁ calā gayā %2$s
death.attack.drown=%1$s Ḍūba
death.attack.drown.player=%1$s Bhāganē kī kōśiśa kara rahā whilst ḍūba %2$s
death.attack.explosion=%1$s Visphōṭa sē uṛā diyā
death.attack.explosion.player=%1$s Dvārā uṛā diyā gayā thā %2$s
death.attack.fall=%1$s Kaṛī mēhanata karanē kē li'ē maidāna mārā
death.attack.fallingBlock=%1$s Ēka giranē blŏka dvārā kucala gayā thā
death.attack.fireball=%1$s Dvārā fireballed thā %2$s
death.attack.fireball.item=%1$s Dvārā fireballed thā %2$s Kā upayōga karatē hu'ē %3$s
death.attack.generic=%1$s Mara gayā
death.attack.inFire=%1$s Āga kī lapaṭōṁ mēṁ caṛha ga'ē
death.attack.inFire.player=%1$s Laṛa whilst kī āga mēṁ calā gayā %2$s
death.attack.inWall=%1$s Ēka dīvāra mēṁ ghuṭana
death.attack.indirectMagic=%1$s Dvārā mārā gayā %2$s Jādū kā upayōga
death.attack.indirectMagic.item=%1$s Dvārā mārā gayā %2$s Kā upayōga karatē hu'ē %3$s
death.attack.lava=%1$s Lāvā mēṁ tairanē kī kōśiśa kī
death.attack.lava.player=%1$s Bacanē kē li'ē lāvā mēṁ tairanē kī kōśiśa kī %2$s
death.attack.lightningBolt=%1$s was struck by lightning
death.attack.magic=%1$s Jādū dvārā mārā gayā
death.attack.mob=%1$s Dvārā mr̥ta thā %2$s
death.attack.onFire=%1$s Mauta kō jalā diyā
death.attack.onFire.player=%1$s Ēka kurakurā whilst kē laṛanē kē li'ē jalā diyā gayā thā %2$s
death.attack.outOfWorld=%1$s Duniyā sē bāhara gira ga'ī
death.attack.player=%1$s Dvārā mr̥ta thā %2$s
death.attack.player.item=%1$s Dvārā mr̥ta thā %2$s Kā upayōga karatē hu'ē %3$s
death.attack.starve=%1$s Mauta kē bhūkhē
death.attack.thorns=%1$s Cōṭa kī kōśiśa kara mārā gayā %2$s
death.attack.thrown=%1$s Dvārā pummeled thā %2$s
death.attack.thrown.item=%1$s Dvārā pummeled thā %2$s Kā upayōga karatē hu'ē %3$s
death.attack.wither=%1$s Dūra sūkha
death.fell.accident.generic=%1$s Ēka ucca sthāna sē gira gayā
death.fell.accident.ladder=%1$s fell off a ladder
death.fell.accident.vines=%1$s Kucha dākhalatā sē gira gayā
death.fell.accident.water=%1$s Pānī sē bāhara gira ga'ī
death.fell.assist=%1$s Dvārā gira karanē kē li'ē barbāda hō gayā thā %2$s
death.fell.assist.item=%1$s Dvārā gira karanē kē li'ē barbāda hō gayā thā %2$s Kā upayōga karatē hu'ē %3$s
death.fell.finish=%1$s Aba taka para gira gayā aura sē samāpta hō gayā thā %2$s
death.fell.finish.item=%1$s Aba taka para gira gayā aura sē samāpta hō gayā thā %2$s Kā upayōga karatē hu'ē %3$s
death.fell.killer=%1$s Girāvaṭa barbāda kiyā gayā thā
deathScreen.deleteWorld=Dilea bys
deathScreen.hardcoreInfo=Ny yllydh ta dasserhi yn modh kres-kales!
deathScreen.leaveServer=Diberth Servyer
deathScreen.quit.confirm=Owgh hwi sur bos hwans dhywgh kwytya?
deathScreen.respawn=Dasserhi
deathScreen.score=Skor
deathScreen.title=Ty a verwis!
deathScreen.title.hardcore=Gorfennys an gwari!
deathScreen.titleScreen=Skrin ditel
demo.day.1=This demo will last five game days, dot the best you can!
demo.day.2=Dydh Dew
demo.day.3=Dydh Tri
demo.day.4=Dydh Peswar
demo.day.5=Hemm yw agas diwettha dydh!
demo.day.6=Hwi re dremenas agas pympes dydh, usyewgh F2 rag gwitha skeusen skrin a'gas gwrians
demo.day.warning=Namna dhifygys yw agas termyn!
demo.demoExpired=Difygys yw termyn an demo!
demo.help.buy=Prena lemmyn!
demo.help.fullWrapped=An demo-ma a wra durya 5 dydh a'n gwari (neb 1 our ha 40 mynysen a dermyn gwir). Checkyewgh an kowlwriansow rag hyntys! Omlowenhewgh!
demo.help.inventory=Gwaska %1$s rag ygeri agas rol
demo.help.jump=Lemmewgh dre waska %1$s
demo.help.later=Pesya gwari!
demo.help.movement=Usyowgh %1$s, %2$s, %3$s, %4$s ha'n logosen rag gwaya a-dro
demo.help.movementMouse=Mirewgh a-dro der usya an logosen
demo.help.movementShort=Gwayewgh dre waska %1$s, %2$s, %3$s, %4$s
demo.help.title=Modh Demo Minecraft
demo.remainingTime=Termyn gesys: %s
demo.reminder=Difygys yw termyn an demo, gwrewgh prena an gwari rag pesya po dalleth bys nowyth!
difficulty.lock.question=Are you sure you want to lock the difficulty of this world? This will set this world to always be %1$s, and you will never be able to change that again.
difficulty.lock.title=Lock World Difficulty
disconnect.closed=Junyans degeys
disconnect.disconnected=An servyer a drehas an junyans
disconnect.endOfStream=Diwedh an fros
disconnect.kicked=a veu tewlys dhort an gwary
disconnect.loginFailed=Omgelmy fyllys
disconnect.loginFailedInfo=Omgelmy fyllys: %s
disconnect.loginFailedInfo.invalidSession=Esedhek Drog (Hwilas ow dastalleth dha wari)
disconnect.lost=Junyans kellys
disconnect.overflow=Bommel Vanylyon Fenna
disconnect.quitting=Ow qwytya
disconnect.spam=Tewlys yn-mes rag spamya
disconnect.timeout=Gorthyp veth
enchantment.arrowDamage=Power
enchantment.arrowFire=Flamm
enchantment.arrowInfinite=Didhiwedhter
enchantment.arrowKnockback=Hwaff
enchantment.damage.all=Tynnder
enchantment.damage.arthropods=Torment a Ardhropodow
enchantment.damage.undead=Kessydhya
enchantment.digging=Effeythadewder
enchantment.durability=Ow Disdorr
enchantment.fire=Gwedh Tan
enchantment.fishingSpeed=Dynya
enchantment.knockback=Bonkarta
enchantment.level.1=I
enchantment.level.10=X
enchantment.level.2=II
enchantment.level.3=III
enchantment.level.4=IV
enchantment.level.5=V
enchantment.level.6=VI
enchantment.level.7=VII
enchantment.level.8=VIII
enchantment.level.9=IX
enchantment.lootBonus=Ow preydha
enchantment.lootBonusDigger=Fortun
enchantment.lootBonusFishing=Chons a'n Mor
enchantment.oxygen=Owth Anella
enchantment.protect.all=Difresyans
enchantment.protect.explosion=Difresyans Tardh
enchantment.protect.fall=Difresyans Kodh
enchantment.protect.fire=Difresyans Tan
enchantment.protect.projectile=Difresyans Deghesenn
enchantment.thorns=Spern
enchantment.untouching=Toch Owrlin
enchantment.waterWalker=Depth Strider
enchantment.waterWorker=Hegaredh Dowr
entity.ArmorStand.name=Armor Stand
entity.Arrow.name=Seth
entity.Bat.name=Askell-groghen
entity.Blaze.name=Dewi
entity.Boat.name=Skath
entity.Cat.name=Kath
entity.CaveSpider.name=Kevnis Kav
entity.Chicken.name=Yar
entity.Cow.name=Bugh
entity.Creeper.name=Creeper
entity.EnderDragon.name=Dragon Diwedhek
entity.Enderman.name=Den Diwedhek
entity.Endermite.name=Endermite
entity.EntityHorse.name=Margh
entity.FallingSand.name=Stock Kodhow
entity.Fireball.name=Tanpel
entity.Ghast.name=Euth
entity.Giant.name=Kowr
entity.Guardian.name=Guardian
entity.Item.name=Tra
entity.KillerBunny.name=The Killer Bunny
entity.LavaSlime.name=Kub Lava
entity.Minecart.name=Balkert
entity.Mob.name=Mob
entity.Monster.name=Tebelvest
entity.MushroomCow.name=Bugh Skavel-Gronek
entity.Ozelot.name=Kath Gwyls
entity.Painting.name=Liwyans
entity.Pig.name=Mogh
entity.PigZombie.name=Zombi Denmogh
entity.PrimedTnt.name=Stock a TNT
entity.Rabbit.name=Rabbit
entity.Sheep.name=Davas
entity.Silverfish.name=Pysk-Arhans
entity.Skeleton.name=Korf eskern
entity.Slime.name=Leys
entity.SmallFireball.name=Byhan Tanpel
entity.SnowMan.name=Golem Ergh
entity.Snowball.name=Pel Ergh
entity.Spider.name=Kevnis
entity.Squid.name=Stifek
entity.Villager.armor=Armorer
entity.Villager.butcher=Butcher
entity.Villager.cleric=Cleric
entity.Villager.farmer=Farmer
entity.Villager.fisherman=Fisherman
entity.Villager.fletcher=Fletcher
entity.Villager.leather=Leatherworker
entity.Villager.librarian=Librarian
entity.Villager.name=Trevesik
entity.Villager.shepherd=Shepherd
entity.Villager.tool=Tool Smith
entity.Villager.weapon=Weapon Smith
entity.VillagerGolem.name=Golem Hornek
entity.Witch.name=Gwragh
entity.WitherBoss.name=Gwedhra
entity.Wolf.name=Bleydh
entity.XPOrb.name=Pel Prevyans
entity.Zombie.name=Zombi
entity.donkey.name=Asen
entity.generic.name=ankoth
entity.horse.name=Margh
entity.mule.name=Mul
entity.skeletonhorse.name=Margh Korf eskern
entity.zombiehorse.name=Margh Zombi
gameMode.adventure=Modh aventur
gameMode.changed=agas fit desedhans eus dihaval
gameMode.creative=Modh awenek
gameMode.hardcore=Modh kres-kales!
gameMode.survival=Modh treusvewans
generator.amplified=MOGHHYS
generator.amplified.info=Argemmyn: Hepken rag delit, erhi jynn amontya galosek
generator.default=Defowt
generator.flat=Tyller marthys plat
generator.largeBiomes=Biomys bras
gui.achievements=Kowlwriansow
gui.all=All
gui.back=War-dhelergh
gui.cancel=Hedhi
gui.done=Gwrys
gui.down=Yn-nans
gui.no=Na
gui.none=None
gui.stats=Statystygyon
gui.toMenu=Dehweles dhe'n skrin titel
gui.up=Yn-bann
gui.yes=Ea
inventory.binSlot=Distrui Tra
item.apple.name=Aval
item.appleGold.name=Aval owrek
item.armorStand.name=Armor Stand
item.arrow.name=Seth
item.banner.black.name=Black Banner
item.banner.blue.name=Blue Banner
item.banner.brown.name=Brown Banner
item.banner.cyan.name=Cyan Banner
item.banner.gray.name=Gray Banner
item.banner.green.name=Green Banner
item.banner.lightBlue.name=Light Blue Banner
item.banner.lime.name=Lime Banner
item.banner.magenta.name=Magenta Banner
item.banner.orange.name=Orange Banner
item.banner.pink.name=Pink Banner
item.banner.purple.name=Purple Banner
item.banner.red.name=Red Banner
item.banner.silver.name=Light Gray Banner
item.banner.square_bottom_left.black=Black Base Dexter Canton
item.banner.square_bottom_left.blue=Blue Base Dexter Canton
item.banner.square_bottom_left.brown=Brown Base Dexter Canton
item.banner.square_bottom_left.cyan=Cyan Base Dexter Canton
item.banner.square_bottom_left.gray=Gray Base Dexter Canton
item.banner.square_bottom_left.green=Green Base Dexter Canton
item.banner.square_bottom_left.lightBlue=Light Blue Base Dexter Canton
item.banner.square_bottom_left.lime=Lime Base Dexter Canton
item.banner.square_bottom_left.magenta=Magenta Base Dexter Canton
item.banner.square_bottom_left.orange=Orange Base Dexter Canton
item.banner.square_bottom_left.pink=Pink Base Dexter Canton
item.banner.square_bottom_left.purple=Purple Base Dexter Canton
item.banner.square_bottom_left.red=Red Base Dexter Canton
item.banner.square_bottom_left.silver=Light Gray Base Dexter Canton
item.banner.square_bottom_left.white=White Base Dexter Canton
item.banner.square_bottom_left.yellow=Yellow Base Dexter Canton
item.banner.square_bottom_right.black=Black Base Sinister Canton
item.banner.square_bottom_right.blue=Blue Base Sinister Canton
item.banner.square_bottom_right.brown=Brown Base Sinister Canton
item.banner.square_bottom_right.cyan=Cyan Base Sinister Canton
item.banner.square_bottom_right.gray=Gray Base Sinister Canton
item.banner.square_bottom_right.green=Green Base Sinister Canton
item.banner.square_bottom_right.lightBlue=Light Blue Base Sinister Canton
item.banner.square_bottom_right.lime=Lime Base Sinister Canton
item.banner.square_bottom_right.magenta=Magenta Base Sinister Canton
item.banner.square_bottom_right.orange=Orange Base Sinister Canton
item.banner.square_bottom_right.pink=Pink Base Sinister Canton
item.banner.square_bottom_right.purple=Purple Base Sinister Canton
item.banner.square_bottom_right.red=Red Base Sinister Canton
item.banner.square_bottom_right.silver=Light Gray Base Sinister Canton
item.banner.square_bottom_right.white=White Base Sinister Canton
item.banner.square_bottom_right.yellow=Yellow Base Sinister Canton
item.banner.square_top_left.black=Black Chief Dexter Canton
item.banner.square_top_left.red=Red Chief Dexter Canton
item.banner.white.name=White Banner
item.banner.yellow.name=Yellow Banner
item.bed.name=Gweli
item.beefCooked.name=Tregh kig
item.beefRaw.name=Kig bewin kriv
item.blazePowder.name=Polter-Dewi
item.blazeRod.name=Gwelen Dewi
item.boat.name=Skath
item.bone.name=Askorn
item.book.name=Lyver
item.bootsChain.name=Eskisyow Chayn
item.bootsCloth.name=Eskisyow Ledher
item.bootsDiamond.name=Eskisyow Adamant
item.bootsGold.name=Eskisyow Owrek
item.bootsIron.name=Eskisyow Hornek
item.bow.name=Gwarak
item.bowl.name=Bolla
item.bread.name=Bara
item.brewingStand.name=Sav Ow Praga
item.brick.name=Bryck
item.bucket.name=Kelorn
item.bucketLava.name=Kelorn lava
item.bucketWater.name=Kelorn dowr
item.cake.name=Tesen
item.canBreak=Can break:
item.canPlace=Can be placed on:
item.carrotGolden.name=Karetys Owrek
item.carrotOnAStick.name=Karetysen war unn Gwelen
item.carrots.name=Karetysen
item.cauldron.name=Chek
item.charcoal.name=Glowbrenn
item.chestplateChain.name=Brestplat Chayn
item.chestplateCloth.name=Pows Ledher
item.chestplateDiamond.name=Brestplat Adamant
item.chestplateGold.name=Brestplat Owrek
item.chestplateIron.name=Brestplat Hornek
item.chickenCooked.name=Kig yar kegys
item.chickenRaw.name=Kig yar kriv
item.clay.name=Pri
item.clock.name=Klock
item.coal.name=Glow
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item.compass.name=Mornaswydh
item.cookie.name=Tesen Gales
item.diamond.name=Adamant
item.diode.name=Gul arta Menrudh
item.doorAcacia.name=Acacia Door
item.doorBirch.name=Birch Door
item.doorDarkOak.name=Dark Oak Door
item.doorIron.name=Daras Hornek
item.doorJungle.name=Jungle Door
item.dyePowder.black.name=Ynk Sagh
item.dyePowder.blue.name=Lapis Lazuli
item.dyePowder.brown.name=Fav Kokoa
item.dyePowder.cyan.name=Liw Glaswyrdh
item.dyePowder.gray.name=Liw Loos
item.dyePowder.green.name=Kaktus Gwyrdh
item.dyePowder.lightBlue.name=Liw Skav Blou
item.dyePowder.lime.name=Liw Limaval
item.dyePowder.magenta.name=Liw Majenta
item.dyePowder.orange.name=Liw Rudhvelyn
item.dyePowder.pink.name=Liw Rudhwynn
item.dyePowder.purple.name=Liw Purpur
item.dyePowder.red.name=Rosen Rudh
item.dyePowder.silver.name=Liw Skav Loos
item.dyePowder.white.name=Godhes Eskern
item.dyePowder.yellow.name=Dans Lew Melyn
item.dyed=Liwek
item.egg.name=Oy
item.emerald.name=Gwyrven
item.emptyMap.name=Mappa Gwag
item.emptyPotion.name=Bottel a Dowr
item.enchantedBook.name=Lyver Gorhanek
item.enderPearl.name=Perl Diwedhek
item.expBottle.name=Bottel a Prevyans
item.eyeOfEnder.name=Lagas a Diwedhek
item.feather.name=Pluven
item.fermentedSpiderEye.name=Lagas Kevnis Kothhek
item.fireball.name=Diskargans Tan
item.fireworks.flight=Neyjweyth:
item.fireworks.name=Fusen Tanweythen
item.fireworksCharge.black=Du
item.fireworksCharge.blue=Blou
item.fireworksCharge.brown=Gell
item.fireworksCharge.customColor=Maner
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item.fireworksCharge.flicker=Terlentri
item.fireworksCharge.gray=Loos
item.fireworksCharge.green=Gwyrdh
item.fireworksCharge.lightBlue=Skav Blou
item.fireworksCharge.lime=Limaval
item.fireworksCharge.magenta=Majenta
item.fireworksCharge.name=Steren Tanweythen
item.fireworksCharge.orange=Rudhvelyn
item.fireworksCharge.pink=Rudhwynn
item.fireworksCharge.purple=Purpur
item.fireworksCharge.red=Rudh
item.fireworksCharge.silver=Skav Loos
item.fireworksCharge.trail=Lergh
item.fireworksCharge.type=Shap Ankoth
item.fireworksCharge.type.0=Pel Byhan
item.fireworksCharge.type.1=Pel Bras
item.fireworksCharge.type.2=Shapyek-Steren
item.fireworksCharge.type.3=Shapyek-Creeper
item.fireworksCharge.type.4=Tardh
item.fireworksCharge.white=Gwynn
item.fireworksCharge.yellow=Melyn
item.fish.clownfish.raw.name=Lordenbysk
item.fish.cod.cooked.name=Pysk Keginys
item.fish.cod.raw.name=Pysk Kriv
item.fish.pufferfish.raw.name=Hwythyasbysk
item.fish.salmon.cooked.name=Ehek Keginys
item.fish.salmon.raw.name=Ehek Kriv
item.fishingRod.name=Gwelen Bsykessa
item.flint.name=Kelester
item.flintAndSteel.name=Kelester ha Dur
item.flowerPot.name=Pott Bleujenn
item.frame.name=Fram
item.ghastTear.name=Dager Gathorn
item.glassBottle.name=Bottel Gweder
item.goldNugget.name=Nogen Owr
item.hatchetDiamond.name=Bool Adamant
item.hatchetGold.name=Bool Owrek
item.hatchetIron.name=Bool Hornek
item.hatchetStone.name=Bool Men
item.hatchetWood.name=Bool Prennek
item.helmetChain.name=Basnet Chayn
item.helmetCloth.name=Kappa Ledher
item.helmetDiamond.name=Basnet Adamant
item.helmetGold.name=Basnet Owrek
item.helmetIron.name=Basnet Hornek
item.hoeDiamond.name=Kravel Adamant
item.hoeGold.name=Kravel Owrek
item.hoeIron.name=Kravel Hornek
item.hoeStone.name=Kravel Men
item.hoeWood.name=Kravel Prennek
item.horsearmordiamond.name=Arvwisk Margh Adamant
item.horsearmorgold.name=Arvwisk Margh Owrek
item.horsearmormetal.name=Arvwisk Margh Hornek
item.ingotGold.name=Torth Owr
item.ingotIron.name=Torth Horn
item.leash.name=Lesh
item.leather.name=Ledher
item.leaves.name=Del
item.leggingsChain.name=Lodrow Chayn
item.leggingsCloth.name=Lavrek Ledher
item.leggingsDiamond.name=Lodrow Adamant
item.leggingsGold.name=Lodrow Owrek
item.leggingsIron.name=Lodrow Hornek
item.magmaCream.name=Dehen Karrek Deudh
item.map.name=Mappa
item.melon.name=Melon
item.milk.name=Leth
item.minecart.name=Balkert
item.minecartChest.name=Balkert gans Argh
item.minecartCommandBlock.name=Balkert gans Stock Arhadow
item.minecartFurnace.name=Balkert gans Fog
item.minecartHopper.name=Balkert gans Lammer
item.minecartTnt.name=Balkert gans TNT
item.monsterPlacer.name=Bywhe
item.mushroomStew.name=Stywya Skavel-Gronek
item.nameTag.name=Libel Hanow
item.netherStalkSeeds.name=Losow Annown
item.netherStar.name=Sterenn Annown
item.netherbrick.name=Bryck Annown
item.netherquartz.name=Kanndir Annown
item.painting.name=Lymnans
item.paper.name=Paper
item.pickaxeDiamond.name=Pigel Adamant
item.pickaxeGold.name=Pigel Owrek
item.pickaxeIron.name=Pigel Hornek
item.pickaxeStone.name=Pigel Men
item.pickaxeWood.name=Pigel Prennek
item.porkchopCooked.name=Kig mogh Keginys
item.porkchopRaw.name=Kig mogh Kriv
item.potato.name=Patatys
item.potatoBaked.name=Patatys Pebys
item.potatoPoisonous.name=Patatys Gwenonek
item.potion.name=Diwas
item.prismarineCrystals.name=Prismarine Crystals
item.prismarineShard.name=Prismarine Shard
item.pumpkinPie.name=Hogen Pompyon
item.record.11.desc=C418 - 11
item.record.13.desc=C418 - 13
item.record.blocks.desc=C418 - blocks
item.record.cat.desc=C418 - cat
item.record.chirp.desc=C418 - chirp
item.record.far.desc=C418 - far
item.record.mall.desc=C418 - mall
item.record.mellohi.desc=C418 - mellohi
item.record.name=Plasenn Ilow
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item.record.strad.desc=C418 - strad
item.record.wait.desc=C418 - wait
item.record.ward.desc=C418 - ward
item.redstone.name=Menrudh
item.reeds.name=Gwelynni Sugra
item.rottenFlesh.name=Kig Poder
item.ruby.name=Rudhemm
item.saddle.name=Diber
item.seeds.name=Has
item.seeds_melon.name=Has melon
item.seeds_pumpkin.name=Has Pompyon
item.shears.name=Gwelsow
item.shovelDiamond.name=Pal Adamant
item.shovelGold.name=Pal Owrek
item.shovelIron.name=Pal Hornek
item.shovelStone.name=Pal Men
item.shovelWood.name=Pal Prennek
item.sign.name=Arwodh
item.skull.char.name=Penn
item.skull.creeper.name=Penn Creeper
item.skull.player.name=Penn %s
item.skull.skeleton.name=Klopen Korf eskern
item.skull.wither.name=Gwedhra Klopen Korf eskern
item.skull.zombie.name=Penn Zombi
item.slimeball.name=Leyspel
item.snowball.name=Pel a ergh
item.speckledMelon.name=Melon Ow Terlentri
item.spiderEye.name=Lagas Kevnis
item.stick.name=Gwelen
item.string.name=Korden
item.sugar.name=Sugra
item.sulphur.name=Polter-gonn
item.swordDiamond.name=Kledha Adamant
item.swordGold.name=Kledha Owrek
item.swordIron.name=Kledha Hornek
item.swordStone.name=Kledha Men
item.swordWood.name=Kledha Prennek
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item.wheat.name=Gwaneth
item.writingBook.name=Lyver ha Pulven
item.writtenBook.name=Lyver Skrifek
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key.attack=Omsettya/Distrui
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key.categories.gameplay=Gameplay
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key.categories.misc=A Bub Sort
key.categories.movement=Gwayans
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key.chat=Ygeri Keskowsva
key.command=Ygeri Arhadow
key.drop=Droppya Tra
key.forward=Mos Yn-Rag
key.fullscreen=Toggle Fullscreen
key.hotbar.1=Hedhas Snell Le 1
key.hotbar.2=Hedhas Snell Le 2
key.hotbar.3=Hedhas Snell Le 3
key.hotbar.4=Hedhas Snell Le 4
key.hotbar.5=Hedhas Snell Le 5
key.hotbar.6=Hedhas Snell Le 6
key.hotbar.7=Hedhas Snell Le 7
key.hotbar.8=Hedhas Snell Le 8
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key.mouseButton=Boton %1$s
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key.sneak=Skolkya
key.spectatorOutlines=Highlight Players (Spectators)
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key.streamCommercial=Show Stream Commercials
key.streamPauseUnpause=Pause/Unpause Stream
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menu.online=Gwlaskordhow Minecraft
menu.options=Dewisyow...
menu.playdemo=Gwari Bys Demo
menu.quit=Kwytya
menu.resetdemo=Dassettya Bys Demo
menu.respawning=Ow tasserhi
menu.returnToGame=Dehweles dhe'n gwari
menu.returnToMenu=Gwitha ha kwytya dhe ditel
menu.shareToLan=Ygeri dhe LAN
menu.simulating=Ow simulatya an bys rag tecken
menu.singleplayer=Unn warier
menu.switchingLevel=Ow skwychella bysow
merchant.deprecated=Trade something else to unlock!
mount.onboard=Press %1$s to dismount
multiplayer.connect=Junya
multiplayer.downloadingStats=Owth iskarga statystygyon ha kowlwriansow...
multiplayer.downloadingTerrain=Owth iskarga Tirwedh
multiplayer.info1=Nyns yw Minecraft Liesgwarier gorfennys hwath, mes yma
multiplayer.info2=tamm previ a-varr gwallek ow hwarvos.
multiplayer.ipinfo=Entrewgh IP servyer rag junya ganso:
multiplayer.player.joined=%s aangesluit by die spel
multiplayer.player.left=gesys an fit
multiplayer.stopSleeping=Gas an Gwely
multiplayer.texturePrompt.line1=Ma'n servyer ow comendya devnydh fardel gwiasedh personel.
multiplayer.texturePrompt.line2=A via da genowgh y iskarga ha'y lea yn awtomatek?
multiplayer.title=Gwari Liesgwarier
options.advancedButton=Sedhesow Gwydhyow Avonsys...
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options.ao=Golowyans leven
options.ao.max=Ughboynt
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options.chat.height.unfocused=Uhelder Disfogellys
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options.chat.links.prompt=Lostleverel war gevrennow
options.chat.opacity=Disklerder
options.chat.scale=Skeul
options.chat.title=Settyansow keskows...
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options.chat.visibility.full=Diskwedhys
options.chat.visibility.hidden=Kudhys
options.chat.visibility.system=Gorhemynnow hepken
options.chat.width=Lester
options.controls=Kontrolyow...
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options.difficulty.easy=Es
options.difficulty.hard=Kales
options.difficulty.hardcore=Marthys kales
options.difficulty.normal=Usadow
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options.farWarning2=rag an pelder rendra 'pell' (yma dhywgh 32-byt)
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options.fov.max=Quake Pro
options.fov.min=Usadow
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options.framerateLimit.max=Heb Finweth
options.fullscreen=Skrin leun
options.gamma=Splannder
options.gamma.max=Splann
options.gamma.min=Tewal
options.graphics=Grafek
options.graphics.fancy=Sians
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options.guiScale=Skeul an GUI
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options.guiScale.large=Bras
options.guiScale.normal=Usadow
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options.invertMouse=Mirour Logosen
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options.multiplayer.title=Settyansow liesgwarier...
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options.performanceVideoTitle=Sedhesow Performans Gwydhyow
options.postButton=Sedhesow Post-Argerdhes...
options.postProcessEnable=Galosegi Post-Argerdhes
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options.qualityButton=Sedhesow Kwalita Gwydhyow...
options.qualityVideoTitle=Sedhesow Kwalita Gwydhyow
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options.resourcepack=Kuntellow Asnodhow...
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options.sensitivity=Sensytyvita
options.sensitivity.max=TOOTH GOLOW!!!
options.sensitivity.min=*delevans*
options.snooper=Ri kummyas dhe dhanvon
options.snooper.desc=Hwans yw dhyn kuntel kedhlow a-dro dhe'gas jynn rag gwellhe Minecraft dre wodhvos an pyth a yllyn ni skoodhya ha ple'ma an brassa kudynnow. Dihanow yn tien yw oll an kedhlow-na, hag y hyllir y weles a-woles. Dedhewi a wren na vynnyn ni gul tra dhrog vyth gans an data-ma, mes mar kwrewgh hwi ervira erbynn hemma, gwrewgh omglewes frank dh'y dhialosegi!
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options.snooper.view=Settyansow kuntellans kedhlow...
options.sound=Son
options.sounds=Ilow ha Sonyow...
options.sounds.title=Ilow ha Dewisyow Son
options.stream.changes=You may need to restart your stream for these changes to take place.
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options.stream.sendMetadata=Send Metadata
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options.title=Etholyow
options.touchscreen=Modh Tochskin
options.video=Sedhesow Gwydhyow...
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options.viewBobbing=Gwayans an penn
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potion.wither.postfix=Diwas a Breyna
resourcePack.available.title=Kavadow Kuntellow Asnodhow
resourcePack.folderInfo=(Yahām̐ plēsa sansādhana paika fā'ilōṁ)
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selectServer.deleteQuestion=Owgh hwi sur bos hwans dhywgh removya an servyer-ma?
selectServer.deleteWarning=a vydh kellys rag nevra! (Hireth!)
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selectServer.hiddenAddress=(Kudhys)
selectServer.refresh=Daskarga
selectServer.select=Junya an Servyer
selectServer.title=Dewisewgh servyer
selectWorld.allowCommands=Alowa hygow fals:
selectWorld.allowCommands.info=Gorhemynnow kepar ha /gamemode, /xp
selectWorld.bonusItems=Argh vonus:
selectWorld.cheats=Hyg
selectWorld.conversion=Res ew y dreylya!
selectWorld.create=Gwruthyl bys nowyth
selectWorld.createDemo=Gwari bys demo nowyth
selectWorld.customizeType=Personelhe
selectWorld.delete=Dilea
selectWorld.deleteButton=Dilea
selectWorld.deleteQuestion=Owgh hwi sur bos hwans dhywgh dilea an bys-ma?
selectWorld.deleteWarning=kellys y fedh bys vykken! (Termyn hir ew!)
selectWorld.empty=gwag
selectWorld.enterName=Hanow an Bys
selectWorld.enterSeed=Hasen rag dinethor an bys
selectWorld.gameMode=Modh an Gwari
selectWorld.gameMode.adventure=Aneth
selectWorld.gameMode.adventure.line2=bos keworrys po diles
selectWorld.gameMode.creative=Awenek
selectWorld.gameMode.creative.line2=distrui stockys a-dhesempis
selectWorld.gameMode.hardcore=Marthys kales
selectWorld.gameMode.hardcore.line2=kaletter, hag unn vewnans yn unnik
selectWorld.gameMode.survival=Treusvewans
selectWorld.gameMode.survival.line1=Hwilas asnodhow, krefta, kavos
selectWorld.gameMode.survival.line2=nivelyow, yehes ha nown
selectWorld.hardcoreMode=Marthys kales:
selectWorld.hardcoreMode.info=Diles vydh an bys wosa mernans
selectWorld.mapFeatures=Dinethi strethurow:
selectWorld.mapFeatures.info=Trevow, dorvahow etc
selectWorld.mapType=Ehen an bys:
selectWorld.mapType.normal=Usadow
selectWorld.moreWorldOptions=Moy etholyow a'n bys...
selectWorld.newWorld=Bys nowyth
selectWorld.newWorld.copyOf=Dasskrif a %s
selectWorld.recreate=Daskwruthyl
selectWorld.rename=Dashenwel
selectWorld.renameButton=Dashenwel
selectWorld.renameTitle=Dashenwel an bys
selectWorld.resultFolder=Y fedh gwithys en:
selectWorld.seedInfo=Gasa gwag rag hasen jonsus
selectWorld.select=Gwary an nor dewisys
selectWorld.title=Dewis Bys
selectWorld.world=Bys
sign.edit=Edit sign message
soundCategory.ambient=Ayrgylgh/Kerhynnedh
soundCategory.block=Stockys
soundCategory.hostile=Kroaduryon Eskarek
soundCategory.master=Dalhedh Mester
soundCategory.music=Ilow
soundCategory.neutral=Kroaduryon Kowethek
soundCategory.player=Gwarioryon
soundCategory.record=Kist Ilowek/Stockys Noten
soundCategory.weather=Awel
stat.animalsBred=Animals Bred
stat.blocksButton=Stockys
stat.boatOneCm=Pelder gans Skath
stat.breakItem=%1$s Skwithys
stat.climbOneCm=Distance Climbed
stat.craftItem=%1$s Kreftys
stat.crafted=Trevethow Kreftys
stat.createWorld=Sansārōṁ banāyā
stat.crouchOneCm=Distance Crouched
stat.damageDealt=Damach Bargynnys
stat.damageTaken=Damach Tannys
stat.deaths=Niverow a Mernansow
stat.depleted=Trevethow Skwithys
stat.diveOneCm=Distance Dove
stat.drop=Traow Droppys
stat.entityKilledBy=%s killed you %s time(s)
stat.entityKilledBy.none=You have never been killed by %s
stat.entityKills=You killed %s %s
stat.entityKills.none=You have never killed %s
stat.fallOneCm=Distance Fallen-English
Pelder Kodha- Cornish
stat.fishCaught=Pysk Kachys
stat.flyOneCm=Pelder Kelyon
stat.generalButton=Ollgemmyn
stat.horseOneCm=Distance by Horse
stat.itemsButton=Traow
stat.joinMultiplayer=Junyow Liesgwarier
stat.jump=Lammow
stat.junkFished=Atal Pyskessys
stat.leaveGame=Gwario Kwyt
stat.loadWorld=Difresow Kargys
stat.mineBlock=%1$s Palasys
stat.minecartOneCm=Pelder gans Balkert
stat.mined=Trevethow Palasys
stat.mobKills=Ladhow Mob
stat.mobsButton=Mobs
stat.pigOneCm=Pelder gans Hogh
stat.playOneMinute=Mynysennow Gwarys
stat.playerKills=Ladhow Gwarier
stat.sprintOneCm=Distance Sprinted
stat.startGame=Trevethow Gwarys
stat.swimOneCm=Pelder Neuvya/ Distance Swum
stat.talkedToVillager=Talked to Villagers
stat.timeSinceDeath=Since Last Death
stat.tradedWithVillager=Traded with Villagers
stat.treasureFished=Tresor Pyskessys
stat.useItem=%1$s Devnydhys
stat.used=Trevethow Devnydhys
stat.walkOneCm=Pelder Kerdhes/ Distance Walked
stats.tooltip.type.achievement=Kowlwrians
stats.tooltip.type.statistic=Statystyk
tile.activatorRail.name=Hyns horn Bywheydh
tile.anvil.intact.name=Anwan
tile.anvil.name=Anwan
tile.anvil.slightlyDamaged.name=Ydhyl Shyndys Anwan
tile.anvil.veryDamaged.name=Fest Shyndys Anwan
tile.barrier.name=Barrier
tile.beacon.name=Golowva
tile.beacon.primary=Nerth Kynsa
tile.beacon.secondary=Nerth Nessa
tile.bed.name=Gweli
tile.bed.noSleep=Ny yllowgh hwi koska marnas yn nos
tile.bed.notSafe=Ny yllowgh hwi powes lemmyn, yma tebelvestes yn ogas
tile.bed.notValid=Dha gweli chi yw fowtow po lettyek
tile.bed.occupied=An gweli ma yw kavenedhiek
tile.bedrock.name=doar izal
tile.blockCoal.name=Stock a Glow
tile.blockDiamond.name=Stock a Adamant
tile.blockEmerald.name=Stock a Gwyrven
tile.blockGold.name=Stock a Owr
tile.blockIron.name=Stock a Hornek
tile.blockLapis.name=Stock a Lapis Lazuli
tile.blockRedstone.name=Stock a Menrudh
tile.bookshelf.name=Argh lyvrow
tile.brick.name=Bryckys
tile.button.name=Boton
tile.cactus.name=Kaktus
tile.cake.name=Tesen
tile.carrots.name=Karetys
tile.cauldron.name=Kawdarn
tile.chest.name=Argh
tile.chestTrap.name=Argh Maglenek
tile.clay.name=Pri
tile.clayHardened.name=Pri Kalesek
tile.clayHardenedStained.black.name=Kālā dāga klē
tile.clayHardenedStained.blue.name=Blåttmålat Clay
tile.clayHardenedStained.brown.name=Brun målat Clay
tile.clayHardenedStained.cyan.name=Cyan Målat Clay
tile.clayHardenedStained.gray.name=Gray Stained Clay
tile.clayHardenedStained.green.name=Grön Stained Clay
tile.clayHardenedStained.lightBlue.name=Ljusblå målat Clay
tile.clayHardenedStained.lime.name=Lime målat Clay
tile.clayHardenedStained.magenta.name=Magenta Stained Clay
tile.clayHardenedStained.orange.name=Orange Stained Clay
tile.clayHardenedStained.pink.name=Rosa målat Clay
tile.clayHardenedStained.purple.name=Lila målat Clay
tile.clayHardenedStained.red.name=Lāla dāga klē
tile.clayHardenedStained.silver.name=Ljusgrå målat Clay
tile.clayHardenedStained.white.name=Vitlaserad Clay
tile.clayHardenedStained.yellow.name=Gul målat Clay
tile.cloth.black.name=Gwlan Du
tile.cloth.blue.name=Gwelen Blou
tile.cloth.brown.name=Gwelan Gell
tile.cloth.cyan.name=Gwelen Glaswyrdh
tile.cloth.gray.name=Gwelen Loos
tile.cloth.green.name=Gwelen Gwyrdh
tile.cloth.lightBlue.name=Gwelen Skav Blou
tile.cloth.lime.name=Gwelen Limaval
tile.cloth.magenta.name=Gwelen Majenta
tile.cloth.name=Gwelen
tile.cloth.orange.name=Gwelen Rudhvelyn
tile.cloth.pink.name=Gwelen Rudhwynn
tile.cloth.purple.name=Gwelen Purpur
tile.cloth.red.name=Gwlan Rudh
tile.cloth.silver.name=Gwelen Skav Loos
tile.cloth.white.name=Gwelen
tile.cloth.yellow.name=Gwelen Melyn
tile.cobbleWall.mossy.name=Kewniek Fos Men Rond
tile.cobbleWall.normal.name=Fos Men Rond
tile.cocoa.name=Kokoa
tile.commandBlock.name=Stock Arhadow
tile.crops.name=Trevasow
tile.daylightDetector.name=Sensour Golow Dydh
tile.deadbush.name=Prysken Marow
tile.detectorRail.name=Hyns horn Helerhel
tile.dirt.coarse.name=Coarse Dirt
tile.dirt.default.name=Mostedhes
tile.dirt.name=Dirt
tile.dirt.podzol.name=Podsol
tile.dispenser.name=Lesrannell
tile.doorIron.name=Daras Hornek
tile.doorWood.name=Daras Prennek
tile.doublePlant.fern.name=Redenen Bras
tile.doublePlant.grass.name=Gwels-Hir Dewblek
tile.doublePlant.rose.name=Prysken Ros
tile.doublePlant.sunflower.name=Howlvleujen
tile.dragonEgg.name=Oy Dragon
tile.dropper.name=Droppyer
tile.enchantmentTable.name=Moos Hus
tile.endPortalFrame.name=Porth Diwedh
tile.enderChest.name=Argh Diwedhek
tile.farmland.name=Bargen tir
tile.fence.name=Kloos
tile.fenceGate.name=Yet Foos
tile.fenceIron.name=Prennyer Hornek
tile.fire.name=Tan
tile.flower1.dandelion.name=Dans Lew
tile.flower1.name=Bleujen
tile.flower2.allium.name=Keninen
tile.flower2.blueOrchid.name=Tegyrinen Blou
tile.flower2.houstonia.name=Arlodhesow Krener
tile.flower2.name=Bleujen
tile.flower2.oxeyeDaisy.name=Boreles
tile.flower2.poppy.name=Myll
tile.flower2.tulipOrange.name=Bleujen Tulyfant Rudhvelyn
tile.flower2.tulipPink.name=Bleujen Tulyfant Gwynnrudh
tile.flower2.tulipRed.name=Bleujen Tulyfant Rudh
tile.flower2.tulipWhite.name=Bleujen Tulyfant Gwynn
tile.furnace.name=Fog
tile.glass.name=Gweder
tile.goldenRail.name=Hyns horn Nerthek
tile.grass.name=Stock a wels
tile.gravel.name=Grow
tile.hayBlock.name=Sūkhī ghāsa gaṭharī
tile.hellrock.name=Karrek Annown
tile.hellsand.name=Tewes Enev
tile.hopper.name=Lammer
tile.ice.name=Rew
tile.icePacked.name=Rew Fardellys
tile.jukebox.name=Kist Ilowek
tile.ladder.name=Skeul
tile.lava.name=Lava
tile.leaves.acacia.name=Delyow Drenwydh
tile.leaves.big_oak.name=Delyow Dar Tewal
tile.leaves.birch.name=Delyow Besowen
tile.leaves.jungle.name=Delyow Gwylgoes
tile.leaves.name=Del
tile.leaves.oak.name=Delyow Dar
tile.leaves.spruce.name=Delyow Sprus
tile.lever.name=Kolpes
tile.lightgem.name=Mengolowi
tile.litpumpkin.name=Jack o'Lantern
tile.lockedchest.name=Argh Alhwedhys
tile.log.acacia.name=Prenn Drenwydh
tile.log.big_oak.name=Prenn Dar Tewal
tile.log.birch.name=Prenn Besowen
tile.log.jungle.name=Prenn Gwylgoes
tile.log.name=Prenn
tile.log.oak.name=Prenn Dar
tile.log.spruce.name=Prenn Sprus
tile.melon.name=Melon
tile.mobSpawner.name=Dinythor tebelvestes
tile.monsterStoneEgg.brick.name=Bryck Men Oy Tebelvest
tile.monsterStoneEgg.chiseledbrick.name=Bryck Men Karvyek Oy Tebelvest
tile.monsterStoneEgg.cobble.name=Men Rond Oy Tebelvest
tile.monsterStoneEgg.crackedbrick.name=Bryck Men Krackyek Oy Tebelvest
tile.monsterStoneEgg.mossybrick.name=Bryck Men Kewniek Oy Tebelvest
tile.monsterStoneEgg.stone.name=Men Oy Tebelvest
tile.mushroom.name=Skavel-Gronek
tile.musicBlock.name=Stock Noten
tile.mycel.name=Towargh Tewl
tile.netherBrick.name=Bryck Annown
tile.netherFence.name=Kloos Bryck Annown
tile.netherStalk.name=Losow Annown
tile.netherquartz.name=Moen Kanndir Annown
tile.notGate.name=Faglen Menrudh
tile.obsidian.name=Obsydyann
tile.oreCoal.name=Moen Glow
tile.oreDiamond.name=Moen Adamant
tile.oreEmerald.name=Moen Gwyrven
tile.oreGold.name=Moen Owr
tile.oreIron.name=Moen Hornek
tile.oreLapis.name=Moen Lapis Lazuli
tile.oreRedstone.name=Moen Menrudh
tile.oreRuby.name=Moen Rudhemm
tile.pistonBase.name=Pyston
tile.pistonStickyBase.name=Pyston Glusek
tile.portal.name=Porth
tile.potatoes.name=Patatysen
tile.pumpkin.name=Pompyon
tile.quartzBlock.chiseled.name=Stock Kenndir Karvyek
tile.quartzBlock.default.name=Stock a Kanndir
tile.quartzBlock.lines.name=Koloven Stock Kenndir
tile.rail.name=Hyns horn
tile.redstoneDust.name=Ponn Menrudh
tile.redstoneLight.name=Lugarn Menrudh
tile.reeds.name=Gwelen Sugra
tile.sand.default.name=Tewes
tile.sand.red.name=Tewes Rodh
tile.sandStone.chiseled.name=Krag Karvyek
tile.sandStone.default.name=Krag
tile.sandStone.name=Krag
tile.sandStone.smooth.name=Krag Smodh
tile.sapling.acacia.name=Gwydhen Yowynk Drenwydh
tile.sapling.birch.name=Gwydhen Yowynk Besowen
tile.sapling.jungle.name=Gwydhen Yowynk Gwylgoes
tile.sapling.oak.name=Gwydhen Yowynk Dar
tile.sapling.spruce.name=Gwydhen Yowynk Sprus
tile.sign.name=Arwodh
tile.snow.name=Ergh
tile.stainedGlass.black.name=Gweder Nammys Du
tile.stainedGlass.blue.name=Gweder Nammys Blou
tile.stainedGlass.brown.name=Gweder Nammys Gell
tile.stainedGlass.cyan.name=Gweder Nammys Glaswyrdh
tile.stainedGlass.gray.name=Gweder Nammys Loos
tile.stainedGlass.green.name=Gweder Nammys Gwyrdh
tile.stainedGlass.lightBlue.name=Gweder Nammys Skav Blou
tile.stainedGlass.lime.name=Gweder Nammys Limaval
tile.stainedGlass.magenta.name=Gweder Nammys Majenta
tile.stainedGlass.orange.name=Gweder Nammys Rudhvelyn
tile.stainedGlass.pink.name=Gweder Nammys Rudhwynn
tile.stainedGlass.purple.name=Gweder Nammys Purpur
tile.stainedGlass.red.name=Gweder Nammys Rudh
tile.stainedGlass.silver.name=Gweder Nammys Skav Loos
tile.stainedGlass.white.name=Gweder Nammys Gwynn
tile.stainedGlass.yellow.name=Gweder Nammys Melyn
tile.stairsBrick.name=Grisyow Bryck
tile.stairsNetherBrick.name=Gris Bryck Annown
tile.stairsQuartz.name=Grisyow Kenndir
tile.stairsSandStone.name=Grisyow Krag
tile.stairsStone.name=Grisyow Men
tile.stairsStoneBrickSmooth.name=Grisyow Bryck Men
tile.stairsWood.name=Grisyow Prenn Dar
tile.stairsWoodAcacia.name=Grisyow Prenn Drenwydh
tile.stairsWoodBirch.name=Grisyow Prenn Besow
tile.stairsWoodDarkOak.name=Grisyow Prenn Dar Tewal
tile.stairsWoodJungle.name=Grisyow Prenn Gwylgoes
tile.stairsWoodSpruce.name=Grisyow Prenn Sprus
tile.stone.andesite.name=Andesite
tile.stone.andesiteSmooth.name=Polished Andesite
tile.stone.diorite.name=Diorite
tile.stone.dioriteSmooth.name=Polished Diorite
tile.stone.granite.name=Granite
tile.stone.graniteSmooth.name=Polished Granite
tile.stone.stone.name=Stone
tile.stoneMoss.name=Meyn kewniek
tile.stoneSlab.brick.name=Legh Bryckys
tile.stoneSlab.cobble.name=Legh Men Rond
tile.stoneSlab.netherBrick.name=Legh Bryck Annown
tile.stoneSlab.quartz.name=Legh Kenndir
tile.stoneSlab.sand.name=Legh Krag
tile.stoneSlab.smoothStoneBrick.name=Legh Bryckys Men
tile.stoneSlab.stone.name=Legh Men
tile.stoneSlab.wood.name=Legh Prenn
tile.stonebrick.name=Meyn rond
tile.stonebricksmooth.chiseled.name=Men Brykys Karvyek
tile.stonebricksmooth.cracked.name=Men Bryckys Krackyek
tile.stonebricksmooth.default.name=Bryckys Men
tile.stonebricksmooth.mossy.name=Kewniek Bryckys Men
tile.stonebricksmooth.name=Bryckys Men
tile.tallgrass.fern.name=Redenen
tile.tallgrass.grass.name=Gwels
tile.tallgrass.name=Gwels
tile.tallgrass.shrub.name=Prysk
tile.thinGlass.name=Kwarel
tile.thinStainedGlass.black.name=Kwarel Nammys Du
tile.thinStainedGlass.blue.name=Kwarel Nammys Blou
tile.thinStainedGlass.brown.name=Kwarel Nammys Gell
tile.thinStainedGlass.cyan.name=Kwarel Nammys Glaswyrdh
tile.thinStainedGlass.gray.name=Kwarel Nammys Loos
tile.thinStainedGlass.green.name=Kwarel Nammys Gwyrdh
tile.thinStainedGlass.lightBlue.name=Kwarel Nammys Skav Blou
tile.thinStainedGlass.lime.name=Kwarel Nammys Limaval
tile.thinStainedGlass.magenta.name=Kwarel Nammys Majenta
tile.thinStainedGlass.orange.name=Kwarel Nammys Rudhvelyn
tile.thinStainedGlass.pink.name=Kwarel Nammys Rudhwynn
tile.thinStainedGlass.purple.name=Kwarel Nammys Purpur
tile.thinStainedGlass.red.name=Kwarel Nammys Rudh
tile.thinStainedGlass.silver.name=Kwarel Nammys Skav Loos
tile.thinStainedGlass.white.name=Kwarel Nammys Gwynn
tile.thinStainedGlass.yellow.name=Kwarel Nammys Melyn
tile.tnt.name=TNT
tile.torch.name=Faglen
tile.trapdoor.name=Daras Maglen
tile.tripWire.name=Gwivren Disevel
tile.tripWireSource.name=Higen Gwivren Disevel
tile.vine.name=Gwinbrennyer
tile.water.name=Dowr
tile.waterlily.name=Padyn Lili
tile.web.name=Gwias kevnis
tile.weightedPlate_heavy.name=Plat Gwaskedh Poosys(Poos)
tile.weightedPlate_light.name=Plat Gwaskedh Poosys (Skav)
tile.whiteStone.name=Men Diwedh
tile.wood.acacia.name=Estyl Prenn Drenwydh
tile.wood.big_oak.name=Estyl Prenn Dar Tewal
tile.wood.birch.name=Estyl Prenn Besow
tile.wood.jungle.name=Estyl Prenn Gwylgoes
tile.wood.name=Estyl Prennek
tile.wood.oak.name=Estyl Prenn Dar
tile.wood.spruce.name=Estyl Prenn Sprus
tile.woodSlab.acacia.name=Legh Prenn Drenwydh
tile.woodSlab.big_oak.name=Legh Prenn Dar Tewal
tile.woodSlab.birch.name=Legh Prenn Besowen
tile.woodSlab.jungle.name=Legh Prenn Gwylgoes
tile.woodSlab.oak.name=Legh Prenn Dar
tile.woodSlab.spruce.name=Legh Prenn Sprus
tile.woolCarpet.black.name=Leurlen Du
tile.woolCarpet.blue.name=Leurlen Blou
tile.woolCarpet.brown.name=Leurlen Gell
tile.woolCarpet.cyan.name=Leurlen Glaswyrdh
tile.woolCarpet.gray.name=Leurlen Loos
tile.woolCarpet.green.name=Leurlen Gwyrdh
tile.woolCarpet.lightBlue.name=Leurlen Skav Blou
tile.woolCarpet.lime.name=Leurlen Limaval
tile.woolCarpet.magenta.name=Leurlen Majenta
tile.woolCarpet.name=Leurlen
tile.woolCarpet.orange.name=Leurlen Rudhvelyn
tile.woolCarpet.pink.name=Leurlen Rudhwynn
tile.woolCarpet.purple.name=Leurlen Purpur
tile.woolCarpet.red.name=Leurlen Rudh
tile.woolCarpet.silver.name=Leurlen Skav Loos
tile.woolCarpet.white.name=Leurlen
tile.woolCarpet.yellow.name=Leurlen Melyn
tile.workbench.name=Moos ow Kreft
title.oldgl1=Old graphics card detected; this may prevent you from
title.oldgl2=playing in the future as OpenGL 2.0 will be required.
translation.test.invalid=Yow %
translation.test.none=Hou, bys!
translation.test.world=bys
| 412 | 0.897946 | 1 | 0.897946 | game-dev | MEDIA | 0.936138 | game-dev | 0.605016 | 1 | 0.605016 |
Reinisch/Darkest-Dungeon-Unity | 2,983 | Assets/Scripts/UI/Slots/CampingSkillPurchaseSlot.cs | using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class CampingSkillPurchaseSlot : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
[SerializeField]
private BuildCostFrame costFrame;
[SerializeField]
private Image icon;
[SerializeField]
private Image locker;
public Hero Hero { get; private set; }
public CampingSkill Skill { get; private set; }
public bool Unlocked { get; private set; }
private bool Highlighted { get; set; }
private RectTransform rectTransform;
public event Action<CampingSkillPurchaseSlot> EventClicked;
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
}
public void Initialize(Hero hero, int skillIndex, float discount)
{
Hero = hero;
Skill = hero.HeroClass.CampingSkills[skillIndex];
icon.sprite = DarkestDungeonManager.Data.Sprites["camp_skill_" + Skill.Id];
costFrame.HeirloomOneAmount.text = Mathf.RoundToInt(Skill.CurrencyCost.Amount * discount).ToString();
if (hero.CurrentCampingSkills[skillIndex] == null)
Lock();
else
Unlock();
}
public void UpdateSkill(float discount)
{
if (Hero == null || Skill == null)
return;
if (Hero.CurrentCampingSkills[Hero.HeroClass.CampingSkills.IndexOf(Skill)] == null)
Lock();
else
Unlock();
costFrame.HeirloomOneAmount.text = Mathf.RoundToInt(Skill.CurrencyCost.Amount * discount).ToString();
}
public void Reset()
{
Hero = null;
Skill = null;
}
public void Lock()
{
Unlocked = false;
locker.enabled = true;
icon.material = Highlighted ? DarkestDungeonManager.GrayHighlightMaterial : DarkestDungeonManager.GrayMaterial;
costFrame.gameObject.SetActive(true);
}
public void Unlock()
{
Unlocked = true;
locker.enabled = false;
icon.material = Highlighted ? DarkestDungeonManager.HighlightMaterial : icon.defaultMaterial;
costFrame.gameObject.SetActive(false);
}
public void OnPointerEnter(PointerEventData eventData)
{
Highlighted = true;
if (Hero == null)
return;
icon.material = Unlocked ? DarkestDungeonManager.HighlightMaterial : DarkestDungeonManager.GrayHighlightMaterial;
if(Skill != null)
ToolTipManager.Instanse.Show(Skill.Tooltip(), rectTransform, ToolTipStyle.FromRight, ToolTipSize.Normal);
}
public void OnPointerExit(PointerEventData eventData)
{
Highlighted = false;
icon.material = Unlocked ? icon.defaultMaterial : DarkestDungeonManager.GrayMaterial;
ToolTipManager.Instanse.Hide();
}
public void OnPointerClick(PointerEventData eventData)
{
if (EventClicked != null)
EventClicked(this);
}
} | 412 | 0.909875 | 1 | 0.909875 | game-dev | MEDIA | 0.940538 | game-dev | 0.919374 | 1 | 0.919374 |
masterfeizz/DaedalusX64-3DS | 4,790 | Source/SysPSP/UI/PSPMenu.h | #include "Utility/DaedalusTypes.h"
#include "SysPSP/Utility/PathsPSP.h"
// User Interface Variables
const s16 SCREEN_WIDTH {480};
const s16 SCREEN_HEIGHT {272};
// to do adjust values to suit multiple screens
const s16 MENU_TOP {5};
const s16 TITLE_HEADER {10};
const s16 BELOW_MENU_MIN {33}; // Rename this as it's confusing
const s16 LIST_TEXT_LEFT {13};
const s16 LIST_TEXT_WIDTH {SCREEN_WIDTH - LIST_TEXT_LEFT};
const s16 LIST_TEXT_HEIGHT {216};
const s16 PREVIEW_IMAGE_LEFT {309};
const s16 PREVIEW_IMAGE_BOTTOM {140};
const s16 PREVIEW_IMAGE_RIGHT {464};
const s16 PREVIEW_IMAGE_WIDTH {PREVIEW_IMAGE_RIGHT - PREVIEW_IMAGE_LEFT};
const s16 PREVIEW_IMAGE_HEIGHT {PREVIEW_IMAGE_BOTTOM - BELOW_MENU_MIN};
const s16 DESCRIPTION_AREA_TOP {0};
const s16 DESCRIPTION_AREA_LEFT {16};
const s16 DESCRIPTION_AREA_RIGHT {SCREEN_WIDTH - 16};
const s16 DESCRIPTION_AREA_BOTTOM {SCREEN_HEIGHT - 10};
const s16 ROM_INFO_TEXT_X {318};
const s16 ROM_INFO_TEXT_Y {154};
const s16 BATTERY_INFO {200};
const s16 CATEGORY_TEXT_TOP {BELOW_MENU_MIN + LIST_TEXT_HEIGHT + 5};
const s16 CATEGORY_TEXT_LEFT {LIST_TEXT_LEFT};
const char gCategoryLetters[] = "#abcdefghijklmnopqrstuvwxyz?";
enum ECategory
{
C_NUMBERS = 0,
C_A, C_B, C_C, C_D, C_E, C_F, C_G, C_H, C_I, C_J, C_K, C_L, C_M,
C_N, C_O, C_P, C_Q, C_R, C_S, C_T, C_U, C_V, C_W, C_X, C_Y, C_Z,
C_UNK,
NUM_CATEGORIES,
};
// Splash Screen
const float MAX_TIME {0.8f}; // Rename to something more sane
const char * const LOGO_FILENAME {DAEDALUS_PSP_PATH( "Resources/logo.png" )};
const s16 NUM_SAVESTATE_SLOTS {15};
const char * const SAVING_STATUS_TEXT = "Saving...";
const char * const LOADING_STATUS_TEXT = "Loading...";
const s16 INVALID_SLOT = s16( -1 );
const char * const SAVING_TITLE_TEXT = "Select a Slot to Save To";
const char * const LOADING_TITLE_TEXT = "Select a Slot to Load From";
// About components
#define MAX_PSP_MODEL 11
const char * const DAEDALUS_VERSION_TEXT = "DaedalusX64 Revision ";
const char * const DATE_TEXT = "Built ";
const char * const URL_TEXT_1 = "https://github.com/daedalusx64/daedalus/";
const char * const URL_TEXT_2 = "https://discord.gg/AHWDYmB";
const char * const INFO_TEXT[] =
{
"Copyright (C) 2008-2019 DaedalusX64 Team",
"Copyright (C) 2001-2009 StrmnNrmn",
"Audio HLE code by Azimer",
"",
"For news and updates visit:",
};
const char * const pspModel[ MAX_PSP_MODEL ] =
{
"PSP PHAT (01g)", "PSP 2000 (02g)", "PSP BRITE(03g)", "PSP BRITE (04g)", "PSP GO (05G)", "UNKNOWN PSP", "PSP BRITE (07g)", "UNKNOWN PSP", "PSP BRITE (09g)", "UNKNOWN PSP", "PSP STREET (11g)"
};
// Adjust Dead Zone Screen
const char * const INSTRUCTIONS_TEXT = "Adjust the minimum and maximum deadzone regions. Up/Down: Increase or decrease the deadzone. Left/Right: Select minimum or maximum deadzone for adjusting. Triangle: Reset to defaults. Start/X: Confirm. Select/Circle: Cancel";
const char * const TITLE_TEXT = "Adjust Stick Deadzone"; // Make more sane
const u32 TITLE_Y = 10;
const u32 HALF_WIDTH( 480 / 2 );
const u32 CENTRE_X( 480 / 2 );
const u32 DISPLAY_WIDTH( 128 );
const u32 DISPLAY_RADIUS( DISPLAY_WIDTH / 2 );
const u32 PSP_CIRCLE_X = DISPLAY_RADIUS + ((HALF_WIDTH - DISPLAY_WIDTH) / 2);
const u32 PSP_CIRCLE_Y = 120;
const u32 N64_CIRCLE_X = CENTRE_X + DISPLAY_RADIUS + ((HALF_WIDTH - DISPLAY_WIDTH) / 2);
const u32 N64_CIRCLE_Y = 120;
const u32 PSP_TITLE_X = PSP_CIRCLE_X - DISPLAY_RADIUS;
const u32 PSP_TITLE_Y = PSP_CIRCLE_Y - DISPLAY_RADIUS - 16;
const u32 N64_TITLE_X = N64_CIRCLE_X - DISPLAY_RADIUS;
const u32 N64_TITLE_Y = N64_CIRCLE_Y - DISPLAY_RADIUS - 16;
const f32 DEADZONE_INCREMENT = 0.01f;
const f32 DEFAULT_MIN_DEADZONE = 0.28f; // Kind of gross - share somehow with IInputManager?
const f32 DEFAULT_MAX_DEADZONE = 1.0f;
// Rom Selector component
const char * const gRomsDirectories[] =
{
"ms0:/n64/",
DAEDALUS_PSP_PATH( "Roms/" ),
#ifndef DAEDALUS_SILENT
// For ease of developing with multiple source trees, common folder for roms can be placed at host1: in usbhostfs
"host1:/",
#endif
};
const char * const gNoRomsText[] =
{
"Daedalus could not find any roms to load.",
"You can add roms to the \\N64\\ directory on your memory stick,",
"(e.g. P:\\N64\\)",
"or the Roms directory within the Daedalus folder.",
"(e.g. P:\\PSP\\GAME\\Daedalus\\Roms\\)",
"Daedalus recognises a number of different filetypes,",
"including .zip, .z64, .v64, .rom, .bin, .pal, .usa and .jap.",
};
;
const char * const gPreviewDirectory = DAEDALUS_PSP_PATH( "Resources/Preview/" );
const f32 PREVIEW_SCROLL_WAIT = 0.500f; // seconds to wait for scrolling to stop before loading preview (prevent thrashing)
const f32 PREVIEW_FADE_TIME = 0.50f; // seconds
| 412 | 0.855285 | 1 | 0.855285 | game-dev | MEDIA | 0.629617 | game-dev,embedded-firmware | 0.765354 | 1 | 0.765354 |
Apress/monogame-mastery | 1,866 | chapter-09/start/Objects/MissileSprite.cs | using chapter_09.Engine.Objects;
using chapter_09.States.Particles;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace chapter_09.Objects
{
public class MissileSprite : BaseGameObject
{
private const float StartSpeed = 0.5f;
private const float Acceleration = 0.15f;
private float _speed = StartSpeed;
// keep track of scaled down texture size
private int _missileHeight;
private int _missileWidth;
// missiles are attached to their own particle emitter
private ExhaustEmitter _exhaustEmitter;
public override Vector2 Position
{
set
{
_position = value;
_exhaustEmitter.Position = new Vector2(_position.X + 18, _position.Y + _missileHeight - 10);
}
}
public MissileSprite(Texture2D missleTexture, Texture2D exhaustTexture)
{
_texture = missleTexture;
_exhaustEmitter = new ExhaustEmitter(exhaustTexture, _position);
var ratio = (float) _texture.Height / (float) _texture.Width;
_missileWidth = 50;
_missileHeight = (int) (_missileWidth * ratio);
}
public void Update(GameTime gameTime)
{
_exhaustEmitter.Update(gameTime);
Position = new Vector2(Position.X, Position.Y - _speed);
_speed = _speed + Acceleration;
}
public override void Render(SpriteBatch spriteBatch)
{
// need to scale down the sprite. The original texture is very big
var destRectangle = new Rectangle((int) Position.X, (int) Position.Y, _missileWidth, _missileHeight);
spriteBatch.Draw(_texture, destRectangle, Color.White);
_exhaustEmitter.Render(spriteBatch);
}
}
}
| 412 | 0.677813 | 1 | 0.677813 | game-dev | MEDIA | 0.859499 | game-dev,graphics-rendering | 0.871179 | 1 | 0.871179 |
stronnag/mwptools | 2,733 | src/mwp/survey/build_mission.vala | /*
* 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) Jonathan Hudson <jh+mwptools@daria.co.uk>
*
* SPDX-License-Identifier: GPL-3.0-or-later
*/
namespace Survey {
int resolve_alt(double lat, double lon, int alt, bool amsl, out int elev) {
int p3 = 0;
elev = alt;
if(amsl) {
double e = Hgt.NODATA;
e = DemManager.lookup(lat, lon);
if (e != Hgt.NODATA) {
p3 = 1;
elev += (int)e;
}
}
return p3;
}
void build_mission(AreaCalc.RowPoints []rows, int alt, int lspeed, bool rth, bool amsl) {
int n = 0;
int elev;
int p3;
var ms = new Mission();
MissionItem []mis={};
foreach (var r in rows){
n++;
p3 = resolve_alt(r.start.y, r.start.x, alt, amsl, out elev);
var mi = new MissionItem.full(n, Msp.Action.WAYPOINT, r.start.y,
r.start.x, elev, lspeed, 0, p3, 0);
mis += mi;
n++;
p3 = resolve_alt(r.end.y, r.end.x, alt, amsl, out elev);
mi = new MissionItem.full(n, Msp.Action.WAYPOINT, r.end.y,
r.end.x, elev, lspeed, 0, p3, 0);
ms.check_wp_sanity(ref mi);
mis += mi;
}
if(rth) {
n++;
var mi = new MissionItem.full(n, Msp.Action.RTH, 0, 0, 0, 0, 0, 0, 0xa5);
mis += mi;
}
mis[n-1].flag = 0xa5;
ms.points = mis;
ms.npoints = n;
finalise_mission(ms);
}
void build_square_mission(AreaCalc.Vec []vec, int alt, int lspeed, bool rth, bool amsl) {
int n = 0;
int elev;
int p3;
var ms = new Mission();
MissionItem []mis={};
foreach (var v in vec){
n++;
p3 = resolve_alt(v.y, v.x, alt, amsl, out elev);
var mi = new MissionItem.full(n, Msp.Action.WAYPOINT, v.y, v.x, elev, lspeed, 0, p3, 0);
ms.check_wp_sanity(ref mi);
mis += mi;
}
if(rth) {
n++;
var mi = new MissionItem.full(n, Msp.Action.RTH, 0, 0, 0, 0, 0, 0, 0xa5);
mis += mi;
}
mis[n-1].flag = 0xa5;
ms.points = mis;
ms.npoints = n;
finalise_mission(ms);
}
internal void finalise_mission(Mission ms) {
ms.cy = (ms.maxy + ms.miny)/2;
ms.cx = (ms.maxx + ms.minx)/2;
MissionManager.msx = {ms};
MissionManager.is_dirty = true;
MissionManager.mdx = 0;
MissionManager.setup_mission_from_mm();
}
}
| 412 | 0.795878 | 1 | 0.795878 | game-dev | MEDIA | 0.758613 | game-dev | 0.982459 | 1 | 0.982459 |
paulbatum/Dominion | 997 | Dominion.Rules/UnlimitedSupplyCardPile.cs | using System;
namespace Dominion.Rules
{
public class UnlimitedSupplyCardPile : CardPile
{
private readonly Func<ICard> _cardCreator;
public UnlimitedSupplyCardPile(Func<ICard> cardCreator)
{
_cardCreator = cardCreator;
}
public override bool IsEmpty
{
get { return false; }
}
public override int CardCount
{
get
{
throw new NotSupportedException("A null zone cannot be considered to have a card count");
}
}
public override ICard TopCard
{
get { return _cardCreator(); }
}
public override bool IsLimited
{
get { return false; }
}
protected override void AddCard(ICard card)
{
// NO OP
}
protected override void RemoveCard(ICard card)
{
// NO OP
}
}
} | 412 | 0.888851 | 1 | 0.888851 | game-dev | MEDIA | 0.652257 | game-dev | 0.763628 | 1 | 0.763628 |
ProjectIgnis/CardScripts | 1,756 | official/c77449773.lua | --サイバネット・クロスワイプ
--Cynet Crosswipe
--Scripted by AlphaKretin
local s,id=GetID()
function s.initial_effect(c)
--activate
local e1=Effect.CreateEffect(c)
e1:SetCategory(CATEGORY_DESTROY)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
e1:SetCost(s.cost)
e1:SetTarget(s.target)
e1:SetOperation(s.activate)
c:RegisterEffect(e1)
end
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk)
e:SetLabel(1)
return true
end
function s.spcheck(sg,tp,exg,dg)
local a=0
for c in aux.Next(sg) do
if dg:IsContains(c) then a=a+1 end
for tc in aux.Next(c:GetEquipGroup()) do
if dg:IsContains(tc) then a=a+1 end
end
end
return #dg-a>=1
end
function s.cfilter(c)
return c:IsRace(RACE_CYBERSE)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chkc then return chkc:IsOnField() and chkc~=e:GetHandler() end
local dg=Duel.GetMatchingGroup(Card.IsCanBeEffectTarget,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,e:GetHandler(),e)
if chk==0 then
if e:GetLabel()==1 then
e:SetLabel(0)
return Duel.CheckReleaseGroupCost(tp,s.cfilter,1,false,s.spcheck,nil,dg)
else
return Duel.IsExistingTarget(aux.TRUE,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,e:GetHandler())
end
end
if e:GetLabel()==1 then
e:SetLabel(0)
local sg=Duel.SelectReleaseGroupCost(tp,s.cfilter,1,1,false,s.spcheck,nil,dg)
Duel.Release(sg,REASON_COST)
end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY)
local g=Duel.SelectTarget(tp,aux.TRUE,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,1,e:GetHandler())
Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,#g,0,0)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS)
local sg=g:Filter(Card.IsRelateToEffect,nil,e)
Duel.Destroy(sg,REASON_EFFECT)
end | 412 | 0.882013 | 1 | 0.882013 | game-dev | MEDIA | 0.985271 | game-dev | 0.934111 | 1 | 0.934111 |
bergerhealer/TrainCarts | 1,344 | src/main/java/com/bergerkiller/bukkit/tc/events/MissingPathConnectionEvent.java | package com.bergerkiller.bukkit.tc.events;
import com.bergerkiller.bukkit.tc.controller.MinecartGroup;
import com.bergerkiller.bukkit.tc.controller.components.RailPiece;
import com.bergerkiller.bukkit.tc.pathfinding.PathNode;
import org.bukkit.event.Event;
import org.bukkit.event.HandlerList;
import org.jetbrains.annotations.NotNull;
/**
* This event fires if a destination couldn't be reached when a train is passing a switcher-sign
*/
public class MissingPathConnectionEvent extends Event {
private static final HandlerList HANDLERS = new HandlerList();
private final RailPiece rail;
private final PathNode node;
private final MinecartGroup group;
private final String destination;
public MissingPathConnectionEvent(RailPiece rail, PathNode node, MinecartGroup group, String destination) {
this.rail = rail;
this.node = node;
this.group = group;
this.destination = destination;
}
public RailPiece getRail() { return rail; }
public PathNode getPathNode() { return node; }
public MinecartGroup getGroup() { return group; }
public String getDestination() { return destination; }
@NotNull
@Override
public HandlerList getHandlers() {
return HANDLERS;
}
public static HandlerList getHandlerList() {
return HANDLERS;
}
}
| 412 | 0.612016 | 1 | 0.612016 | game-dev | MEDIA | 0.680943 | game-dev,networking | 0.507808 | 1 | 0.507808 |
google/google-ctf | 4,604 | 2025/hackceler8/rounds/3/game/src/door.rs | // Copyright 2025 Google LLC
//
// 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
//
// https://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.
use megahx8::*;
use crate::big_sprite::BigSprite;
use crate::entity::*;
use crate::res::maps;
use crate::res::sprites;
use crate::res::sprites::blue_door_h::Anim;
use crate::resource_state::State;
// Door dimensions, in pixels.
const WIDTH: i16 = 16;
const LENGTH: i16 = 48;
#[derive(Copy, Clone)]
pub enum Orientation {
Horizontal,
Vertical,
}
pub struct Door {
pub x: i16,
pub y: i16,
sprite: BigSprite,
pub id: u16,
orientation: Orientation,
pub open: bool,
}
/// Properties parsed from the map.
pub struct DoorProperties {
/// A unique ID to idenfity the item within the given world.
pub id: u16,
pub orientation: Orientation,
}
impl Door {
pub fn new(
world_type: maps::WorldType,
map_x: i16,
map_y: i16,
properties: &DoorProperties,
open: bool,
res_state: &mut State,
vdp: &mut TargetVdp,
) -> Door {
let mut sprite_x = map_x + 128;
let mut sprite_y = map_y + 128;
match properties.orientation {
Orientation::Horizontal => {
sprite_x -= LENGTH / 2;
sprite_y -= WIDTH / 2;
}
Orientation::Vertical => {
sprite_x -= WIDTH / 2;
sprite_y -= LENGTH / 2;
}
};
let mut sprite = Self::get_sprite_init_fn(world_type, properties.orientation)(
res_state, vdp, /* keep_loaded= */ false,
);
sprite.set_position(sprite_x, sprite_y);
let mut door = Door {
x: sprite_x,
y: sprite_y,
sprite,
id: properties.id,
orientation: properties.orientation,
open,
};
door.sprite
.set_anim(if open { Anim::Open } else { Anim::Closed } as usize);
door
}
pub fn open(&mut self) {
self.open = true;
self.sprite.set_anim(Anim::Open as usize);
}
fn get_sprite_init_fn(
world_type: maps::WorldType,
orientation: Orientation,
) -> crate::big_sprite::SpriteInitializationFunction {
match (world_type, orientation) {
(maps::WorldType::Overworld, Orientation::Horizontal) => sprites::grey_door_h::new,
(maps::WorldType::Overworld, Orientation::Vertical) => sprites::grey_door_v::new,
(maps::WorldType::FireTemple, Orientation::Horizontal) => sprites::red_door_h::new,
(maps::WorldType::FireTemple, Orientation::Vertical) => sprites::red_door_v::new,
(maps::WorldType::WaterTemple, Orientation::Horizontal) => sprites::blue_door_h::new,
(maps::WorldType::WaterTemple, Orientation::Vertical) => sprites::blue_door_v::new,
(maps::WorldType::ForestTemple, Orientation::Horizontal) => sprites::green_door_h::new,
(maps::WorldType::ForestTemple, Orientation::Vertical) => sprites::green_door_v::new,
(maps::WorldType::SkyTemple, Orientation::Horizontal) => sprites::white_door_h::new,
_ => sprites::white_door_v::new,
}
}
}
impl Entity for Door {
fn hitbox(&self) -> Hitbox {
match self.orientation {
Orientation::Horizontal => Hitbox {
x: self.x,
y: self.y,
w: LENGTH,
h: WIDTH,
},
Orientation::Vertical => Hitbox {
x: self.x,
y: self.y,
w: WIDTH,
h: LENGTH,
},
}
}
fn render(&mut self, renderer: &mut TargetRenderer) {
self.sprite.render(renderer);
}
#[expect(clippy::cast_sign_loss, clippy::cast_possible_truncation)]
/// Set the absolute position of a sprite on the screen.
fn set_position(&mut self, x: i16, y: i16) {
self.x = x;
self.y = y;
self.sprite.set_position(x, y);
}
fn move_relative(&mut self, dx: i16, dy: i16) {
self.set_position(self.x + dx, self.y + dy);
}
}
| 412 | 0.765715 | 1 | 0.765715 | game-dev | MEDIA | 0.767588 | game-dev | 0.879112 | 1 | 0.879112 |
nasa/EMTG | 21,258 | depend/boost/tools/boost_install/test/iostreams/bzip2-1.0.8/decompress.c |
/*-------------------------------------------------------------*/
/*--- Decompression machinery ---*/
/*--- decompress.c ---*/
/*-------------------------------------------------------------*/
/* ------------------------------------------------------------------
This file is part of bzip2/libbzip2, a program and library for
lossless, block-sorting data compression.
bzip2/libbzip2 version 1.0.8 of 13 July 2019
Copyright (C) 1996-2019 Julian Seward <jseward@acm.org>
Please read the WARNING, DISCLAIMER and PATENTS sections in the
README file.
This program is released under the terms of the license contained
in the file LICENSE.
------------------------------------------------------------------ */
#include "bzlib_private.h"
/*---------------------------------------------------*/
static
void makeMaps_d ( DState* s )
{
Int32 i;
s->nInUse = 0;
for (i = 0; i < 256; i++)
if (s->inUse[i]) {
s->seqToUnseq[s->nInUse] = i;
s->nInUse++;
}
}
/*---------------------------------------------------*/
#define RETURN(rrr) \
{ retVal = rrr; goto save_state_and_return; };
#define GET_BITS(lll,vvv,nnn) \
case lll: s->state = lll; \
while (True) { \
if (s->bsLive >= nnn) { \
UInt32 v; \
v = (s->bsBuff >> \
(s->bsLive-nnn)) & ((1 << nnn)-1); \
s->bsLive -= nnn; \
vvv = v; \
break; \
} \
if (s->strm->avail_in == 0) RETURN(BZ_OK); \
s->bsBuff \
= (s->bsBuff << 8) | \
((UInt32) \
(*((UChar*)(s->strm->next_in)))); \
s->bsLive += 8; \
s->strm->next_in++; \
s->strm->avail_in--; \
s->strm->total_in_lo32++; \
if (s->strm->total_in_lo32 == 0) \
s->strm->total_in_hi32++; \
}
#define GET_UCHAR(lll,uuu) \
GET_BITS(lll,uuu,8)
#define GET_BIT(lll,uuu) \
GET_BITS(lll,uuu,1)
/*---------------------------------------------------*/
#define GET_MTF_VAL(label1,label2,lval) \
{ \
if (groupPos == 0) { \
groupNo++; \
if (groupNo >= nSelectors) \
RETURN(BZ_DATA_ERROR); \
groupPos = BZ_G_SIZE; \
gSel = s->selector[groupNo]; \
gMinlen = s->minLens[gSel]; \
gLimit = &(s->limit[gSel][0]); \
gPerm = &(s->perm[gSel][0]); \
gBase = &(s->base[gSel][0]); \
} \
groupPos--; \
zn = gMinlen; \
GET_BITS(label1, zvec, zn); \
while (1) { \
if (zn > 20 /* the longest code */) \
RETURN(BZ_DATA_ERROR); \
if (zvec <= gLimit[zn]) break; \
zn++; \
GET_BIT(label2, zj); \
zvec = (zvec << 1) | zj; \
}; \
if (zvec - gBase[zn] < 0 \
|| zvec - gBase[zn] >= BZ_MAX_ALPHA_SIZE) \
RETURN(BZ_DATA_ERROR); \
lval = gPerm[zvec - gBase[zn]]; \
}
/*---------------------------------------------------*/
Int32 BZ2_decompress ( DState* s )
{
UChar uc;
Int32 retVal;
Int32 minLen, maxLen;
bz_stream* strm = s->strm;
/* stuff that needs to be saved/restored */
Int32 i;
Int32 j;
Int32 t;
Int32 alphaSize;
Int32 nGroups;
Int32 nSelectors;
Int32 EOB;
Int32 groupNo;
Int32 groupPos;
Int32 nextSym;
Int32 nblockMAX;
Int32 nblock;
Int32 es;
Int32 N;
Int32 curr;
Int32 zt;
Int32 zn;
Int32 zvec;
Int32 zj;
Int32 gSel;
Int32 gMinlen;
Int32* gLimit;
Int32* gBase;
Int32* gPerm;
if (s->state == BZ_X_MAGIC_1) {
/*initialise the save area*/
s->save_i = 0;
s->save_j = 0;
s->save_t = 0;
s->save_alphaSize = 0;
s->save_nGroups = 0;
s->save_nSelectors = 0;
s->save_EOB = 0;
s->save_groupNo = 0;
s->save_groupPos = 0;
s->save_nextSym = 0;
s->save_nblockMAX = 0;
s->save_nblock = 0;
s->save_es = 0;
s->save_N = 0;
s->save_curr = 0;
s->save_zt = 0;
s->save_zn = 0;
s->save_zvec = 0;
s->save_zj = 0;
s->save_gSel = 0;
s->save_gMinlen = 0;
s->save_gLimit = NULL;
s->save_gBase = NULL;
s->save_gPerm = NULL;
}
/*restore from the save area*/
i = s->save_i;
j = s->save_j;
t = s->save_t;
alphaSize = s->save_alphaSize;
nGroups = s->save_nGroups;
nSelectors = s->save_nSelectors;
EOB = s->save_EOB;
groupNo = s->save_groupNo;
groupPos = s->save_groupPos;
nextSym = s->save_nextSym;
nblockMAX = s->save_nblockMAX;
nblock = s->save_nblock;
es = s->save_es;
N = s->save_N;
curr = s->save_curr;
zt = s->save_zt;
zn = s->save_zn;
zvec = s->save_zvec;
zj = s->save_zj;
gSel = s->save_gSel;
gMinlen = s->save_gMinlen;
gLimit = s->save_gLimit;
gBase = s->save_gBase;
gPerm = s->save_gPerm;
retVal = BZ_OK;
switch (s->state) {
GET_UCHAR(BZ_X_MAGIC_1, uc);
if (uc != BZ_HDR_B) RETURN(BZ_DATA_ERROR_MAGIC);
GET_UCHAR(BZ_X_MAGIC_2, uc);
if (uc != BZ_HDR_Z) RETURN(BZ_DATA_ERROR_MAGIC);
GET_UCHAR(BZ_X_MAGIC_3, uc)
if (uc != BZ_HDR_h) RETURN(BZ_DATA_ERROR_MAGIC);
GET_BITS(BZ_X_MAGIC_4, s->blockSize100k, 8)
if (s->blockSize100k < (BZ_HDR_0 + 1) ||
s->blockSize100k > (BZ_HDR_0 + 9)) RETURN(BZ_DATA_ERROR_MAGIC);
s->blockSize100k -= BZ_HDR_0;
if (s->smallDecompress) {
s->ll16 = BZALLOC( s->blockSize100k * 100000 * sizeof(UInt16) );
s->ll4 = BZALLOC(
((1 + s->blockSize100k * 100000) >> 1) * sizeof(UChar)
);
if (s->ll16 == NULL || s->ll4 == NULL) RETURN(BZ_MEM_ERROR);
} else {
s->tt = BZALLOC( s->blockSize100k * 100000 * sizeof(Int32) );
if (s->tt == NULL) RETURN(BZ_MEM_ERROR);
}
GET_UCHAR(BZ_X_BLKHDR_1, uc);
if (uc == 0x17) goto endhdr_2;
if (uc != 0x31) RETURN(BZ_DATA_ERROR);
GET_UCHAR(BZ_X_BLKHDR_2, uc);
if (uc != 0x41) RETURN(BZ_DATA_ERROR);
GET_UCHAR(BZ_X_BLKHDR_3, uc);
if (uc != 0x59) RETURN(BZ_DATA_ERROR);
GET_UCHAR(BZ_X_BLKHDR_4, uc);
if (uc != 0x26) RETURN(BZ_DATA_ERROR);
GET_UCHAR(BZ_X_BLKHDR_5, uc);
if (uc != 0x53) RETURN(BZ_DATA_ERROR);
GET_UCHAR(BZ_X_BLKHDR_6, uc);
if (uc != 0x59) RETURN(BZ_DATA_ERROR);
s->currBlockNo++;
if (s->verbosity >= 2)
VPrintf1 ( "\n [%d: huff+mtf ", s->currBlockNo );
s->storedBlockCRC = 0;
GET_UCHAR(BZ_X_BCRC_1, uc);
s->storedBlockCRC = (s->storedBlockCRC << 8) | ((UInt32)uc);
GET_UCHAR(BZ_X_BCRC_2, uc);
s->storedBlockCRC = (s->storedBlockCRC << 8) | ((UInt32)uc);
GET_UCHAR(BZ_X_BCRC_3, uc);
s->storedBlockCRC = (s->storedBlockCRC << 8) | ((UInt32)uc);
GET_UCHAR(BZ_X_BCRC_4, uc);
s->storedBlockCRC = (s->storedBlockCRC << 8) | ((UInt32)uc);
GET_BITS(BZ_X_RANDBIT, s->blockRandomised, 1);
s->origPtr = 0;
GET_UCHAR(BZ_X_ORIGPTR_1, uc);
s->origPtr = (s->origPtr << 8) | ((Int32)uc);
GET_UCHAR(BZ_X_ORIGPTR_2, uc);
s->origPtr = (s->origPtr << 8) | ((Int32)uc);
GET_UCHAR(BZ_X_ORIGPTR_3, uc);
s->origPtr = (s->origPtr << 8) | ((Int32)uc);
if (s->origPtr < 0)
RETURN(BZ_DATA_ERROR);
if (s->origPtr > 10 + 100000*s->blockSize100k)
RETURN(BZ_DATA_ERROR);
/*--- Receive the mapping table ---*/
for (i = 0; i < 16; i++) {
GET_BIT(BZ_X_MAPPING_1, uc);
if (uc == 1)
s->inUse16[i] = True; else
s->inUse16[i] = False;
}
for (i = 0; i < 256; i++) s->inUse[i] = False;
for (i = 0; i < 16; i++)
if (s->inUse16[i])
for (j = 0; j < 16; j++) {
GET_BIT(BZ_X_MAPPING_2, uc);
if (uc == 1) s->inUse[i * 16 + j] = True;
}
makeMaps_d ( s );
if (s->nInUse == 0) RETURN(BZ_DATA_ERROR);
alphaSize = s->nInUse+2;
/*--- Now the selectors ---*/
GET_BITS(BZ_X_SELECTOR_1, nGroups, 3);
if (nGroups < 2 || nGroups > BZ_N_GROUPS) RETURN(BZ_DATA_ERROR);
GET_BITS(BZ_X_SELECTOR_2, nSelectors, 15);
if (nSelectors < 1) RETURN(BZ_DATA_ERROR);
for (i = 0; i < nSelectors; i++) {
j = 0;
while (True) {
GET_BIT(BZ_X_SELECTOR_3, uc);
if (uc == 0) break;
j++;
if (j >= nGroups) RETURN(BZ_DATA_ERROR);
}
/* Having more than BZ_MAX_SELECTORS doesn't make much sense
since they will never be used, but some implementations might
"round up" the number of selectors, so just ignore those. */
if (i < BZ_MAX_SELECTORS)
s->selectorMtf[i] = j;
}
if (nSelectors > BZ_MAX_SELECTORS)
nSelectors = BZ_MAX_SELECTORS;
/*--- Undo the MTF values for the selectors. ---*/
{
UChar pos[BZ_N_GROUPS], tmp, v;
for (v = 0; v < nGroups; v++) pos[v] = v;
for (i = 0; i < nSelectors; i++) {
v = s->selectorMtf[i];
tmp = pos[v];
while (v > 0) { pos[v] = pos[v-1]; v--; }
pos[0] = tmp;
s->selector[i] = tmp;
}
}
/*--- Now the coding tables ---*/
for (t = 0; t < nGroups; t++) {
GET_BITS(BZ_X_CODING_1, curr, 5);
for (i = 0; i < alphaSize; i++) {
while (True) {
if (curr < 1 || curr > 20) RETURN(BZ_DATA_ERROR);
GET_BIT(BZ_X_CODING_2, uc);
if (uc == 0) break;
GET_BIT(BZ_X_CODING_3, uc);
if (uc == 0) curr++; else curr--;
}
s->len[t][i] = curr;
}
}
/*--- Create the Huffman decoding tables ---*/
for (t = 0; t < nGroups; t++) {
minLen = 32;
maxLen = 0;
for (i = 0; i < alphaSize; i++) {
if (s->len[t][i] > maxLen) maxLen = s->len[t][i];
if (s->len[t][i] < minLen) minLen = s->len[t][i];
}
BZ2_hbCreateDecodeTables (
&(s->limit[t][0]),
&(s->base[t][0]),
&(s->perm[t][0]),
&(s->len[t][0]),
minLen, maxLen, alphaSize
);
s->minLens[t] = minLen;
}
/*--- Now the MTF values ---*/
EOB = s->nInUse+1;
nblockMAX = 100000 * s->blockSize100k;
groupNo = -1;
groupPos = 0;
for (i = 0; i <= 255; i++) s->unzftab[i] = 0;
/*-- MTF init --*/
{
Int32 ii, jj, kk;
kk = MTFA_SIZE-1;
for (ii = 256 / MTFL_SIZE - 1; ii >= 0; ii--) {
for (jj = MTFL_SIZE-1; jj >= 0; jj--) {
s->mtfa[kk] = (UChar)(ii * MTFL_SIZE + jj);
kk--;
}
s->mtfbase[ii] = kk + 1;
}
}
/*-- end MTF init --*/
nblock = 0;
GET_MTF_VAL(BZ_X_MTF_1, BZ_X_MTF_2, nextSym);
while (True) {
if (nextSym == EOB) break;
if (nextSym == BZ_RUNA || nextSym == BZ_RUNB) {
es = -1;
N = 1;
do {
/* Check that N doesn't get too big, so that es doesn't
go negative. The maximum value that can be
RUNA/RUNB encoded is equal to the block size (post
the initial RLE), viz, 900k, so bounding N at 2
million should guard against overflow without
rejecting any legitimate inputs. */
if (N >= 2*1024*1024) RETURN(BZ_DATA_ERROR);
if (nextSym == BZ_RUNA) es = es + (0+1) * N; else
if (nextSym == BZ_RUNB) es = es + (1+1) * N;
N = N * 2;
GET_MTF_VAL(BZ_X_MTF_3, BZ_X_MTF_4, nextSym);
}
while (nextSym == BZ_RUNA || nextSym == BZ_RUNB);
es++;
uc = s->seqToUnseq[ s->mtfa[s->mtfbase[0]] ];
s->unzftab[uc] += es;
if (s->smallDecompress)
while (es > 0) {
if (nblock >= nblockMAX) RETURN(BZ_DATA_ERROR);
s->ll16[nblock] = (UInt16)uc;
nblock++;
es--;
}
else
while (es > 0) {
if (nblock >= nblockMAX) RETURN(BZ_DATA_ERROR);
s->tt[nblock] = (UInt32)uc;
nblock++;
es--;
};
continue;
} else {
if (nblock >= nblockMAX) RETURN(BZ_DATA_ERROR);
/*-- uc = MTF ( nextSym-1 ) --*/
{
Int32 ii, jj, kk, pp, lno, off;
UInt32 nn;
nn = (UInt32)(nextSym - 1);
if (nn < MTFL_SIZE) {
/* avoid general-case expense */
pp = s->mtfbase[0];
uc = s->mtfa[pp+nn];
while (nn > 3) {
Int32 z = pp+nn;
s->mtfa[(z) ] = s->mtfa[(z)-1];
s->mtfa[(z)-1] = s->mtfa[(z)-2];
s->mtfa[(z)-2] = s->mtfa[(z)-3];
s->mtfa[(z)-3] = s->mtfa[(z)-4];
nn -= 4;
}
while (nn > 0) {
s->mtfa[(pp+nn)] = s->mtfa[(pp+nn)-1]; nn--;
};
s->mtfa[pp] = uc;
} else {
/* general case */
lno = nn / MTFL_SIZE;
off = nn % MTFL_SIZE;
pp = s->mtfbase[lno] + off;
uc = s->mtfa[pp];
while (pp > s->mtfbase[lno]) {
s->mtfa[pp] = s->mtfa[pp-1]; pp--;
};
s->mtfbase[lno]++;
while (lno > 0) {
s->mtfbase[lno]--;
s->mtfa[s->mtfbase[lno]]
= s->mtfa[s->mtfbase[lno-1] + MTFL_SIZE - 1];
lno--;
}
s->mtfbase[0]--;
s->mtfa[s->mtfbase[0]] = uc;
if (s->mtfbase[0] == 0) {
kk = MTFA_SIZE-1;
for (ii = 256 / MTFL_SIZE-1; ii >= 0; ii--) {
for (jj = MTFL_SIZE-1; jj >= 0; jj--) {
s->mtfa[kk] = s->mtfa[s->mtfbase[ii] + jj];
kk--;
}
s->mtfbase[ii] = kk + 1;
}
}
}
}
/*-- end uc = MTF ( nextSym-1 ) --*/
s->unzftab[s->seqToUnseq[uc]]++;
if (s->smallDecompress)
s->ll16[nblock] = (UInt16)(s->seqToUnseq[uc]); else
s->tt[nblock] = (UInt32)(s->seqToUnseq[uc]);
nblock++;
GET_MTF_VAL(BZ_X_MTF_5, BZ_X_MTF_6, nextSym);
continue;
}
}
/* Now we know what nblock is, we can do a better sanity
check on s->origPtr.
*/
if (s->origPtr < 0 || s->origPtr >= nblock)
RETURN(BZ_DATA_ERROR);
/*-- Set up cftab to facilitate generation of T^(-1) --*/
/* Check: unzftab entries in range. */
for (i = 0; i <= 255; i++) {
if (s->unzftab[i] < 0 || s->unzftab[i] > nblock)
RETURN(BZ_DATA_ERROR);
}
/* Actually generate cftab. */
s->cftab[0] = 0;
for (i = 1; i <= 256; i++) s->cftab[i] = s->unzftab[i-1];
for (i = 1; i <= 256; i++) s->cftab[i] += s->cftab[i-1];
/* Check: cftab entries in range. */
for (i = 0; i <= 256; i++) {
if (s->cftab[i] < 0 || s->cftab[i] > nblock) {
/* s->cftab[i] can legitimately be == nblock */
RETURN(BZ_DATA_ERROR);
}
}
/* Check: cftab entries non-descending. */
for (i = 1; i <= 256; i++) {
if (s->cftab[i-1] > s->cftab[i]) {
RETURN(BZ_DATA_ERROR);
}
}
s->state_out_len = 0;
s->state_out_ch = 0;
BZ_INITIALISE_CRC ( s->calculatedBlockCRC );
s->state = BZ_X_OUTPUT;
if (s->verbosity >= 2) VPrintf0 ( "rt+rld" );
if (s->smallDecompress) {
/*-- Make a copy of cftab, used in generation of T --*/
for (i = 0; i <= 256; i++) s->cftabCopy[i] = s->cftab[i];
/*-- compute the T vector --*/
for (i = 0; i < nblock; i++) {
uc = (UChar)(s->ll16[i]);
SET_LL(i, s->cftabCopy[uc]);
s->cftabCopy[uc]++;
}
/*-- Compute T^(-1) by pointer reversal on T --*/
i = s->origPtr;
j = GET_LL(i);
do {
Int32 tmp = GET_LL(j);
SET_LL(j, i);
i = j;
j = tmp;
}
while (i != s->origPtr);
s->tPos = s->origPtr;
s->nblock_used = 0;
if (s->blockRandomised) {
BZ_RAND_INIT_MASK;
BZ_GET_SMALL(s->k0); s->nblock_used++;
BZ_RAND_UPD_MASK; s->k0 ^= BZ_RAND_MASK;
} else {
BZ_GET_SMALL(s->k0); s->nblock_used++;
}
} else {
/*-- compute the T^(-1) vector --*/
for (i = 0; i < nblock; i++) {
uc = (UChar)(s->tt[i] & 0xff);
s->tt[s->cftab[uc]] |= (i << 8);
s->cftab[uc]++;
}
s->tPos = s->tt[s->origPtr] >> 8;
s->nblock_used = 0;
if (s->blockRandomised) {
BZ_RAND_INIT_MASK;
BZ_GET_FAST(s->k0); s->nblock_used++;
BZ_RAND_UPD_MASK; s->k0 ^= BZ_RAND_MASK;
} else {
BZ_GET_FAST(s->k0); s->nblock_used++;
}
}
RETURN(BZ_OK);
endhdr_2:
GET_UCHAR(BZ_X_ENDHDR_2, uc);
if (uc != 0x72) RETURN(BZ_DATA_ERROR);
GET_UCHAR(BZ_X_ENDHDR_3, uc);
if (uc != 0x45) RETURN(BZ_DATA_ERROR);
GET_UCHAR(BZ_X_ENDHDR_4, uc);
if (uc != 0x38) RETURN(BZ_DATA_ERROR);
GET_UCHAR(BZ_X_ENDHDR_5, uc);
if (uc != 0x50) RETURN(BZ_DATA_ERROR);
GET_UCHAR(BZ_X_ENDHDR_6, uc);
if (uc != 0x90) RETURN(BZ_DATA_ERROR);
s->storedCombinedCRC = 0;
GET_UCHAR(BZ_X_CCRC_1, uc);
s->storedCombinedCRC = (s->storedCombinedCRC << 8) | ((UInt32)uc);
GET_UCHAR(BZ_X_CCRC_2, uc);
s->storedCombinedCRC = (s->storedCombinedCRC << 8) | ((UInt32)uc);
GET_UCHAR(BZ_X_CCRC_3, uc);
s->storedCombinedCRC = (s->storedCombinedCRC << 8) | ((UInt32)uc);
GET_UCHAR(BZ_X_CCRC_4, uc);
s->storedCombinedCRC = (s->storedCombinedCRC << 8) | ((UInt32)uc);
s->state = BZ_X_IDLE;
RETURN(BZ_STREAM_END);
default: AssertH ( False, 4001 );
}
AssertH ( False, 4002 );
save_state_and_return:
s->save_i = i;
s->save_j = j;
s->save_t = t;
s->save_alphaSize = alphaSize;
s->save_nGroups = nGroups;
s->save_nSelectors = nSelectors;
s->save_EOB = EOB;
s->save_groupNo = groupNo;
s->save_groupPos = groupPos;
s->save_nextSym = nextSym;
s->save_nblockMAX = nblockMAX;
s->save_nblock = nblock;
s->save_es = es;
s->save_N = N;
s->save_curr = curr;
s->save_zt = zt;
s->save_zn = zn;
s->save_zvec = zvec;
s->save_zj = zj;
s->save_gSel = gSel;
s->save_gMinlen = gMinlen;
s->save_gLimit = gLimit;
s->save_gBase = gBase;
s->save_gPerm = gPerm;
return retVal;
}
/*-------------------------------------------------------------*/
/*--- end decompress.c ---*/
/*-------------------------------------------------------------*/
| 412 | 0.998022 | 1 | 0.998022 | game-dev | MEDIA | 0.18345 | game-dev | 0.999766 | 1 | 0.999766 |
Rearth/Oritech | 8,629 | common/src/main/java/rearth/oritech/block/base/entity/ItemEnergyFrameInteractionBlockEntity.java | package rearth.oritech.block.base.entity;
import dev.architectury.registry.menu.ExtendedMenuProvider;
import org.jetbrains.annotations.Nullable;
import rearth.oritech.api.energy.EnergyApi;
import rearth.oritech.api.energy.containers.DynamicEnergyStorage;
import rearth.oritech.api.item.ItemApi;
import rearth.oritech.api.item.containers.SimpleInventoryStorage;
import rearth.oritech.api.networking.SyncField;
import rearth.oritech.api.networking.SyncType;
import rearth.oritech.block.entity.addons.RedstoneAddonBlockEntity;
import rearth.oritech.client.ui.UpgradableMachineScreenHandler;
import rearth.oritech.util.InventoryInputMode;
import rearth.oritech.util.MachineAddonController;
import rearth.oritech.util.ScreenProvider;
import java.util.ArrayList;
import java.util.List;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.core.HolderLookup;
import net.minecraft.nbt.CompoundTag;
import net.minecraft.network.FriendlyByteBuf;
import net.minecraft.network.chat.Component;
import net.minecraft.world.Container;
import net.minecraft.world.ContainerHelper;
import net.minecraft.world.entity.player.Inventory;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.inventory.AbstractContainerMenu;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.Level;
import net.minecraft.world.level.block.entity.BlockEntityType;
import net.minecraft.world.level.block.state.BlockState;
public abstract class ItemEnergyFrameInteractionBlockEntity extends FrameInteractionBlockEntity
implements ItemApi.BlockProvider, EnergyApi.BlockProvider, ExtendedMenuProvider, ScreenProvider, MachineAddonController, RedstoneAddonBlockEntity.RedstoneControllable {
@SyncField({SyncType.GUI_TICK, SyncType.GUI_OPEN})
public final DynamicEnergyStorage energyStorage = new DynamicEnergyStorage(getDefaultCapacity(), getDefaultInsertRate(), 0, this::setChanged);
public final SimpleInventoryStorage inventory = new SimpleInventoryStorage(getInventorySize(), this::setChanged);
@SyncField({SyncType.GUI_OPEN})
private final List<BlockPos> connectedAddons = new ArrayList<>();
@SyncField({SyncType.GUI_OPEN})
private final List<BlockPos> openSlots = new ArrayList<>();
@SyncField({SyncType.GUI_OPEN})
private BaseAddonData addonData = MachineAddonController.DEFAULT_ADDON_DATA;
public ItemEnergyFrameInteractionBlockEntity(BlockEntityType<?> type, BlockPos pos, BlockState state) {
super(type, pos, state);
}
public abstract int getMoveEnergyUsage();
public abstract int getOperationEnergyUsage();
@Override
protected boolean canProgress() {
return !disabledViaRedstone &&
energyStorage.amount >= getMoveEnergyUsage() * getBaseAddonData().efficiency() * (1 / getBaseAddonData().speed()) &&
energyStorage.amount >= getOperationEnergyUsage() * getBaseAddonData().efficiency() * (1 / getBaseAddonData().speed());
}
@Override
protected void doProgress(boolean moving) {
var usedCost = moving ? getMoveEnergyUsage() : getOperationEnergyUsage();
energyStorage.amount -= (long) (usedCost * getBaseAddonData().efficiency() * (1 / getBaseAddonData().speed()));
}
@Override
public void finishBlockWork(BlockPos processed) {
}
@Override
protected void loadAdditional(CompoundTag nbt, HolderLookup.Provider registryLookup) {
super.loadAdditional(nbt, registryLookup);
ContainerHelper.loadAllItems(nbt, inventory.heldStacks, registryLookup);
energyStorage.amount = nbt.getLong("energy_stored");
disabledViaRedstone = nbt.getBoolean("oritech.redstone");
loadAddonNbtData(nbt);
updateEnergyContainer();
}
@Override
protected void saveAdditional(CompoundTag nbt, HolderLookup.Provider registryLookup) {
super.saveAdditional(nbt, registryLookup);
ContainerHelper.saveAllItems(nbt, inventory.heldStacks, false, registryLookup);
nbt.putLong("energy_stored", energyStorage.amount);
nbt.putBoolean("oritech.redstone", disabledViaRedstone);
writeAddonToNbt(nbt);
}
@Override
public ItemApi.InventoryStorage getInventoryStorage(Direction direction) {
return inventory;
}
@Override
public EnergyApi.EnergyStorage getEnergyStorage(Direction direction) {
return energyStorage;
}
@Override
public BlockPos getPosForAddon() {
return getBlockPos();
}
@Override
public Level getWorldForAddon() {
return getLevel();
}
@Override
public void saveExtraData(FriendlyByteBuf buf) {
sendUpdate(SyncType.GUI_OPEN);
buf.writeBlockPos(worldPosition);
}
@Nullable
@Override
public AbstractContainerMenu createMenu(int syncId, Inventory playerInventory, Player player) {
return new UpgradableMachineScreenHandler(syncId, playerInventory, this);
}
@Override
public Component getDisplayName() {
return Component.nullToEmpty("");
}
@Override
public List<GuiSlot> getGuiSlots() {
return List.of(
new GuiSlot(0, 50, 11));
}
public int getInventorySize() {
return 1;
}
@Override
public float getProgress() {
var maxTime = isMoving() ? getMoveTime() : getWorkTime();
return (float) getCurrentProgress() / maxTime;
}
@Override
public boolean inputOptionsEnabled() {
return false;
}
@Override
public InventoryInputMode getInventoryInputMode() {
return InventoryInputMode.FILL_LEFT_TO_RIGHT;
}
@Override
public float getDisplayedEnergyUsage() {
return getOperationEnergyUsage() * getBaseAddonData().efficiency() * (1 / getBaseAddonData().speed());
}
@Override
public long getDefaultCapacity() {
return 100_000;
}
@Override
public long getDefaultInsertRate() {
return 5000;
}
@Override
public Container getDisplayedInventory() {
return inventory;
}
@Override
public float getDisplayedEnergyTransfer() {
return energyStorage.maxInsert;
}
@Override
public ItemApi.InventoryStorage getInventoryForAddon() {
return inventory;
}
@Override
public ScreenProvider getScreenProvider() {
return this;
}
@Override
public float getSpeedMultiplier() {
return addonData.speed();
}
public DynamicEnergyStorage getEnergyStorage() {
return energyStorage;
}
@Override
public List<BlockPos> getConnectedAddons() {
return connectedAddons;
}
@Override
public List<BlockPos> getOpenAddonSlots() {
return openSlots;
}
@Override
public Direction getFacingForAddon() {
return super.getFacing();
}
@Override
public DynamicEnergyStorage getStorageForAddon() {
return getEnergyStorage();
}
@Override
public BaseAddonData getBaseAddonData() {
return addonData;
}
@Override
public void setBaseAddonData(BaseAddonData data) {
this.addonData = data;
this.setChanged();
}
public boolean isActivelyWorking() {
return level.getGameTime() - lastWorkedAt < 5;
}
@Override
public int getComparatorEnergyAmount() {
return (int) ((energyStorage.amount / (float) energyStorage.capacity) * 15);
}
@Override
public int getComparatorSlotAmount(int slot) {
if (inventory.heldStacks.size() <= slot) return 0;
var stack = inventory.getItem(slot);
if (stack.isEmpty()) return 0;
return (int) ((stack.getCount() / (float) stack.getMaxStackSize()) * 15);
}
@Override
public int getComparatorProgress() {
return 0;
}
@Override
public int getComparatorActiveState() {
return isActivelyWorking() ? 15 : 0;
}
@Override
public void onRedstoneEvent(boolean isPowered) {
this.disabledViaRedstone = isPowered;
}
@Override
public int receivedRedstoneSignal() {
if (disabledViaRedstone) return 15;
return 0;
}
@Override
public String currentRedstoneEffect() {
if (disabledViaRedstone) return "tooltip.oritech.redstone_disabled";
return "tooltip.oritech.redstone_enabled";
}
}
| 412 | 0.844182 | 1 | 0.844182 | game-dev | MEDIA | 0.969066 | game-dev | 0.950908 | 1 | 0.950908 |
HyperiumClient/Hyperium | 5,442 | src/main/java/cc/hyperium/mods/oldanimations/OldBlocking.java | /*
* Copyright (C) 2018-present Hyperium <https://hyperium.cc/>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published
* by the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package cc.hyperium.mods.oldanimations;
import cc.hyperium.config.Settings;
import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
import net.minecraft.client.renderer.entity.RendererLivingEntity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
public class OldBlocking {
/**
* May require additional cleanups, however it's fine for the moment.
*/
public void doRenderLayer(EntityLivingBase entitylivingbaseIn, RendererLivingEntity<?> livingEntityRenderer) {
ItemStack itemstack = entitylivingbaseIn.getHeldItem();
if (itemstack != null) {
GlStateManager.pushMatrix();
if (livingEntityRenderer.getMainModel().isChild) {
float f = 0.5f;
GlStateManager.translate(0.0f, 0.625f, 0.0f);
GlStateManager.rotate(-20.0f, -1.0f, 0.0f, 0.0f);
GlStateManager.scale(f, f, f);
}
Label_0327:
if (entitylivingbaseIn instanceof EntityPlayer) {
if (Settings.OLD_BLOCKING) {
if (((EntityPlayer) entitylivingbaseIn).isBlocking()) {
if (entitylivingbaseIn.isSneaking()) {
((ModelBiped) livingEntityRenderer.getMainModel()).postRenderArm(0.0325f);
GlStateManager.scale(1.05f, 1.05f, 1.05f);
GlStateManager.translate(-0.58f, 0.32f, -0.07f);
GlStateManager
.rotate(-24405.0f, 137290.0f, -2009900.0f, -2654900.0f);
} else {
((ModelBiped) livingEntityRenderer.getMainModel()).postRenderArm(0.0325f);
GlStateManager.scale(1.05f, 1.05f, 1.05f);
GlStateManager.translate(-0.45f, 0.25f, -0.07f);
GlStateManager
.rotate(-24405.0f, 137290.0f, -2009900.0f, -2654900.0f);
}
} else {
((ModelBiped) livingEntityRenderer.getMainModel())
.postRenderArm(0.0625f);
}
} else {
((ModelBiped) livingEntityRenderer.getMainModel()).postRenderArm(0.0625f);
}
if (!Settings.OLD_ITEM_HELD) {
GlStateManager.translate(-0.0625f, 0.4375f, 0.0625f);
} else {
if (!((EntityPlayer) entitylivingbaseIn).isBlocking()) {
if (Settings.OLD_ITEM_HELD) {
GlStateManager.translate(-0.0855f, 0.4775f, 0.1585f);
GlStateManager.rotate(-19.0f, 20.0f, 0.0f, -6.0f);
break Label_0327;
}
}
if (((EntityPlayer) entitylivingbaseIn).isBlocking()) {
GlStateManager.translate(-0.0625f, 0.4375f, 0.0625f);
}
}
} else {
((ModelBiped) livingEntityRenderer.getMainModel()).postRenderArm(0.0625f);
GlStateManager.translate(-0.0625f, 0.4375f, 0.0625f);
}
if (entitylivingbaseIn instanceof EntityPlayer && ((EntityPlayer) entitylivingbaseIn).fishEntity != null) {
itemstack = new ItemStack(Items.fishing_rod, 0);
}
Item item = itemstack.getItem();
Minecraft minecraft = Minecraft.getMinecraft();
if (item instanceof ItemBlock && Block.getBlockFromItem(item).getRenderType() == 2) {
GlStateManager.translate(0.0f, 0.1875f, -0.3125f);
GlStateManager.rotate(20.0f, 1.0f, 0.0f, 0.0f);
GlStateManager.rotate(45.0f, 0.0f, 1.0f, 0.0f);
float f2 = 0.375f;
GlStateManager.scale(-f2, -f2, f2);
}
if (entitylivingbaseIn.isSneaking()) {
GlStateManager.translate(0.0f, 0.203125f, 0.0f);
}
minecraft.getItemRenderer().renderItem(entitylivingbaseIn, itemstack, ItemCameraTransforms.TransformType.THIRD_PERSON);
GlStateManager.popMatrix();
}
}
}
| 412 | 0.918831 | 1 | 0.918831 | game-dev | MEDIA | 0.927043 | game-dev | 0.985702 | 1 | 0.985702 |
LangYa466/MCPLite-all-source | 1,729 | src/main/java/net/minecraft/scoreboard/Team.java | /*
* Decompiled with CFR 0.151.
*/
package net.minecraft.scoreboard;
import com.google.common.collect.Maps;
import java.util.Collection;
import java.util.Map;
public abstract class Team {
public boolean isSameTeam(Team other) {
return other == null ? false : this == other;
}
public abstract String getRegisteredName();
public abstract String formatString(String var1);
public abstract boolean getSeeFriendlyInvisiblesEnabled();
public abstract boolean getAllowFriendlyFire();
public abstract EnumVisible getNameTagVisibility();
public abstract Collection<String> getMembershipCollection();
public abstract EnumVisible getDeathMessageVisibility();
public static enum EnumVisible {
ALWAYS("always", 0),
NEVER("never", 1),
HIDE_FOR_OTHER_TEAMS("hideForOtherTeams", 2),
HIDE_FOR_OWN_TEAM("hideForOwnTeam", 3);
private static Map<String, EnumVisible> field_178828_g;
public final String internalName;
public final int id;
public static String[] func_178825_a() {
return field_178828_g.keySet().toArray(new String[field_178828_g.size()]);
}
public static EnumVisible func_178824_a(String p_178824_0_) {
return field_178828_g.get(p_178824_0_);
}
private EnumVisible(String p_i45550_3_, int p_i45550_4_) {
this.internalName = p_i45550_3_;
this.id = p_i45550_4_;
}
static {
field_178828_g = Maps.newHashMap();
for (EnumVisible team$enumvisible : EnumVisible.values()) {
field_178828_g.put(team$enumvisible.internalName, team$enumvisible);
}
}
}
}
| 412 | 0.719815 | 1 | 0.719815 | game-dev | MEDIA | 0.488181 | game-dev | 0.899944 | 1 | 0.899944 |
Ketho/vscode-wow-api | 11,191 | Annotations/Core/Blizzard_APIDocumentationGenerated/ContainerDocumentation.lua | ---@meta _
C_Container = {}
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.ContainerIDToInventoryID)
---@param containerID Enum.BagIndex
---@return number inventoryID
function C_Container.ContainerIDToInventoryID(containerID) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.ContainerRefundItemPurchase)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@param isEquipped? boolean Default = false
function C_Container.ContainerRefundItemPurchase(containerIndex, slotIndex, isEquipped) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetBackpackAutosortDisabled)
---@return boolean isDisabled
function C_Container.GetBackpackAutosortDisabled() end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetBackpackSellJunkDisabled)
---@return boolean isDisabled
function C_Container.GetBackpackSellJunkDisabled() end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetBagName)
---@param bagIndex Enum.BagIndex
---@return string name
function C_Container.GetBagName(bagIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetBagSlotFlag)
---@param bagIndex Enum.BagIndex
---@param flag Enum.BagSlotFlags
---@return boolean isSet
function C_Container.GetBagSlotFlag(bagIndex, flag) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetBankAutosortDisabled)
---@return boolean isDisabled
function C_Container.GetBankAutosortDisabled() end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerFreeSlots)
---@param containerIndex Enum.BagIndex
---@return number[] freeSlots
function C_Container.GetContainerFreeSlots(containerIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerItemCooldown)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@return number startTime
---@return number duration
---@return number enable
function C_Container.GetContainerItemCooldown(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerItemDurability)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@return number durability
---@return number maxDurability
function C_Container.GetContainerItemDurability(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerItemEquipmentSetInfo)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@return boolean inSet
---@return string setList
function C_Container.GetContainerItemEquipmentSetInfo(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerItemID)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@return number containerID
function C_Container.GetContainerItemID(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerItemInfo)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@return ContainerItemInfo containerInfo
function C_Container.GetContainerItemInfo(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerItemLink)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@return string itemLink
function C_Container.GetContainerItemLink(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerItemPurchaseCurrency)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@param itemIndex number
---@param isEquipped boolean
---@return ItemPurchaseCurrency currencyInfo
function C_Container.GetContainerItemPurchaseCurrency(containerIndex, slotIndex, itemIndex, isEquipped) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerItemPurchaseInfo)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@param isEquipped boolean
---@return ItemPurchaseInfo info
function C_Container.GetContainerItemPurchaseInfo(containerIndex, slotIndex, isEquipped) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerItemPurchaseItem)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@param itemIndex number
---@param isEquipped boolean
---@return ItemPurchaseItem itemInfo
function C_Container.GetContainerItemPurchaseItem(containerIndex, slotIndex, itemIndex, isEquipped) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerItemQuestInfo)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@return ItemQuestInfo questInfo
function C_Container.GetContainerItemQuestInfo(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerNumFreeSlots)
---@param bagIndex Enum.BagIndex
---@return number numFreeSlots
---@return number? bagFamily
function C_Container.GetContainerNumFreeSlots(bagIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetContainerNumSlots)
---@param containerIndex Enum.BagIndex
---@return number numSlots
function C_Container.GetContainerNumSlots(containerIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetInsertItemsLeftToRight)
---@return boolean isEnabled
function C_Container.GetInsertItemsLeftToRight() end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetItemCooldown)
---@param itemID number
---@return number startTime
---@return number duration
---@return number enable
function C_Container.GetItemCooldown(itemID) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetMaxArenaCurrency)
---@return number maxCurrency
function C_Container.GetMaxArenaCurrency() end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.GetSortBagsRightToLeft)
---@return boolean isEnabled
function C_Container.GetSortBagsRightToLeft() end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.HasContainerItem)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@return boolean hasItem
function C_Container.HasContainerItem(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.IsBattlePayItem)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@return boolean isBattlePayItem
function C_Container.IsBattlePayItem(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.IsContainerFiltered)
---@param containerIndex Enum.BagIndex
---@return boolean isFiltered
function C_Container.IsContainerFiltered(containerIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.PickupContainerItem)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
function C_Container.PickupContainerItem(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.PlayerHasHearthstone)
---@return number? itemID
function C_Container.PlayerHasHearthstone() end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SetBackpackAutosortDisabled)
---@param disable boolean
function C_Container.SetBackpackAutosortDisabled(disable) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SetBackpackSellJunkDisabled)
---@param disable boolean
function C_Container.SetBackpackSellJunkDisabled(disable) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SetBagPortraitTexture)
---@param texture SimpleTexture
---@param bagIndex Enum.BagIndex
function C_Container.SetBagPortraitTexture(texture, bagIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SetBagSlotFlag)
---@param bagIndex Enum.BagIndex
---@param flag Enum.BagSlotFlags
---@param isSet boolean
function C_Container.SetBagSlotFlag(bagIndex, flag, isSet) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SetBankAutosortDisabled)
---@param disable boolean
function C_Container.SetBankAutosortDisabled(disable) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SetInsertItemsLeftToRight)
---@param enable boolean
function C_Container.SetInsertItemsLeftToRight(enable) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SetItemSearch)
---@param searchString string
function C_Container.SetItemSearch(searchString) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SetSortBagsRightToLeft)
---@param enable boolean
function C_Container.SetSortBagsRightToLeft(enable) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.ShowContainerSellCursor)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
function C_Container.ShowContainerSellCursor(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SocketContainerItem)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@return boolean success
function C_Container.SocketContainerItem(containerIndex, slotIndex) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SortAccountBankBags)
function C_Container.SortAccountBankBags() end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SortBags)
function C_Container.SortBags() end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SortBank)
---@param bankType Enum.BankType
function C_Container.SortBank(bankType) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SortBankBags)
function C_Container.SortBankBags() end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.SplitContainerItem)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@param amount number
function C_Container.SplitContainerItem(containerIndex, slotIndex, amount) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.UseContainerItem)
---@param containerIndex Enum.BagIndex
---@param slotIndex number
---@param unitToken? UnitToken
---@param bankType? Enum.BankType
---@param reagentBankOpen? boolean Default = false
function C_Container.UseContainerItem(containerIndex, slotIndex, unitToken, bankType, reagentBankOpen) end
---[Documentation](https://warcraft.wiki.gg/wiki/API_C_Container.UseHearthstone)
---@return boolean used
function C_Container.UseHearthstone() end
---@class ContainerItemInfo
---@field iconFileID fileID
---@field stackCount number
---@field isLocked boolean
---@field quality Enum.ItemQuality?
---@field isReadable boolean
---@field hasLoot boolean
---@field hyperlink string
---@field isFiltered boolean
---@field hasNoValue boolean
---@field itemID number
---@field isBound boolean
---@field itemName string
---@class ItemPurchaseCurrency
---@field iconFileID number?
---@field currencyCount number
---@field name string
---@class ItemPurchaseInfo
---@field money WOWMONEY
---@field itemCount number
---@field refundSeconds time_t
---@field currencyCount number
---@field hasEnchants boolean
---@class ItemPurchaseItem
---@field iconFileID number?
---@field itemCount number
---@field hyperlink string
---@class ItemQuestInfo
---@field isQuestItem boolean
---@field questID number?
---@field isActive boolean
| 412 | 0.846126 | 1 | 0.846126 | game-dev | MEDIA | 0.960673 | game-dev | 0.800885 | 1 | 0.800885 |
ProjectIgnis/CardScripts | 2,683 | official/c34250214.lua | --ヴァンパイアの使い魔
--Vampire Familiar
local s,id=GetID()
function s.initial_effect(c)
--If special summoned, add 1 "Vampire" monster from deck
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(id,0))
e1:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e1:SetProperty(EFFECT_FLAG_DELAY)
e1:SetCode(EVENT_SPSUMMON_SUCCESS)
e1:SetCountLimit(1,id)
e1:SetCost(Cost.PayLP(500))
e1:SetTarget(s.thtg)
e1:SetOperation(s.thop)
c:RegisterEffect(e1)
--Special summon itself from GY
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(id,1))
e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetRange(LOCATION_GRAVE)
e2:SetCountLimit(1,{id,1})
e2:SetCost(s.spcost)
e2:SetTarget(s.sptg)
e2:SetOperation(s.spop)
c:RegisterEffect(e2)
end
s.listed_series={SET_VAMPIRE}
s.listed_names={id}
function s.thfilter(c)
return c:IsSetCard(SET_VAMPIRE) and c:IsMonster() and not c:IsCode(id) and c:IsAbleToHand()
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(s.thfilter,tp,LOCATION_DECK,0,1,nil) end
Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
local g=Duel.SelectMatchingCard(tp,s.thfilter,tp,LOCATION_DECK,0,1,1,nil)
if #g>0 then
Duel.SendtoHand(g,nil,REASON_EFFECT)
Duel.ConfirmCards(1-tp,g)
end
end
function s.costfilter(c,tp)
return c:IsSetCard(SET_VAMPIRE) and (c:IsLocation(LOCATION_HAND) or c:IsFaceup()) and c:IsAbleToGraveAsCost() and Duel.GetMZoneCount(tp,c)>0
end
function s.spcost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(s.costfilter,tp,LOCATION_ONFIELD|LOCATION_HAND,0,1,nil,tp) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE)
local g=Duel.SelectMatchingCard(tp,s.costfilter,tp,LOCATION_ONFIELD|LOCATION_HAND,0,1,1,nil,tp)
Duel.SendtoGrave(g,REASON_COST)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:IsRelateToEffect(e) and Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)>0 then
--Banish it if it leaves the field
local e1=Effect.CreateEffect(c)
e1:SetDescription(3300)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_LEAVE_FIELD_REDIRECT)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_CLIENT_HINT)
e1:SetReset(RESET_EVENT|RESETS_REDIRECT)
e1:SetValue(LOCATION_REMOVED)
c:RegisterEffect(e1,true)
end
end | 412 | 0.908761 | 1 | 0.908761 | game-dev | MEDIA | 0.982694 | game-dev | 0.95114 | 1 | 0.95114 |
Chiheb-Bacha/ScriptHookVDotNetEnhanced | 19,254 | source/scripting_v2/GTA/Weapons/Weapon.cs | //
// Copyright (C) 2015 crosire & kagikn & contributors
// License: https://github.com/scripthookvdotnet/scripthookvdotnet#license
//
using GTA.Native;
using System.Linq;
namespace GTA
{
public sealed class Weapon
{
#region Fields
private readonly Ped _owner;
#endregion
internal Weapon()
{
Hash = WeaponHash.Unarmed;
}
internal Weapon(Ped owner, WeaponHash hash)
{
this._owner = owner;
Hash = hash;
}
public WeaponHash Hash
{
get;
private set;
}
public string Name
{
get => SHVDN.NativeMemory.GetGxtEntryByHash((int)SHVDN.NativeMemory.GetHumanNameHashOfWeaponInfo((uint)Hash));
}
public string ComponentName(WeaponComponent component)
{
return Game.GetGXTEntry(GetComponentDisplayNameFromHash(Hash, component));
}
public bool IsPresent => Hash == WeaponHash.Unarmed || Function.Call<bool>(Native.Hash.HAS_PED_GOT_WEAPON, _owner.Handle, (uint)Hash);
public Model Model => new Model(Function.Call<int>(Native.Hash.GET_WEAPONTYPE_MODEL, (uint)Hash));
public WeaponTint Tint
{
get => Function.Call<WeaponTint>(Native.Hash.GET_PED_WEAPON_TINT_INDEX, _owner.Handle, (uint)Hash);
set => Function.Call(Native.Hash.SET_PED_WEAPON_TINT_INDEX, _owner.Handle, (uint)Hash, (int)value);
}
public WeaponGroup Group => Function.Call<WeaponGroup>(Native.Hash.GET_WEAPONTYPE_GROUP, (uint)Hash);
public int Ammo
{
get
{
if (Hash == WeaponHash.Unarmed)
{
return 1;
}
if (!IsPresent)
{
return 0;
}
return Function.Call<int>(Native.Hash.GET_AMMO_IN_PED_WEAPON, _owner.Handle, (uint)Hash);
}
set
{
if (Hash == WeaponHash.Unarmed)
{
return;
}
if (IsPresent)
{
Function.Call(Native.Hash.SET_PED_AMMO, _owner.Handle, (uint)Hash, value);
}
else
{
Function.Call(Native.Hash.GIVE_WEAPON_TO_PED, _owner.Handle, (uint)Hash, value, false, true);
}
}
}
public int AmmoInClip
{
get
{
if (Hash == WeaponHash.Unarmed)
{
return 1;
}
if (!IsPresent)
{
return 0;
}
int ammoInClip;
unsafe
{
Function.Call(Native.Hash.GET_AMMO_IN_CLIP, _owner.Handle, (uint)Hash, &ammoInClip);
}
return ammoInClip;
}
set
{
if (Hash == WeaponHash.Unarmed)
{
return;
}
if (IsPresent)
{
Function.Call(Native.Hash.SET_AMMO_IN_CLIP, _owner.Handle, (uint)Hash, value);
}
else
{
Function.Call(Native.Hash.GIVE_WEAPON_TO_PED, _owner.Handle, (uint)Hash, value, true, false);
}
}
}
public int MaxAmmo
{
get
{
if (Hash == WeaponHash.Unarmed)
{
return 1;
}
int maxAmmo;
unsafe
{
Function.Call(Native.Hash.GET_MAX_AMMO, _owner.Handle, (uint)Hash, &maxAmmo);
}
return maxAmmo;
}
}
public int MaxAmmoInClip
{
get
{
if (Hash == WeaponHash.Unarmed)
{
return 1;
}
if (!IsPresent)
{
return 0;
}
return Function.Call<int>(Native.Hash.GET_MAX_AMMO_IN_CLIP, _owner.Handle, (uint)Hash, true);
}
}
public int MaxComponents => GetComponentsFromHash(Hash).Length;
public int DefaultClipSize => Function.Call<int>(Native.Hash.GET_WEAPON_CLIP_SIZE, (uint)Hash);
public bool InfiniteAmmo
{
set
{
if (Hash == WeaponHash.Unarmed)
{
return;
}
Function.Call(Native.Hash.SET_PED_INFINITE_AMMO, _owner.Handle, value, (uint)Hash);
}
}
public bool InfiniteAmmoClip
{
set => Function.Call(Native.Hash.SET_PED_INFINITE_AMMO_CLIP, _owner.Handle, value);
}
public bool CanUseOnParachute => Function.Call<bool>(Native.Hash.CAN_USE_WEAPON_ON_PARACHUTE, (uint)Hash);
public WeaponComponent GetComponent(int index)
{
if (index >= MaxComponents)
{
return WeaponComponent.Invalid;
}
return GetComponentsFromHash(Hash)[index];
}
public void SetComponent(WeaponComponent component, bool on)
{
if (on)
{
Function.Call(Native.Hash.GIVE_WEAPON_COMPONENT_TO_PED, _owner, (uint)Hash, (uint)component);
}
else
{
Function.Call(Native.Hash.REMOVE_WEAPON_COMPONENT_FROM_PED, _owner, (uint)Hash, (uint)component);
}
}
public bool IsComponentActive(WeaponComponent component)
{
return Function.Call<bool>(Native.Hash.HAS_PED_GOT_WEAPON_COMPONENT, _owner, (uint)Hash, (uint)component);
}
public static string GetDisplayNameFromHash(WeaponHash hash)
{
// Will be found in this switch statement if the hash is one of the weapon hashes for singleplayer
switch (hash)
{
case WeaponHash.Unarmed:
return "WT_UNARMED";
case WeaponHash.Knife:
return "WT_KNIFE";
case WeaponHash.Nightstick:
return "WT_NGTSTK";
case WeaponHash.Hammer:
return "WT_HAMMER";
case WeaponHash.Bat:
return "WT_BAT";
case WeaponHash.Crowbar:
return "WT_CROWBAR";
case WeaponHash.GolfClub:
return "WT_GOLFCLUB";
case WeaponHash.Pistol:
return "WT_PIST";
case WeaponHash.CombatPistol:
return "WT_PIST_CBT";
case WeaponHash.Pistol50:
return "WT_PIST_50";
case WeaponHash.APPistol:
return "WT_PIST_AP";
case WeaponHash.StunGun:
return "WT_STUN";
case WeaponHash.MicroSMG:
return "WT_SMG_MCR";
case WeaponHash.SMG:
return "WT_SMG";
case WeaponHash.AssaultSMG:
return "WT_SMG_ASL";
case WeaponHash.AssaultRifle:
return "WT_RIFLE_ASL";
case WeaponHash.CarbineRifle:
return "WT_RIFLE_CBN";
case WeaponHash.AdvancedRifle:
return "WT_RIFLE_ADV";
case WeaponHash.MG:
return "WT_MG";
case WeaponHash.CombatMG:
return "WT_MG_CBT";
case WeaponHash.PumpShotgun:
return "WT_SG_PMP";
case WeaponHash.SawnOffShotgun:
return "WT_SG_SOF";
case WeaponHash.AssaultShotgun:
return "WT_SG_ASL";
case WeaponHash.BullpupShotgun:
return "WT_SG_BLP";
case WeaponHash.SniperRifle:
return "WT_SNIP_RIF";
case WeaponHash.HeavySniper:
return "WT_SNIP_HVY";
case WeaponHash.GrenadeLauncher:
return "WT_GL";
case WeaponHash.RPG:
return "WT_RPG";
case WeaponHash.Minigun:
return "WT_MINIGUN";
case WeaponHash.Grenade:
return "WT_GNADE";
case WeaponHash.StickyBomb:
return "WT_GNADE_STK";
case WeaponHash.SmokeGrenade:
return "WT_GNADE_SMK";
case WeaponHash.BZGas:
return "WT_BZGAS";
case WeaponHash.Molotov:
return "WT_MOLOTOV";
case WeaponHash.FireExtinguisher:
return "WT_FIRE";
case WeaponHash.PetrolCan:
return "WT_PETROL";
case WeaponHash.Ball:
return "WT_BALL";
case WeaponHash.Flare:
return "WT_FLARE";
case WeaponHash.Bottle:
return "WT_BOTTLE";
case WeaponHash.Dagger:
return "WT_DAGGER";
case WeaponHash.Hatchet:
return "WT_HATCHET";
case WeaponHash.Machete:
return "WT_MACHETE";
case WeaponHash.KnuckleDuster:
return "WT_KNUCKLE";
case WeaponHash.SNSPistol:
return "WT_SNSPISTOL";
case WeaponHash.VintagePistol:
return "WT_VPISTOL";
case WeaponHash.HeavyPistol:
return "WT_HVYPISTOL";
case WeaponHash.MarksmanPistol:
return "WT_MKPISTOL";
case WeaponHash.Gusenberg:
return "WT_GUSENBERG";
case WeaponHash.MachinePistol:
return "WT_MCHPIST";
case WeaponHash.CombatPDW:
return "WT_COMBATPDW";
case WeaponHash.SpecialCarbine:
return "WT_SPCARBINE";
case WeaponHash.HeavyShotgun:
return "WT_HVYSHOT";
case WeaponHash.Musket:
return "WT_MUSKET";
case WeaponHash.MarksmanRifle:
return "WT_MKRIFLE";
case WeaponHash.Firework:
return "WT_FWRKLNCHR";
case WeaponHash.HomingLauncher:
return "WT_HOMLNCH";
case WeaponHash.Railgun:
return "WT_RAILGUN";
case WeaponHash.ProximityMine:
return "WT_PRXMINE";
// there is no WeaponShopItem for the weapon snowballs, so listed here
case WeaponHash.Snowball:
return "WT_SNWBALL";
}
DlcWeaponData data;
for (int i = 0, max = Function.Call<int>(Native.Hash.GET_NUM_DLC_WEAPONS); i < max; i++)
{
unsafe
{
if (!Function.Call<bool>(Native.Hash.GET_DLC_WEAPON_DATA, i, (int*)&data))
{
continue;
}
if (data.Hash == hash)
{
return data.DisplayName;
}
}
}
return "WT_INVALID";
}
public static string GetComponentDisplayNameFromHash(WeaponHash hash, WeaponComponent component)
{
// Will be found in this switch statement if the hash is one of the weapon component hashes for singleplayer
switch (component)
{
case WeaponComponent.Invalid:
return "WCT_INVALID";
case WeaponComponent.AtRailCover01:
return "WCT_RAIL";
case WeaponComponent.AtArAfGrip:
return "WCT_GRIP";
case WeaponComponent.AtPiFlsh:
case WeaponComponent.AtArFlsh:
return "WCT_FLASH";
case WeaponComponent.AtScopeMacro:
case WeaponComponent.AtScopeMacro02:
return "WCT_SCOPE_MAC";
case WeaponComponent.AtScopeSmall:
case WeaponComponent.AtScopeSmall02:
return "WCT_SCOPE_SML";
case WeaponComponent.AtScopeMedium:
return "WCT_SCOPE_MED";
case WeaponComponent.AtScopeLarge:
case WeaponComponent.AtScopeLargeFixedZoom:
return "WCT_SCOPE_LRG";
case WeaponComponent.AtScopeMax:
return "WCT_SCOPE_MAX";
case WeaponComponent.AtPiSupp:
case WeaponComponent.AtArSupp:
case WeaponComponent.AtSrSupp:
return "WCT_SUPP";
case WeaponComponent.PistolClip01:
case WeaponComponent.CombatPistolClip01:
case WeaponComponent.APPistolClip01:
case WeaponComponent.MicroSMGClip01:
case WeaponComponent.SMGClip01:
case WeaponComponent.AssaultRifleClip01:
case WeaponComponent.CarbineRifleClip01:
case WeaponComponent.AdvancedRifleClip01:
case WeaponComponent.MGClip01:
case WeaponComponent.CombatMGClip01:
case WeaponComponent.AssaultShotgunClip01:
case WeaponComponent.SniperRifleClip01:
case WeaponComponent.HeavySniperClip01:
case WeaponComponent.AssaultSMGClip01:
case WeaponComponent.Pistol50Clip01:
case (WeaponComponent)0x0BAAB157:
case (WeaponComponent)0x5AF49386:
case (WeaponComponent)0xCAEBD246:
case (WeaponComponent)0xF8955D89:
case WeaponComponent.SNSPistolClip01:
case WeaponComponent.VintagePistolClip01:
case WeaponComponent.HeavyShotgunClip01:
case WeaponComponent.MarksmanRifleClip01:
case WeaponComponent.CombatPDWClip01:
case WeaponComponent.MarksmanPistolClip01:
case WeaponComponent.MachinePistolClip01:
return "WCT_CLIP1";
case WeaponComponent.PistolClip02:
case WeaponComponent.CombatPistolClip02:
case WeaponComponent.APPistolClip02:
case WeaponComponent.MicroSMGClip02:
case WeaponComponent.SMGClip02:
case WeaponComponent.AssaultRifleClip02:
case WeaponComponent.CarbineRifleClip02:
case WeaponComponent.AdvancedRifleClip02:
case WeaponComponent.MGClip02:
case WeaponComponent.CombatMGClip02:
case WeaponComponent.AssaultShotgunClip02:
case WeaponComponent.MinigunClip01:
case WeaponComponent.AssaultSMGClip02:
case WeaponComponent.Pistol50Clip02:
case (WeaponComponent)0x6CBF371B:
case (WeaponComponent)0xE1C5FFFA:
case (WeaponComponent)0x3E7E6956:
case WeaponComponent.SNSPistolClip02:
case WeaponComponent.VintagePistolClip02:
case WeaponComponent.HeavyShotgunClip02:
case WeaponComponent.MarksmanRifleClip02:
case WeaponComponent.CombatPDWClip02:
case WeaponComponent.MachinePistolClip02:
return "WCT_CLIP2";
case WeaponComponent.AssaultRifleVarmodLuxe:
case WeaponComponent.CarbineRifleVarmodLuxe:
case WeaponComponent.PistolVarmodLuxe:
case WeaponComponent.SMGVarmodLuxe:
case WeaponComponent.MicroSMGVarmodLuxe:
case WeaponComponent.MarksmanRifleVarmodLuxe:
case WeaponComponent.AssaultSMGVarmodLowrider:
case WeaponComponent.CombatPistolVarmodLowrider:
case WeaponComponent.MGVarmodLowrider:
case WeaponComponent.PumpShotgunVarmodLowrider:
return "WCT_VAR_GOLD";
case WeaponComponent.AdvancedRifleVarmodLuxe:
case WeaponComponent.APPistolVarmodLuxe:
case WeaponComponent.SawnoffShotgunVarmodLuxe:
case WeaponComponent.BullpupRifleVarmodLow:
return "WCT_VAR_METAL";
case WeaponComponent.Pistol50VarmodLuxe:
return "WCT_VAR_SIL";
case WeaponComponent.HeavyPistolVarmodLuxe:
case WeaponComponent.SniperRifleVarmodLuxe:
case WeaponComponent.SNSPistolVarmodLowrider:
return "WCT_VAR_WOOD";
case WeaponComponent.CombatMGVarmodLowrider:
case WeaponComponent.SpecialCarbineVarmodLowrider:
return "WCT_VAR_ETCHM";
case WeaponComponent.SMGClip03:
case WeaponComponent.AssaultRifleClip03:
case WeaponComponent.HeavyShotgunClip03:
return "WCT_CLIP_DRM";
case WeaponComponent.CarbineRifleClip03:
return "WCT_CLIP_BOX";
}
DlcWeaponData data;
DlcWeaponComponentData componentData;
for (int i = 0, max = Function.Call<int>(Native.Hash.GET_NUM_DLC_WEAPONS); i < max; i++)
{
unsafe
{
if (!Function.Call<bool>(Native.Hash.GET_DLC_WEAPON_DATA, i, (int*)&data))
{
continue;
}
if (data.Hash != hash)
{
continue;
}
int maxComp = Function.Call<int>(Native.Hash.GET_NUM_DLC_WEAPON_COMPONENTS, i);
for (int j = 0; j < maxComp; j++)
{
if (!Function.Call<bool>(Native.Hash.GET_DLC_WEAPON_COMPONENT_DATA, i, j, (int*)&componentData))
{
continue;
}
if (componentData.Hash == component)
{
return componentData.DisplayName;
}
}
}
}
return "WCT_INVALID";
}
public static WeaponComponent[] GetComponentsFromHash(WeaponHash hash)
{
return SHVDN.NativeMemory.GetAllCompatibleWeaponComponentHashes((uint)hash).Select(x => (WeaponComponent)x).ToArray();
}
}
}
| 412 | 0.796401 | 1 | 0.796401 | game-dev | MEDIA | 0.956501 | game-dev | 0.644019 | 1 | 0.644019 |
DeltaEngine/DeltaEngine | 2,581 | Samples/CreepyTowers/GUI/Settings.cs | using CreepyTowers.Content;
using DeltaEngine.Content;
using DeltaEngine.Multimedia;
using DeltaEngine.Scenes;
using DeltaEngine.Scenes.Controls;
namespace CreepyTowers.GUI
{
public class Settings : Menu
{
public Settings()
{
CreateScene();
}
protected override sealed void CreateScene()
{
Scene = ContentLoader.Load<Scene>(GameMenus.SceneSettingsMenu.ToString());
Hide();
AttachBackButtonEvent();
SetMusicVolume();
SetSoundVolume();
}
private void AttachBackButtonEvent()
{
backButton = (InteractiveButton)GetSceneControl(Content.Settings.ButtonBack.ToString());
backButton.Clicked += ShowMainMenu;
}
private InteractiveButton backButton;
private static void ShowMainMenu()
{
PlayClickedSound();
MenuController.Current.HideMenu(GameMenus.SceneSettingsMenu);
MenuController.Current.ShowMenu(GameMenus.SceneMainMenu);
}
private static void PlayClickedSound()
{
var sound = ContentLoader.Load<Sound>(GameSounds.MenuButtonClick.ToString());
sound.Play();
}
private void SetMusicVolume()
{
musicSlider = (Slider)GetSceneControl(Content.Settings.MusicVolumeSlider.ToString());
InitializeMusicSlider();
SetMusicSliderValue();
musicSlider.ValueChanged += value =>
{
var musicVol = value / (float)musicSlider.MaxValue;
Game.SoundDevice.MusicVolume = musicVol;
SetMusicSliderValue();
};
}
private void InitializeMusicSlider()
{
musicSlider.MinValue = 0;
musicSlider.MaxValue = 100;
}
private void SetMusicSliderValue()
{
musicSlider.Value =
(int)(DeltaEngine.Core.Settings.Current.MusicVolume * musicSlider.MaxValue);
}
private Slider musicSlider;
private void SetSoundVolume()
{
soundSlider = (Slider)GetSceneControl(Content.Settings.SoundVolumeSlider.ToString());
InitializeSoundSliderValues();
SetSoundSliderValue();
soundSlider.ValueChanged += value =>
{
DeltaEngine.Core.Settings.Current.SoundVolume = value / (float)soundSlider.MaxValue;
PlayDummySound();
SetSoundSliderValue();
};
}
private void InitializeSoundSliderValues()
{
soundSlider.MinValue = 0;
soundSlider.MaxValue = 10;
}
private void SetSoundSliderValue()
{
soundSlider.Value =
(int)(DeltaEngine.Core.Settings.Current.SoundVolume * soundSlider.MaxValue);
}
private static void PlayDummySound()
{
var sound = ContentLoader.Load<Sound>(GameSounds.MenuButtonClick.ToString());
if (!sound.IsAnyInstancePlaying)
sound.Play();
}
private Slider soundSlider;
public override void Reset() {}
}
} | 412 | 0.638414 | 1 | 0.638414 | game-dev | MEDIA | 0.833969 | game-dev,audio-video-media | 0.84211 | 1 | 0.84211 |
SpinalHDL/SpinalHDL | 1,680 | lib/src/main/scala/spinal/lib/bus/tilelink/sim/SlaveDriver.scala | package spinal.lib.bus.tilelink.sim
import spinal.core._
import spinal.core.sim._
import spinal.lib.bus.tilelink._
import spinal.lib.sim.{StreamDriver, StreamDriverOoo, StreamMonitor, StreamReadyRandomizer}
class SlaveDriver(bus : Bus, cd : ClockDomain) {
val driver = new Area{
val a = StreamReadyRandomizer(bus.a, cd)
val b = bus.p.withBCE generate StreamDriverOoo(bus.b, cd)
val c = bus.p.withBCE generate StreamReadyRandomizer(bus.c, cd)
val d = StreamDriverOoo(bus.d, cd)
val e = bus.p.withBCE generate StreamReadyRandomizer(bus.e, cd)
def noStall(): Unit = {
a.factor = 1.0f
if (b != null) b.ctrl.transactionDelay = () => 0
if (c != null) c.factor = 1.0f
d.ctrl.transactionDelay = () => 0
if (e != null) e.factor = 1.0f
}
def randomizeStallRate(): Unit = {
a.setFactor(simRandom.nextFloat())
if (b != null) b.ctrl.setFactor(simRandom.nextFloat())
if (c != null) c.setFactor(simRandom.nextFloat())
d.ctrl.setFactor(simRandom.nextFloat())
if (e != null) e.setFactor(simRandom.nextFloat())
}
def setFactor(factor : Float): Unit = {
a.setFactor(factor)
if (b != null) b.ctrl.setFactor(factor)
if (c != null) c.setFactor(factor)
d.ctrl.setFactor(factor)
if (e != null) e.setFactor(factor)
}
}
def scheduleD(d : TransactionD): Unit ={
val beats = d.serialize(bus.p.dataBytes)
driver.d.burst{push =>
for(beat <- beats) push(beat.write)
}
}
def scheduleB(b : TransactionB): Unit ={
val beats = b.serialize(bus.p.dataBytes)
driver.b.burst{push =>
for(beat <- beats) push(beat.write)
}
}
}
| 412 | 0.77044 | 1 | 0.77044 | game-dev | MEDIA | 0.338113 | game-dev | 0.975459 | 1 | 0.975459 |
The-Final-Nights/The-Final-Nights | 4,577 | code/datums/components/explodable.dm | ///Component specifically for explosion sensetive things, currently only applies to heat based explosions but can later perhaps be used for things that are dangerous to handle carelessly like nitroglycerin.
/datum/component/explodable
var/devastation_range = 0
var/heavy_impact_range = 0
var/light_impact_range = 2
var/flash_range = 3
var/equipped_slot //For items, lets us determine where things should be hit.
///wheter we always delete. useful for nukes turned plasma and such, so they don't default delete and can survive
var/always_delete
/datum/component/explodable/Initialize(devastation_range_override, heavy_impact_range_override, light_impact_range_override, flash_range_override, _always_delete = TRUE)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(explodable_attack))
RegisterSignal(parent, COMSIG_TRY_STORAGE_INSERT, PROC_REF(explodable_insert_item))
RegisterSignal(parent, COMSIG_ATOM_EX_ACT, PROC_REF(detonate))
if(ismovable(parent))
RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, PROC_REF(explodable_impact))
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, PROC_REF(explodable_bump))
if(isitem(parent))
RegisterSignals(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), PROC_REF(explodable_attack))
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
if(devastation_range_override)
devastation_range = devastation_range_override
if(heavy_impact_range_override)
heavy_impact_range = heavy_impact_range_override
if(light_impact_range_override)
light_impact_range = light_impact_range_override
if(flash_range_override)
flash_range = flash_range_override
always_delete = _always_delete
/datum/component/explodable/proc/explodable_insert_item(datum/source, obj/item/I, mob/M, silent = FALSE, force = FALSE)
SIGNAL_HANDLER
check_if_detonate(I)
/datum/component/explodable/proc/explodable_impact(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
SIGNAL_HANDLER
check_if_detonate(hit_atom)
/datum/component/explodable/proc/explodable_bump(datum/source, atom/A)
SIGNAL_HANDLER
check_if_detonate(A)
///Called when you use this object to attack sopmething
/datum/component/explodable/proc/explodable_attack(datum/source, atom/movable/target, mob/living/user)
SIGNAL_HANDLER
check_if_detonate(target)
///Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.
/datum/component/explodable/proc/explodable_attack_zone(datum/source, damage, damagetype, def_zone, ...)
SIGNAL_HANDLER
if(!def_zone)
return
if(damagetype != BURN) //Don't bother if it's not fire.
return
if(isbodypart(def_zone))
var/obj/item/bodypart/hitting = def_zone
def_zone = hitting.body_zone
if(!is_hitting_zone(def_zone)) //You didn't hit us! ha!
return
detonate()
/datum/component/explodable/proc/on_equip(datum/source, mob/equipper, slot)
SIGNAL_HANDLER
RegisterSignal(equipper, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(explodable_attack_zone), TRUE)
/datum/component/explodable/proc/on_drop(datum/source, mob/user)
SIGNAL_HANDLER
UnregisterSignal(user, COMSIG_MOB_APPLY_DAMAGE)
/// Checks if we're hitting the zone this component is covering
/datum/component/explodable/proc/is_hitting_zone(def_zone)
var/obj/item/item = parent
var/mob/living/L = item.loc //Get whoever is equipping the item currently
if(!istype(L))
return
var/obj/item/bodypart/bodypart = L.get_bodypart(check_zone(def_zone))
var/list/equipment_items = list()
if(iscarbon(L))
var/mob/living/carbon/C = L
equipment_items += list(C.head, C.wear_mask, C.back, C.gloves, C.shoes, C.glasses, C.ears)
if(ishuman(C))
var/mob/living/carbon/human/H = C
equipment_items += list(H.wear_suit, H.w_uniform, H.belt, H.s_store, H.wear_id)
for(var/bp in equipment_items)
if(!bp)
continue
var/obj/item/I = bp
if(I.body_parts_covered & bodypart.body_part)
return TRUE
return FALSE
/datum/component/explodable/proc/check_if_detonate(target)
if(!isitem(target))
return
var/obj/item/I = target
if(!I.get_temperature())
return
detonate() //If we're touching a hot item we go boom
/// Expldoe and remove the object
/datum/component/explodable/proc/detonate()
SIGNAL_HANDLER
var/atom/A = parent
var/log = TRUE
if(light_impact_range < 1)
log = FALSE
explosion(A, devastation_range, heavy_impact_range, light_impact_range, flash_range, log) //epic explosion time
if(always_delete)
qdel(A)
| 412 | 0.982096 | 1 | 0.982096 | game-dev | MEDIA | 0.914179 | game-dev | 0.869729 | 1 | 0.869729 |
OpenFunscripter/OFS | 10,069 | OFS-lib/Funscript/Funscript.h | #pragma once
#include "nlohmann/json.hpp"
#include "FunscriptAction.h"
#include "OFS_Reflection.h"
#include "OFS_Serialization.h"
#include "OFS_BinarySerialization.h"
#include <string>
#include <memory>
#include <chrono>
#include "OFS_Util.h"
#include "FunscriptSpline.h"
#include "OFS_Profiling.h"
#include "OFS_Event.h"
class FunscriptUndoSystem;
class Funscript;
class FunscriptActionsChangedEvent : public OFS_Event<FunscriptActionsChangedEvent>
{
public:
// FIXME: get rid of this raw pointer
const Funscript* Script = nullptr;
FunscriptActionsChangedEvent(const Funscript* changedScript) noexcept
: Script(changedScript) {}
};
class FunscriptSelectionChangedEvent : public OFS_Event<FunscriptSelectionChangedEvent>
{
public:
// FIXME: get rid of this raw pointer
const Funscript* Script = nullptr;
FunscriptSelectionChangedEvent(const Funscript* changedScript) noexcept
: Script(changedScript) {}
};
class FunscriptNameChangedEvent : public OFS_Event<FunscriptNameChangedEvent>
{
public:
// FIXME: get rid of this raw pointer
const Funscript* Script = nullptr;
std::string oldName;
FunscriptNameChangedEvent(const Funscript* changedScript, const std::string& oldName) noexcept
: Script(changedScript), oldName(oldName) {}
};
class FunscriptRemovedEvent : public OFS_Event<FunscriptRemovedEvent>
{
public:
std::string name;
FunscriptRemovedEvent(const std::string& name) noexcept
: name(name) {}
};
class Funscript
{
public:
static constexpr auto Extension = ".funscript";
struct FunscriptData {
FunscriptArray Actions;
FunscriptArray Selection;
};
struct Metadata {
std::string type = "basic";
std::string title;
std::string creator;
std::string script_url;
std::string video_url;
std::vector<std::string> tags;
std::vector<std::string> performers;
std::string description;
std::string license;
std::string notes;
int64_t duration = 0;
};
template<typename S>
void serialize(S& s)
{
s.ext(*this, bitsery::ext::Growable{},
[](S& s, Funscript& o) {
s.container(o.data.Actions, std::numeric_limits<uint32_t>::max());
s.text1b(o.currentPathRelative, o.currentPathRelative.max_size());
s.text1b(o.title, o.title.max_size());
s.boolValue(o.Enabled);
});
}
private:
// FIXME: OFS should be able to retain metadata injected by other programs without overwriting it
//nlohmann::json JsonOther;
std::chrono::system_clock::time_point editTime;
bool funscriptChanged = false; // used to fire only one event every frame a change occurs
bool unsavedEdits = false; // used to track if the script has unsaved changes
bool selectionChanged = false;
FunscriptData data;
void checkForInvalidatedActions() noexcept;
inline FunscriptAction* getAction(FunscriptAction action) noexcept
{
OFS_PROFILE(__FUNCTION__);
if (data.Actions.empty()) return nullptr;
auto it = data.Actions.find(action);
if(it != data.Actions.end()) {
return &*it;
}
return nullptr;
}
public:
static inline FunscriptAction* getActionAtTime(FunscriptArray& actions, float time, float maxErrorTime) noexcept
{
OFS_PROFILE(__FUNCTION__);
if (actions.empty()) return nullptr;
// gets an action at a time with a margin of error
float smallestError = std::numeric_limits<float>::max();
FunscriptAction* smallestErrorAction = nullptr;
int i = 0;
auto it = actions.lower_bound(FunscriptAction(time - maxErrorTime, 0));
if (it != actions.end()) {
i = std::distance(actions.begin(), it);
if (i > 0) --i;
}
for (; i < actions.size(); i++) {
auto& action = actions[i];
if (action.atS > (time + (maxErrorTime / 2)))
break;
auto error = std::abs(time - action.atS);
if (error <= maxErrorTime) {
if (error <= smallestError) {
smallestError = error;
smallestErrorAction = &action;
}
else {
break;
}
}
}
return smallestErrorAction;
}
private:
inline FunscriptAction* getNextActionAhead(float time) noexcept
{
OFS_PROFILE(__FUNCTION__);
if (data.Actions.empty()) return nullptr;
auto it = data.Actions.upper_bound(FunscriptAction(time, 0));
return it != data.Actions.end() ? &*it : nullptr;
}
inline FunscriptAction* getPreviousActionBehind(float time) noexcept
{
OFS_PROFILE(__FUNCTION__);
if (data.Actions.empty()) return nullptr;
auto it = data.Actions.lower_bound(FunscriptAction(time, 0));
if(it != data.Actions.begin()) {
return &*(--it);
}
return nullptr;
}
void moveAllActionsTime(float timeOffset);
void moveActionsPosition(std::vector<FunscriptAction*> moving, int32_t posOffset);
inline void sortSelection() noexcept { sortActions(data.Selection); }
inline void sortActions(FunscriptArray& actions) noexcept { std::sort(actions.begin(), actions.end()); }
inline void addAction(FunscriptArray& actions, FunscriptAction newAction) noexcept { actions.emplace(newAction); notifyActionsChanged(true); }
inline void notifySelectionChanged() noexcept { selectionChanged = true; }
static void loadMetadata(const nlohmann::json& metadataObj, Funscript::Metadata& outMetadata) noexcept;
static void saveMetadata(nlohmann::json& outMetadataObj, const Funscript::Metadata& inMetadata) noexcept;
void notifyActionsChanged(bool isEdit) noexcept;
std::string currentPathRelative;
std::string title;
public:
Funscript() noexcept;
~Funscript() noexcept;
static std::array<const char*, 9> AxisNames;
bool Enabled = true;
std::unique_ptr<FunscriptUndoSystem> undoSystem;
void UpdateRelativePath(const std::string& path) noexcept;
inline void ClearUnsavedEdits() noexcept { unsavedEdits = false; }
inline const std::string& RelativePath() const noexcept { return currentPathRelative; }
inline const std::string& Title() const noexcept { return title; }
inline void Rollback(FunscriptData&& data) noexcept { this->data = std::move(data); notifyActionsChanged(true); }
inline void Rollback(const FunscriptData& data) noexcept { this->data = data; notifyActionsChanged(true); }
void Update() noexcept;
bool Deserialize(const nlohmann::json& json, Funscript::Metadata* outMetadata, bool loadChapters) noexcept;
inline nlohmann::json Serialize(const Funscript::Metadata& metadata, bool includeChapters) const noexcept
{
nlohmann::json json;
Serialize(json, data, metadata, includeChapters);
return json;
}
static void Serialize(nlohmann::json& json, const FunscriptData& funscriptData, const Funscript::Metadata& metadata, bool includeChapters) noexcept;
inline const FunscriptData& Data() const noexcept { return data; }
inline const auto& Selection() const noexcept { return data.Selection; }
inline const auto& Actions() const noexcept { return data.Actions; }
inline const FunscriptAction* GetAction(FunscriptAction action) noexcept { return getAction(action); }
inline const FunscriptAction* GetActionAtTime(float time, float errorTime) noexcept { return getActionAtTime(data.Actions, time, errorTime); }
inline const FunscriptAction* GetNextActionAhead(float time) noexcept { return getNextActionAhead(time); }
inline const FunscriptAction* GetPreviousActionBehind(float time) noexcept { return getPreviousActionBehind(time); }
inline const FunscriptAction* GetClosestAction(float time) noexcept { return getActionAtTime(data.Actions, time, std::numeric_limits<float>::max()); }
float GetPositionAtTime(float time) const noexcept;
inline void AddAction(FunscriptAction newAction) noexcept { addAction(data.Actions, newAction); }
void AddMultipleActions(const FunscriptArray& actions) noexcept;
bool EditAction(FunscriptAction oldAction, FunscriptAction newAction) noexcept;
void AddEditAction(FunscriptAction action, float frameTime) noexcept;
void RemoveAction(FunscriptAction action, bool checkInvalidSelection = true) noexcept;
void RemoveActions(const FunscriptArray& actions) noexcept;
std::vector<FunscriptAction> GetLastStroke(float time) noexcept;
void SetActions(const FunscriptArray& override_with) noexcept;
inline bool HasUnsavedEdits() const { return unsavedEdits; }
inline const std::chrono::system_clock::time_point& EditTime() const { return editTime; }
void RemoveActionsInInterval(float fromTime, float toTime) noexcept;
// selection api
void RangeExtendSelection(int32_t rangeExtend) noexcept;
bool ToggleSelection(FunscriptAction action) noexcept;
void SetSelected(FunscriptAction action, bool selected) noexcept;
void SelectTopActions() noexcept;
void SelectBottomActions() noexcept;
void SelectMidActions() noexcept;
void SelectTime(float fromTime, float toTime, bool clear=true) noexcept;
FunscriptArray GetSelection(float fromTime, float toTime) noexcept;
void SelectAction(FunscriptAction select) noexcept;
void DeselectAction(FunscriptAction deselect) noexcept;
void SelectAll() noexcept;
void RemoveSelectedActions() noexcept;
void MoveSelectionTime(float time_offset, float frameTime) noexcept;
void MoveSelectionPosition(int32_t pos_offset) noexcept;
inline bool HasSelection() const noexcept { return !data.Selection.empty(); }
inline uint32_t SelectionSize() const noexcept { return data.Selection.size(); }
inline void ClearSelection() noexcept { data.Selection.clear(); }
inline const FunscriptAction* GetClosestActionSelection(float time) noexcept { return getActionAtTime(data.Selection, time, std::numeric_limits<float>::max()); }
void SetSelection(const FunscriptArray& actions) noexcept;
bool IsSelected(FunscriptAction action) noexcept;
void EqualizeSelection() noexcept;
void InvertSelection() noexcept;
FunscriptSpline ScriptSpline;
inline const float Spline(float time) noexcept {
return ScriptSpline.Sample(data.Actions, time);
}
inline const float SplineClamped(float time) noexcept {
return Util::Clamp<float>(Spline(time) * 100.f, 0.f, 100.f);
}
};
REFL_TYPE(Funscript::Metadata)
REFL_FIELD(type)
REFL_FIELD(title)
REFL_FIELD(creator)
REFL_FIELD(script_url)
REFL_FIELD(video_url)
REFL_FIELD(tags)
REFL_FIELD(performers)
REFL_FIELD(description)
REFL_FIELD(license)
REFL_FIELD(notes)
REFL_FIELD(duration)
REFL_END
| 412 | 0.913524 | 1 | 0.913524 | game-dev | MEDIA | 0.809695 | game-dev | 0.91688 | 1 | 0.91688 |
Lakatrazz/BONELAB-Fusion | 2,372 | LabFusion/src/Entities/Props/BodyPose.cs | using LabFusion.Data;
using LabFusion.Network.Serialization;
using UnityEngine;
namespace LabFusion.Entities;
public class BodyPose : INetSerializable
{
public const int Size = SerializedShortVector3.Size + SerializedSmallQuaternion.Size + SerializedSmallVector3.Size * 2;
public Vector3 position = Vector3.zero;
public Quaternion rotation = Quaternion.identity;
public Vector3 velocity = Vector3.zero;
public Vector3 angularVelocity = Vector3.zero;
private Vector3 _positionPrediction = Vector3.zero;
public Vector3 PredictedPosition => position + _positionPrediction;
public void ReadFrom(Rigidbody rigidbody)
{
position = rigidbody.position;
rotation = rigidbody.rotation;
velocity = rigidbody.velocity;
angularVelocity = rigidbody.angularVelocity;
}
public void CopyTo(BodyPose target)
{
target.position = position;
target.rotation = rotation;
target.velocity = velocity;
target.angularVelocity = angularVelocity;
target.ResetPrediction();
}
public void ResetPrediction()
{
_positionPrediction = Vector3.zero;
}
public void PredictPosition(float deltaTime)
{
_positionPrediction += velocity * deltaTime;
}
public void Serialize(INetSerializer serializer)
{
SerializedShortVector3 position = null;
SerializedSmallQuaternion rotation = null;
SerializedSmallVector3 velocity = null;
SerializedSmallVector3 angularVelocity = null;
if (!serializer.IsReader)
{
position = SerializedShortVector3.Compress(this.position);
rotation = SerializedSmallQuaternion.Compress(this.rotation);
velocity = SerializedSmallVector3.Compress(this.velocity);
angularVelocity = SerializedSmallVector3.Compress(this.angularVelocity);
}
serializer.SerializeValue(ref position);
serializer.SerializeValue(ref rotation);
serializer.SerializeValue(ref velocity);
serializer.SerializeValue(ref angularVelocity);
if (serializer.IsReader)
{
this.position = position.Expand();
this.rotation = rotation.Expand();
this.velocity = velocity.Expand();
this.angularVelocity = angularVelocity.Expand();
}
}
} | 412 | 0.605239 | 1 | 0.605239 | game-dev | MEDIA | 0.705735 | game-dev | 0.851922 | 1 | 0.851922 |
fetty31/FSDriverless | 7,460 | ros/ros1_ws/src/tracker/src/accumulator.cpp | /*
* @author Oriol Martínez @fetty31
* @date 3-3-2024
* @version 1.0
*
* Copyright (c) 2024 BCN eMotorsport
*/
#include "accumulator.hh"
namespace tracker{
Accumulator::Accumulator(double &mean, double &std) :
threshold(0.1), radius(20.0),
vision_angle(1.57), likelihood(0.9),
Lf(1.5), Lr(1.0), T(1.42) {
noise = new noise::Gaussian(mean, std);
}
Accumulator::~Accumulator(){
delete noise;
}
void Accumulator::create_KDTree(){
std::vector<Point> vect;
Point p;
for(int i=0; i<track.size(); i++){
p[0] = track[i].position[0];
p[1] = track[i].position[1];
vect.push_back(p);
}
Tree.build(vect);
treeFlag = true;
seen_idx.reserve(track.size()); // reserve space for all seen cones
}
bool Accumulator::isTreeBuild(){
return treeFlag;
}
void Accumulator::fillTracker(const visualization_msgs::MarkerArray::ConstPtr& msg){
Point position;
for(auto marker : msg->markers){
position[0] = marker.pose.position.x;
position[1] = marker.pose.position.y;
noise->add_radial_noise(&position); // add noise to the cone position (x,y)
int type = 0; // yellow cone by default
if(marker.ns == "cone_blue") type = 1;
else if(marker.ns == "cone_orange") type = 2;
else if(marker.ns == "cone_orange_big") type = 3;
Cone cone = Cone(marker.id, type, position, Point()); // we don't care about the cone's base link position for now
this->track.push_back(cone);
}
this->create_KDTree();
}
template<typename NUM> NUM Accumulator::mod(NUM x, NUM y){ return sqrt(pow(x,2)+pow(y,2)); } // Norm of (x,y) vector
// Check if the given is the same cone as the one in the accumulator
bool Accumulator::sameCone(Point p){
int nnid = Tree.nnSearch(p);
if( mod<double>(p[0]-track[nnid].position[0], p[1]-track[nnid].position[1]) < this->threshold ) return true;
else return false;
}
void Accumulator::fillConeMsg(int id, ipg_msgs::Cone* msg){
msg->id = track[id].id;
msg->type = track[id].type;
msg->position_baseLink.x = track[id].positionBL[0];
msg->position_baseLink.y = track[id].positionBL[1];
msg->position_global.x = track[id].position[0];
msg->position_global.y = track[id].position[1];
}
Point Accumulator::local2global(const Point p, const Eigen::Vector3d& pose) {
Point point;
point[0] = pose(0) + p[0]*cos(pose(2)) - p[1]*sin(pose(2));
point[1] = pose(1) + p[0]*sin(pose(2)) + p[1]*cos(pose(2));
return point;
}
Point Accumulator::global2local(const Point p, const Eigen::Vector3d& pose) {
Point point;
point[0] = +(p[0] - pose(0))*cos(pose(2)) + (p[1] - pose(1))*sin(pose(2));
point[1] = -(p[0] - pose(0))*sin(pose(2)) + (p[1] - pose(1))*cos(pose(2));
return point;
}
// Reset all values (a new Test Run is started)
bool Accumulator::reset(){
// Clear (and reallocate) used vectors
std::vector<Cone>().swap(track);
std::vector<int>().swap(seen_idx);
// Clear set
moved_idx.clear();
// Reset flags
this->treeFlag = false;
this->stateFlag = false;
// Reset cones down counter
this->cones_down = 0;
// Reset lapcount
this->lapcount.reset();
// Update reset flag
this->resetFlag = true;
return true;
}
// Check whether the cone is hit
bool Accumulator::coneDown(int &id, StateCar* state){
if(track[id].positionBL[0] >= 0.0){ // front axle
if( track[id].positionBL[0] < this->Lf && fabs(track[id].positionBL[1]) < this->T ){
if(!this->track[id].down) cones_down++;
track[id].down = true;
if(this->moveConesFlag) this->moveCone(id, state);
return true;
}
return false;
}else{ // rear axle
if( fabs(track[id].positionBL[0]) < this->Lr && fabs(track[id].positionBL[1]) < this->T ){
if(!this->track[id].down) cones_down++;
track[id].down = true;
if(this->moveConesFlag) this->moveCone(id, state);
return true;
}
return false;
}
}
// Move hit cones
void Accumulator::moveCone(int &id, StateCar* state){
track[id].position[0] += state->velocity(0) * cos(state->heading) * 0.025;
track[id].position[1] += state->velocity(0) * sin(state->heading) * 0.025;
track[id].positionBL = global2local(track[id].position, state->pose);
track[id].moved = true;
moved_idx.insert(id);
}
void Accumulator::fillConesDown(std_msgs::Float32MultiArray* msg){
msg->data.clear();
msg->layout.dim.clear();
msg->layout.dim.push_back(std_msgs::MultiArrayDimension());
msg->layout.dim[0].size = moved_idx.size()*3;
msg->layout.dim[0].stride = 3;
msg->layout.dim[0].label = (this->resetFlag) ? "reset" : "cones_down";
this->resetFlag = false;
std::set<int>::iterator it;
for(it=moved_idx.begin(); it!=moved_idx.end(); ++it){
msg->data.push_back(*it);
msg->data.push_back(track[*it].position[0]);
msg->data.push_back(track[*it].position[1]);
}
}
int Accumulator::getNumConesDown(){
return this->cones_down;
}
int Accumulator::getLaps(){
return this->lapcount.getLaps();
}
// Get Laptime and Laps according to FSG rules
ipg_msgs::LapInfo Accumulator::getLapInfo(){
ipg_msgs::LapInfo msg;
msg.header.stamp = ros::Time::now();
msg.laps = this->lapcount.getLaps();
msg.laptime = double(this->getNumConesDown())*2 + lapcount.getLapTime();
return msg;
}
// Check if the cone is in the lidar field of view
bool Accumulator::isInLidarField(int id, StateCar* state){
double r = mod<double>(track[id].position[0], track[id].position[1]);
Point localPosLidar = global2local(track[id].position, state->lidar_pose); // lidar frame pose
double phi = acos(localPosLidar[0]/r);
if(phi < -M_PI) phi += 2*M_PI; // convert phi into [-180, 180]
if(phi > M_PI) phi -= 2*M_PI;
if(fabs(phi) < this->vision_angle && !track[id].seen){ // the cone is in our vision area (field)
if(noise::probability(this->likelihood)) return true; // likelihood of detecting the cone (percepcio pala)
else return false;
} else return false;
}
// Get all seen cones
void Accumulator::getSeenCones(StateCar* state, ipg_msgs::ConeArray* coneArray){
ipg_msgs::Cone coneMsg = ipg_msgs::Cone();
Point position;
position[0] = state->pose(0);
position[1] = state->pose(1);
std::vector<int> coneIds = Tree.radiusSearch(position, this->radius); // search for cones
// Check whether seen cones are inside LIDAR vision field
for(auto id : coneIds){
int idx = static_cast<int>(id);
if(isInLidarField(idx, state)){
track[idx].seen = true;
this->seen_idx.push_back(idx);
}
}
// Add all seen cones (with their current base_link position)
for(auto idx : seen_idx){
int cone_id = static_cast<int>(idx);
track[cone_id].positionBL = global2local(track[cone_id].position, state->pose); // add current base_link position
if(!coneDown(cone_id, state)){ // check for DOO (cone Down or Out) once BaseLink position is updated
fillConeMsg(cone_id, &coneMsg);
coneArray->cones.push_back(coneMsg);
}
}
lapcount.setPosition(state->pose, state->velocity(0));
if(!this->stateFlag) lapcount.getStartingLine();
lapcount.run();
this->stateFlag = true;
}
} | 412 | 0.977932 | 1 | 0.977932 | game-dev | MEDIA | 0.672171 | game-dev | 0.996767 | 1 | 0.996767 |
motorsep/StormEngine2 | 14,924 | neo/ui/Window.h | /*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2014-2016 Robert Beckebans
Copyright (C) 2014-2016 Kot in Action Creative Artel
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __WINDOW_H__
#define __WINDOW_H__
#include "Rectangle.h"
#include "DeviceContext.h"
#include "RegExp.h"
#include "Winvar.h"
#include "GuiScript.h"
#include "SimpleWindow.h"
const int WIN_CHILD = 0x00000001;
const int WIN_CAPTION = 0x00000002;
const int WIN_BORDER = 0x00000004;
const int WIN_SIZABLE = 0x00000008;
const int WIN_MOVABLE = 0x00000010;
const int WIN_FOCUS = 0x00000020;
const int WIN_CAPTURE = 0x00000040;
const int WIN_HCENTER = 0x00000080;
const int WIN_VCENTER = 0x00000100;
const int WIN_MODAL = 0x00000200;
const int WIN_INTRANSITION = 0x00000400;
const int WIN_CANFOCUS = 0x00000800;
const int WIN_SELECTED = 0x00001000;
const int WIN_TRANSFORM = 0x00002000;
const int WIN_HOLDCAPTURE = 0x00004000;
const int WIN_NOWRAP = 0x00008000;
const int WIN_NOCLIP = 0x00010000;
const int WIN_INVERTRECT = 0x00020000;
const int WIN_NATURALMAT = 0x00040000;
const int WIN_NOCURSOR = 0x00080000;
const int WIN_MENUGUI = 0x00100000;
const int WIN_ACTIVE = 0x00200000;
const int WIN_SHOWCOORDS = 0x00400000;
const int WIN_SHOWTIME = 0x00800000;
const int WIN_WANTENTER = 0x01000000;
const int WIN_DESKTOP = 0x10000000;
const char CAPTION_HEIGHT[] = "16.0";
const char SCROLLER_SIZE[] = "16.0";
const int SCROLLBAR_SIZE = 16;
const int MAX_WINDOW_NAME = 32;
const int MAX_LIST_ITEMS = 1024;
const char DEFAULT_BACKCOLOR[] = "1 1 1 1";
const char DEFAULT_FORECOLOR[] = "0 0 0 1";
const char DEFAULT_BORDERCOLOR[] = "0 0 0 1";
const char DEFAULT_TEXTSCALE[] = "0.4";
typedef enum
{
WOP_TYPE_ADD,
WOP_TYPE_SUBTRACT,
WOP_TYPE_MULTIPLY,
WOP_TYPE_DIVIDE,
WOP_TYPE_MOD,
WOP_TYPE_TABLE,
WOP_TYPE_GT,
WOP_TYPE_GE,
WOP_TYPE_LT,
WOP_TYPE_LE,
WOP_TYPE_EQ,
WOP_TYPE_NE,
WOP_TYPE_AND,
WOP_TYPE_OR,
WOP_TYPE_VAR,
WOP_TYPE_VARS,
WOP_TYPE_VARF,
WOP_TYPE_VARI,
WOP_TYPE_VARB,
WOP_TYPE_COND
} wexpOpType_t;
typedef enum
{
WEXP_REG_TIME,
WEXP_REG_NUM_PREDEFINED
} wexpRegister_t;
typedef struct
{
wexpOpType_t opType;
// RB: 64 bit fixes, changed int to intptr_t
intptr_t a, b, c, d;
// RB end
} wexpOp_t;
struct idRegEntry
{
const char* name;
idRegister::REGTYPE type;
int index;
};
class rvGEWindowWrapper;
class idWindow;
struct idTimeLineEvent
{
idTimeLineEvent()
{
event = new( TAG_OLD_UI ) idGuiScriptList;
}
~idTimeLineEvent()
{
delete event;
}
int time;
idGuiScriptList* event;
bool pending;
size_t Size()
{
return sizeof( *this ) + event->Size();
}
};
class rvNamedEvent
{
public:
rvNamedEvent( const char* name )
{
mEvent = new( TAG_OLD_UI ) idGuiScriptList;
mName = name;
}
~rvNamedEvent()
{
delete mEvent;
}
size_t Size()
{
return sizeof( *this ) + mEvent->Size();
}
idStr mName;
idGuiScriptList* mEvent;
};
struct idTransitionData
{
idWinVar* data;
int offset;
idInterpolateAccelDecelLinear<idVec4> interp;
};
class idUserInterfaceLocal;
class idWindow
{
public:
idWindow( idUserInterfaceLocal* gui );
virtual ~idWindow();
enum
{
ON_MOUSEENTER = 0,
ON_MOUSEEXIT,
ON_ACTION,
ON_ACTIVATE,
ON_DEACTIVATE,
ON_ESC,
ON_FRAME,
ON_TRIGGER,
ON_ACTIONRELEASE,
ON_ENTER,
ON_ENTERRELEASE,
ON_NAMEDEVENT,
SCRIPT_COUNT
};
enum
{
ADJUST_MOVE = 0,
ADJUST_TOP,
ADJUST_RIGHT,
ADJUST_BOTTOM,
ADJUST_LEFT,
ADJUST_TOPLEFT,
ADJUST_BOTTOMRIGHT,
ADJUST_TOPRIGHT,
ADJUST_BOTTOMLEFT
};
static const char* ScriptNames[SCRIPT_COUNT];
static const idRegEntry RegisterVars[];
static const int NumRegisterVars;
idWindow* SetFocus( idWindow* w, bool scripts = true );
idWindow* SetCapture( idWindow* w );
void SetParent( idWindow* w );
void SetFlag( unsigned int f );
void ClearFlag( unsigned int f );
unsigned GetFlags()
{
return flags;
};
void Move( float x, float y );
void BringToTop( idWindow* w );
void Adjust( float xd, float yd );
void SetAdjustMode( idWindow* child );
void Size( float x, float y, float w, float h );
void SetupFromState();
void SetupBackground();
drawWin_t* FindChildByName( const char* name );
idSimpleWindow* FindSimpleWinByName( const char* _name );
idWindow* GetParent()
{
return parent;
}
idUserInterfaceLocal* GetGui()
{
return gui;
};
bool Contains( float x, float y );
size_t Size();
virtual size_t Allocated();
idStr* GetStrPtrByName( const char* _name );
virtual idWinVar* GetWinVarByName( const char* _name, bool winLookup = false, drawWin_t** owner = NULL );
// DG: the return value is a pointer, so use intptr_t
intptr_t GetWinVarOffset( idWinVar* wv, drawWin_t* dw );
// DG end
float GetMaxCharHeight();
float GetMaxCharWidth();
void SetFont();
void SetInitialState( const char* _name );
void AddChild( idWindow* win );
void DebugDraw( int time, float x, float y );
void CalcClientRect( float xofs, float yofs );
void CommonInit();
void CleanUp();
void DrawBorderAndCaption( const idRectangle& drawRect );
void DrawCaption( int time, float x, float y );
void SetupTransforms( float x, float y );
bool Contains( const idRectangle& sr, float x, float y );
const char* GetName()
{
return name;
};
virtual bool Parse( idTokenParser* src, bool rebuild = true );
virtual bool Parse(idParser *src, bool rebuild = true);
virtual const char* HandleEvent( const sysEvent_t* event, bool* updateVisuals );
void CalcRects( float x, float y );
virtual void Redraw( float x, float y, bool hud );
virtual void ArchiveToDictionary( idDict* dict, bool useNames = true );
virtual void InitFromDictionary( idDict* dict, bool byName = true );
virtual void PostParse();
virtual void Activate( bool activate, idStr& act );
virtual void Trigger();
virtual void GainFocus();
virtual void LoseFocus();
virtual void GainCapture();
virtual void LoseCapture();
virtual void Sized();
virtual void Moved();
virtual void Draw( int time, float x, float y );
virtual void MouseExit();
virtual void MouseEnter();
virtual void DrawBackground( const idRectangle& drawRect );
virtual idWindow* GetChildWithOnAction( float xd, float yd );
virtual const char* RouteMouseCoords( float xd, float yd );
virtual void SetBuddy( idWindow* buddy ) {};
virtual void HandleBuddyUpdate( idWindow* buddy ) {};
virtual void StateChanged( bool redraw );
virtual void ReadFromDemoFile( class idDemoFile* f, bool rebuild = true );
virtual void WriteToDemoFile( class idDemoFile* f );
// SaveGame support
void WriteSaveGameString( const char* string, idFile* savefile );
void WriteSaveGameTransition( idTransitionData& trans, idFile* savefile );
virtual void WriteToSaveGame( idFile* savefile );
void ReadSaveGameString( idStr& string, idFile* savefile );
void ReadSaveGameTransition( idTransitionData& trans, idFile* savefile );
virtual void ReadFromSaveGame( idFile* savefile );
void FixupTransitions();
virtual void HasAction() {};
virtual void HasScripts() {};
void FixupParms();
void GetScriptString( const char* name, idStr& out );
void SetScriptParams();
bool HasOps()
{
return ( ops.Num() > 0 );
};
float EvalRegs( int test = -1, bool force = false );
void StartTransition();
void AddTransition( idWinVar* dest, idVec4 from, idVec4 to, int time, float accelTime, float decelTime );
void ResetTime( int time );
void ResetCinematics();
int NumTransitions();
bool ParseScript( idTokenParser* src, idGuiScriptList& list, int* timeParm = NULL, bool allowIf = false );
bool ParseScript(idParser *src, idGuiScriptList &list, int *timeParm = NULL, bool allowIf = false);
bool RunScript( int n );
bool RunScriptList( idGuiScriptList* src );
void SetRegs( const char* key, const char* val );
// DG: component and the return value are really pointers, so use intptr_t
intptr_t ParseExpression( idTokenParser* src, idWinVar* var = NULL, intptr_t component = 0 );
int ParseExpression( idParser *src, idWinVar *var = NULL, int component = 0 );
// DG end
int ExpressionConstant( float f );
idRegisterList* RegList()
{
return ®List;
}
void AddCommand( const char* cmd );
void AddUpdateVar( idWinVar* var );
bool Interactive();
bool ContainsStateVars();
void SetChildWinVarVal( const char* name, const char* var, const char* val );
idWindow* GetFocusedChild();
idWindow* GetCaptureChild();
const char* GetComment()
{
return comment;
}
void SetComment( const char* p )
{
comment = p;
}
idStr cmd;
virtual void RunNamedEvent( const char* eventName );
void AddDefinedVar( idWinVar* var );
idWindow* FindChildByPoint( float x, float y, idWindow* below = NULL );
int GetChildIndex( idWindow* window );
int GetChildCount();
idWindow* GetChild( int index );
void RemoveChild( idWindow* win );
bool InsertChild( idWindow* win, idWindow* before );
void ScreenToClient( idRectangle* rect );
void ClientToScreen( idRectangle* rect );
bool UpdateFromDictionary( idDict& dict );
protected:
friend class rvGEWindowWrapper;
idWindow* FindChildByPoint( float x, float y, idWindow** below );
void SetDefaults();
friend class idSimpleWindow;
friend class idUserInterfaceLocal;
bool IsSimple();
void UpdateWinVars();
void DisableRegister( const char* _name );
void Transition();
void Time();
bool RunTimeEvents( int time );
void Dump();
int ExpressionTemporary();
wexpOp_t* ExpressionOp();
// DG: a, b, component and the return values are really pointers, so use intptr_t
intptr_t EmitOp( intptr_t a, intptr_t b, wexpOpType_t opType, wexpOp_t** opp = NULL );
intptr_t ParseEmitOp( idTokenParser* src, intptr_t a, wexpOpType_t opType, int priority, wexpOp_t** opp = NULL );
int ParseEmitOp( idParser *src, int a, wexpOpType_t opType, int priority, wexpOp_t **opp = NULL );
intptr_t ParseTerm( idTokenParser* src, idWinVar* var = NULL, intptr_t component = 0 );
int ParseTerm( idParser *src, idWinVar *var = NULL, int component = 0 );
intptr_t ParseExpressionPriority( idTokenParser* src, int priority, idWinVar* var = NULL, intptr_t component = 0 );
int ParseExpressionPriority( idParser *src, int priority, idWinVar *var = NULL, int component = 0 );
// DG end
void EvaluateRegisters( float* registers );
void SaveExpressionParseState();
void RestoreExpressionParseState();
void ParseBracedExpression( idTokenParser* src );
bool ParseScriptEntry( const char* name, idTokenParser* src );
bool ParseScriptEntry(const char *name, idParser *src);
bool ParseRegEntry( const char* name, idTokenParser* src );
bool ParseRegEntry(const char *name, idParser *src);
virtual bool ParseInternalVar( const char* name, idTokenParser* src );
virtual bool ParseInternalVar(const char *name, idParser *src);
void ParseString( idTokenParser* src, idStr& out );
void ParseString(idParser *src, idStr &out);
void ParseVec4( idTokenParser* src, idVec4& out );
void ParseVec4(idParser *src, idVec4 &out);
void ConvertRegEntry( const char* name, idTokenParser* src, idStr& out, int tabs );
float actualX; // physical coords
float actualY; // ''
int childID; // this childs id
unsigned int flags; // visible, focus, mouseover, cursor, border, etc..
int lastTimeRun; //
idRectangle drawRect; // overall rect
idRectangle clientRect; // client area
idVec2 origin;
int timeLine; // time stamp used for various fx
float xOffset;
float yOffset;
float forceAspectWidth;
float forceAspectHeight;
float matScalex;
float matScaley;
float borderSize;
float textAlignx;
float textAligny;
idStr name;
idStr comment;
idVec2 shear;
class idFont* font;
signed char textShadow;
unsigned char cursor; //
signed char textAlign;
idWinBool noTime; //
idWinBool visible; //
idWinBool noEvents;
idWinRectangle rect; // overall rect
idWinVec4 backColor;
idWinVec4 matColor;
idWinVec4 foreColor;
idWinVec4 hoverColor;
idWinVec4 borderColor;
idWinFloat textScale;
idWinFloat rotate;
idWinStr text;
idWinBackground backGroundName; //
idList<idWinVar*, TAG_OLD_UI> definedVars;
idList<idWinVar*, TAG_OLD_UI> updateVars;
idRectangle textRect; // text extented rect
const idMaterial* background; // background asset
idWindow* parent; // parent window
idList<idWindow*, TAG_OLD_UI> children; // child windows
idList<drawWin_t, TAG_OLD_UI> drawWindows;
idWindow* focusedChild; // if a child window has the focus
idWindow* captureChild; // if a child window has mouse capture
idWindow* overChild; // if a child window has mouse capture
bool hover;
idUserInterfaceLocal* gui;
static idCVar gui_debug;
static idCVar gui_edit;
idGuiScriptList* scripts[SCRIPT_COUNT];
bool* saveTemps;
idList<idTimeLineEvent*, TAG_OLD_UI> timeLineEvents;
idList<idTransitionData, TAG_OLD_UI> transitions;
static bool registerIsTemporary[MAX_EXPRESSION_REGISTERS]; // statics to assist during parsing
idList<wexpOp_t, TAG_OLD_UI> ops; // evaluate to make expressionRegisters
idList<float, TAG_OLD_UI> expressionRegisters;
idList<wexpOp_t, TAG_OLD_UI>* saveOps; // evaluate to make expressionRegisters
idList<rvNamedEvent*, TAG_OLD_UI> namedEvents; // added named events
idList<float, TAG_OLD_UI>* saveRegs;
idRegisterList regList;
idWinBool hideCursor;
};
ID_INLINE void idWindow::AddDefinedVar( idWinVar* var )
{
definedVars.AddUnique( var );
}
#endif /* !__WINDOW_H__ */
| 412 | 0.857297 | 1 | 0.857297 | game-dev | MEDIA | 0.601266 | game-dev,desktop-app | 0.521222 | 1 | 0.521222 |
DeltaV-Station/Delta-v | 2,382 | Resources/Prototypes/Maps/shoukou.yml | - type: gameMap
id: Shoukou
mapName: 'Shōkō'
mapPath: /Maps/shoukou.yml
minPlayers: 5
maxPlayers: 50
stations:
Shoukou:
stationProto: StandardNanotrasenStation
components:
- type: StationNameSetup
mapNameTemplate: '{0} Shōkō "Little Port" {1}'
nameGenerator:
!type:NanotrasenNameGenerator
prefixCreator: 'NY'
- type: StationEmergencyShuttle
emergencyShuttlePath: /Maps/_DV/Shuttles/NTES_Kaeri.yml
- type: StationJobs
availableJobs:
#Command
Captain: [ 1, 1 ]
#Service
HeadOfPersonnel: [ 1, 1 ]
Librarian: [ 1, 1 ]
ServiceWorker: [ 1, 2 ]
Reporter: [ 1, 1 ]
Bartender: [ 1, 2 ]
Botanist: [ 1, 2 ]
MartialArtist: [ 2, 3 ]
Chef: [ 1, 2 ]
Clown: [ 1, 1 ]
Janitor: [ 1, 2 ]
Musician: [ 1, 1 ]
Mime: [ 1, 1 ]
Passenger: [ -1, -1 ]
#Justice
ChiefJustice: [ 1, 1 ]
Clerk: [ 1, 1 ]
Lawyer: [ 1, 1 ]
Prosecutor: [ 1, 1 ]
#Engineering
ChiefEngineer: [ 1, 1 ]
AtmosphericTechnician: [ 1, 2 ]
StationEngineer: [ 2, 5 ]
TechnicalAssistant: [ 2, 3 ]
#Medical
ChiefMedicalOfficer: [ 1, 1 ]
Paramedic: [ 1, 2 ]
Chemist: [ 1, 2 ]
Psychologist: [ 1, 1 ]
Surgeon: [ 1, 1 ]
MedicalDoctor: [ 3, 3 ]
MedicalIntern: [ 2, 3 ]
#Security
HeadOfSecurity: [ 1, 1 ]
Warden: [ 1, 1 ]
Detective: [ 1, 1 ]
Brigmedic: [ 1, 1 ]
SecurityOfficer: [ 2, 4 ]
SecurityCadet: [ 1, 3 ]
Prisoner: [ 2, 2 ]
#Science
ResearchDirector: [ 1, 1 ]
Roboticist: [ 1, 1 ]
Chaplain: [ 1, 1 ]
ForensicMantis: [ 1, 1 ]
Scientist: [ 2, 4 ]
ResearchAssistant: [ 2, 3 ]
#Logistics
Quartermaster: [ 1, 1 ]
SalvageSpecialist: [ 2, 4 ]
Courier: [ 1, 2 ]
CargoTechnician: [ 2, 3 ]
CargoAssistant: [ 2, 2 ]
#Silicon
StationAi: [ 1, 1 ]
Borg: [ 2, 2 ]
| 412 | 0.765385 | 1 | 0.765385 | game-dev | MEDIA | 0.245738 | game-dev | 0.74487 | 1 | 0.74487 |
lunar-sway/minestuck | 1,296 | src/main/java/com/mraof/minestuck/api/alchemy/GristTypeSpawnCategory.java | package com.mraof.minestuck.api.alchemy;
import com.mraof.minestuck.Minestuck;
import net.minecraft.core.Holder;
import net.minecraft.core.HolderSet;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.tags.TagKey;
import java.util.stream.Stream;
/**
* Defines the different grist type categories used by grist layers to determine grist types for underlings spawned naturally.
* Each category have a grist type tag associated with it that you can add grist types to.
* The {@link GristTypeSpawnCategory#ANY} category automatically contains all grist types in the two other categories.
*/
public enum GristTypeSpawnCategory //Which categories can a certain grist type appear under (for spawning underlings)
{
COMMON("common"),
UNCOMMON("uncommon"),
ANY("any");
private final TagKey<GristType> tagKey;
GristTypeSpawnCategory(String name)
{
this.tagKey = TagKey.create(GristTypes.REGISTRY_KEY, ResourceLocation.fromNamespaceAndPath(Minestuck.MOD_ID, "spawnable_" + name));
}
public TagKey<GristType> getTagKey()
{
return this.tagKey;
}
public Stream<GristType> gristTypes()
{
return GristTypes.REGISTRY.getTag(this.tagKey).stream()
.flatMap(HolderSet.ListBacked::stream)
.map(Holder::value)
.filter(GristType::isUnderlingType);
}
}
| 412 | 0.859293 | 1 | 0.859293 | game-dev | MEDIA | 0.950433 | game-dev | 0.718109 | 1 | 0.718109 |
DenizenScript/Denizen | 2,139 | plugin/src/main/java/com/denizenscript/denizen/events/entity/EntityUnleashedScriptEvent.java | package com.denizenscript.denizen.events.entity;
import com.denizenscript.denizen.objects.EntityTag;
import com.denizenscript.denizen.events.BukkitScriptEvent;
import com.denizenscript.denizencore.objects.core.ElementTag;
import com.denizenscript.denizencore.objects.ObjectTag;
import org.bukkit.event.EventHandler;
import org.bukkit.event.Listener;
import org.bukkit.event.entity.EntityUnleashEvent;
public class EntityUnleashedScriptEvent extends BukkitScriptEvent implements Listener {
// <--[event]
// @Events
// <entity> unleashed (because <'reason'>)
//
// @Group Entity
//
// @Location true
//
// @Triggers when an entity is unleashed.
//
// @Context
// <context.entity> returns the EntityTag.
// <context.reason> returns an ElementTag of the reason for the unleashing.
// Reasons include DISTANCE, HOLDER_GONE, PLAYER_UNLEASH, and UNKNOWN
//
// @NPC when the entity being unleashed is an NPC.
//
// -->
public EntityUnleashedScriptEvent() {
registerCouldMatcher("<entity> unleashed (because <'reason'>)");
}
public EntityTag entity;
public ElementTag reason;
public EntityUnleashEvent event;
@Override
public boolean matches(ScriptPath path) {
if (!path.tryArgObject(0, entity)) {
return false;
}
if (path.eventArgAt(2).equals("because") && !path.eventArgLowerAt(3).equals(reason.asLowerString())) {
return false;
}
if (!runInCheck(path, entity.getLocation())) {
return false;
}
return super.matches(path);
}
@Override
public ObjectTag getContext(String name) {
if (name.equals("entity")) {
return entity;
}
else if (name.equals("reason")) {
return reason;
}
return super.getContext(name);
}
@EventHandler
public void onEntityUnleashed(EntityUnleashEvent event) {
entity = new EntityTag(event.getEntity());
reason = new ElementTag(event.getReason().toString());
this.event = event;
fire(event);
}
}
| 412 | 0.905101 | 1 | 0.905101 | game-dev | MEDIA | 0.959966 | game-dev | 0.831342 | 1 | 0.831342 |
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