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
MATTYOneInc/AionEncomBase_Java8
3,377
AL-Game/data/scripts/system/handlers/quest/master_server/_11364.java
/* * =====================================================================================* * This file is part of Aion-Unique (Aion-Unique Home Software Development) * * Aion-Unique Development is a closed Aion Project that use Old Aion Project Base * * Like Aion-Lightning, Aion-Engine, Aion-Core, Aion-Extreme, Aion-NextGen, ArchSoft, * * Aion-Ger, U3J, Encom And other Aion project, All Credit Content * * That they make is belong to them/Copyright is belong to them. And All new Content * * that Aion-Unique make the copyright is belong to Aion-Unique * * You may have agreement with Aion-Unique Development, before use this Engine/Source * * You have agree with all of Term of Services agreement with Aion-Unique Development * * =====================================================================================* */ package quest.master_server; import com.aionemu.gameserver.model.gameobjects.player.Player; import com.aionemu.gameserver.network.aion.serverpackets.SM_DIALOG_WINDOW; import com.aionemu.gameserver.questEngine.handlers.QuestHandler; import com.aionemu.gameserver.questEngine.model.QuestDialog; 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; import com.aionemu.gameserver.utils.PacketSendUtility; /****/ /** Author Ghostfur & Unknown (Aion-Unique) /****/ public class _11364 extends QuestHandler { private final static int questId = 11364; public _11364() { super(questId); } @Override public void register() { qe.registerOnKillInWorld(210130000, questId); qe.registerQuestNpc(835654).addOnTalkEvent(questId); qe.registerQuestNpc(835654).addOnAtDistanceEvent(questId); } @Override public boolean onKillInWorldEvent(QuestEnv env) { final Player player = env.getPlayer(); if (env.getVisibleObject() instanceof Player && player != null) { if ((env.getPlayer().getLevel() >= (((Player)env.getVisibleObject()).getLevel() - 5)) && (env.getPlayer().getLevel() <= (((Player)env.getVisibleObject()).getLevel() + 9))) { return defaultOnKillRankedEvent(env, 0, 3, true); } } return false; } @Override public boolean onDialogEvent(QuestEnv env) { final Player player = env.getPlayer(); int targetId = env.getTargetId(); final QuestState qs = player.getQuestStateList().getQuestState(questId); if (qs.getStatus() == QuestStatus.REWARD) { if (targetId == 835654) { if (env.getDialog() == QuestDialog.START_DIALOG) { return sendQuestDialog(env, 10002); } else if (env.getDialog() == QuestDialog.SELECT_REWARD) { return sendQuestDialog(env, 5); } else { return sendQuestEndDialog(env); } } } return false; } @Override public boolean onAtDistanceEvent(QuestEnv env) { final Player player = env.getPlayer(); final QuestState qs = player.getQuestStateList().getQuestState(questId); if (qs == null || qs.getStatus() == QuestStatus.NONE || qs.canRepeat()) { QuestService.startQuest(env); PacketSendUtility.sendPacket(player, new SM_DIALOG_WINDOW(0, 0)); return true; } return false; } }
412
0.911154
1
0.911154
game-dev
MEDIA
0.950668
game-dev
0.9365
1
0.9365
mixandjam/ThePathless-Gameplay
2,585
Assets/Scripts/ProceduralSystem.cs
using UnityEngine; using UnityEngine.Animations.Rigging; using DG.Tweening; public class ProceduralSystem : MonoBehaviour { ArrowSystem arrowSystem; TargetSystem targetSystem; bool rigEnabled; [Header("Animation Rigging Connections")] [SerializeField] Rig aimRig; [SerializeField] Rig ikRig; [SerializeField] Rig pullRig; [SerializeField] Transform aimRigTarget; [Header("Bow Connections")] [SerializeField] Transform bowTransform; [SerializeField] Transform bowDefaultReference; [SerializeField] Transform bowActionReference; [SerializeField] LineRenderer bowLineRenderer; [SerializeField] Transform bowLineCenter; [SerializeField] Transform bowLineHandReference; [SerializeField] GameObject arrowInLineGO; [Header("Settings")] [SerializeField] float transitionSpeed = .1f; [SerializeReference] float stringPullAmount = 0.2f; private void Start() { arrowSystem = GetComponent<ArrowSystem>(); targetSystem = GetComponent<TargetSystem>(); arrowSystem.OnInputStart.AddListener(EnableRig); arrowSystem.OnInputRelease.AddListener(DisableRig); arrowSystem.OnTargetLost.AddListener(DisableRig); arrowInLineGO.SetActive(false); } void Update() { if (arrowSystem.isCharging && targetSystem.storedTarget != null) aimRigTarget.position = targetSystem.storedTarget.transform.position; bowLineRenderer.SetPosition(1, bowLineCenter.localPosition); } void EnableRig() { rigEnabled = true; arrowInLineGO.SetActive(true); DOTween.Complete(5); DOTween.Complete(7); DOVirtual.Float(aimRig.weight, 1, transitionSpeed/2, SetAimRigWeight).SetId(5); SetPullWeight(0); DOVirtual.Float(pullRig.weight, 1, transitionSpeed, SetPullWeight).SetId(6); bowLineCenter.DOLocalMoveZ(-stringPullAmount, transitionSpeed, false); } void DisableRig() { rigEnabled = false; arrowInLineGO.SetActive(false); bowLineCenter.DOLocalMoveZ(0, .4f, false).SetEase(Ease.OutElastic); bowLineCenter.DOLocalMoveX(0, .4f, false).SetEase(Ease.OutElastic); DOTween.Complete(5); DOTween.Kill(6); DOVirtual.Float(aimRig.weight, 0, transitionSpeed, SetAimRigWeight).SetDelay(.4f).SetId(7); } public void SetAimRigWeight(float weight) { aimRig.weight = weight; ikRig.weight = weight; } void SetPullWeight(float weight) { pullRig.weight = weight; } }
412
0.760732
1
0.760732
game-dev
MEDIA
0.935205
game-dev
0.952433
1
0.952433
genshinsim/gcsim
2,498
internal/characters/traveler/common/hydro/charge.go
package hydro import ( "fmt" "github.com/genshinsim/gcsim/internal/frames" "github.com/genshinsim/gcsim/pkg/core/action" "github.com/genshinsim/gcsim/pkg/core/attacks" "github.com/genshinsim/gcsim/pkg/core/attributes" "github.com/genshinsim/gcsim/pkg/core/combat" "github.com/genshinsim/gcsim/pkg/core/info" ) var ( chargeFrames [][]int chargeHitmarks = [][]int{{9, 20}, {14, 25}} ) func init() { chargeFrames = make([][]int, 2) // Male chargeFrames[0] = frames.InitAbilSlice(55) // CA -> N1 chargeFrames[0][action.ActionSkill] = 37 // CA -> E chargeFrames[0][action.ActionBurst] = 36 // CA -> Q chargeFrames[0][action.ActionDash] = chargeHitmarks[0][len(chargeHitmarks[0])-1] // CA -> D chargeFrames[0][action.ActionJump] = chargeHitmarks[0][len(chargeHitmarks[0])-1] // CA -> J chargeFrames[0][action.ActionSwap] = 44 // CA -> Swap // Female chargeFrames[1] = frames.InitAbilSlice(58) // CA -> N1 chargeFrames[1][action.ActionSkill] = 34 // CA -> E chargeFrames[1][action.ActionBurst] = 35 // CA -> Q chargeFrames[1][action.ActionDash] = chargeHitmarks[1][len(chargeHitmarks[1])-1] // CA -> D chargeFrames[1][action.ActionJump] = chargeHitmarks[1][len(chargeHitmarks[1])-1] // CA -> J chargeFrames[1][action.ActionSwap] = chargeHitmarks[1][len(chargeHitmarks[1])-1] // CA -> Swap } func (c *Traveler) ChargeAttack(p map[string]int) (action.Info, error) { ai := info.AttackInfo{ ActorIndex: c.Index(), AttackTag: attacks.AttackTagExtra, ICDTag: attacks.ICDTagNormalAttack, ICDGroup: attacks.ICDGroupDefault, StrikeType: attacks.StrikeTypeSlash, Element: attributes.Physical, Durability: 25, } for i, mult := range charge[c.gender] { ai.Mult = mult[c.TalentLvlAttack()] ai.Abil = fmt.Sprintf("Charge %v", i) c.Core.QueueAttack( ai, combat.NewCircleHitOnTarget(c.Core.Combat.Player(), nil, 2.2), chargeHitmarks[c.gender][i], chargeHitmarks[c.gender][i], ) } return action.Info{ Frames: frames.NewAbilFunc(chargeFrames[c.gender]), AnimationLength: chargeFrames[c.gender][action.InvalidAction], CanQueueAfter: chargeHitmarks[c.gender][len(chargeHitmarks[c.gender])-1], State: action.ChargeAttackState, }, nil }
412
0.901897
1
0.901897
game-dev
MEDIA
0.807913
game-dev
0.839909
1
0.839909
magefree/mage
1,396
Mage.Sets/src/mage/cards/j/JelennSphinx.java
package mage.cards.j; import mage.MageInt; import mage.abilities.common.AttacksTriggeredAbility; import mage.abilities.effects.common.continuous.BoostAllEffect; import mage.abilities.keyword.FlyingAbility; import mage.abilities.keyword.VigilanceAbility; import mage.cards.CardImpl; import mage.cards.CardSetInfo; import mage.constants.CardType; import mage.constants.Duration; import mage.constants.SubType; import mage.filter.StaticFilters; import java.util.UUID; /** * @author LevelX2 */ public final class JelennSphinx extends CardImpl { public JelennSphinx(UUID ownerId, CardSetInfo setInfo) { super(ownerId, setInfo, new CardType[]{CardType.CREATURE}, "{3}{W}{U}"); this.subtype.add(SubType.SPHINX); this.power = new MageInt(1); this.toughness = new MageInt(5); // Flying this.addAbility(FlyingAbility.getInstance()); // Vigilance this.addAbility(VigilanceAbility.getInstance()); // Whenever Jelenn Sphinx attacks, other attacking creatures get +1/+1 until end of turn. this.addAbility(new AttacksTriggeredAbility(new BoostAllEffect(1, 1, Duration.EndOfTurn, StaticFilters.FILTER_ATTACKING_CREATURES, true), false)); } private JelennSphinx(final JelennSphinx card) { super(card); } @Override public JelennSphinx copy() { return new JelennSphinx(this); } }
412
0.952396
1
0.952396
game-dev
MEDIA
0.96666
game-dev
0.997243
1
0.997243
qcad/qcad
68,668
src/scripting/ecmaapi/generated/REcmaLinetype.cpp
// ***** AUTOGENERATED CODE, DO NOT EDIT ***** // ***** This class is not copyable. #include "REcmaLinetype.h" #include "RMetaTypes.h" #include "../REcmaHelper.h" // forwards declarations mapped to includes #include "RDocument.h" #include "RTransaction.h" // includes for base ecma wrapper classes #include "REcmaObject.h" void REcmaLinetype::initEcma(QScriptEngine& engine, QScriptValue* proto ) { bool protoCreated = false; if(proto == NULL){ proto = new QScriptValue(engine.newVariant(qVariantFromValue( (RLinetype*) 0))); protoCreated = true; } // primary base class RObject: QScriptValue dpt = engine.defaultPrototype( qMetaTypeId<RObject*>()); if (dpt.isValid()) { proto->setPrototype(dpt); } /* */ QScriptValue fun; // toString: REcmaHelper::registerFunction(&engine, proto, toString, "toString"); // destroy: REcmaHelper::registerFunction(&engine, proto, destroy, "destroy"); // conversion for base class RObject REcmaHelper::registerFunction(&engine, proto, getRObject, "getRObject"); // get class name REcmaHelper::registerFunction(&engine, proto, getClassName, "getClassName"); // conversion to all base classes (multiple inheritance): REcmaHelper::registerFunction(&engine, proto, getBaseClasses, "getBaseClasses"); // properties: // methods: REcmaHelper::registerFunction(&engine, proto, getType, "getType"); REcmaHelper::registerFunction(&engine, proto, clone, "clone"); REcmaHelper::registerFunction(&engine, proto, cloneToLinetype, "cloneToLinetype"); REcmaHelper::registerFunction(&engine, proto, getName, "getName"); REcmaHelper::registerFunction(&engine, proto, setName, "setName"); REcmaHelper::registerFunction(&engine, proto, isMetric, "isMetric"); REcmaHelper::registerFunction(&engine, proto, setMetric, "setMetric"); REcmaHelper::registerFunction(&engine, proto, getDescription, "getDescription"); REcmaHelper::registerFunction(&engine, proto, setDescription, "setDescription"); REcmaHelper::registerFunction(&engine, proto, getLabel, "getLabel"); REcmaHelper::registerFunction(&engine, proto, getPatternString, "getPatternString"); REcmaHelper::registerFunction(&engine, proto, setPatternString, "setPatternString"); REcmaHelper::registerFunction(&engine, proto, isValid, "isValid"); REcmaHelper::registerFunction(&engine, proto, getProperty, "getProperty"); REcmaHelper::registerFunction(&engine, proto, setProperty, "setProperty"); REcmaHelper::registerFunction(&engine, proto, getPattern, "getPattern"); REcmaHelper::registerFunction(&engine, proto, setPattern, "setPattern"); REcmaHelper::registerFunction(&engine, proto, equals, "equals"); REcmaHelper::registerFunction(&engine, proto, operator_not_assign, "operator_not_assign"); REcmaHelper::registerFunction(&engine, proto, operator_less, "operator_less"); REcmaHelper::registerFunction(&engine, proto, print, "print"); engine.setDefaultPrototype( qMetaTypeId<RLinetype*>(), *proto); QScriptValue ctor = engine.newFunction(createEcma, *proto, 2); // static methods: REcmaHelper::registerFunction(&engine, &ctor, init, "init"); REcmaHelper::registerFunction(&engine, &ctor, getRtti, "getRtti"); // static properties: ctor.setProperty("PropertyType", qScriptValueFromValue(&engine, RLinetype::PropertyType), QScriptValue::SkipInEnumeration | QScriptValue::ReadOnly); ctor.setProperty("PropertyName", qScriptValueFromValue(&engine, RLinetype::PropertyName), QScriptValue::SkipInEnumeration | QScriptValue::ReadOnly); ctor.setProperty("PropertyDescription", qScriptValueFromValue(&engine, RLinetype::PropertyDescription), QScriptValue::SkipInEnumeration | QScriptValue::ReadOnly); ctor.setProperty("PropertyMetric", qScriptValueFromValue(&engine, RLinetype::PropertyMetric), QScriptValue::SkipInEnumeration | QScriptValue::ReadOnly); ctor.setProperty("PropertyPatternString", qScriptValueFromValue(&engine, RLinetype::PropertyPatternString), QScriptValue::SkipInEnumeration | QScriptValue::ReadOnly); // enum values: // enum conversions: // init class: engine.globalObject().setProperty("RLinetype", ctor, QScriptValue::SkipInEnumeration); if( protoCreated ){ delete proto; } } QScriptValue REcmaLinetype::createEcma(QScriptContext* context, QScriptEngine* engine) { if (context->thisObject().strictlyEquals( engine->globalObject())) { return REcmaHelper::throwError( QString::fromLatin1("RLinetype(): Did you forget to construct with 'new'?"), context); } QScriptValue result; // generate constructor variants: if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ constructor: // non-copyable class: RLinetype * cppResult = new RLinetype (); // TODO: triggers: Warning: QScriptEngine::newVariant(): changing class of non-QScriptObject not supported: result = engine->newVariant(context->thisObject(), qVariantFromValue(cppResult)); } else if( context->argumentCount() == 1 && ( context->argument( 0 ).isVariant() || context->argument( 0 ).isQObject() || context->argument( 0 ).isNull() ) /* type: RDocument * */ ){ // prepare arguments: // argument is pointer RDocument * a0 = NULL; a0 = REcmaHelper::scriptValueTo<RDocument >( context->argument(0) ); if (a0==NULL && !context->argument(0).isNull()) { return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RDocument *RDocument *.", context); } // end of arguments // call C++ constructor: // non-copyable class: RLinetype * cppResult = new RLinetype ( a0 ); // TODO: triggers: Warning: QScriptEngine::newVariant(): changing class of non-QScriptObject not supported: result = engine->newVariant(context->thisObject(), qVariantFromValue(cppResult)); } else if( context->argumentCount() == 2 && ( context->argument( 0 ).isVariant() || context->argument( 0 ).isQObject() || context->argument( 0 ).isNull() ) /* type: RDocument * */ && ( context->argument( 1 ).isVariant() || context->argument( 1 ).isQObject() || context->argument( 1 ).isNull() ) /* type: RLinetypePattern */ ){ // prepare arguments: // argument is pointer RDocument * a0 = NULL; a0 = REcmaHelper::scriptValueTo<RDocument >( context->argument(0) ); if (a0==NULL && !context->argument(0).isNull()) { return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RDocument *RDocument *.", context); } // argument isCopyable and has default constructor and isSimpleClass RLinetypePattern* ap1 = qscriptvalue_cast< RLinetypePattern* >( context->argument( 1 ) ); if (ap1 == NULL) { return REcmaHelper::throwError("RLinetype: Argument 1 is not of type RLinetypePattern.", context); } RLinetypePattern a1 = *ap1; // end of arguments // call C++ constructor: // non-copyable class: RLinetype * cppResult = new RLinetype ( a0 , a1 ); // TODO: triggers: Warning: QScriptEngine::newVariant(): changing class of non-QScriptObject not supported: result = engine->newVariant(context->thisObject(), qVariantFromValue(cppResult)); } else if( context->argumentCount() == 1 && ( context->argument( 0 ).isVariant() || context->argument( 0 ).isQObject() || context->argument( 0 ).isNull() ) /* type: RLinetype */ ){ // prepare arguments: // argument is reference RLinetype* ap0 = qscriptvalue_cast< RLinetype* >( context->argument( 0 ) ); if( ap0 == NULL ){ return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RLinetype* or QSharedPointer<RLinetype>.", context); } RLinetype& a0 = *ap0; // end of arguments // call C++ constructor: // non-copyable class: RLinetype * cppResult = new RLinetype ( a0 ); // TODO: triggers: Warning: QScriptEngine::newVariant(): changing class of non-QScriptObject not supported: result = engine->newVariant(context->thisObject(), qVariantFromValue(cppResult)); } else { return REcmaHelper::throwError( QString::fromLatin1("RLinetype(): no matching constructor found."), context); } return result; } // conversion functions for base classes: QScriptValue REcmaLinetype::getRObject(QScriptContext *context, QScriptEngine *engine) { RObject* cppResult = qscriptvalue_cast<RLinetype*> (context->thisObject()); QScriptValue result = qScriptValueFromValue(engine, cppResult); return result; } // returns class name: QScriptValue REcmaLinetype::getClassName(QScriptContext *context, QScriptEngine *engine) { return qScriptValueFromValue(engine, QString("RLinetype")); } // returns all base classes (in case of multiple inheritance): QScriptValue REcmaLinetype::getBaseClasses(QScriptContext *context, QScriptEngine *engine) { QStringList list; list.append("RObject"); return qScriptValueFromSequence(engine, list); } // properties: // public methods: QScriptValue REcmaLinetype::init (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::init", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::init"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'void' RLinetype:: init(); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.init().", context); } //REcmaHelper::functionEnd("REcmaLinetype::init", context, engine); return result; } QScriptValue REcmaLinetype::getRtti (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::getRtti", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::getRtti"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'RS::EntityType' RS::EntityType cppResult = RLinetype:: getRtti(); // return type: RS::EntityType // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.getRtti().", context); } //REcmaHelper::functionEnd("REcmaLinetype::getRtti", context, engine); return result; } QScriptValue REcmaLinetype::getType (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::getType", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::getType"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("getType", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'RS::EntityType' RS::EntityType cppResult = self->getType(); // return type: RS::EntityType // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.getType().", context); } //REcmaHelper::functionEnd("REcmaLinetype::getType", context, engine); return result; } QScriptValue REcmaLinetype::clone (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::clone", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::clone"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("clone", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'QSharedPointer < RObject >' QSharedPointer < RObject > cppResult = self->clone(); // return type: QSharedPointer < RObject > // Shared pointer to object, cast to best match: result = REcmaHelper::toScriptValue(engine, cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.clone().", context); } //REcmaHelper::functionEnd("REcmaLinetype::clone", context, engine); return result; } QScriptValue REcmaLinetype::cloneToLinetype (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::cloneToLinetype", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::cloneToLinetype"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("cloneToLinetype", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'QSharedPointer < RLinetype >' QSharedPointer < RLinetype > cppResult = self->cloneToLinetype(); // return type: QSharedPointer < RLinetype > // not standard type nor reference result = qScriptValueFromValue(engine, cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.cloneToLinetype().", context); } //REcmaHelper::functionEnd("REcmaLinetype::cloneToLinetype", context, engine); return result; } QScriptValue REcmaLinetype::getName (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::getName", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::getName"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("getName", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'QString' QString cppResult = self->getName(); // return type: QString // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.getName().", context); } //REcmaHelper::functionEnd("REcmaLinetype::getName", context, engine); return result; } QScriptValue REcmaLinetype::setName (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::setName", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::setName"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("setName", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 1 && ( context->argument(0).isString() ) /* type: QString */ ){ // prepare arguments: // argument isStandardType QString a0 = (QString) context->argument( 0 ). toString(); // end of arguments // call C++ function: // return type 'void' self->setName(a0); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.setName().", context); } //REcmaHelper::functionEnd("REcmaLinetype::setName", context, engine); return result; } QScriptValue REcmaLinetype::isMetric (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::isMetric", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::isMetric"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("isMetric", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'bool' bool cppResult = self->isMetric(); // return type: bool // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.isMetric().", context); } //REcmaHelper::functionEnd("REcmaLinetype::isMetric", context, engine); return result; } QScriptValue REcmaLinetype::setMetric (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::setMetric", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::setMetric"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("setMetric", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 1 && ( context->argument(0).isBool() ) /* type: bool */ ){ // prepare arguments: // argument isStandardType bool a0 = (bool) context->argument( 0 ). toBool(); // end of arguments // call C++ function: // return type 'void' self->setMetric(a0); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.setMetric().", context); } //REcmaHelper::functionEnd("REcmaLinetype::setMetric", context, engine); return result; } QScriptValue REcmaLinetype::getDescription (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::getDescription", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::getDescription"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("getDescription", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'QString' QString cppResult = self->getDescription(); // return type: QString // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.getDescription().", context); } //REcmaHelper::functionEnd("REcmaLinetype::getDescription", context, engine); return result; } QScriptValue REcmaLinetype::setDescription (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::setDescription", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::setDescription"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("setDescription", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 1 && ( context->argument(0).isString() ) /* type: QString */ ){ // prepare arguments: // argument isStandardType QString a0 = (QString) context->argument( 0 ). toString(); // end of arguments // call C++ function: // return type 'void' self->setDescription(a0); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.setDescription().", context); } //REcmaHelper::functionEnd("REcmaLinetype::setDescription", context, engine); return result; } QScriptValue REcmaLinetype::getLabel (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::getLabel", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::getLabel"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("getLabel", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'QString' QString cppResult = self->getLabel(); // return type: QString // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.getLabel().", context); } //REcmaHelper::functionEnd("REcmaLinetype::getLabel", context, engine); return result; } QScriptValue REcmaLinetype::getPatternString (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::getPatternString", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::getPatternString"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("getPatternString", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'QString' QString cppResult = self->getPatternString(); // return type: QString // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.getPatternString().", context); } //REcmaHelper::functionEnd("REcmaLinetype::getPatternString", context, engine); return result; } QScriptValue REcmaLinetype::setPatternString (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::setPatternString", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::setPatternString"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("setPatternString", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 1 && ( context->argument(0).isString() ) /* type: QString */ ){ // prepare arguments: // argument isStandardType QString a0 = (QString) context->argument( 0 ). toString(); // end of arguments // call C++ function: // return type 'void' self->setPatternString(a0); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.setPatternString().", context); } //REcmaHelper::functionEnd("REcmaLinetype::setPatternString", context, engine); return result; } QScriptValue REcmaLinetype::isValid (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::isValid", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::isValid"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("isValid", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'bool' bool cppResult = self->isValid(); // return type: bool // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.isValid().", context); } //REcmaHelper::functionEnd("REcmaLinetype::isValid", context, engine); return result; } QScriptValue REcmaLinetype::getProperty (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::getProperty", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::getProperty"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("getProperty", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 1 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: RPropertyTypeId */ ){ // prepare arguments: // argument isCopyable and has default constructor and isSimpleClass RPropertyTypeId* ap0 = qscriptvalue_cast< RPropertyTypeId* >( context->argument( 0 ) ); if (ap0 == NULL) { return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RPropertyTypeId.", context); } RPropertyTypeId a0 = *ap0; // end of arguments // call C++ function: // return type 'QPair < QVariant , RPropertyAttributes >' QPair < QVariant , RPropertyAttributes > cppResult = self->getProperty(a0); // return type: QPair < QVariant , RPropertyAttributes > // Pair of ...: //result = REcmaHelper::pairToScriptValue(engine, cppResult); QVariantList vl; QVariant v; // first type of pair is variant: if (QString(cppResult.first.typeName())=="RLineweight::Lineweight") { v.setValue((int)cppResult.first.value<RLineweight::Lineweight>()); } else { v.setValue(cppResult.first); } vl.append(v); v.setValue(cppResult.second); vl.append(v); result = qScriptValueFromValue(engine, vl); } else if( context->argumentCount() == 2 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: RPropertyTypeId */ && ( context->argument(1).isBool() ) /* type: bool */ ){ // prepare arguments: // argument isCopyable and has default constructor and isSimpleClass RPropertyTypeId* ap0 = qscriptvalue_cast< RPropertyTypeId* >( context->argument( 0 ) ); if (ap0 == NULL) { return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RPropertyTypeId.", context); } RPropertyTypeId a0 = *ap0; // argument isStandardType bool a1 = (bool) context->argument( 1 ). toBool(); // end of arguments // call C++ function: // return type 'QPair < QVariant , RPropertyAttributes >' QPair < QVariant , RPropertyAttributes > cppResult = self->getProperty(a0 , a1); // return type: QPair < QVariant , RPropertyAttributes > // Pair of ...: //result = REcmaHelper::pairToScriptValue(engine, cppResult); QVariantList vl; QVariant v; // first type of pair is variant: if (QString(cppResult.first.typeName())=="RLineweight::Lineweight") { v.setValue((int)cppResult.first.value<RLineweight::Lineweight>()); } else { v.setValue(cppResult.first); } vl.append(v); v.setValue(cppResult.second); vl.append(v); result = qScriptValueFromValue(engine, vl); } else if( context->argumentCount() == 3 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: RPropertyTypeId */ && ( context->argument(1).isBool() ) /* type: bool */ && ( context->argument(2).isBool() ) /* type: bool */ ){ // prepare arguments: // argument isCopyable and has default constructor and isSimpleClass RPropertyTypeId* ap0 = qscriptvalue_cast< RPropertyTypeId* >( context->argument( 0 ) ); if (ap0 == NULL) { return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RPropertyTypeId.", context); } RPropertyTypeId a0 = *ap0; // argument isStandardType bool a1 = (bool) context->argument( 1 ). toBool(); // argument isStandardType bool a2 = (bool) context->argument( 2 ). toBool(); // end of arguments // call C++ function: // return type 'QPair < QVariant , RPropertyAttributes >' QPair < QVariant , RPropertyAttributes > cppResult = self->getProperty(a0 , a1 , a2); // return type: QPair < QVariant , RPropertyAttributes > // Pair of ...: //result = REcmaHelper::pairToScriptValue(engine, cppResult); QVariantList vl; QVariant v; // first type of pair is variant: if (QString(cppResult.first.typeName())=="RLineweight::Lineweight") { v.setValue((int)cppResult.first.value<RLineweight::Lineweight>()); } else { v.setValue(cppResult.first); } vl.append(v); v.setValue(cppResult.second); vl.append(v); result = qScriptValueFromValue(engine, vl); } else if( context->argumentCount() == 4 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: RPropertyTypeId */ && ( context->argument(1).isBool() ) /* type: bool */ && ( context->argument(2).isBool() ) /* type: bool */ && ( context->argument(3).isBool() ) /* type: bool */ ){ // prepare arguments: // argument isCopyable and has default constructor and isSimpleClass RPropertyTypeId* ap0 = qscriptvalue_cast< RPropertyTypeId* >( context->argument( 0 ) ); if (ap0 == NULL) { return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RPropertyTypeId.", context); } RPropertyTypeId a0 = *ap0; // argument isStandardType bool a1 = (bool) context->argument( 1 ). toBool(); // argument isStandardType bool a2 = (bool) context->argument( 2 ). toBool(); // argument isStandardType bool a3 = (bool) context->argument( 3 ). toBool(); // end of arguments // call C++ function: // return type 'QPair < QVariant , RPropertyAttributes >' QPair < QVariant , RPropertyAttributes > cppResult = self->getProperty(a0 , a1 , a2 , a3); // return type: QPair < QVariant , RPropertyAttributes > // Pair of ...: //result = REcmaHelper::pairToScriptValue(engine, cppResult); QVariantList vl; QVariant v; // first type of pair is variant: if (QString(cppResult.first.typeName())=="RLineweight::Lineweight") { v.setValue((int)cppResult.first.value<RLineweight::Lineweight>()); } else { v.setValue(cppResult.first); } vl.append(v); v.setValue(cppResult.second); vl.append(v); result = qScriptValueFromValue(engine, vl); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.getProperty().", context); } //REcmaHelper::functionEnd("REcmaLinetype::getProperty", context, engine); return result; } QScriptValue REcmaLinetype::setProperty (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::setProperty", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::setProperty"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("setProperty", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 2 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: RPropertyTypeId */ && ( context->argument(1).isVariant() || context->argument(1).isQObject() || context->argument(1).isNumber() || context->argument(1).isString() || context->argument(1).isBool() || context->argument(1).isArray() || context->argument(1).isNull() || context->argument(1).isUndefined() ) /* type: QVariant */ ){ // prepare arguments: // argument isCopyable and has default constructor and isSimpleClass RPropertyTypeId* ap0 = qscriptvalue_cast< RPropertyTypeId* >( context->argument( 0 ) ); if (ap0 == NULL) { return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RPropertyTypeId.", context); } RPropertyTypeId a0 = *ap0; // argument isCopyable or pointer QVariant a1 = qscriptvalue_cast< QVariant >( context->argument( 1 ) ); // end of arguments // call C++ function: // return type 'bool' bool cppResult = self->setProperty(a0 , a1); // return type: bool // standard Type result = QScriptValue(cppResult); } else if( context->argumentCount() == 3 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: RPropertyTypeId */ && ( context->argument(1).isVariant() || context->argument(1).isQObject() || context->argument(1).isNumber() || context->argument(1).isString() || context->argument(1).isBool() || context->argument(1).isArray() || context->argument(1).isNull() || context->argument(1).isUndefined() ) /* type: QVariant */ && ( context->argument(2).isVariant() || context->argument(2).isQObject() || context->argument(2).isNull() ) /* type: RTransaction * */ ){ // prepare arguments: // argument isCopyable and has default constructor and isSimpleClass RPropertyTypeId* ap0 = qscriptvalue_cast< RPropertyTypeId* >( context->argument( 0 ) ); if (ap0 == NULL) { return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RPropertyTypeId.", context); } RPropertyTypeId a0 = *ap0; // argument isCopyable or pointer QVariant a1 = qscriptvalue_cast< QVariant >( context->argument( 1 ) ); // argument is pointer RTransaction * a2 = NULL; a2 = REcmaHelper::scriptValueTo<RTransaction >( context->argument(2) ); if (a2==NULL && !context->argument(2).isNull()) { return REcmaHelper::throwError("RLinetype: Argument 2 is not of type RTransaction *RTransaction *.", context); } // end of arguments // call C++ function: // return type 'bool' bool cppResult = self->setProperty(a0 , a1 , a2); // return type: bool // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.setProperty().", context); } //REcmaHelper::functionEnd("REcmaLinetype::setProperty", context, engine); return result; } QScriptValue REcmaLinetype::getPattern (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::getPattern", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::getPattern"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("getPattern", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 0 ){ // prepare arguments: // end of arguments // call C++ function: // return type 'RLinetypePattern' RLinetypePattern cppResult = self->getPattern(); // return type: RLinetypePattern // not standard type nor reference result = qScriptValueFromValue(engine, cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.getPattern().", context); } //REcmaHelper::functionEnd("REcmaLinetype::getPattern", context, engine); return result; } QScriptValue REcmaLinetype::setPattern (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::setPattern", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::setPattern"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("setPattern", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 1 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: RLinetypePattern */ ){ // prepare arguments: // argument isCopyable and has default constructor and isSimpleClass RLinetypePattern* ap0 = qscriptvalue_cast< RLinetypePattern* >( context->argument( 0 ) ); if (ap0 == NULL) { return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RLinetypePattern.", context); } RLinetypePattern a0 = *ap0; // end of arguments // call C++ function: // return type 'void' self->setPattern(a0); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.setPattern().", context); } //REcmaHelper::functionEnd("REcmaLinetype::setPattern", context, engine); return result; } QScriptValue REcmaLinetype::equals (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::operator==", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::operator=="; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("operator==", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 1 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: RLinetype */ ){ // prepare arguments: // argument is reference RLinetype* ap0 = qscriptvalue_cast< RLinetype* >( context->argument( 0 ) ); if( ap0 == NULL ){ return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RLinetype* or QSharedPointer<RLinetype>.", context); } RLinetype& a0 = *ap0; // end of arguments // call C++ function: // return type 'bool' bool cppResult = self->operator==(a0); // return type: bool // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.equals().", context); } //REcmaHelper::functionEnd("REcmaLinetype::operator==", context, engine); return result; } QScriptValue REcmaLinetype::operator_not_assign (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::operator!=", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::operator!="; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("operator!=", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 1 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: RLinetype */ ){ // prepare arguments: // argument is reference RLinetype* ap0 = qscriptvalue_cast< RLinetype* >( context->argument( 0 ) ); if( ap0 == NULL ){ return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RLinetype* or QSharedPointer<RLinetype>.", context); } RLinetype& a0 = *ap0; // end of arguments // call C++ function: // return type 'bool' bool cppResult = self->operator!=(a0); // return type: bool // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.operator_not_assign().", context); } //REcmaHelper::functionEnd("REcmaLinetype::operator!=", context, engine); return result; } QScriptValue REcmaLinetype::operator_less (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::operator<", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::operator<"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("operator<", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 1 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: RLinetype */ ){ // prepare arguments: // argument is reference RLinetype* ap0 = qscriptvalue_cast< RLinetype* >( context->argument( 0 ) ); if( ap0 == NULL ){ return REcmaHelper::throwError("RLinetype: Argument 0 is not of type RLinetype* or QSharedPointer<RLinetype>.", context); } RLinetype& a0 = *ap0; // end of arguments // call C++ function: // return type 'bool' bool cppResult = self->operator<(a0); // return type: bool // standard Type result = QScriptValue(cppResult); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.operator_less().", context); } //REcmaHelper::functionEnd("REcmaLinetype::operator<", context, engine); return result; } QScriptValue REcmaLinetype::print (QScriptContext* context, QScriptEngine* engine) { //REcmaHelper::functionStart("REcmaLinetype::print", context, engine); //qDebug() << "ECMAScript WRAPPER: REcmaLinetype::print"; //QCoreApplication::processEvents(); QScriptValue result = engine->undefinedValue(); // public function: can be called from ECMA wrapper of ECMA shell: RLinetype* self = getSelf("print", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } if( context->argumentCount() == 1 && ( context->argument(0).isVariant() || context->argument(0).isQObject() || context->argument(0).isNull() ) /* type: QDebug */ ){ // prepare arguments: // argument is reference QDebug* ap0 = qscriptvalue_cast< QDebug* >( context->argument( 0 ) ); if( ap0 == NULL ){ return REcmaHelper::throwError("RLinetype: Argument 0 is not of type QDebug* or QSharedPointer<QDebug>.", context); } QDebug& a0 = *ap0; // end of arguments // call C++ function: // return type 'void' self->print(a0); } else { return REcmaHelper::throwError("Wrong number/types of arguments for RLinetype.print().", context); } //REcmaHelper::functionEnd("REcmaLinetype::print", context, engine); return result; } QScriptValue REcmaLinetype::toString (QScriptContext *context, QScriptEngine *engine) { RLinetype* self = getSelf("toString", context); QString result; result = QString("RLinetype(0x%1)").arg((unsigned long int)self, 0, 16); return QScriptValue(result); } QScriptValue REcmaLinetype::destroy(QScriptContext *context, QScriptEngine *engine) { RLinetype* self = getSelf("RLinetype", context); //Q_ASSERT(self!=NULL); if (self==NULL) { return REcmaHelper::throwError("self is NULL", context); } delete self; context->thisObject().setData(engine->nullValue()); context->thisObject().prototype().setData(engine->nullValue()); context->thisObject().setPrototype(engine->nullValue()); context->thisObject().setScriptClass(NULL); return engine->undefinedValue(); } RLinetype* REcmaLinetype::getSelf(const QString& fName, QScriptContext* context) { RLinetype* self = NULL; // self could be a normal object (e.g. from an UI file) or // an ECMA shell object (made from an ECMA script): //self = getSelfShell(fName, context); //if (self==NULL) { self = REcmaHelper::scriptValueTo<RLinetype >(context->thisObject()) ; //} if (self == NULL){ // avoid recursion (toString is used by the backtrace): if (fName!="toString") { REcmaHelper::throwError(QString("RLinetype.%1(): " "This object is not a RLinetype").arg(fName), context); } return NULL; } return self; } RLinetype* REcmaLinetype::getSelfShell(const QString& fName, QScriptContext* context) { RLinetype* selfBase = getSelf(fName, context); RLinetype* self = dynamic_cast<RLinetype*>(selfBase); //return REcmaHelper::scriptValueTo<RLinetype >(context->thisObject()); if(self == NULL){ REcmaHelper::throwError(QString("RLinetype.%1(): " "This object is not a RLinetype").arg(fName), context); } return self; }
412
0.93771
1
0.93771
game-dev
MEDIA
0.736641
game-dev
0.858853
1
0.858853
EphemeralSpace/ephemeral-space
2,639
Content.Shared/Revenant/EntitySystems/SharedCorporealSystem.cs
using Content.Shared.Physics; using Robust.Shared.Physics; using System.Linq; using Content.Shared.Movement.Systems; using Content.Shared.Revenant.Components; using Robust.Shared.Physics.Systems; namespace Content.Shared.Revenant.EntitySystems; /// <summary> /// Makes the revenant solid when the component is applied. /// Additionally applies a few visual effects. /// Used for status effect. /// </summary> public abstract class SharedCorporealSystem : EntitySystem { [Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly MovementSpeedModifierSystem _movement = default!; [Dependency] private readonly SharedPhysicsSystem _physics = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent<CorporealComponent, ComponentStartup>(OnStartup); SubscribeLocalEvent<CorporealComponent, ComponentShutdown>(OnShutdown); SubscribeLocalEvent<CorporealComponent, RefreshMovementSpeedModifiersEvent>(OnRefresh); } private void OnRefresh(EntityUid uid, CorporealComponent component, RefreshMovementSpeedModifiersEvent args) { args.ModifySpeed(component.MovementSpeedDebuff, component.MovementSpeedDebuff); } public virtual void OnStartup(EntityUid uid, CorporealComponent component, ComponentStartup args) { _appearance.SetData(uid, RevenantVisuals.Corporeal, true); if (TryComp<FixturesComponent>(uid, out var fixtures) && fixtures.FixtureCount >= 1) { var fixture = fixtures.Fixtures.First(); _physics.SetCollisionMask(uid, fixture.Key, fixture.Value, (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable), fixtures); _physics.SetCollisionLayer(uid, fixture.Key, fixture.Value, (int) CollisionGroup.SmallMobLayer, fixtures); } _movement.RefreshMovementSpeedModifiers(uid); } public virtual void OnShutdown(EntityUid uid, CorporealComponent component, ComponentShutdown args) { _appearance.SetData(uid, RevenantVisuals.Corporeal, false); if (TryComp<FixturesComponent>(uid, out var fixtures) && fixtures.FixtureCount >= 1) { var fixture = fixtures.Fixtures.First(); _physics.SetCollisionMask(uid, fixture.Key, fixture.Value, (int) CollisionGroup.GhostImpassable, fixtures); _physics.SetCollisionLayer(uid, fixture.Key, fixture.Value, 0, fixtures); } component.MovementSpeedDebuff = 1; //just so we can avoid annoying code elsewhere _movement.RefreshMovementSpeedModifiers(uid); } }
412
0.898507
1
0.898507
game-dev
MEDIA
0.784466
game-dev,graphics-rendering
0.923145
1
0.923145
mrchantey/beet
1,573
crates/beet_spatial/src/steer_actions/separate.rs
use crate::prelude::*; use beet_core::prelude::*; use beet_flow::prelude::*; use std::marker::PhantomData; /// Ensures that boids avoid crowding neighbors by maintaining a minimum distance from each other. /// This is done by updating the [`Velocity`] component. /// ## Tags /// - [LongRunning](ActionTag::LongRunning) /// - [MutateOrigin](ActionTag::MutateOrigin) #[derive(Debug, Clone, PartialEq, Component, Reflect)] #[reflect(Default, Component)] #[require(ContinueRun)] pub struct Separate<M> { /// The scalar to apply to the impulse pub scalar: f32, /// The radius within which to avoid other boids pub radius: f32, #[reflect(ignore)] phantom: PhantomData<M>, } impl<M> Default for Separate<M> { fn default() -> Self { Self { scalar: 1., radius: 0.25, phantom: PhantomData, } } } impl<M> Separate<M> { /// Set impulse strength with default radius pub fn new(scalar: f32) -> Self { Self { scalar, ..default() } } /// Scale all radius and distances by this value pub fn scaled_dist(mut self, dist: f32) -> Self { self.radius *= dist; self } } pub(crate) fn separate<M: Component>( boids: Query<(Entity, &Transform), With<M>>, mut agents: AgentQuery<(Entity, &Transform, &mut Impulse, &MaxSpeed)>, query: Query<(Entity, &Separate<M>), With<Running>>, ) -> Result { for (action, separate) in query.iter() { let (entity, transform, mut impulse, max_speed) = agents.get_mut(action)?; **impulse += *separate_impulse( entity, transform.translation, *max_speed, separate, boids.iter(), ); } Ok(()) }
412
0.865949
1
0.865949
game-dev
MEDIA
0.642499
game-dev
0.958863
1
0.958863
pinterf/mvtools
5,727
Sources/conc/ObjPool.hpp
/***************************************************************************** ObjPool.hpp Author: Laurent de Soras, 2012 --- Legal stuff --- This program is free software. It comes without any warranty, to the extent permitted by applicable law. You can redistribute it and/or modify it under the terms of the Do What The Fuck You Want To Public License, Version 2, as published by Sam Hocevar. See http://sam.zoy.org/wtfpl/COPYING for more details. *Tab=3***********************************************************************/ #if ! defined (conc_ObjPool_CODEHEADER_INCLUDED) #define conc_ObjPool_CODEHEADER_INCLUDED /*\\\ INCLUDE FILES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*/ #include <cassert> #include <stdexcept> namespace conc { /*\\\ PUBLIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*/ /* ============================================================================== Name: ctor Description: Create the pool, empty of any object. Throws: Most likely memory allocation exceptions. ============================================================================== */ template <class T> ObjPool <T>::ObjPool () : _factory_ptr (0) , _stack_free () , _stack_all () , _obj_cell_pool_ptr () { _obj_cell_pool_ptr->expand_to (1024); } /* ============================================================================== Name: dtor Throws: Nothing (I hope so). ============================================================================== */ template <class T> ObjPool <T>::~ObjPool () { cleanup (); } /* ============================================================================== Name: set_factory Description: Link the pool to the object factory. This function must be called at least once before any call to take_obj(). Input parameters: - fact: Reference on the factory. Throws: Nothing ============================================================================== */ template <class T> void ObjPool <T>::set_factory (Factory &fact) { _factory_ptr = &fact; } template <class T> typename ObjPool <T>::Factory & ObjPool <T>::use_factory () const { assert (_factory_ptr != 0); return (*_factory_ptr); } /* ============================================================================== Name: take_obj Description: Borrow an object from the pool, or try to construct a new one if none are available. Objects must be returned to the pool with return_obj(), under the penalty of resource leaks. Returns: A pointer on the object, or 0 if no object is available and cannot be created for any reason. Throws: Nothing ============================================================================== */ template <class T> T * ObjPool <T>::take_obj () { assert (_factory_ptr != 0); ObjType * obj_ptr = 0; PtrCell * cell_ptr = _stack_free.pop (); if (cell_ptr == 0) { obj_ptr = _factory_ptr->create (); if (obj_ptr != 0) { bool ok_flag = false; try { cell_ptr = _obj_cell_pool_ptr->take_cell (true); if (cell_ptr != 0) { cell_ptr->_val = obj_ptr; _stack_all.push (*cell_ptr); ok_flag = true; } } catch (...) { // Nothing } if (! ok_flag) { delete obj_ptr; obj_ptr = 0; } } } else { obj_ptr = cell_ptr->_val; _obj_cell_pool_ptr->return_cell (*cell_ptr); } return (obj_ptr); } /* ============================================================================== Name: return_obj Description: Return to the pool an object previously borrowed with take_obj(). These details are not checked but are very important: - Do not return twice the same object - Do not return an object you didn't get from take_obj() Input parameters: - obj: Reference on the returned object. Throws: Nothing ============================================================================== */ template <class T> void ObjPool <T>::return_obj (T &obj) { PtrCell * cell_ptr = 0; try { cell_ptr = _obj_cell_pool_ptr->take_cell (true); } catch (...) { // Nothing } if (cell_ptr == 0) { throw std::runtime_error ("return_obj(): cannot allocate a new cell."); } else { cell_ptr->_val = &obj; _stack_free.push (*cell_ptr); } } /* ============================================================================== Name: cleanup Description: Preliminary deletion of the pool content, also used during the pool destruction. Do not call it if some objects are still out of the pool! Use with care. Throws: Nothing ============================================================================== */ template <class T> void ObjPool <T>::cleanup () { #if ! defined (NDEBUG) const int count_free = #endif delete_obj_stack (_stack_free, false); #if ! defined (NDEBUG) const int count_all = #endif delete_obj_stack (_stack_all, true); // False would mean that some cells are still out, in use. assert (count_free == count_all); } /*\\\ PROTECTED \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*/ /*\\\ PRIVATE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*/ template <class T> int ObjPool <T>::delete_obj_stack (PtrStack &ptr_stack, bool destroy_flag) { typename PtrStack::CellType * cell_ptr = 0; int count = 0; do { cell_ptr = ptr_stack.pop (); if (cell_ptr != 0) { if (destroy_flag) { ObjType * & obj_ptr = cell_ptr->_val; delete obj_ptr; obj_ptr = 0; } _obj_cell_pool_ptr->return_cell (*cell_ptr); ++ count; } } while (cell_ptr != 0); return (count); } } // namespace conc #endif // conc_ObjPool_CODEHEADER_INCLUDED /*\\\ EOF \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*/
412
0.792151
1
0.792151
game-dev
MEDIA
0.692518
game-dev
0.586016
1
0.586016
bebeli555/CookieClient
2,471
src/main/java/me/bebeli555/cookieclient/mods/render/EntityESP.java
package me.bebeli555.cookieclient.mods.render; import me.bebeli555.cookieclient.Mod; import me.bebeli555.cookieclient.gui.Group; import me.bebeli555.cookieclient.gui.Mode; import me.bebeli555.cookieclient.gui.Setting; import me.bebeli555.cookieclient.rendering.RenderUtil; import me.bebeli555.cookieclient.utils.EntityUtil; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.player.EntityPlayer; public class EntityESP extends Mod { public static Setting players = new Setting(Mode.BOOLEAN, "Players", true); public static Setting monsters = new Setting(Mode.BOOLEAN, "Monsters", true); public static Setting neutrals = new Setting(Mode.BOOLEAN, "Neutrals", true); public static Setting passive = new Setting(Mode.BOOLEAN, "Passive", true); public static Setting items = new Setting(Mode.BOOLEAN, "Items", true); public static Setting everything = new Setting(Mode.BOOLEAN, "Everything", false, "Highlight every entity"); public static Setting red = new Setting(Mode.INTEGER, "Red", 66, "RBG"); public static Setting green = new Setting(Mode.INTEGER, "Green", 245, "RBG"); public static Setting blue = new Setting(Mode.INTEGER, "Blue", 185, "RBG"); public static Setting alpha = new Setting(Mode.INTEGER, "Alpha", 255, "RBG"); public static Setting width = new Setting(Mode.DOUBLE, "Width", 1, "The width of the rendered lines"); public EntityESP() { super(Group.RENDER, "EntityESP", "Highlight entities hitboxes"); } @Override public void onRenderWorld(float partialTicks) { for (Entity entity : mc.world.loadedEntityList) { if (isValid(entity)) { RenderUtil.renderHitBox(entity, red.intValue() / 255.0f, green.intValue() / 255.0f, blue.intValue() / 255.0f, alpha.intValue() / 255.0f, (float)width.doubleValue(), partialTicks); } } } public static boolean isValid(Entity entity) { if (entity.equals(mc.renderViewEntity)) { return false; } if (everything.booleanValue()) { return true; } if (players.booleanValue() && entity instanceof EntityPlayer) { return true; } else if (monsters.booleanValue() && EntityUtil.isHostileMob(entity)) { return true; } else if (neutrals.booleanValue() && EntityUtil.isNeutralMob(entity)) { return true; } else if (passive.booleanValue() && EntityUtil.isPassive(entity)) { return true; } else if (items.booleanValue() && entity instanceof EntityItem) { return true; } return false; } }
412
0.538895
1
0.538895
game-dev
MEDIA
0.929738
game-dev
0.910008
1
0.910008
dream-young-soul/h5_mir
2,703
src/Logic/Entity/PropertySet.ts
/* * 实体属性集合 * @author 后天 */ module Entity { export class PropertySet { private m_ArrProp = []; constructor() { } public Clear():void { this.m_ArrProp = []; } public SetProperty(propType:Entity.enPropEntity,value):void { this.m_ArrProp[propType] = value; } public GetIntProperty(propType:Entity.enPropEntity):number { if(this.m_ArrProp[propType] == null) { return 0; } return parseInt(this.m_ArrProp[propType].toString() ); } public GetProperty(propType:Entity.enPropEntity):any { if(this.m_ArrProp[propType] == null) { return 0; } return this.m_ArrProp[propType]; } public GetPropertyToArray():any { let ret = []; for(let i in this.m_ArrProp) { ret.push({id:i,value:this.m_ArrProp[i]}); } return ret; } public ReadMultiProperty(nCount:number, pack:Net.Packet):void { for(let i:number = 0;i < nCount;i++) { let propId:number = pack.ReadUByte(); this.ReadProperty(propId, pack); } } public ReadProperty(propId:number,pack:Net.Packet):void { let type:PropertyDataType = ActorProperties.GetDataType(propId); switch(type) { case PropertyDataType.DOUBLE: { this.m_ArrProp[propId] = pack.ReadDouble(); break; } case PropertyDataType.FLOAT: { this.m_ArrProp[propId] = pack.ReadFloat(); break; } case PropertyDataType.INT: { this.m_ArrProp[propId] = pack.ReadInt32(); break; } case PropertyDataType.STRING: { this.m_ArrProp[propId] = pack.ReadCustomString(); break; } case PropertyDataType.UINT: { this.m_ArrProp[propId] = pack.ReadUInt32(); break; } default: { throw new Error("ReadProperty error normal type" + type.toString()); } } } } }
412
0.823526
1
0.823526
game-dev
MEDIA
0.41543
game-dev
0.914727
1
0.914727
OGSR/OGSR-Engine
5,585
ogsr_engine/xrGame/alife_monster_patrol_path_manager.cpp
//////////////////////////////////////////////////////////////////////////// // Module : alife_monster_patrol_path_manager.cpp // Created : 01.11.2005 // Modified : 22.11.2005 // Author : Dmitriy Iassenev // Description : ALife monster patrol path manager class //////////////////////////////////////////////////////////////////////////// #include "stdafx.h" #include "alife_monster_patrol_path_manager.h" #include "xrServer_Objects_ALife_Monsters.h" #include "ai_space.h" #include "patrol_path_storage.h" #include "patrol_path.h" #include "patrol_point.h" #include "patrol_path_manager_space.h" #include "game_graph.h" CALifeMonsterPatrolPathManager::CALifeMonsterPatrolPathManager(object_type* object) { VERIFY(object); m_object = object; m_path = 0; m_actual = true; m_completed = true; m_current_vertex_index = u32(-1); m_previous_vertex_index = u32(-1); m_start_vertex_index = u32(-1); start_type(PatrolPathManager::ePatrolStartTypeNearest); route_type(PatrolPathManager::ePatrolRouteTypeContinue); use_randomness(true); } void CALifeMonsterPatrolPathManager::path(const shared_str& path_name) { path(ai().patrol_paths().safe_path(path_name)); } const CALifeMonsterPatrolPathManager::_GRAPH_ID& CALifeMonsterPatrolPathManager::target_game_vertex_id() const { return (path().vertex(m_current_vertex_index)->data().game_vertex_id()); } const u32& CALifeMonsterPatrolPathManager::target_level_vertex_id() const { return (path().vertex(m_current_vertex_index)->data().level_vertex_id()); } const Fvector& CALifeMonsterPatrolPathManager::target_position() const { return (path().vertex(m_current_vertex_index)->data().position()); } void CALifeMonsterPatrolPathManager::select_nearest() { m_current_vertex_index = u32(-1); Fvector global_position = ai().game_graph().vertex(object().m_tGraphID)->game_point(); float best_distance = flt_max; CPatrolPath::const_vertex_iterator I = path().vertices().begin(); CPatrolPath::const_vertex_iterator E = path().vertices().end(); for (; I != E; ++I) { if ((*I).second->data().game_vertex_id() == object().m_tGraphID) { m_current_vertex_index = (*I).second->vertex_id(); break; } float distance = global_position.distance_to(ai().game_graph().vertex((*I).second->data().game_vertex_id())->game_point()); if (distance >= best_distance) continue; best_distance = distance; m_current_vertex_index = (*I).second->vertex_id(); } VERIFY(m_current_vertex_index < path().vertices().size()); } void CALifeMonsterPatrolPathManager::actualize() { m_current_vertex_index = u32(-1); m_previous_vertex_index = u32(-1); m_actual = true; m_completed = false; switch (start_type()) { case PatrolPathManager::ePatrolStartTypeFirst: { m_current_vertex_index = 0; break; } case PatrolPathManager::ePatrolStartTypeLast: { m_current_vertex_index = path().vertices().size() - 1; break; } case PatrolPathManager::ePatrolStartTypeNearest: { select_nearest(); break; } case PatrolPathManager::ePatrolStartTypePoint: { m_current_vertex_index = m_start_vertex_index; break; } case PatrolPathManager::ePatrolStartTypeNext: // we advisedly do not process this case since it is far-fetched default: NODEFAULT; }; VERIFY(path().vertices().size() > m_current_vertex_index); } bool CALifeMonsterPatrolPathManager::location_reached() const { if (object().m_tGraphID != target_game_vertex_id()) return (false); if (object().m_tNodeID != target_level_vertex_id()) return (false); return (true); } void CALifeMonsterPatrolPathManager::navigate() { const CPatrolPath::CVertex& vertex = *path().vertex(m_current_vertex_index); typedef CPatrolPath::CVertex::EDGES EDGES; EDGES::const_iterator I = vertex.edges().begin(), B = I; EDGES::const_iterator E = vertex.edges().end(); u32 branching_factor = 0; for (; I != E; ++I) { if (*I == m_previous_vertex_index) continue; ++branching_factor; } if (!branching_factor) { switch (route_type()) { case PatrolPathManager::ePatrolRouteTypeStop: { VERIFY(!m_completed); m_completed = true; break; }; case PatrolPathManager::ePatrolRouteTypeContinue: { if (vertex.edges().empty()) { VERIFY(!m_completed); m_completed = true; break; } VERIFY(vertex.edges().size() == 1); VERIFY(vertex.edges().front().vertex_id() == m_previous_vertex_index); std::swap(m_current_vertex_index, m_previous_vertex_index); break; }; default: NODEFAULT; }; } const u32 chosen = use_randomness() ? ::Random.randI(branching_factor) : 0; u32 branch = 0; for (I = B; I != E; ++I) { if (*I == m_previous_vertex_index) continue; if (chosen == branch) break; ++branch; } VERIFY(I != E); m_previous_vertex_index = m_current_vertex_index; m_current_vertex_index = (*I).vertex_id(); } void CALifeMonsterPatrolPathManager::update() { if (!m_path) return; if (completed()) return; if (!actual()) actualize(); if (!location_reached()) return; navigate(); }
412
0.967432
1
0.967432
game-dev
MEDIA
0.95068
game-dev
0.979925
1
0.979925
magefree/mage
1,749
Mage.Sets/src/mage/cards/w/Waterknot.java
package mage.cards.w; import java.util.UUID; import mage.abilities.common.EntersBattlefieldTriggeredAbility; import mage.abilities.common.SimpleStaticAbility; import mage.abilities.effects.common.AttachEffect; import mage.abilities.effects.common.DontUntapInControllersUntapStepEnchantedEffect; import mage.abilities.effects.common.TapEnchantedEffect; import mage.abilities.keyword.EnchantAbility; import mage.cards.CardImpl; import mage.cards.CardSetInfo; import mage.constants.CardType; import mage.constants.SubType; import mage.constants.Outcome; import mage.constants.Zone; import mage.target.TargetPermanent; import mage.target.common.TargetCreaturePermanent; /** * @author Loki & L_J */ public final class Waterknot extends CardImpl { public Waterknot(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.ENCHANTMENT},"{1}{U}{U}"); this.subtype.add(SubType.AURA); // Enchant creature TargetPermanent auraTarget = new TargetCreaturePermanent(); this.getSpellAbility().addTarget(auraTarget); this.getSpellAbility().addEffect(new AttachEffect(Outcome.Detriment)); this.addAbility(new EnchantAbility(auraTarget)); // When Waterknot enters the battlefield, tap enchanted creature. this.addAbility(new EntersBattlefieldTriggeredAbility(new TapEnchantedEffect())); // Enchanted creature doesn't untap during its controller's untap step. this.addAbility(new SimpleStaticAbility(new DontUntapInControllersUntapStepEnchantedEffect())); } private Waterknot(final Waterknot card) { super(card); } @Override public Waterknot copy() { return new Waterknot(this); } }
412
0.943945
1
0.943945
game-dev
MEDIA
0.949886
game-dev
0.985248
1
0.985248
Secrets-of-Sosaria/World
2,345
Data/Scripts/Items/Houses/Decorations/DecoIngotDeed.cs
using System; using Server; using Server.Mobiles; using Server.Network; using Server.Multis; using Server.Items; namespace Server.Items { public class DecoStatueDeed : Item { public override string DefaultName { get { return "decoration ingot deed"; } } [Constructable] public DecoStatueDeed() : base( 0x14F0 ) { Weight = 1.0; } public DecoStatueDeed( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int)0 ); //version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } public override void OnDoubleClick( Mobile from ) { int tempNumber = -1; if ( !IsChildOf( from.Backpack ) ) { from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it. } else { tempNumber = Utility.RandomMinMax(0,110); switch ( Utility.RandomMinMax( 0, 19 ) ) { case 0: from.AddToBackpack(new DecoSilverIngots() ); break; case 1: from.AddToBackpack(new DecoSilverIngots2() ); break; case 2: from.AddToBackpack(new DecoSilverIngots3() ); break; case 3: from.AddToBackpack(new DecoSilverIngots4() ); break; case 4: from.AddToBackpack(new DecoSilverIngot2() ); break; case 5: from.AddToBackpack(new DecoSilverIngot() ); break; case 6: from.AddToBackpack(new DecoGoldIngot() ); break; case 7: from.AddToBackpack(new DecoGoldIngot2() ); break; case 8: from.AddToBackpack(new DecoGoldIngots() ); break; case 9: from.AddToBackpack(new DecoGoldIngots2() ); break; case 10: from.AddToBackpack(new DecoGoldIngots3() ); break; case 11: from.AddToBackpack(new DecoGoldIngots4() ); break; case 12: from.AddToBackpack(new DecoIronIngot() ); break; case 13: from.AddToBackpack(new DecoIronIngots2() ); break; case 14: from.AddToBackpack(new DecoIronIngots() ); break; case 15: from.AddToBackpack(new DecoIronIngots2() ); break; case 16: from.AddToBackpack(new DecoIronIngots3() ); break; case 17: from.AddToBackpack(new DecoIronIngots4() ); break; case 18: from.AddToBackpack(new DecoIronIngots5() ); break; case 19: from.AddToBackpack(new DecoIronIngots6() ); break; } this.Delete(); } } } }
412
0.885764
1
0.885764
game-dev
MEDIA
0.830248
game-dev
0.899166
1
0.899166
panaverse/learn-generative-ai
1,092
02_python_crash_course/python_crash_course_book_code_with_typing/solution_files/chapter_13/ex_13_5_sideways_shooter_2/bullet.py
import pygame from pygame.sprite import Sprite class Bullet(Sprite): """A class to manage bullets fired from the ship.""" def __init__(self, ss_game): """Create a bullet object at the ship's current position.""" super().__init__() self.screen = ss_game.screen self.settings = ss_game.settings self.color = self.settings.bullet_color # Create a bullet rect at (0, 0) and then set correct position. self.rect = pygame.Rect(0, 0, self.settings.bullet_width, self.settings.bullet_height) self.rect.midright = ss_game.ship.rect.midright # Store the bullet's position as a decimal value. self.x = float(self.rect.x) def update(self): """Move the bullet across the screen.""" # Update the decimal position of the bullet. self.x += self.settings.bullet_speed # Update the rect position. self.rect.x = self.x def draw_bullet(self): """Draw the bullet to the screen.""" pygame.draw.rect(self.screen, self.color, self.rect)
412
0.796451
1
0.796451
game-dev
MEDIA
0.77794
game-dev
0.789628
1
0.789628
Mikescher/AlephNote
4,547
Source/Plugins/EvernotePlugin/EDAM/NoteStore/RelatedQuery.cs
/** * Autogenerated by Thrift * * DO NOT EDIT UNLESS YOU ARE SURE THAT YOU KNOW WHAT YOU ARE DOING */ using System; using System.Text; using AlephNote.Plugins.Evernote.Thrift.Protocol; namespace AlephNote.Plugins.Evernote.EDAM.NoteStore { #if !SILVERLIGHT && !NETFX_CORE [Serializable] #endif public partial class RelatedQuery : TBase { private string _noteGuid; private string _plainText; private NoteFilter _filter; private string _referenceUri; public string NoteGuid { get { return _noteGuid; } set { __isset.noteGuid = true; this._noteGuid = value; } } public string PlainText { get { return _plainText; } set { __isset.plainText = true; this._plainText = value; } } public NoteFilter Filter { get { return _filter; } set { __isset.filter = true; this._filter = value; } } public string ReferenceUri { get { return _referenceUri; } set { __isset.referenceUri = true; this._referenceUri = value; } } public Isset __isset; #if !SILVERLIGHT && !NETFX_CORE [Serializable] #endif public struct Isset { public bool noteGuid; public bool plainText; public bool filter; public bool referenceUri; } public RelatedQuery() { } public void Read (TProtocol iprot) { TField field; iprot.ReadStructBegin(); while (true) { field = iprot.ReadFieldBegin(); if (field.Type == TType.Stop) { break; } switch (field.ID) { case 1: if (field.Type == TType.String) { NoteGuid = iprot.ReadString(); } else { TProtocolUtil.Skip(iprot, field.Type); } break; case 2: if (field.Type == TType.String) { PlainText = iprot.ReadString(); } else { TProtocolUtil.Skip(iprot, field.Type); } break; case 3: if (field.Type == TType.Struct) { Filter = new NoteFilter(); Filter.Read(iprot); } else { TProtocolUtil.Skip(iprot, field.Type); } break; case 4: if (field.Type == TType.String) { ReferenceUri = iprot.ReadString(); } else { TProtocolUtil.Skip(iprot, field.Type); } break; default: TProtocolUtil.Skip(iprot, field.Type); break; } iprot.ReadFieldEnd(); } iprot.ReadStructEnd(); } public void Write(TProtocol oprot) { TStruct struc = new TStruct("RelatedQuery"); oprot.WriteStructBegin(struc); TField field = new TField(); if (NoteGuid != null && __isset.noteGuid) { field.Name = "noteGuid"; field.Type = TType.String; field.ID = 1; oprot.WriteFieldBegin(field); oprot.WriteString(NoteGuid); oprot.WriteFieldEnd(); } if (PlainText != null && __isset.plainText) { field.Name = "plainText"; field.Type = TType.String; field.ID = 2; oprot.WriteFieldBegin(field); oprot.WriteString(PlainText); oprot.WriteFieldEnd(); } if (Filter != null && __isset.filter) { field.Name = "filter"; field.Type = TType.Struct; field.ID = 3; oprot.WriteFieldBegin(field); Filter.Write(oprot); oprot.WriteFieldEnd(); } if (ReferenceUri != null && __isset.referenceUri) { field.Name = "referenceUri"; field.Type = TType.String; field.ID = 4; oprot.WriteFieldBegin(field); oprot.WriteString(ReferenceUri); oprot.WriteFieldEnd(); } oprot.WriteFieldStop(); oprot.WriteStructEnd(); } public override string ToString() { StringBuilder sb = new StringBuilder("RelatedQuery("); sb.Append("NoteGuid: "); sb.Append(NoteGuid); sb.Append(",PlainText: "); sb.Append(PlainText); sb.Append(",Filter: "); sb.Append(Filter== null ? "<null>" : Filter.ToString()); sb.Append(",ReferenceUri: "); sb.Append(ReferenceUri); sb.Append(")"); return sb.ToString(); } } }
412
0.748378
1
0.748378
game-dev
MEDIA
0.285206
game-dev
0.826067
1
0.826067
OpenRCT2/OpenRCT2
6,790
src/openrct2/paint/track/gentle/MerryGoRound.cpp
/***************************************************************************** * Copyright (c) 2014-2025 OpenRCT2 developers * * For a complete list of all authors, please refer to contributors.md * Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2 * * OpenRCT2 is licensed under the GNU General Public License version 3. *****************************************************************************/ #include "../../../GameState.h" #include "../../../entity/EntityRegistry.h" #include "../../../interface/Viewport.h" #include "../../../ride/Ride.h" #include "../../../ride/RideEntry.h" #include "../../../ride/Track.h" #include "../../../ride/TrackPaint.h" #include "../../../ride/Vehicle.h" #include "../../Paint.h" #include "../../support/WoodenSupports.h" #include "../../tile_element/Segment.h" #include "../../track/Segment.h" using namespace OpenRCT2; static constexpr uint32_t kMerryGoRoundRiderOffsets[] = { 0, 32, 64, 96, 16, 48, 80, 112, }; static constexpr uint16_t kMerryGoRoundBreakdownVibration[] = { 0, 1, 2, 3, 4, 3, 2, 1, 0, 0, }; static void PaintRiders( PaintSession& session, const Ride& ride, const RideObjectEntry& rideEntry, const Vehicle& vehicle, int32_t rotationOffset, const CoordsXYZ& offset, const BoundBoxXYZ& bb) { if (session.DPI.zoom_level > ZoomLevel{ 0 }) return; if (!(ride.lifecycleFlags & RIDE_LIFECYCLE_ON_TRACK)) return; for (int32_t peep = 0; peep <= 14; peep += 2) { if (vehicle.num_peeps <= peep) break; auto imageOffset = (kMerryGoRoundRiderOffsets[peep / 2] + rotationOffset) % 128; imageOffset -= 13; if (imageOffset >= 68) continue; auto imageIndex = rideEntry.Cars[0].base_image_id + 32 + imageOffset; auto imageId = ImageId(imageIndex, vehicle.peep_tshirt_colours[peep], vehicle.peep_tshirt_colours[peep + 1]); PaintAddImageAsChild(session, imageId, offset, bb); } } static void PaintCarousel( PaintSession& session, const Ride& ride, uint8_t direction, int8_t xOffset, int8_t yOffset, uint16_t height, ImageId stationColour) { height += 7; auto rideEntry = ride.getRideEntry(); if (rideEntry == nullptr) return; auto vehicle = getGameState().entities.GetEntity<Vehicle>(ride.vehicles[0]); if (ride.lifecycleFlags & RIDE_LIFECYCLE_ON_TRACK && vehicle != nullptr) { session.InteractionType = ViewportInteractionItem::entity; session.CurrentlyDrawnEntity = vehicle; if (ride.lifecycleFlags & (RIDE_LIFECYCLE_BREAKDOWN_PENDING | RIDE_LIFECYCLE_BROKEN_DOWN) && ride.breakdownReasonPending == BREAKDOWN_CONTROL_FAILURE && ride.breakdownSoundModifier >= 128) { height += kMerryGoRoundBreakdownVibration[(vehicle->current_time >> 1) & 7]; } } auto rotationOffset = 0; if (vehicle != nullptr) { auto rotation = ((vehicle->Orientation >> 3) + session.CurrentRotation) << 5; rotationOffset = (vehicle->flatRideAnimationFrame + rotation) % 128; } CoordsXYZ offset(xOffset, yOffset, height); BoundBoxXYZ bb = { { xOffset + 16, yOffset + 16, height }, { 24, 24, 48 } }; auto imageTemplate = ImageId(0, ride.vehicleColours[0].Body, ride.vehicleColours[0].Trim); if (stationColour != TrackStationColour) { imageTemplate = stationColour; } auto imageOffset = rotationOffset & 0x1F; auto imageId = imageTemplate.WithIndex(rideEntry->Cars[0].base_image_id + imageOffset); PaintAddImageAsParent(session, imageId, offset, bb); if (vehicle != nullptr && vehicle->num_peeps > 0) { PaintRiders(session, ride, *rideEntry, *vehicle, rotationOffset, offset, bb); } session.CurrentlyDrawnEntity = nullptr; session.InteractionType = ViewportInteractionItem::ride; } static void PaintMerryGoRound( PaintSession& session, const Ride& ride, uint8_t trackSequence, uint8_t direction, int32_t height, const TrackElement& trackElement, SupportType supportType) { trackSequence = kTrackMap3x3[direction][trackSequence]; int32_t edges = kEdges3x3[trackSequence]; WoodenASupportsPaintSetupRotated( session, WoodenSupportType::truss, WoodenSupportSubType::neSw, direction, height, GetStationColourScheme(session, trackElement)); const StationObject* stationObject = ride.getStationObject(); TrackPaintUtilPaintFloor(session, edges, session.TrackColours, height, kFloorSpritesCork, stationObject); TrackPaintUtilPaintFences( session, edges, session.MapPosition, trackElement, ride, GetStationColourScheme(session, trackElement), height, kFenceSpritesRope, session.CurrentRotation); auto stationColour = GetStationColourScheme(session, trackElement); switch (trackSequence) { case 1: PaintCarousel(session, ride, direction, 32, 32, height, stationColour); break; case 3: PaintCarousel(session, ride, direction, 32, -32, height, stationColour); break; case 5: PaintCarousel(session, ride, direction, 0, -32, height, stationColour); break; case 6: PaintCarousel(session, ride, direction, -32, 32, height, stationColour); break; case 7: PaintCarousel(session, ride, direction, -32, -32, height, stationColour); break; case 8: PaintCarousel(session, ride, direction, -32, 0, height, stationColour); break; } int32_t cornerSegments = 0; switch (trackSequence) { case 1: // top cornerSegments = EnumsToFlags(PaintSegment::top, PaintSegment::topLeft, PaintSegment::topRight); break; case 3: // right cornerSegments = EnumsToFlags(PaintSegment::topRight, PaintSegment::right, PaintSegment::bottomRight); break; case 6: // left cornerSegments = EnumsToFlags(PaintSegment::topLeft, PaintSegment::left, PaintSegment::bottomLeft); break; case 7: // bottom cornerSegments = EnumsToFlags(PaintSegment::bottomLeft, PaintSegment::bottom, PaintSegment::bottomRight); break; } PaintUtilSetSegmentSupportHeight(session, cornerSegments, height + 2, 0x20); PaintUtilSetSegmentSupportHeight(session, kSegmentsAll & ~cornerSegments, 0xFFFF, 0); PaintUtilSetGeneralSupportHeight(session, height + 64); } TrackPaintFunction GetTrackPaintFunctionMerryGoRound(OpenRCT2::TrackElemType trackType) { if (trackType != TrackElemType::FlatTrack3x3) { return TrackPaintFunctionDummy; } return PaintMerryGoRound; }
412
0.882604
1
0.882604
game-dev
MEDIA
0.753782
game-dev
0.961883
1
0.961883
ProjectIgnis/CardScripts
1,254
unofficial/c100100060.lua
--Sp-サルベージ local s,id=GetID() function s.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetCategory(CATEGORY_TOHAND) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCondition(s.con) e1:SetTarget(s.target) e1:SetOperation(s.activate) c:RegisterEffect(e1) end function s.con(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFieldCard(tp,LOCATION_FZONE,0) return tc and tc:GetCounter(0x91)>1 end function s.filter(c) local atk=c:GetAttack() return atk>=0 and atk<=1500 and c:IsAttribute(ATTRIBUTE_WATER) and c:IsAbleToHand() end function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:GetControler()==tp and chkc:GetLocation()==LOCATION_GRAVE and s.filter(chkc) end if chk==0 then return Duel.IsExistingTarget(s.filter,tp,LOCATION_GRAVE,0,2,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g=Duel.SelectTarget(tp,s.filter,tp,LOCATION_GRAVE,0,2,2,nil) Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,2,0,0) 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) if #sg>0 then Duel.SendtoHand(sg,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,sg) end end
412
0.93526
1
0.93526
game-dev
MEDIA
0.98371
game-dev
0.960021
1
0.960021
yigao/NFShmXFrame
3,447
game/MMO/NFLogicComm/DescStore/FestivalMuban_rptaskDesc.cpp
#include "FestivalMuban_rptaskDesc.h" #include "NFComm/NFPluginModule/NFCheck.h" FestivalMuban_rptaskDesc::FestivalMuban_rptaskDesc() { if (EN_OBJ_MODE_INIT == NFShmMgr::Instance()->GetCreateMode()) { CreateInit(); } else { ResumeInit(); } } FestivalMuban_rptaskDesc::~FestivalMuban_rptaskDesc() { } int FestivalMuban_rptaskDesc::CreateInit() { return 0; } int FestivalMuban_rptaskDesc::ResumeInit() { return 0; } int FestivalMuban_rptaskDesc::Load(NFResDB *pDB) { NFLogTrace(NF_LOG_SYSTEMLOG, 0, "--begin--"); CHECK_EXPR(pDB != NULL, -1, "pDB == NULL"); NFLogTrace(NF_LOG_SYSTEMLOG, 0, "FestivalMuban_rptaskDesc::Load() strFileName = {}", GetFileName()); proto_ff::Sheet_FestivalMuban_rptask table; NFResTable* pResTable = pDB->GetTable(GetFileName()); CHECK_EXPR(pResTable != NULL, -1, "pTable == NULL, GetTable:{} Error", GetFileName()); int iRet = 0; iRet = pResTable->FindAllRecord(GetDBName(), &table); CHECK_EXPR(iRet == 0, -1, "FindAllRecord Error:{}", GetFileName()); //NFLogTrace(NF_LOG_SYSTEMLOG, 0, "{}", table.Utf8DebugString()); if ((table.e_festivalmuban_rptask_list_size() < 0) || (table.e_festivalmuban_rptask_list_size() > (int)(m_astDescMap.max_size()))) { NFLogError(NF_LOG_SYSTEMLOG, 0, "Invalid TotalNum:{}", table.e_festivalmuban_rptask_list_size()); return -2; } m_minId = INVALID_ID; for (int i = 0; i < (int)table.e_festivalmuban_rptask_list_size(); i++) { const proto_ff::E_FestivalMuban_rptask& desc = table.e_festivalmuban_rptask_list(i); if (desc.has_m_id() == false && desc.ByteSize() == 0) { NFLogError(NF_LOG_SYSTEMLOG, 0, "the desc no value, {}", desc.Utf8DebugString()); continue; } if (m_minId == INVALID_ID) { m_minId = desc.m_id(); } else { if (desc.m_id() < m_minId) { m_minId = desc.m_id(); } } //NFLogTrace(NF_LOG_SYSTEMLOG, 0, "{}", desc.Utf8DebugString()); if (m_astDescMap.find(desc.m_id()) != m_astDescMap.end()) { if (IsReloading()) { auto pDesc = GetDesc(desc.m_id()); NF_ASSERT_MSG(pDesc, "the desc:{} Reload, GetDesc Failed!, id:{}", GetClassName(), desc.m_id()); pDesc->read_from_pbmsg(desc); } else { NFLogError(NF_LOG_SYSTEMLOG, 0, "the desc:{} id:{} exist", GetClassName(), desc.m_id()); } continue; } CHECK_EXPR_ASSERT(m_astDescMap.size() < m_astDescMap.max_size(), -1, "m_astDescMap Space Not Enough"); auto pDesc = &m_astDescMap[desc.m_id()]; CHECK_EXPR_ASSERT(pDesc, -1, "m_astDescMap Insert Failed desc.id:{}", desc.m_id()); pDesc->read_from_pbmsg(desc); CHECK_EXPR_ASSERT(GetDesc(desc.m_id()) == pDesc, -1, "GetDesc != pDesc, id:{}", desc.m_id()); } for(int i = 0; i < (int)m_astDescIndex.size(); i++) { m_astDescIndex[i] = INVALID_ID; } for(auto iter = m_astDescMap.begin(); iter != m_astDescMap.end(); iter++) { int64_t index = (int64_t)iter->first - (int64_t)m_minId; if (index >= 0 && index < (int64_t)m_astDescIndex.size()) { m_astDescIndex[index] = iter.m_curNode->m_self; CHECK_EXPR_ASSERT(iter == m_astDescMap.get_iterator(m_astDescIndex[index]), -1, "index error"); CHECK_EXPR_ASSERT(GetDesc(iter->first) == &iter->second, -1, "GetDesc != iter->second, id:{}", iter->first); } } NFLogTrace(NF_LOG_SYSTEMLOG, 0, "load {}, num={}", iRet, table.e_festivalmuban_rptask_list_size()); NFLogTrace(NF_LOG_SYSTEMLOG, 0, "--end--"); return 0; } int FestivalMuban_rptaskDesc::CheckWhenAllDataLoaded() { return 0; }
412
0.966923
1
0.966923
game-dev
MEDIA
0.667675
game-dev
0.987815
1
0.987815
madhur/dotfiles
12,220
home/madhur/.config/awesome/bling/module/scratchpad.lua
local awful = require("awful") local gears = require("gears") local naughty = require("naughty") local helpers = require(tostring(...):match(".*bling") .. ".helpers") local capi = { awesome = awesome, client = client } local ruled = capi.awesome.version ~= "v4.3" and require("ruled") or nil local pairs = pairs local Scratchpad = { mt = {} } --- Called when the turn off animation has ended local function on_animate_turn_off_end(self, tag) -- When toggling off a scratchpad that's present on multiple tags -- depsite still being unminizmied on the other tags it will become invisible -- as it's position could be outside the screen from the animation self.client:geometry({ x = self.geometry.x + self.client.screen.geometry.x, y = self.geometry.y + self.client.screen.geometry.y, width = self.geometry.width, height = self.geometry.height, }) helpers.client.turn_off(self.client, tag) self.turning_off = false self:emit_signal("turn_off", self.client) end --- The turn off animation local function animate_turn_off(self, anim, axis) self.screen_on_toggled_scratchpad = self.client.screen self.tag_on_toggled_scratchpad = self.screen_on_toggled_scratchpad.selected_tag if self.client.floating == false then -- Save the client geometry before floating it local non_floating_x = self.client.x local non_floating_y = self.client.y local non_floating_width = self.client.width local non_floating_height = self.client.height -- Can't animate non floating clients self.client.floating = true -- Set the client geometry back to what it was before floating it self.client:geometry({ x = non_floating_x, y = non_floating_y, width = non_floating_width, height = non_floating_height, }) end if axis == "x" then anim.pos = self.client.x else anim.pos = self.client.y end anim:set(anim:initial()) end -- Handles changing tag mid animation local function abort_if_tag_was_switched(self) -- Check for the following scenerio: -- Toggle on scratchpad at tag 1 -- Toggle on scratchpad at tag 2 -- Toggle off scratchpad at tag 1 -- Switch to tag 2 -- Outcome: The client will remain on tag 1 and will instead be removed from tag 2 if (self.turning_off) and (self.screen_on_toggled_scratchpad and self.screen_on_toggled_scratchpad.selected_tag) ~= self.tag_on_toggled_scratchpad then if self.rubato.x then self.rubato.x:abort() end if self.rubato.y then self.rubato.y:abort() end on_animate_turn_off_end(self, self.tag_on_toggled_scratchpad) self.screen_on_toggled_scratchpad.selected_tag = nil self.tag_on_toggled_scratchpad = nil end end --- The turn on animation local function animate_turn_on(self, anim, axis) -- Check for the following scenerio: -- Toggle on scratchpad at tag 1 -- Toggle on scratchpad at tag 2 -- The animation will instantly end -- as the timer pos is already at the on position -- from toggling on the scratchpad at tag 1 if axis == "x" and anim.pos == self.geometry.x then anim.pos = anim:initial() else if anim.pos == self.geometry.y then anim.pos = anim:initial() end end if axis == "x" then anim:set(self.geometry.x) else anim:set(self.geometry.y) end end --- Creates a new scratchpad object based on the argument -- -- @param args A table of possible arguments -- @return The new scratchpad object function Scratchpad:new(args) args = args or {} if args.awestore then naughty.notify({ title = "Bling Error", text = "Awestore is no longer supported! Please take a look at the scratchpad documentation and use rubato for animations instead.", }) end args.rubato = args.rubato or {} local ret = gears.object{} gears.table.crush(ret, Scratchpad) gears.table.crush(ret, args) if ret.rubato.x then ret.rubato.x:subscribe(function(pos) if ret.client and ret.client.valid then ret.client.x = pos end abort_if_tag_was_switched(ret) end) ret.rubato.x.ended:subscribe(function() if ((ret.rubato.y and ret.rubato.y.state == false) or (ret.rubato.y == nil)) and ret.turning_off == true then on_animate_turn_off_end(ret) end end) end if ret.rubato.y then ret.rubato.y:subscribe(function(pos) if ret.client and ret.client.valid then ret.client.y = pos end abort_if_tag_was_switched(ret) end) ret.rubato.y.ended:subscribe(function() if ((ret.rubato.x and ret.rubato.x.state == false) or (ret.rubato.x == nil)) and ret.turning_off == true then on_animate_turn_off_end(ret) end end) end return ret end --- Find all clients that satisfy the the rule -- -- @return A list of all clients that satisfy the rule function Scratchpad:find() return helpers.client.find(self.rule) end --- Applies the objects scratchpad properties to a given client -- -- @param c A client to which to apply the properties function Scratchpad:apply(c) if not c or not c.valid then return end c.floating = self.floating c.sticky = self.sticky c.fullscreen = false c.maximized = false c:geometry({ x = self.geometry.x + awful.screen.focused().geometry.x, y = self.geometry.y + awful.screen.focused().geometry.y, width = self.geometry.width, height = self.geometry.height, }) if self.autoclose then c:connect_signal("unfocus", function(c1) c1.sticky = false -- client won't turn off if sticky helpers.client.turn_off(c1) end) end end --- Turns the scratchpad on function Scratchpad:turn_on() self.client = self:find()[1] local anim_x = self.rubato.x local anim_y = self.rubato.y local in_anim = false if (anim_x and anim_x.state == true) or (anim_y and anim_y.state == true) then in_anim = true end if self.client and not in_anim and self.client.first_tag and self.client.first_tag.selected then self.client:raise() capi.client.focus = self.client return end if self.client and not in_anim then -- if a client was found, turn it on if self.reapply then self:apply(self.client) end -- c.sticky was set to false in turn_off so it has to be reapplied anyway self.client.sticky = self.sticky if anim_x then animate_turn_on(self, anim_x, "x") end if anim_y then animate_turn_on(self, anim_y, "y") end helpers.client.turn_on(self.client) self:emit_signal("turn_on", self.client) return end if not self.client then -- if no client was found, spawn one, find the corresponding window, -- apply the properties only once (until the next closing) local pid = awful.spawn.with_shell(self.command) if capi.awesome.version ~= "v4.3" then ruled.client.append_rule({ id = "scratchpad", rule = self.rule, properties = { -- If a scratchpad is opened it should spawn at the current tag -- the same way it will behave if the client was already open tag = awful.screen.focused().selected_tag, switch_to_tags = false, -- Hide the client until the gemoetry rules are applied hidden = true, minimized = true, }, callback = function(c) -- For a reason I can't quite get the gemotery rules will fail to apply unless we use this timer gears.timer({ timeout = 0.15, autostart = true, single_shot = true, callback = function() self.client = c self:apply(c) c.hidden = false c.minimized = false -- Some clients fail to gain focus c:activate({}) if anim_x then animate_turn_on(self, anim_x, "x") end if anim_y then animate_turn_on(self, anim_y, "y") end self:emit_signal("inital_apply", c) -- Discord spawns 2 windows, so keep the rule until the 2nd window shows if c.name ~= "Discord Updater" then ruled.client.remove_rule("scratchpad") end -- In a case Discord is killed before the second window spawns c:connect_signal("request::unmanage", function() ruled.client.remove_rule("scratchpad") end) end, }) end, }) else local function inital_apply(c1) if helpers.client.is_child_of(c1, pid) then self.client = c1 self:apply(c1) if anim_x then animate_turn_on(self, anim_x, "x") end if anim_y then animate_turn_on(self, anim_y, "y") end self:emit_signal("inital_apply", c1) client.disconnect_signal("manage", inital_apply) end end client.connect_signal("manage", inital_apply) end end end --- Turns the scratchpad off function Scratchpad:turn_off() self.client = self:find()[1] -- Get the tweens local anim_x = self.rubato.x local anim_y = self.rubato.y local in_anim = false if (anim_x and anim_x.state == true) or (anim_y and anim_y.state == true) then in_anim = true end if self.client and not in_anim then if anim_x then self.turning_off = true animate_turn_off(self, anim_x, "x") end if anim_y then self.turning_off = true animate_turn_off(self, anim_y, "y") end if not anim_x and not anim_y then helpers.client.turn_off(self.client) self:emit_signal("turn_off", self.client) end end end --- Turns the scratchpad off if it is focused otherwise it raises the scratchpad function Scratchpad:toggle() local is_turn_off = false local c = self:find()[1] if self.dont_focus_before_close then if c then if c.sticky and #c:tags() > 0 then is_turn_off = true else local current_tag = c.screen.selected_tag for k, tag in pairs(c:tags()) do if tag == current_tag then is_turn_off = true break else is_turn_off = false end end end end else is_turn_off = capi.client.focus and awful.rules.match(capi.client.focus, self.rule) end if is_turn_off then self:turn_off() else self:turn_on() end end --- Make the module callable without putting a `:new` at the end of it -- -- @param args A table of possible arguments -- @return The new scratchpad object function Scratchpad.mt:__call(...) return Scratchpad:new(...) end return setmetatable(Scratchpad, Scratchpad.mt)
412
0.927908
1
0.927908
game-dev
MEDIA
0.655689
game-dev,graphics-rendering
0.96568
1
0.96568
raven2cz/dotfiles
45,488
.config/awesome/machina/methods.lua
--------------------------------------------------------- dependencies -- ; local naughty = require('naughty') local gears = require("gears") local awful = require("awful") local beautiful = require('beautiful') local grect = gears.geometry.rectangle local tabs = require("machina.tabs") local geoms = require("machina.geoms") local helpers = require("machina.helpers") local get_client_ix = helpers.get_client_ix local getlowest = helpers.getlowest local compare = helpers.compare local tablelength = helpers.tablelength local set_contains = helpers.set_contains local clear_tabbar = helpers.clear_tabbar ---------------------------------------------------------------- locals -- ; local global_client_table = {} local global_widget_table = {} function double_click_event_handler(double_click_event) if double_click_timer then double_click_timer:stop() double_click_timer = nil double_click_event() return end beautiful.layout_machi = machi.get_icon() double_click_timer = gears.timer.start_new(0.20, function() double_click_timer = nil return false end) end function get_global_clients() return global_client_table end function update_global_clients(c) global_client_table[c.window] = c end ----------------------------------------------------- reset_client_meta -- ; local function reset_client_meta(c) c.maximized = false c.maximized_horizontal = false c.maximized_vertical = false c.direction = nil return c end --------------------------------------------------- reset_all_clients() -- ; local function reset_all_clients(s) local s = s or awful.screen.focused() for i,c in pairs(s.clients) do reset_client_meta(c) end end ---------------------------------------------------------- set_region() -- ; local function set_region(region, c) local c = c or client.focus or nil if c then c.region = region end end ------------------------------------------ get_visible_floating_clients -- ; local function get_all_floating_clients(s) local s = s or awful.screen.focused(s) local les_visibles = {} for i,p in pairs(s.all_clients) do if p.floating then les_visibles[#les_visibles+1] = p end end return les_visibles end local function get_visible_floating_clients(s) local s = s or awful.screen.focused(s) local les_visibles = {} for i,p in pairs(s.all_clients) do if p.floating and (p.always_on or p.bypass) and p:isvisible() then les_visibles[#les_visibles+1] = p end end return les_visibles end ---------------------------------------------------- get_space_around() -- ; local function get_space_around(c) if not c then return nil end local c = c or nil local s = awful.screen.focused() local space_around = { left=c.x, right=s.workarea.width - (c.x + c.width), top=s.workarea.height - (c.y), bottom=s.workarea.height - (c.y + c.height), } return space_around end -------------------------------------------------------- align_floats() -- ; local function align_floats(direction) return function (c) local s = s or awful.screen.focused() local c = client.focus or nil local direction = direction or "right" local space_around = get_space_around(c) local cs = get_all_floating_clients(s) if not c then return end --|flow control if space_around.right < 300 and space_around.left < 300 then return end --|flow control for i,p in pairs(cs) do if p.window == c.window then goto next end --|if c itself if it is actually floating if space_around.right < 300 and direction == "right" then direction = "left" end if space_around.left < 300 and direction == "left" then direction = "right" end --|flow control, nothing to do if direction == "right" then if (p.width) > space_around.right then p.width = space_around.right end --|resize if necessary p:geometry({x=c.x+c.width, y=c.y}) --|place x on the right end if direction == "left" then if p.width > space_around.left then p.width = space_around.left end --|resize if necessary p:geometry({x=space_around.left - p.width, y=c.y}) --|place x on the left end if direction == "left" then direction = "right" end if direction == "right" then direction = "left" end p.hidden = false p:raise() -- p:emit_signal("request::activate") --|bring float up awful.placement.no_offscreen(p) --|ensure everything is visible ::next:: end client.focus = c --|keep focus at the originating client end end --|this will spread out floating clients to the left or --|right of the focused client, can refactor most of this later. --|perhaps it is better to limit this to visible floats only. --|perhaps it would be better to keep the position and geometry --|of the floats prior to aligning them, so that they can appear --|where they used to be later. ------------------------------------------------------------- go_edge() -- ; local function go_edge(direction, regions, current_box) test_box = true edge_pos = nil while test_box do test_box = grect.get_in_direction(direction, regions, current_box) if test_box then current_box = regions[test_box] edge_pos = test_box end end return edge_pos end --| --|figures out the beginning of each row on the layout. ----------------------------------------------------------- always_on() -- ; local function toggle_always_on() always_on = nil or client.focus.always_on client.focus.always_on = not always_on end --------------------------------------------------------- screen_info() -- ; local function screen_info(s) local s = s or awful.screen.focused() local focused_screen = s or nil local workarea = s.workarea or nil local selected_tag = s.selected_tag or nil local layout = awful.layout.get(s) or nil local focused_client = client.focus or nil return focused_screen, workarea, selected_tag, layout, focused_client end ---------------------------------------------------------- get_region() -- ; local function get_region(region_ix, s) local s = s or awful.screen.focused() local focused_screen, workarea, selected_tag, layout, focused_client = screen_info(s) local machi_fn = nil local machi_data = nil local machi_regions = nil if layout.machi_get_regions then machi_fn = layout.machi_get_regions machi_data = machi_fn(workarea, selected_tag) machi_regions = machi_data end --|version 1 if layout.machi_get_instance_data then machi_fn = layout.machi_get_instance_data machi_geom = layout.machi_set_geometry machi_data = {machi_fn(screen[focused_screen], selected_tag)} machi_regions = machi_data[3] for i=#machi_regions,1,-1 do if machi_regions[i].habitable == false then table.remove(machi_regions, i) end end --|remove unhabitable regions table.sort( machi_regions, function (a1, a2) return a1.id > a2.id end ) --|v2 returns unordered region list and needs sorting. end --|version 2/NG return machi_regions[region_ix] end --------------------------------------------------------- get_regions() -- ; local function get_regions(s) local s = s or awful.screen.focused() local focused_screen, workarea, selected_tag, layout, focused_client = screen_info(s) local machi_fn = nil local machi_data = nil local machi_regions = nil if layout.machi_get_regions then machi_fn = layout.machi_get_regions machi_data = machi_fn(workarea, selected_tag) machi_regions = machi_data end --|version 1 if layout.machi_get_instance_data then machi_fn = layout.machi_get_instance_data machi_geom = layout.machi_set_geometry machi_data = {machi_fn(screen[focused_screen], selected_tag)} machi_regions = machi_data[3] for i=#machi_regions,1,-1 do if machi_regions[i].habitable == false then table.remove(machi_regions, i) end end --|remove unhabitable regions table.sort( machi_regions, function (a1, a2) return a1.id > a2.id end ) --|v2 returns unordered region list and needs sorting. end --|version 2/NG return machi_regions, machi_fn end ------------------------------------------------------- get_client_info -- ; local function get_client_info(c) local c = c or client.focus or nil local s = s or c.screen or nil local source_client = c local active_region = nil local outofboundary = nil local proximity = {} if not source_client then return {} end --|flow control if source_client.x < 0 or source_client.y < 0 then outofboundary = true end --| negative coordinates always mean out of boundary local regions = get_regions(s) --|get regions on the screen if not regions then return {} end --|flow control for i, a in ipairs(regions) do local px = a.x - source_client.x local py = a.y - source_client.y if px == 0 then px = 1 end if py == 0 then py = 1 end proximity[i] = { index = i, v = math.abs(px * py) } --│keep track of proximity in case nothing matches in --│this block. end --│figures out focused client's region under normal --│circumstances. if not active_region then table.sort(proximity, compare) --| sort to get the smallest area active_region = proximity[1].index --| first item should be the right choice if source_client.floating then if regions[active_region].width - source_client.width ~= 0 or regions[active_region].height - source_client.height ~= 0 then outofboundary = true end end --|when client is not the same size as the located --|region, we should still consider this as out of --|boundary end --|user is probably executing get_active_regions on a --|floating window. if not active_region then active_region = 1 end --|at this point, we are out of options, set the index --|to one and hope for the best. -- refactor if active_region and source_client.width > regions[active_region].width then outofboundary = true end --|machi sometimes could auto expand the client, consider --|that as out of boundary. if active_region and source_client.height > regions[active_region].height then outofboundary = true end --|machi sometimes could auto expand the client, consider --|that as out of boundary. -- refactor active_region_geom = { width=regions[active_region].width-regions[active_region].width/2, height=regions[active_region].height-regions[active_region].height/2 } return { active_region = active_region, active_region_geom = active_region_geom, regions = regions, outofboundary = outofboundary, tags = c:tags() } end ------------------------------------------------------------- move_to() -- ; local function move_to(location) return function() local c = client.focus or nil if not c then return end --▨ flow control local c = reset_client_meta(client.focus) local ci = get_client_info(c) local useless_gap = nil local regions = get_regions() local edges = {x={},y={}} local is = { region=ci.active_region, region_geom=ci.active_region_geom } for i,region in ipairs(regions) do edges.x[region.x] = region.x + region.width edges.y[region.y] = region.y + region.height end useless_gap = getlowest(edges.x) if client.focus.floating then client.focus:geometry(geoms[location](useless_gap)) end if not client.focus.floating then -- todo: set actual destination region geometry -- this is not okay and buggy -- or at least set it up to use directional shifting -- to match left, right, center local tobe_geom = geoms[location](useless_gap) tobe_geom.width = 300 tobe_geom.height = 600 local tobe = { region=get_client_info(client.focus).active_region, } client.focus:geometry(tobe_geom) resize_region_to_index(is.region, is.region_geom, true) draw_tabbar(is.region) gears.timer.delayed_call(function () client.focus.region = tobe.region draw_tabbar(tobe.region) end) end --| redraw tabs and update meta return end end ----------------------------------------- focus_by_direction(direction) -- ; local function focus_by_direction(direction) return function() if not client.focus then return false end awful.client.focus.global_bydirection(direction, nil,true) client.focus:raise() end end ----------------------------------------------- get_clients_in_region() -- ; local function get_punched_clients(region_ix, s) local s = s or awful.screen.focused() local active_region = region_ix or nil local region = get_region(region_ix, s) local region_clients = {} if #region_clients == 0 then for i, w in ipairs(s.clients) do if not w.floating then if w.region == region_ix then region_clients[#region_clients + 1] = w end end end --|try to get clients based on simple coordinates end return region_clients end --|try to get clients in a region using three different --|algorithms. local function get_clients_in_region(region_ix, c, s) local c = c or client.focus or nil local s = s or c.screen or awful.screen.focused() local source_client = c or client.focus or nil local source_screen = s or (source_client and source_client.screen) local active_region = region_ix or nil local regions = get_regions(s) local region_clients = {} if not active_region then for i, a in ipairs(regions) do if a.x <= source_client.x and source_client.x < a.x + a.width and a.y <= source_client.y and source_client.y < a.y + a.height then active_region = i end end end --|if no region index was provided, find the --|region of the focused_client. if not active_region then return end if #region_clients == 0 then for i, w in ipairs(s.clients) do if not (w.floating) then if ( math.abs(regions[active_region].x - w.x) <= 5 and math.abs(regions[active_region].y - w.y) <= 5 ) -- or -- ( -- regions[active_region].x ~= w.x and -- w.region == region_ix -- ) --|handle resizing left expanded regions then region_clients[#region_clients + 1] = w w.region = region_ix --|this basically will fix any inconsistency --|along the way. end end end --|try to get clients based on simple coordinates end -- if #region_clients == 0 then -- for i, cc in pairs(s.clients) do -- if cc.region == active_region -- and regions[active_region].x == cc.x -- and regions[active_region].y == cc.y -- then -- region_clients[#region_clients + 1] = cc -- end -- end -- end --| this logic compares c.region to global client index. -- --| if we somehow fail to update c.region somewhere -- --| shuffle shortcuts won't work with this one. -- if #region_clients == 0 then -- for _, cc in ipairs(s.clients) do -- if not (cc.floating) then -- if regions[active_region].x <= cc.x + cc.width + cc.border_width * 2 -- and cc.x <= (regions[active_region].x + regions[active_region].width) -- and regions[active_region].y <= (cc.y + cc.height + cc.border_width * 2) -- and cc.y <= (regions[active_region].y + regions[active_region].height) -- then -- region_clients[#region_clients + 1] = cc -- end -- end -- end -- end --|this logic works with coordinates more throughly but -- --|it also causes issues with overflowing -- --|(expanded) clients. return region_clients end --|try to get clients in a region using three different --|algorithms. ----------------------------------------------------- expand_horizontal -- ; local function expand_horizontal(direction) return function () local c = client.focus local geom = nil if c.maximized_horizontal then c.maximized_horizontal = false end --|reset toggle maximized state if c.direction == direction then c.direction = nil c.maximized_horizontal = false c.maximized_vertical = false if not c.floating then resize_region_to_index(c.region, true, true) draw_tabbar(c.region) gears.timer.weak_start_new(0.1,function () client_under_mouse = mouse.current_client if client_under_mouse then client.focus = mouse.current_client end end) --|when toggling leave the focus --|to the client under the pointer end return end --|reset toggle when sending the same --|shortcut consequitively. local stuff = get_client_info() local target = grect.get_in_direction(direction, stuff.regions, client.focus:geometry()) if not target and direction ~= "center" then return end -- flow control --▨▨▨ if direction == "right" then tobe = { x=c.x, width=math.abs(stuff.regions[target].x + stuff.regions[target].width - c.x - 4), height=c.height, y=c.y } c.direction = direction c.maximized_horizontal = true c.maximixed_vertical = false gears.timer.delayed_call(function (c) c:geometry(tobe) resize_region_to_client(c, {horizontal=true,vertical=false,direction=direction}) end,c) return end --▨▨▨ if direction == "left" then tobe = { x=stuff.regions[target].x, width=c.x + c.width - stuff.regions[target].x, height=c.height, y=c.y } c.direction = direction c.maximized_horizontal = true c.maximixed_vertical = false gears.timer.delayed_call(function (c) c:geometry(tobe) resize_region_to_client(c, {horizontal=true,vertical=false,direction=direction}) end,c) return end --▨▨▨ if direction == "center" then c.maximized = false c.maximixed_vertical = false fixedchoice = geoms.clients[c.class] or nil if c.floating then c.maximized_horizontal = false geom = geoms.crt43() end if not c.floating then c.direction = "center" c.maximized_horizontal = true geom = geoms.p1080() end if fixedchoice and not c.floating then c.direction = "center" c.maximized_horizontal = true geom = fixedchoice() end c:geometry(geom) awful.placement.centered(c) client.focus = nil --|allow micky to move the mouse gears.timer.delayed_call(function (c) client.focus = c --|allow micky to move the mouse c:raise() client.emit_signal("tabbar_draw", c.region) clear_tabbar(c) end,c) --|give it time in case maximize_horizontal is --|adjusted before centering return end end end --|c.direction is used to create a fake toggling effect. --|tiled clients require an internal maximized property to --|be set, otherwise they won't budge. ----------------------------------------------------- expand_vertical() -- ; local function expand_vertical() local c = client.focus local going = "down" if c.maximized_vertical then if not c.floating then -- draw_tabbar(c.region) resize_region_to_index(c.region, true, true) end return end --|reset toggle when sending same shortcut --|consequitively local stuff = get_client_info() local target = grect.get_in_direction("down", stuff.regions, client.focus:geometry()) if target and stuff.regions[target].x ~= c.x then return end --|flow control --|ensure we are operating in the same X axis, --|vertical directions jump around if not target then going = "up" target = grect.get_in_direction("up", stuff.regions, client.focus:geometry()) end --|flow control --|try reverse direction if not target then return end --|flow control if going == "down" then tobe = { y=c.y, x=c.x, width=c.width, height=stuff.regions[target].y + stuff.regions[target].height - c.y } end if going == "up" then tobe = { x=c.x, width=c.width, y=stuff.regions[target].y, height= c.height + c.y - stuff.regions[target].y } end c.maximized_vertical = true gears.timer.delayed_call(function () client.focus:raise() client.focus:geometry(tobe) resize_region_to_client(c, {horizontal=false,vertical=true,direction=direction}) end) return end ------------------------------------------------------------- shuffle() -- ; local function shuffle(direction) return function() if not client.focus then return end --▨ flow control local tablist = get_piled_clients(client.focus.region) --|this is the ordered list if not #tablist then return end --▨ flow control focused_client_ix = get_client_ix(client.focus.window, tablist) --|find the index position of the focused client if not focused_client_ix then return end --▨ flow control prev_ix = focused_client_ix - 1 next_ix = focused_client_ix + 1 --|calculate target indexes if next_ix > #tablist then next_ix = 1 end if prev_ix < 1 then prev_ix = #tablist end --|check for validity of the index if direction == "backward" then tablist[prev_ix]:emit_signal("request::activate", "mouse_enter",{raise = true}) return end if direction == "forward" then tablist[next_ix]:emit_signal("request::activate", "mouse_enter",{raise = true}) return end end end ---------------------------------------------------------- get_swapee() -- ; local function get_swapee(target_region_ix) local regions = get_regions() --| all regions local cltbl = awful.client.visible(client.focus.screen, true) --| all visible clients on all regions --| but we don't know which regions they are at local swap_map = {} for a,region in ipairs(regions) do for i,c in ipairs(cltbl) do if c.x == region.x and c.y == region.y then swap_map[a] = i break --|avoid stacked regions end end end --|iterate over regions, and match the client objects in --|each region. local swapee = cltbl[swap_map[target_region_ix]] return swapee end --[[ returns the client object at a specific region. we can also use signals to keep track of this but we are trying to avoid exessive use of signals. --]] ---------------------------------------------------------- my_shifter() -- ; local function focus_by_number(region_ix,s) return function() local s = s or awful.screen.focused() local regions = get_regions(s) local target_region_ix local target_region local swapee = get_swapee(region_ix) --|visible client at the target region swapee:emit_signal("request::activate", "mouse_enter",{raise = true}) end end local function focus_by_index(direction) return function() if direction == "left" then direction = "backward" end if direction == "right" then direction = "forward" end local c = client.focus local stuff = get_client_info() local client_region_ix = stuff.active_region local source_region local target_region_ix local target_region c = reset_client_meta(c) --|clean artifacts in case client was expanded. if direction == "backward" then if (client_region_ix + 1) > #stuff.regions then target_region_ix = 1 else target_region_ix = client_region_ix+1 end end --|go next region by index, --|if not reset to first if direction == "forward" then if (client_region_ix - 1) < 1 then target_region_ix = #stuff.regions else target_region_ix = client_region_ix - 1 end end --|go previous region by index, --|if not reset to last local swapee = get_swapee(target_region_ix) --|visible client at the target region swapee:emit_signal("request::activate", "mouse_enter",{raise = true}) end end local function my_shifter(direction, swap) return function() if direction == "left" then direction = "backward" end if direction == "right" then direction = "forward" end local c = client.focus local stuff = get_client_info() local client_region_ix = stuff.active_region local source_region local target_region_ix local target_region c = reset_client_meta(c) --|clean artifacts in case client was expanded. if direction == "backward" then if (client_region_ix + 1) > #stuff.regions then target_region_ix = 1 else target_region_ix = client_region_ix+1 end end --|go next region by index, --|if not reset to first if direction == "forward" then if (client_region_ix - 1) < 1 then target_region_ix = #stuff.regions else target_region_ix = client_region_ix - 1 end end --|go previous region by index, --|if not reset to last if stuff.outofboundary then target_region_ix = client_region_ix end --|ignore previous when out of boundary --|probably floating or expanded client --|push inside the boundary instead source_region = stuff.regions[client_region_ix] target_region = stuff.regions[target_region_ix] --|target regions geometry local swapee = get_swapee(target_region_ix) --|visible client at the target region c:geometry(target_region) --|relocate client c.region = target_region_ix --|update client property if not swap then c:raise() end --|raise if swap and swapee then swapee:geometry(source_region) swapee:emit_signal("request::activate", "mouse_enter",{raise = true}) end --|perform swap draw_tabbar(target_region_ix) resize_region_to_index(target_region_ix, target_region, true) --|update tabs in target region draw_tabbar(client_region_ix) resize_region_to_index(client_region_ix, source_region, true) --|update tabs in source region end end ---------------------------------------------------- shift_by_direction -- ; local function shift_by_direction(direction, swap) return function () local c = client.focus local stuff = get_client_info() local target_region_ix = nil local client_region_ix = stuff.active_region if stuff.outofboundary == true then return my_shifter(direction)() end --|my_shifter handles this situation better. local candidate = { up = grect.get_in_direction("up", stuff.regions, client.focus:geometry()), down = grect.get_in_direction("down", stuff.regions, client.focus:geometry()), left = grect.get_in_direction("left", stuff.regions, client.focus:geometry()), right = grect.get_in_direction("right", stuff.regions, client.focus:geometry()) } target_region_ix = candidate[direction] --|try to get a candidate region if possible if not target_region_ix then if direction == "right" then try = "left" end if direction == "left" then try = "right" end if direction == "down" then try = "up" end if direction == "up" then try = "down" end target_region_ix = go_edge(try, stuff.regions, client.focus:geometry()) end --|go the beginning or the end if there is no --|candidate source_region = stuff.regions[client_region_ix] target_region = stuff.regions[target_region_ix] local swapee = get_swapee(target_region_ix) --|visible client at the target region c:geometry(target_region) --|relocate client c.region = target_region_ix --|update client property if not swap then c:raise() end --|raise if swap and swapee then swapee:geometry(source_region) swapee:emit_signal("request::activate", "mouse_enter",{raise = true}) swapee.region = client_region_ix end --|perform swap, update meta draw_tabbar(target_region_ix) resize_region_to_index(target_region_ix, target_region, true) --|update tabs in target region draw_tabbar(client_region_ix) resize_region_to_index(client_region_ix, source_region, true) --|update tabs in source region end end ----------------------------------------------------- get_tiled_clients -- ; function get_piled_clients(region_ix, s) local s = s or client.focus.screen or awful.screen.focused() local tablist = get_punched_clients(region_ix, s) local all_clients = get_global_clients() local tiled_clients = {} local myorder = {} local window_ix = {} for i,t in ipairs(tablist) do window_ix[t.window] = true end local po = 1 for i,c in pairs(all_clients) do if not c.floating and window_ix[c.window] then tiled_clients[po] = c po = po + 1 end end return tiled_clients end --[23] function get_tiled_clients(region_ix, s) local s = s or client.focus.screen or awful.screen.focused() local tablist = get_clients_in_region(region_ix, c, s) local all_clients = get_global_clients() local tiled_clients = {} local myorder = {} local window_ix = {} for i,t in ipairs(tablist) do window_ix[t.window] = true end local po = 1 for i,c in pairs(all_clients) do if not c.floating and window_ix[c.window] then tiled_clients[po] = c po = po + 1 end end return tiled_clients end --[23] -------------------------------------------------------- draw_tabbar() -- ; function draw_tabbar(region_ix, s) local s = s or awful.screen.focused() local flexlist = tabs.layout() local tablist = get_tiled_clients(region_ix, s) if tablelength(tablist) == 0 then return end --|this should only fire on an empty region if tablelength(tablist) == 1 then clear_tabbar(tablist[1]) return end --|reset tabbar titlebar when only --|one client is in the region. for cl_ix, cl in ipairs(tablist) do local flexlist = tabs.layout() global_widget_table[cl.window] = {} for cc_ix, cc in ipairs(tablist) do local buttons = gears.table.join( awful.button({}, 1, function(_) double_click_event_handler(function() cc.floating = not cc.floating end) gears.timer.delayed_call(function(p) client.emit_signal("riseup", p) end, cc) end), awful.button({}, 3, function(_) cc:kill() end)) global_widget_table[cl.window][cc_ix] = tabs.create(cc, (cc == cl), buttons, cl_ix) flexlist:add(global_widget_table[cl.window][cc_ix]) flexlist.max_widget_size = 120 end local titlebar = awful.titlebar(cl, { bg = tabs.bg_normal, size = tabs.size, position = tabs.position, }) titlebar:setup{layout = wibox.layout.flex.horizontal, flexlist} awful.titlebar(cl, {size=8, position = "top"}) awful.titlebar(cl, {size=0, position = "left"}) awful.titlebar(cl, {size=0, position = "right"}) end end ------------------------------------------------------ resize_region_to -- ; -- todo: can merge these later, this will have side effects -- when using multipler monitors. function resize_region_to_client(c, reset) local c = c or client.focus or nil if c.floating then return end --|we don't wan't interference local tablist = get_tiled_clients(c.region) for i, w in ipairs(tablist) do if reset == true then reset_client_meta(w) else w.maximized_horizontal = reset.horizontal w.maximized_vertical = reset.vertical w.direction = reset.direction end w:geometry(c:geometry()) end end function resize_region_to_index(region_ix, geom, reset) local tablist = get_punched_clients(region_ix) local region_info = get_region(region_ix) for c_ix, c in ipairs(tablist) do if reset == true then reset_client_meta(c) else c.maximized_horizontal = reset.horizontal c.maximized_vertical = reset.vertical c.direction = reset.direction end c:geometry(region_info) end end ----------------------------------------------------- teleport_client() -- ; local function teleport_client(c,s) local c = c or client.focus local s = s or c.screen or awful.screen.focused() if not c then return true end --|flow control local is = { region=c.region or get_client_info(c).active_region, geom=c:geometry(), screen=c.screen } --|parameters before teleport if not c.floating then c:geometry({width=300, height=300}) end --|to avoid machi's auto expansion (lu,rd) of tiled --|clients, resize them temporarily. they will be auto --|expanded to the region anyway. c:move_to_screen() --|teleport gears.timer.delayed_call(function (c) local tobe = { region=get_client_info(c).active_region, } c.region = tobe.region draw_tabbar(c.region, c.screen) draw_tabbar(is.region, is.screen) c:emit_signal("request::activate", "mouse_enter",{raise = true}) end,c) end ------------------------------------------------------ signal helpers -- ; local function manage_signal(c) -- reset_all_clients(s) --|reset hack, we shouldn't need this in the second write --|up. if c.data.awful_client_properties then local ci = get_client_info(c) --|client info global_client_table[c.window] = c --|add window.id to client index if ci.active_region and not c.floating then gears.timer.delayed_call(function(cinfo, p) if p.data.awful_client_properties then --[20] p.region = cinfo.region draw_tabbar(cinfo.active_region, p.screen) p:geometry(cinfo.active_region_geom) end end, ci, c) end --|in case new client appears tiled --|we must update the regions tabbars. if c.transient_for then c:move_to_screen(c.transient_for.screen) c:move_to_tag(awful.screen.focused().selected_tag) client.focus = c end --|when clients have a preset screen index with the rules, --|transient windows always open in that screen even if we --|moved it to the other one. this takes care of that. end end --[6] ----------------------------------------------------; local function unmanage_signal(c) if c then global_client_table[c.window] = nil --|remove window.id from client index global_widget_table[c.window] = nil --|remove window.id from widget index if not c.floating then local ci = get_client_info(c) if ci.active_region then draw_tabbar(ci.active_region, c.screen) end end end end --[7] ----------------------------------------------------; local function selected_tag_signal(t) gears.timer.delayed_call(function(t) local regions = get_regions(t.screen) if regions and #regions then for i, region in ipairs(regions) do draw_tabbar(i, t.screen) end end end,t) end --[8] ----------------------------------------------------; local function floating_signal(c) if not global_client_table[c.window] then return end --|possibly to optimize config reload --|floating signal kicks in before manage --|this should bypass weird things happening during reload if any. if c.floating then if c.region then gears.timer.delayed_call(function(active_region,c) clear_tabbar(c) draw_tabbar(c.region) c.region = nil end, active_region,c) end end --|window became floating if not c.floating then local ci = get_client_info(c) if ci.active_region then c.region = ci.active_region gears.timer.delayed_call(function(active_region) draw_tabbar(active_region) end, ci.active_region) end end --|window became tiled end --[9] ----------------------------------------------------; local function focus_signal(c) if global_widget_table[c.window] then for i, p in pairs(global_widget_table[c.window]) do if p.focused then local widget = global_widget_table[c.window][i]:get_children_by_id(c.window)[1] widget.bg = "#43417a" end end end end ----------------------------------------------------; local function unfocus_signal(c) if global_widget_table[c.window] then for i, p in pairs(global_widget_table[c.window]) do if p.focused then p.bg = "#292929" break end end end end ----------------------------------------------------; local function minimized_signal(c) if c.minimized then unmanage_signal(c) end if not c.minimized then manage_signal(c) end end --[[ manage minimized and not minimized ]] ----------------------------------------------------; local function name_signal(c) if widget_ix[c.window] then for i, p in pairs(widget_ix[c.window]) do if p.focused then widget = widget_ix[c.window][i]:get_children_by_id(c.window)[1] widget.widget.markup = c.name end end end end -- todo: need to update the other clients in the region here as well -- this may not even be worth it as the client names kind of pollute the -- tabs a lot making it harder to distinguish what is what. -- client.connect_signal("property::name", name_signal) ----------------------------------------------------; local function riseup_signal(c) client.focus = c; c:raise() -- c:emit_signal("request::activate", "mouse_enter",{raise = true}) end ----------------------------------------------------; -- awful.titlebar.widget.connect_signal("mouse::enter", function() -- log('here') -- end) --------------------------------------------------------------- signals -- ; client.connect_signal("riseup", riseup_signal) client.connect_signal("focus", focus_signal) client.connect_signal("unfocus", unfocus_signal) client.connect_signal("property::minimized", minimized_signal) client.connect_signal("property::floating", floating_signal) client.connect_signal("tabbar_draw", draw_tabbar) client.connect_signal("unmanage", unmanage_signal) client.connect_signal("manage", manage_signal) tag.connect_signal("property::selected", selected_tag_signal) -- client.connect_signal("mouse::enter", function () -- log(mouse.current_widget) -- end) --------------------------------------------------------------- exports -- ; module = { focus_by_direction = focus_by_direction, get_active_regions = get_client_info, shift_by_direction = shift_by_direction, expand_horizontal = expand_horizontal, shuffle = shuffle, old_shuffle = old_shuffle, my_shifter = my_shifter, expand_vertical = expand_vertical, move_to = move_to, get_regions = get_regions, toggle_always_on = toggle_always_on, draw_tabbar = draw_tabbar, get_global_clients = get_global_clients, update_global_clients = update_global_clients, get_client_info = get_client_info, teleport_client = teleport_client, focus_by_index = focus_by_index, focus_by_number = focus_by_number, set_region = set_region, align_floats = align_floats, } return module --[[ ------------------------------------------------- NOTES ] [99] order of signals, manage_signal executes the last, not the first. [0] todo: rewrite the whole thing, but plan ahead this time. - get regions from machi, this will give us indexes - manage signal will mark the global index and punch the region_id to the client. - it will then draw tabs to the region region_expansions: - regions can be expanded using the maximixed trick. - it will change the geometry of all the clients in that region. - redrawing the tabbar is not necessary. - when toggling, region geometry will also change. functions needed: - get_region(region_id, screen) - get_regions(screen) - get_clients_in_region(region_id, screen): this would need to return the ordered list of all the clients in the region from the global client list. there are multiple strategies that can be used: c.region_id: this wil flap during reload geometric comparison: we can compare all client geometry to regions geometry. but it will fail for expanded/overflowing clients. - draw_tabbar(region, screen): it will draw tabbars for all the clients in the region. - expand_region(direction, region, screen): it will expand all the clients in the region. same shortcut will reset the expansions. expansions will happen in multiple directions, and "center". MPV: it appears client flashing could also be an issue. MPV for instance starts large briefly and causes an update in the wrong region. We need a region.id lookup only it seems. We should also consider reading awm rules for a region id for placement. [4] machi's own region expansion has issues on awesome-reload. if we were to expand a region, and then do reload, machi-layout would insist to keep the expanded layout in its own accord. [5] to avoid this, we temporarily set the non floating clients region geometry. [4] when the clients become float, we restore this geometry. Do note, there is something awkward here, it appears no matter what all clients start as float then get tiled, so there is a flaw in this logic. [9] when windows switch between float and tiled we must perform necessary maintenance on the destination and source regions. a delayed call was necessary when clients become tiled to give awm enough time to draw the widgets properly. (*)this floating signal acts weird during configuration reloads. [8] property::selected gets called the last, by the time we are here, we already have the global_client_list to draw tabbars. This may appear redundant here, but it's good to have this fire up in case the user switches tags. [7] when removing a tiled client we must update the tabbars of others. floating clients do not require any cleanup. [6] global_client_table is the milestone the tabbars rely on. whenever a new client appears we must add to it, and when a client is killed we must make sure it is removed. [23] global_client_index stores the ordered list of all clients available and it is used as a blueprint to keep the order of our tablist intact, without this, tabbars would go out of order when user focuses via shortcuts (run_or_raise). [20] cudatext had an awkward issue, I suppose it's the way it's rendering its window causing it to register multiple times and it would make client.lua throw an invalid object error at line 1195. So, it's handled now. --]]
412
0.945778
1
0.945778
game-dev
MEDIA
0.52335
game-dev
0.926741
1
0.926741
chenyong2github/QuadTreeSceneManager
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
0.54494
game-dev,graphics-rendering
0.87842
1
0.87842
Aizistral-Studios/Enigmatic-Legacy
1,891
src/main/java/com/aizistral/enigmaticlegacy/objects/EnabledCondition.java
package com.aizistral.enigmaticlegacy.objects; import com.aizistral.enigmaticlegacy.EnigmaticLegacy; import com.aizistral.enigmaticlegacy.config.OmniconfigHandler; import com.google.gson.JsonObject; import net.minecraft.resources.ResourceLocation; import net.minecraft.util.GsonHelper; import net.minecraft.world.item.Item; import net.minecraftforge.common.crafting.conditions.ICondition; import net.minecraftforge.common.crafting.conditions.IConditionSerializer; import net.minecraftforge.registries.ForgeRegistries; /** * Condition that checks whether item is instance of IPerhaps, and if it is, * whether or not it is enabled. Used to disable recipes for items disabled * in config. * @author Integral */ public class EnabledCondition implements ICondition { private static final ResourceLocation ID = new ResourceLocation(EnigmaticLegacy.MODID, "is_enabled"); private final ResourceLocation item; public EnabledCondition(ResourceLocation item) { this.item = item; } @Override public ResourceLocation getID() { return ID; } @Override public boolean test(IContext context) { Item item = ForgeRegistries.ITEMS.getValue(this.item); if (this.item.toString().equals(EnigmaticLegacy.MODID + ":bonuswoolrecipes")) return OmniconfigHandler.bonusWoolRecipesEnabled.getValue(); else return OmniconfigHandler.isItemEnabled(item); } public static class Serializer implements IConditionSerializer<EnabledCondition> { public static final Serializer INSTANCE = new Serializer(); @Override public void write(JsonObject json, EnabledCondition value) { json.addProperty("item", value.item.toString()); } @Override public EnabledCondition read(JsonObject json) { return new EnabledCondition(new ResourceLocation(GsonHelper.getAsString(json, "item"))); } @Override public ResourceLocation getID() { return EnabledCondition.ID; } } }
412
0.725952
1
0.725952
game-dev
MEDIA
0.991699
game-dev
0.921035
1
0.921035
KgDW/NullPoint-Fabric
1,811
src/main/java/me/nullpoint/asm/mixins/MixinBoatEntity.java
package me.nullpoint.asm.mixins; import me.nullpoint.Nullpoint; import me.nullpoint.api.events.impl.BoatMoveEvent; import me.nullpoint.mod.modules.impl.movement.EntityControl; import net.minecraft.entity.vehicle.BoatEntity; import org.spongepowered.asm.mixin.Mixin; import org.spongepowered.asm.mixin.Shadow; import org.spongepowered.asm.mixin.injection.At; import org.spongepowered.asm.mixin.injection.Inject; import org.spongepowered.asm.mixin.injection.Redirect; import org.spongepowered.asm.mixin.injection.callback.CallbackInfo; @Mixin(BoatEntity.class) public class MixinBoatEntity { @Shadow private boolean pressingLeft; @Shadow private boolean pressingRight; @Inject(method = "tick", at = @At(value = "INVOKE", target = "Lnet/minecraft/entity/vehicle/BoatEntity;move(Lnet/minecraft/entity/MovementType;Lnet/minecraft/util/math/Vec3d;)V"), cancellable = true) private void onTickInvokeMove(CallbackInfo info) { BoatMoveEvent event = new BoatMoveEvent((BoatEntity) (Object) this); Nullpoint.EVENT_BUS.post(event); if (event.isCancelled()) { info.cancel(); } } @Redirect(method = "updatePaddles", at = @At(value = "FIELD", target = "Lnet/minecraft/entity/vehicle/BoatEntity;pressingLeft:Z")) private boolean onUpdatePaddlesPressingLeft(BoatEntity boat) { if (EntityControl.INSTANCE.isOn() && EntityControl.INSTANCE.fly.getValue()) return false; return pressingLeft; } @Redirect(method = "updatePaddles", at = @At(value = "FIELD", target = "Lnet/minecraft/entity/vehicle/BoatEntity;pressingRight:Z")) private boolean onUpdatePaddlesPressingRight(BoatEntity boat) { if (EntityControl.INSTANCE.isOn() && EntityControl.INSTANCE.fly.getValue()) return false; return pressingRight; } }
412
0.921131
1
0.921131
game-dev
MEDIA
0.89539
game-dev
0.937656
1
0.937656
ejoy/vaststars
1,045
startup/pkg/vaststars.gamerender/service/memtexture.lua
local ltask = require "ltask" local ServiceWindow = ltask.queryservice "ant.window|window" local S = {} local function init() local textmgr = ltask.queryservice "ant.resource_manager|resource" ltask.call(textmgr, "register", "mem", ltask.self()) end function S.load(name, path, config) local type, size, rot, dis = ltask.call(ServiceWindow, "parse_prefab_config", config) local c = { info = { width = size.width, height = size.height, format = "RGBA8", mipmap = false, depth = 1, numLayers = 1, cubeMap = false, storageSize = 4, numMips = 1, bitsPerPixel = 32, }, flag = "+l-lvcucrt", handle = nil, } c.handle = ltask.call(ServiceWindow, "get_portrait_handle", name, size.width, size.height) ltask.call(ServiceWindow, "set_portrait_prefab", name, path, rot, dis, type) return c, true end function S.unload(handle) ltask.call(ServiceWindow, "destroy_portrait_handle", handle) end init() return S
412
0.732015
1
0.732015
game-dev
MEDIA
0.544122
game-dev
0.596723
1
0.596723
rorchard/FuzzyCLIPS
36,250
source/msgcom.c
static char rcsid[] = "$Header: /dist/CVS/fzclips/src/msgcom.c,v 1.3 2001/08/11 21:06:56 dave Exp $" ; /*******************************************************/ /* "C" Language Integrated Production System */ /* */ /* CLIPS Version 6.05 04/09/97 */ /* */ /* OBJECT MESSAGE COMMANDS */ /*******************************************************/ /*************************************************************/ /* Purpose: */ /* */ /* Principal Programmer(s): */ /* Brian L. Donnell */ /* */ /* Contributing Programmer(s): */ /* */ /* Revision History: */ /* */ /*************************************************************/ /* ========================================= ***************************************** EXTERNAL DEFINITIONS ========================================= ***************************************** */ #include "setup.h" #if OBJECT_SYSTEM #include <string.h> #include "argacces.h" #include "classcom.h" #include "classfun.h" #include "classinf.h" #include "insfun.h" #include "insmoddp.h" #include "msgfun.h" #include "prccode.h" #include "router.h" #if BLOAD || BLOAD_AND_BSAVE #include "bload.h" #endif #if ! RUN_TIME #include "extnfunc.h" #endif #if (! BLOAD_ONLY) && (! RUN_TIME) #include "constrct.h" #include "msgpsr.h" #endif #if DEBUGGING_FUNCTIONS #include "watch.h" #endif #define _MSGCOM_SOURCE_ #include "msgcom.h" /* ========================================= ***************************************** CONSTANTS ========================================= ***************************************** */ /* ========================================= ***************************************** MACROS AND TYPES ========================================= ***************************************** */ /* ========================================= ***************************************** INTERNALLY VISIBLE FUNCTION HEADERS ========================================= ***************************************** */ #if ! RUN_TIME static void CreateSystemHandlers(void); #endif #if (! BLOAD_ONLY) && (! RUN_TIME) static int WildDeleteHandler(DEFCLASS *,SYMBOL_HN *,char *); #endif #if DEBUGGING_FUNCTIONS static BOOLEAN DefmessageHandlerWatchAccess(int,int,EXPRESSION *); static BOOLEAN DefmessageHandlerWatchPrint(char *,int,EXPRESSION *); static BOOLEAN DefmessageHandlerWatchSupport(char *,char *,int, void (*)(char *,void *,unsigned), void (*)(int,void *,unsigned),EXPRESSION *); static BOOLEAN WatchClassHandlers(void *,char *,int,char *,int,int, void (*)(char *,void *,unsigned), void (*)(int,void *,unsigned)); static void PrintHandlerWatchFlag(char *,void *,unsigned); #endif /* ========================================= ***************************************** EXTERNALLY VISIBLE GLOBAL VARIABLES ========================================= ***************************************** */ /* ========================================= ***************************************** INTERNALLY VISIBLE GLOBAL VARIABLES ========================================= ***************************************** */ static ENTITY_RECORD HandlerGetInfo = { "HANDLER_GET", HANDLER_GET,0,1,1, PrintHandlerSlotGetFunction, PrintHandlerSlotGetFunction,NULL, HandlerSlotGetFunction, NULL,NULL,NULL,NULL,NULL,NULL }, HandlerPutInfo = { "HANDLER_PUT", HANDLER_PUT,0,1,1, PrintHandlerSlotPutFunction, PrintHandlerSlotPutFunction,NULL, HandlerSlotPutFunction, NULL,NULL,NULL,NULL,NULL,NULL }; /* ========================================= ***************************************** EXTERNALLY VISIBLE FUNCTIONS ========================================= ***************************************** */ /*************************************************** NAME : SetupMessageHandlers DESCRIPTION : Sets up internal symbols and fucntion definitions pertaining to message-handlers. Also creates system handlers INPUTS : None RETURNS : Nothing useful SIDE EFFECTS : Functions and data structures initialized NOTES : Should be called before SetupInstanceModDupCommands() in INSMODDP.C ***************************************************/ globle void SetupMessageHandlers() { InstallPrimitive(&HandlerGetInfo,HANDLER_GET); InstallPrimitive(&HandlerPutInfo,HANDLER_PUT); #if ! RUN_TIME INIT_SYMBOL = (SYMBOL_HN *) AddSymbol(INIT_STRING); IncrementSymbolCount(INIT_SYMBOL); DELETE_SYMBOL = (SYMBOL_HN *) AddSymbol(DELETE_STRING); IncrementSymbolCount(DELETE_SYMBOL); AddClearFunction("defclass",CreateSystemHandlers,-100); #if ! BLOAD_ONLY SELF_SYMBOL = (SYMBOL_HN *) AddSymbol(SELF_STRING); IncrementSymbolCount(SELF_SYMBOL); AddConstruct("defmessage-handler","defmessage-handlers", ParseDefmessageHandler,NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL); DefineFunction2("undefmessage-handler",'v',PTIF UndefmessageHandlerCommand, "UndefmessageHandlerCommand","23w"); #endif DefineFunction2("send",'u',PTIF SendCommand,"SendCommand","2*uuw"); #if DEBUGGING_FUNCTIONS DefineFunction2("preview-send",'v',PTIF PreviewSendCommand,"PreviewSendCommand","22w"); DefineFunction2("ppdefmessage-handler",'v',PTIF PPDefmessageHandlerCommand, "PPDefmessageHandlerCommand","23w"); DefineFunction2("list-defmessage-handlers",'v',PTIF ListDefmessageHandlersCommand, "ListDefmessageHandlersCommand","02w"); #endif #if IMPERATIVE_MESSAGE_HANDLERS DefineFunction2("next-handlerp",'b',PTIF NextHandlerAvailable,"NextHandlerAvailable","00"); FuncSeqOvlFlags("next-handlerp",TRUE,FALSE); DefineFunction2("call-next-handler",'u', PTIF CallNextHandler,"CallNextHandler","00"); FuncSeqOvlFlags("call-next-handler",TRUE,FALSE); DefineFunction2("override-next-handler",'u', PTIF CallNextHandler,"CallNextHandler",NULL); FuncSeqOvlFlags("override-next-handler",TRUE,FALSE); #endif DefineFunction2("dynamic-get",'u',PTIF DynamicHandlerGetSlot,"DynamicHandlerGetSlot","11w"); DefineFunction2("dynamic-put",'u',PTIF DynamicHandlerPutSlot,"DynamicHandlerPutSlot","1**w"); DefineFunction2("get",'u',PTIF DynamicHandlerGetSlot,"DynamicHandlerGetSlot","11w"); DefineFunction2("put",'u',PTIF DynamicHandlerPutSlot,"DynamicHandlerPutSlot","1**w"); #endif #if DEBUGGING_FUNCTIONS AddWatchItem("messages",0,&WatchMessages,36,NULL,NULL); AddWatchItem("message-handlers",0,&WatchHandlers,35, DefmessageHandlerWatchAccess,DefmessageHandlerWatchPrint); #endif } /***************************************************** NAME : GetDefmessageHandlerName DESCRIPTION : Gets the name of a message-handler INPUTS : 1) Pointer to a class 2) Array index of handler in class's message-handler array (+1) RETURNS : Name-string of message-handler SIDE EFFECTS : None NOTES : None *****************************************************/ char *GetDefmessageHandlerName( void *ptr, unsigned index) { return(ValueToString(((DEFCLASS *) ptr)->handlers[index-1].name)); } /***************************************************** NAME : GetDefmessageHandlerType DESCRIPTION : Gets the type of a message-handler INPUTS : 1) Pointer to a class 2) Array index of handler in class's message-handler array (+1) RETURNS : Type-string of message-handler SIDE EFFECTS : None NOTES : None *****************************************************/ globle char *GetDefmessageHandlerType( void *ptr, unsigned index) { return(hndquals[((DEFCLASS *) ptr)->handlers[index-1].type]); } /************************************************************** NAME : GetNextDefmessageHandler DESCRIPTION : Finds first or next handler for a class INPUTS : 1) The address of the handler's class 2) The array index of the current handler (+1) RETURNS : The array index (+1) of the next handler, or 0 if there is none SIDE EFFECTS : None NOTES : If index == 0, the first handler array index (i.e. 1) returned **************************************************************/ globle unsigned GetNextDefmessageHandler( void *ptr, unsigned index) { DEFCLASS *cls; cls = (DEFCLASS *) ptr; if (index == 0) return((cls->handlers != NULL) ? 1 : 0); if (index == cls->handlerCount) return(0); return(index+1); } /***************************************************** NAME : GetDefmessageHandlerPointer DESCRIPTION : Returns a pointer to a handler INPUTS : 1) Pointer to a class 2) Array index of handler in class's message-handler array (+1) RETURNS : Pointer to the handler. SIDE EFFECTS : None NOTES : None *****************************************************/ globle HANDLER *GetDefmessageHandlerPointer( void *ptr, unsigned index) { return(&((DEFCLASS *) ptr)->handlers[index-1]); } #if DEBUGGING_FUNCTIONS /********************************************************* NAME : GetDefmessageHandlerWatch DESCRIPTION : Determines if trace messages for calls to this handler will be generated or not INPUTS : 1) A pointer to the class 2) The index of the handler RETURNS : TRUE if a trace is active, FALSE otherwise SIDE EFFECTS : None NOTES : None *********************************************************/ globle BOOLEAN GetDefmessageHandlerWatch( void *theClass, unsigned theIndex) { return(((DEFCLASS *) theClass)->handlers[theIndex-1].trace); } /********************************************************* NAME : SetDefmessageHandlerWatch DESCRIPTION : Sets the trace to ON/OFF for the calling of the handler INPUTS : 1) TRUE to set the trace on, FALSE to set it off 2) A pointer to the class 3) The index of the handler RETURNS : Nothing useful SIDE EFFECTS : Watch flag for the handler set NOTES : None *********************************************************/ globle void SetDefmessageHandlerWatch( int newState, void *theClass, unsigned theIndex) { ((DEFCLASS *) theClass)->handlers[theIndex-1].trace = newState; } #endif /*************************************************** NAME : FindDefmessageHandler DESCRIPTION : Determines the index of a specfied message-handler INPUTS : 1) A pointer to the class 2) Name-string of the handler 3) Handler-type: "around","before", "primary", or "after" RETURNS : The index of the handler (0 if not found) SIDE EFFECTS : None NOTES : None ***************************************************/ globle unsigned FindDefmessageHandler( void *ptr, char *hname, char *htypestr) { int htype; SYMBOL_HN *hsym; DEFCLASS *cls; int index; htype = HandlerType("handler-lookup",htypestr); if (htype == MERROR) return(0); hsym = FindSymbol(hname); if (hsym == NULL) return(0); cls = (DEFCLASS *) ptr; index = FindHandlerByIndex(cls,hsym,(unsigned) htype); return((unsigned) (index+1)); } /*************************************************** NAME : IsDefmessageHandlerDeletable DESCRIPTION : Determines if a message-handler can be deleted INPUTS : 1) Address of the handler's class 2) Index of the handler RETURNS : TRUE if deletable, FALSE otherwise SIDE EFFECTS : None NOTES : None ***************************************************/ globle int IsDefmessageHandlerDeletable( void *ptr, unsigned index) { #if (MAC_MPW || MAC_MCW) && (RUN_TIME || BLOAD_ONLY) #pragma unused(ptr) #pragma unused(index) #endif #if BLOAD_ONLY || RUN_TIME return(FALSE); #else DEFCLASS *cls; #if BLOAD || BLOAD_AND_BSAVE if (Bloaded()) return(FALSE); #endif cls = (DEFCLASS *) ptr; if (cls->handlers[index-1].system == 1) return(FALSE); return((HandlersExecuting(cls) == FALSE) ? TRUE : FALSE); #endif } /****************************************************************************** NAME : UndefmessageHandlerCommand DESCRIPTION : Deletes a handler from a class INPUTS : None RETURNS : Nothing useful SIDE EFFECTS : Handler deleted if possible NOTES : H/L Syntax: (undefmessage-handler <class> <handler> [<type>]) ******************************************************************************/ globle void UndefmessageHandlerCommand() { #if RUN_TIME || BLOAD_ONLY PrintErrorID("MSGCOM",3,FALSE); PrintRouter(WERROR,"Unable to delete message-handlers.\n"); #else SYMBOL_HN *mname; char *tname; DATA_OBJECT tmp; DEFCLASS *cls; #if BLOAD || BLOAD_AND_BSAVE if (Bloaded()) { PrintErrorID("MSGCOM",3,FALSE); PrintRouter(WERROR,"Unable to delete message-handlers.\n"); return; } #endif if (ArgTypeCheck("undefmessage-handler",1,SYMBOL,&tmp) == FALSE) return; cls = LookupDefclassByMdlOrScope(DOToString(tmp)); if ((cls == NULL) ? (strcmp(DOToString(tmp),"*") != 0) : FALSE) { ClassExistError("undefmessage-handler",DOToString(tmp)); return; } if (ArgTypeCheck("undefmessage-handler",2,SYMBOL,&tmp) == FALSE) return; mname = (SYMBOL_HN *) tmp.value; if (RtnArgCount() == 3) { if (ArgTypeCheck("undefmessage-handler",3,SYMBOL,&tmp) == FALSE) return; tname = DOToString(tmp); if (strcmp(tname,"*") == 0) tname = NULL; } else tname = hndquals[MPRIMARY]; WildDeleteHandler(cls,mname,tname); #endif } /*********************************************************** NAME : UndefmessageHandler DESCRIPTION : Deletes a handler from a class INPUTS : 1) Class address (Can be NULL) 2) Handler index (can be 0) RETURNS : 1 if successful, 0 otherwise SIDE EFFECTS : Handler deleted if possible NOTES : None ***********************************************************/ globle int UndefmessageHandler( void *vptr, unsigned mhi) { #if (MAC_MPW || MAC_MCW) && (RUN_TIME || BLOAD_ONLY) #pragma unused(vptr) #pragma unused(mhi) #endif #if RUN_TIME || BLOAD_ONLY PrintErrorID("MSGCOM",3,FALSE); PrintRouter(WERROR,"Unable to delete message-handlers.\n"); return(0); #else DEFCLASS *cls; #if BLOAD || BLOAD_AND_BSAVE if (Bloaded()) { PrintErrorID("MSGCOM",3,FALSE); PrintRouter(WERROR,"Unable to delete message-handlers.\n"); return(0); } #endif if (vptr == NULL) { if (mhi != 0) { PrintErrorID("MSGCOM",1,FALSE); PrintRouter(WERROR,"Incomplete message-handler specification for deletion.\n"); return(0); } return(WildDeleteHandler(NULL,NULL,NULL)); } if (mhi == 0) return(WildDeleteHandler((DEFCLASS *) vptr,NULL,NULL)); cls = (DEFCLASS *) vptr; if (HandlersExecuting(cls)) { HandlerDeleteError(GetDefclassName((void *) cls)); return(0); } cls->handlers[mhi-1].mark = 1; DeallocateMarkedHandlers(cls); return(1); #endif } #if DEBUGGING_FUNCTIONS /******************************************************************************* NAME : PPDefmessageHandlerCommand DESCRIPTION : Displays the pretty-print form (if any) for a handler INPUTS : None RETURNS : Nothing useful SIDE EFFECTS : None NOTES : H/L Syntax: (ppdefmessage-handler <class> <message> [<type>]) *******************************************************************************/ globle void PPDefmessageHandlerCommand() { DATA_OBJECT temp; SYMBOL_HN *csym,*msym; char *tname; DEFCLASS *cls = NULL; int mtype; HANDLER *hnd; if (ArgTypeCheck("ppdefmessage-handler",1,SYMBOL,&temp) == FALSE) return; csym = FindSymbol(DOToString(temp)); if (ArgTypeCheck("ppdefmessage-handler",2,SYMBOL,&temp) == FALSE) return; msym = FindSymbol(DOToString(temp)); if (RtnArgCount() == 3) { if (ArgTypeCheck("ppdefmessage-handler",3,SYMBOL,&temp) == FALSE) return; tname = DOToString(temp); } else tname = hndquals[MPRIMARY]; mtype = HandlerType("ppdefmessage-handler",tname); if (mtype == MERROR) { SetEvaluationError(TRUE); return; } if (csym != NULL) cls = LookupDefclassByMdlOrScope(ValueToString(csym)); if (((cls == NULL) || (msym == NULL)) ? TRUE : ((hnd = FindHandlerByAddress(cls,msym,(unsigned) mtype)) == NULL)) { PrintErrorID("MSGCOM",2,FALSE); PrintRouter(WERROR,"Unable to find message-handler "); PrintRouter(WERROR,ValueToString(msym)); PrintRouter(WERROR," "); PrintRouter(WERROR,tname); PrintRouter(WERROR," for class "); PrintRouter(WERROR,ValueToString(csym)); PrintRouter(WERROR," in function ppdefmessage-handler.\n"); SetEvaluationError(TRUE); return; } if (hnd->ppForm != NULL) PrintInChunks(WDISPLAY,hnd->ppForm); } /***************************************************************************** NAME : ListDefmessageHandlersCommand DESCRIPTION : Depending on arguments, does lists handlers which match restrictions INPUTS : None RETURNS : Nothing useful SIDE EFFECTS : None NOTES : H/L Syntax: (list-defmessage-handlers [<class> [inherit]])) *****************************************************************************/ globle void ListDefmessageHandlersCommand() { int inhp; void *clsptr; if (RtnArgCount() == 0) ListDefmessageHandlers(WDISPLAY,NULL,0); else { clsptr = ClassInfoFnxArgs("list-defmessage-handlers",&inhp); if (clsptr == NULL) return; ListDefmessageHandlers(WDISPLAY,clsptr,inhp); } } /******************************************************************** NAME : PreviewSendCommand DESCRIPTION : Displays a list of the core for a message describing shadows,etc. INPUTS : None RETURNS : Nothing useful SIDE EFFECTS : Temporary core created and destroyed NOTES : H/L Syntax: (preview-send <class> <msg>) ********************************************************************/ globle void PreviewSendCommand() { DEFCLASS *cls; DATA_OBJECT temp; /* ============================= Get the class for the message ============================= */ if (ArgTypeCheck("preview-send",1,SYMBOL,&temp) == FALSE) return; cls = LookupDefclassByMdlOrScope(DOToString(temp)); if (cls == NULL) { ClassExistError("preview-send",ValueToString(temp.value)); return; } if (ArgTypeCheck("preview-send",2,SYMBOL,&temp) == FALSE) return; PreviewSend(WDISPLAY,(void *) cls,DOToString(temp)); } /******************************************************** NAME : GetDefmessageHandlerPPForm DESCRIPTION : Gets a message-handler pretty print form INPUTS : 1) Address of the handler's class 2) Index of the handler RETURNS : TRUE if printable, FALSE otherwise SIDE EFFECTS : None NOTES : None ********************************************************/ globle char *GetDefmessageHandlerPPForm( void *ptr, unsigned index) { return(((DEFCLASS *) ptr)->handlers[index-1].ppForm); } /******************************************************************* NAME : ListDefmessageHandlers DESCRIPTION : Lists message-handlers for a class INPUTS : 1) The logical name of the output 2) Class name (NULL to display all handlers) 3) A flag indicating whether to list inherited handlers or not RETURNS : Nothing useful SIDE EFFECTS : None NOTES : None *******************************************************************/ globle void ListDefmessageHandlers( char *log, void *vptr, int inhp) { DEFCLASS *cls; long cnt; PACKED_CLASS_LINKS plinks; if (vptr != NULL) { cls = (DEFCLASS *) vptr; if (inhp) cnt = DisplayHandlersInLinks(log,&cls->allSuperclasses,0); else { plinks.classCount = 1; plinks.classArray = &cls; cnt = DisplayHandlersInLinks(log,&plinks,0); } } else { plinks.classCount = 1; cnt = 0L; for (cls = (DEFCLASS *) GetNextDefclass(NULL) ; cls != NULL ; cls = (DEFCLASS *) GetNextDefclass((void *) cls)) { plinks.classArray = &cls; cnt += DisplayHandlersInLinks(log,&plinks,0); } } PrintTally(log,cnt,"message-handler","message-handlers"); } /******************************************************************** NAME : PreviewSend DESCRIPTION : Displays a list of the core for a message describing shadows,etc. INPUTS : 1) Logical name of output 2) Class pointer 3) Message name-string RETURNS : Nothing useful SIDE EFFECTS : Temporary core created and destroyed NOTES : None ********************************************************************/ globle void PreviewSend( char *logicalName, void *clsptr, char *msgname) { HANDLER_LINK *core; SYMBOL_HN *msym; msym = FindSymbol(msgname); if (msym == NULL) return; core = FindPreviewApplicableHandlers((DEFCLASS *) clsptr,msym); if (core != NULL) { DisplayCore(logicalName,core,0); DestroyHandlerLinks(core); } } /**************************************************** NAME : DisplayHandlersInLinks DESCRIPTION : Recursively displays all handlers for an array of classes INPUTS : 1) The logical name of the output 2) The packed class links 3) The index to print from the links RETURNS : The number of handlers printed SIDE EFFECTS : None NOTES : Used by DescribeClass() ****************************************************/ globle long DisplayHandlersInLinks( char *log, PACKED_CLASS_LINKS *plinks, unsigned index) { register unsigned i; long cnt; cnt = (long) plinks->classArray[index]->handlerCount; if (index < (plinks->classCount - 1)) cnt += DisplayHandlersInLinks(log,plinks,index + 1); for (i = 0 ; i < plinks->classArray[index]->handlerCount ; i++) PrintHandler(log,&plinks->classArray[index]->handlers[i],TRUE); return(cnt); } #endif /* ========================================= ***************************************** INTERNALLY VISIBLE FUNCTIONS ========================================= ***************************************** */ #if ! RUN_TIME /********************************************************** NAME : CreateSystemHandlers DESCRIPTION : Attachess the system message-handlers after a (clear) INPUTS : None RETURNS : Nothing useful SIDE EFFECTS : System handlers created NOTES : Must be called after CreateSystemClasses() **********************************************************/ static void CreateSystemHandlers() { NewSystemHandler(USER_TYPE_NAME,INIT_STRING,"init-slots",0); NewSystemHandler(USER_TYPE_NAME,DELETE_STRING,"delete-instance",0); #if DEBUGGING_FUNCTIONS NewSystemHandler(USER_TYPE_NAME,PRINT_STRING,"ppinstance",0); #endif NewSystemHandler(USER_TYPE_NAME,DIRECT_MODIFY_STRING,"(direct-modify)",1); NewSystemHandler(USER_TYPE_NAME,MSG_MODIFY_STRING,"(message-modify)",1); NewSystemHandler(USER_TYPE_NAME,DIRECT_DUPLICATE_STRING,"(direct-duplicate)",2); NewSystemHandler(USER_TYPE_NAME,MSG_DUPLICATE_STRING,"(message-duplicate)",2); } #endif #if (! BLOAD_ONLY) && (! RUN_TIME) /************************************************************ NAME : WildDeleteHandler DESCRIPTION : Deletes a handler from a class INPUTS : 1) Class address (Can be NULL) 2) Message Handler Name (Can be NULL) 3) Type name ("primary", etc.) RETURNS : 1 if successful, 0 otherwise SIDE EFFECTS : Handler deleted if possible NOTES : None ************************************************************/ static int WildDeleteHandler( DEFCLASS *cls, SYMBOL_HN *msym, char *tname) { int mtype; if (msym == NULL) msym = (SYMBOL_HN *) AddSymbol("*"); if (tname != NULL) { mtype = HandlerType("undefmessage-handler",tname); if (mtype == MERROR) return(0); } else mtype = -1; if (cls == NULL) { int success = 1; for (cls = (DEFCLASS *) GetNextDefclass(NULL) ; cls != NULL ; cls = (DEFCLASS *) GetNextDefclass((void *) cls)) if (DeleteHandler(cls,msym,mtype,FALSE) == 0) success = 0; return(success); } return(DeleteHandler(cls,msym,mtype,TRUE)); } #endif #if DEBUGGING_FUNCTIONS /****************************************************************** NAME : DefmessageHandlerWatchAccess DESCRIPTION : Parses a list of class names passed by AddWatchItem() and sets the traces accordingly INPUTS : 1) A code indicating which trace flag is to be set 0 - Watch instance creation/deletion 1 - Watch slot changes to instances 2) The value to which to set the trace flags 3) A list of expressions containing the names of the classes for which to set traces RETURNS : TRUE if all OK, FALSE otherwise SIDE EFFECTS : Watch flags set in specified classes NOTES : Accessory function for AddWatchItem() ******************************************************************/ #if IBM_TBC #pragma argsused #endif static BOOLEAN DefmessageHandlerWatchAccess( int code, int newState, EXPRESSION *argExprs) { #if MAC_MPW || MAC_MCW || IBM_MCW #pragma unused(code) #endif if (newState) return(DefmessageHandlerWatchSupport("watch",NULL,newState, NULL,SetDefmessageHandlerWatch,argExprs)); else return(DefmessageHandlerWatchSupport("unwatch",NULL,newState, NULL,SetDefmessageHandlerWatch,argExprs)); } /*********************************************************************** NAME : DefclassWatchPrint DESCRIPTION : Parses a list of class names passed by AddWatchItem() and displays the traces accordingly INPUTS : 1) The logical name of the output 2) A code indicating which trace flag is to be examined 0 - Watch instance creation/deletion 1 - Watch slot changes to instances 3) A list of expressions containing the names of the classes for which to examine traces RETURNS : TRUE if all OK, FALSE otherwise SIDE EFFECTS : Watch flags displayed for specified classes NOTES : Accessory function for AddWatchItem() ***********************************************************************/ #if IBM_TBC #pragma argsused #endif static BOOLEAN DefmessageHandlerWatchPrint( char *log, int code, EXPRESSION *argExprs) { #if MAC_MPW || MAC_MCW || IBM_MCW #pragma unused(code) #endif return(DefmessageHandlerWatchSupport("list-watch-items",log,-1, PrintHandlerWatchFlag,NULL,argExprs)); } /******************************************************* NAME : DefmessageHandlerWatchSupport DESCRIPTION : Sets or displays handlers specified INPUTS : 1) The calling function name 2) The logical output name for displays (can be NULL) 4) The new set state (can be -1) 5) The print function (can be NULL) 6) The trace function (can be NULL) 7) The handlers expression list RETURNS : TRUE if all OK, FALSE otherwise SIDE EFFECTS : Handler trace flags set or displayed NOTES : None *******************************************************/ static BOOLEAN DefmessageHandlerWatchSupport( char *funcName, char *log, int newState, void (*printFunc)(char *,void *,unsigned), void (*traceFunc)(int,void *,unsigned), EXPRESSION *argExprs) { struct defmodule *theModule; void *theClass; char *theHandlerStr; int theType; int argIndex = 2; DATA_OBJECT tmpData; /* =============================== If no handlers are specified, show the trace for all handlers in all handlers =============================== */ if (argExprs == NULL) { SaveCurrentModule(); theModule = (struct defmodule *) GetNextDefmodule(NULL); while (theModule != NULL) { SetCurrentModule((void *) theModule); if (traceFunc == NULL) { PrintRouter(log,GetDefmoduleName((void *) theModule)); PrintRouter(log,":\n"); } theClass = GetNextDefclass(NULL); while (theClass != NULL) { if (WatchClassHandlers(theClass,NULL,-1,log,newState, TRUE,printFunc,traceFunc) == FALSE) return(FALSE); theClass = GetNextDefclass(theClass); } theModule = (struct defmodule *) GetNextDefmodule((void *) theModule); } RestoreCurrentModule(); return(TRUE); } /* ================================================ Set or show the traces for the specified handler ================================================ */ while (argExprs != NULL) { if (EvaluateExpression(argExprs,&tmpData)) return(FALSE); if (tmpData.type != SYMBOL) { ExpectedTypeError1(funcName,argIndex,"class name"); return(FALSE); } theClass = (void *) LookupDefclassByMdlOrScope(DOToString(tmpData)); if (theClass == NULL) { ExpectedTypeError1(funcName,argIndex,"class name"); return(FALSE); } if (GetNextArgument(argExprs) != NULL) { argExprs = GetNextArgument(argExprs); argIndex++; if (EvaluateExpression(argExprs,&tmpData)) return(FALSE); if (tmpData.type != SYMBOL) { ExpectedTypeError1(funcName,argIndex,"handler name"); return(FALSE); } theHandlerStr = DOToString(tmpData); if (GetNextArgument(argExprs) != NULL) { argExprs = GetNextArgument(argExprs); argIndex++; if (EvaluateExpression(argExprs,&tmpData)) return(FALSE); if (tmpData.type != SYMBOL) { ExpectedTypeError1(funcName,argIndex,"handler type"); return(FALSE); } if ((theType = HandlerType(funcName,DOToString(tmpData))) == MERROR) return(FALSE); } else theType = -1; } else { theHandlerStr = NULL; theType = -1; } if (WatchClassHandlers(theClass,theHandlerStr,theType,log, newState,FALSE,printFunc,traceFunc) == FALSE) { ExpectedTypeError1(funcName,argIndex,"handler"); return(FALSE); } argIndex++; argExprs = GetNextArgument(argExprs); } return(TRUE); } /******************************************************* NAME : WatchClassHandlers DESCRIPTION : Sets or displays handlers specified INPUTS : 1) The class 2) The handler name (or NULL wildcard) 3) The handler type (or -1 wildcard) 4) The logical output name for displays (can be NULL) 5) The new set state (can be -1) 6) The print function (can be NULL) 7) The trace function (can be NULL) RETURNS : TRUE if all OK, FALSE otherwise SIDE EFFECTS : Handler trace flags set or displayed NOTES : None *******************************************************/ static BOOLEAN WatchClassHandlers( void *theClass, char *theHandlerStr, int theType, char *log, int newState, int indentp, void (*printFunc)(char *,void *,unsigned), void (*traceFunc)(int,void *,unsigned)) { unsigned theHandler; int found = FALSE; theHandler = GetNextDefmessageHandler(theClass,0); while (theHandler != 0) { if ((theType == -1) ? TRUE : (theType == ((DEFCLASS *) theClass)->handlers[theHandler-1].type)) { if ((theHandlerStr == NULL) ? TRUE : (strcmp(theHandlerStr,GetDefmessageHandlerName(theClass,theHandler)) == 0)) { if (traceFunc != NULL) (*traceFunc)(newState,theClass,theHandler); else { if (indentp) PrintRouter(log," "); (*printFunc)(log,theClass,theHandler); } found = TRUE; } } theHandler = GetNextDefmessageHandler(theClass,theHandler); } if ((theHandlerStr != NULL) && (theType != -1) && (found == FALSE)) return(FALSE); return(TRUE); } /*************************************************** NAME : PrintHandlerWatchFlag DESCRIPTION : Displays trace value for handler INPUTS : 1) The logical name of the output 2) The class 3) The handler index RETURNS : Nothing useful SIDE EFFECTS : None NOTES : None ***************************************************/ static void PrintHandlerWatchFlag( char *log, void *theClass, unsigned theHandler) { PrintRouter(log,GetDefclassName(theClass)); PrintRouter(log," "); PrintRouter(log,GetDefmessageHandlerName(theClass,theHandler)); PrintRouter(log," "); PrintRouter(log,GetDefmessageHandlerType(theClass,theHandler)); if (GetDefmessageHandlerWatch(theClass,theHandler)) PrintRouter(log," = on\n"); else PrintRouter(log," = off\n"); } #endif /* DEBUGGING_FUNCTIONS */ #endif /*************************************************** NAME : DESCRIPTION : INPUTS : RETURNS : SIDE EFFECTS : NOTES : ***************************************************/
412
0.983825
1
0.983825
game-dev
MEDIA
0.419853
game-dev
0.657055
1
0.657055
varabyte/kobweb
7,813
frontend/silk-icons-fa/build.gradle.kts
plugins { alias(libs.plugins.kotlin.multiplatform) id("kobweb-compose") id("com.varabyte.kobweb.internal.publish") } group = "com.varabyte.kobwebx" version = libs.versions.kobweb.get() private val GENERATED_SRC_ROOT = "build/generated/icons/src/jsMain/kotlin" enum class IconCategory { SOLID, REGULAR, BRAND, } val generateIconsTask = tasks.register("generateIcons") { val srcFile = layout.projectDirectory.file("fa-icon-list.txt") val dstFile = layout.projectDirectory.file("$GENERATED_SRC_ROOT/com/varabyte/kobweb/silk/components/icons/fa/FaIcons.kt") inputs.files(srcFile) outputs.dir(GENERATED_SRC_ROOT) doLast { // {SOLID=[ad, address-book, address-card, ...], REGULAR=[address-book, address-card, angry, ...], ... } val iconRawNames = srcFile.asFile .readLines().asSequence() .filter { line -> !line.startsWith("#") } .map { line -> // Convert icon name to function name, e.g. // align-left -> FaAlignLeft line.split("=", limit = 2).let { parts -> val category = when (parts[0]) { "fas" -> IconCategory.SOLID "far" -> IconCategory.REGULAR "fab" -> IconCategory.BRAND else -> throw GradleException("Unexpected category string: ${parts[0]}") } val names = parts[1] category to names.split(",") } } .toMap() // For each icon name, figure out what categories they are in. This will affect the function signature we generate. // {ad=[SOLID], address-book=[SOLID, REGULAR], address-card=[SOLID, REGULAR], ... val iconCategories = mutableMapOf<String, MutableSet<IconCategory>>() iconRawNames.forEach { entry -> val category = entry.key entry.value.forEach { rawName -> iconCategories.computeIfAbsent(rawName, { mutableSetOf() }).add(category) } } // Sanity check results iconCategories .filterNot { entry -> val categories = entry.value categories.size == 1 || (categories.size == 2 && categories.contains(IconCategory.SOLID) && categories.contains(IconCategory.REGULAR)) } .let { invalidGroupings -> if (invalidGroupings.isNotEmpty()) { throw GradleException("Found unexpected groupings. An icon should only be in its own category OR it can have solid and regular versions: $invalidGroupings") } } // Generate four types of functions: solid only, regular only, solid or regular, and brand val iconMethodEntries = iconCategories .map { entry -> val rawName = entry.key // Convert e.g. "align-items" to "FaAlignItems" @Suppress("DEPRECATION") // capitalize is way more readable than a direct replacement val methodName = "Fa${rawName.split("-").joinToString("") { it.capitalize() }}" val categories = entry.value when { categories.size == 2 -> { "@Composable fun $methodName(modifier: Modifier = Modifier, style: IconStyle = IconStyle.OUTLINE, size: IconSize? = null) = FaIcon(\"$rawName\", modifier, style.category, size)" } categories.contains(IconCategory.SOLID) -> { "@Composable fun $methodName(modifier: Modifier = Modifier, size: IconSize? = null) = FaIcon(\"$rawName\", modifier, IconCategory.SOLID, size)" } categories.contains(IconCategory.REGULAR) -> { "@Composable fun $methodName(modifier: Modifier = Modifier, size: IconSize? = null) = FaIcon(\"$rawName\", modifier, IconCategory.REGULAR, size)" } categories.contains(IconCategory.BRAND) -> { "@Composable fun $methodName(modifier: Modifier = Modifier, size: IconSize? = null) = FaIcon(\"$rawName\", modifier, IconCategory.BRAND, size)" } else -> GradleException("Unhandled icon entry: $entry") } } val iconsCode = """ |//@formatter:off |@file:Suppress("unused", "SpellCheckingInspection") | |// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |// THIS FILE IS AUTOGENERATED. |// |// Do not edit this file by hand. Instead, update `fa-icon-list.txt` in the module root and run the Gradle |// task "generateIcons" |// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |package com.varabyte.kobweb.silk.components.icons.fa | |import androidx.compose.runtime.* |import com.varabyte.kobweb.compose.ui.Modifier |import com.varabyte.kobweb.compose.ui.toAttrs |import org.jetbrains.compose.web.dom.Span | |enum class IconCategory(internal val className: String) { | REGULAR("far"), | SOLID("fas"), | BRAND("fab"); |} | |enum class IconStyle(internal val category: IconCategory) { | FILLED(IconCategory.SOLID), | OUTLINE(IconCategory.REGULAR); |} | |// See: https://fontawesome.com/docs/web/style/size |enum class IconSize(internal val className: String) { | // Relative sizes | XXS("fa-2xs"), | XS("fa-xs"), | SM("fa-sm"), | LG("fa-lg"), | XL("fa-xl"), | XXL("fa-2xl"), | | // Literal sizes | X1("fa-1x"), | X2("fa-2x"), | X3("fa-3x"), | X4("fa-4x"), | X5("fa-5x"), | X6("fa-6x"), | X7("fa-7x"), | X8("fa-8x"), | X9("fa-9x"), | X10("fa-10x"); |} | |@Composable |fun FaIcon( | name: String, | modifier: Modifier, | style: IconCategory = IconCategory.REGULAR, | size: IconSize? = null, |) { | Span( | attrs = modifier.toAttrs { | classes(style.className, "fa-${'$'}name") | if (size != null) { | classes(size.className) | } | } | ) |} | |${iconMethodEntries.joinToString("\n")} """.trimMargin() dstFile.asFile.apply { parentFile.mkdirs() writeText(iconsCode) } } } kotlin { js { browser() } sourceSets { jsMain { kotlin.srcDir(generateIconsTask) dependencies { implementation(libs.compose.runtime) implementation(libs.compose.html.core) api(projects.frontend.kobwebCompose) } } } } kobwebPublication { artifactName.set("Kobweb Silk Icons (Font Awesome)") artifactId.set("silk-icons-fa") description.set("A collection of composables that directly wrap Font Awesome icons.") }
412
0.78657
1
0.78657
game-dev
MEDIA
0.452711
game-dev
0.961
1
0.961
Realizedd/Duels
2,344
duels-plugin/src/main/java/me/realized/duels/command/commands/duels/subcommands/InfoCommand.java
package me.realized.duels.command.commands.duels.subcommands; import java.util.List; import java.util.stream.Collectors; import me.realized.duels.DuelsPlugin; import me.realized.duels.arena.ArenaImpl; import me.realized.duels.command.BaseCommand; import me.realized.duels.kit.KitImpl; import me.realized.duels.util.StringUtil; import org.bukkit.command.Command; import org.bukkit.command.CommandSender; import org.bukkit.entity.Player; public class InfoCommand extends BaseCommand { public InfoCommand(final DuelsPlugin plugin) { super(plugin, "info", "info [name]", "Displays information about the selected arena.", 2, false); } @Override protected void execute(final CommandSender sender, final String label, final String[] args) { final String name = StringUtil.join(args, " ", 1, args.length).replace("-", " "); final ArenaImpl arena = arenaManager.get(name); if (arena == null) { lang.sendMessage(sender, "ERROR.arena.not-found", "name", name); return; } final String inUse = arena.isUsed() ? lang.getMessage("GENERAL.true") : lang.getMessage("GENERAL.false"); final String disabled = arena.isDisabled() ? lang.getMessage("GENERAL.true") : lang.getMessage("GENERAL.false"); final String kits = StringUtil.join(arena.getKits().stream().map(KitImpl::getName).collect(Collectors.toList()), ", "); final String positions = StringUtil.join(arena.getPositions().values().stream().map(StringUtil::parse).collect(Collectors.toList()), ", "); final String players = StringUtil.join(arena.getPlayers().stream().map(Player::getName).collect(Collectors.toList()), ", "); lang.sendMessage(sender, "COMMAND.duels.info", "name", name, "in_use", inUse, "disabled", disabled, "kits", !kits.isEmpty() ? kits : lang.getMessage("GENERAL.none"), "positions", !positions.isEmpty() ? positions : lang.getMessage("GENERAL.none"), "players", !players.isEmpty() ? players : lang.getMessage("GENERAL.none")); } @Override public List<String> onTabComplete(final CommandSender sender, final Command command, final String alias, final String[] args) { if (args.length == 2) { return handleTabCompletion(args[1], arenaManager.getNames()); } return null; } }
412
0.842229
1
0.842229
game-dev
MEDIA
0.929593
game-dev
0.874684
1
0.874684
jjant/runty8
6,017
src/runty8-editor/src/controller.rs
use std::fmt::Debug; use crate::ui::DispatchEvent; use crate::util::vec2::Vec2i; use crate::{ app::{AppCompat, ElmApp}, editor::{self, key_combo::KeyCombos, Editor}, ui::Element, Resources, }; use runty8_core::{DrawData, Event, InputEvent, Key, KeyboardEvent, MouseEvent, Pico8}; #[derive(Debug, Clone, Copy)] pub(crate) enum Msg<AppMsg> { Editor(editor::Msg), App(AppMsg), KeyboardEvent(KeyboardEvent), MouseEvent(MouseEvent), Tick, } #[derive(Copy, Clone, Debug)] enum KeyComboAction { RestartGame, SwitchScene, } #[derive(Debug)] pub(crate) struct Controller<Game> { scene: Scene, editor: Editor, app: Game, key_combos: KeyCombos<KeyComboAction>, pico8: Pico8, mouse_position: Vec2i, /// The editor and the game can modify the "draw state" (`draw_data`): camera, palette, etc. /// In order for these settings not to spill from the game to the editor, and viceversa, /// we keep an alternate [`DrawData`] that we swap, when the scene changes. alternate_draw_data: DrawData, } impl<T> Controller<T> { pub(crate) fn screen_buffer(&self) -> &[u8] { self.pico8.draw_data.buffer() } pub(crate) fn take_new_title(&mut self) -> Option<String> { self.pico8.take_new_title() } } impl<Game: AppCompat> Controller<Game> { pub fn init(scene: Scene, resources: Resources) -> Self { let mut pico8 = Pico8::new(resources); Self { scene, editor: <Editor as ElmApp>::init(), app: Game::init(&mut pico8), key_combos: KeyCombos::new() .push(KeyComboAction::RestartGame, Key::R, &[Key::Control]) .push(KeyComboAction::SwitchScene, Key::Escape, &[]), pico8, mouse_position: Vec2i::new(64, 64), alternate_draw_data: DrawData::new(), } } fn update(&mut self, msg: &Msg<Game::Msg>) { match msg { Msg::Editor(editor_msg) => { <Editor as ElmApp>::update(&mut self.editor, editor_msg, &mut self.pico8.resources); } Msg::App(msg) => { self.app.update(msg, &mut self.pico8); } &Msg::KeyboardEvent(event) => { self.handle_key_combos(event); } // Currently the mouse position is tracked by two things independently: // - Updated by this subscription here in the controller, stored in `self.mouse_position` // - Updated by the Game, stored in the controller as well, in `self.pico8.state.mouse_{x,y}` // // I haven't found yet a nice way to unify them that plays nicely with both, // and can be run in the editor or in the runtime by itself. &Msg::MouseEvent(MouseEvent::Move { x, y }) => { self.mouse_position = Vec2i::new(x, y); } &Msg::MouseEvent(MouseEvent::Button { .. }) => {} &Msg::Tick => {} } } fn subscriptions(&self, event: &Event) -> Vec<Msg<Game::Msg>> { let sub_msgs: Vec<Msg<Game::Msg>> = match self.scene { Scene::Editor => <Editor as ElmApp>::subscriptions(&self.editor, event) .into_iter() .map(Msg::Editor) .collect(), Scene::App => <Game as AppCompat>::subscriptions(&self.app, event) .into_iter() .map(Msg::App) .collect(), }; let own_msgs = match event { Event::Input(InputEvent::Mouse(mouse_event)) => Some(Msg::MouseEvent(*mouse_event)), Event::Input(InputEvent::Keyboard(keyboard_event)) => { Some(Msg::KeyboardEvent(*keyboard_event)) } Event::Tick { .. } => Some(Msg::Tick), Event::WindowClosed => todo!("WindowClosed event not yet handled"), } .into_iter(); sub_msgs.into_iter().chain(own_msgs).collect() } } fn view<'a, Game: AppCompat>( scene: &'a Scene, editor: &'a mut Editor, app: &'a mut Game, resources: &mut Resources, ) -> Element<'a, Msg<Game::Msg>> { match scene { Scene::Editor => <Editor as ElmApp>::view(editor, resources).map(Msg::Editor), Scene::App => app.view(resources).map(Msg::App), } } impl<Game: AppCompat> Controller<Game> { // TODO: Why doesn't this function simply return a [`Msg`]? fn handle_key_combos(&mut self, key_event: KeyboardEvent) { self.key_combos.on_event(key_event, |action| match action { KeyComboAction::RestartGame => { self.app = Game::init(&mut self.pico8); self.scene = Scene::App; } KeyComboAction::SwitchScene => { std::mem::swap(&mut self.pico8.draw_data, &mut self.alternate_draw_data); self.scene.flip() } }); } /// Thing that actually calls update/orchestrates stuff pub(crate) fn step(&mut self, event: Event) { let mut view = view( &self.scene, &mut self.editor, &mut self.app, &mut self.pico8.resources, ); let mut msg_queue = vec![]; let dispatch_event = &mut DispatchEvent::new(&mut msg_queue); let mouse_position = (self.mouse_position.x, self.mouse_position.y); view.as_widget_mut() .on_event(event, mouse_position, dispatch_event); view.as_widget_mut().draw(&mut self.pico8); drop(view); for subscription_msg in self.subscriptions(&event) { msg_queue.push(subscription_msg); } for msg in msg_queue.into_iter() { self.update(&msg); } } } #[derive(Debug)] pub enum Scene { Editor, App, } impl Scene { pub fn flip(&mut self) { *self = match self { Scene::Editor => Scene::App, Scene::App => Scene::Editor, } } }
412
0.803153
1
0.803153
game-dev
MEDIA
0.590773
game-dev,desktop-app
0.900483
1
0.900483
focus-creative-games/luban_examples
1,868
Projects/Csharp_Unity_json/Assets/Gen/ai.BlackboardKey.cs
//------------------------------------------------------------------------------ // <auto-generated> // This code was generated by a tool. // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // </auto-generated> //------------------------------------------------------------------------------ using Luban; using SimpleJSON; namespace cfg.ai { public sealed partial class BlackboardKey : Luban.BeanBase { public BlackboardKey(JSONNode _buf) { { if(!_buf["name"].IsString) { throw new SerializationException(); } Name = _buf["name"]; } { if(!_buf["desc"].IsString) { throw new SerializationException(); } Desc = _buf["desc"]; } { if(!_buf["is_static"].IsBoolean) { throw new SerializationException(); } IsStatic = _buf["is_static"]; } { if(!_buf["type"].IsNumber) { throw new SerializationException(); } Type = (ai.EKeyType)_buf["type"].AsInt; } { if(!_buf["type_class_name"].IsString) { throw new SerializationException(); } TypeClassName = _buf["type_class_name"]; } } public static BlackboardKey DeserializeBlackboardKey(JSONNode _buf) { return new ai.BlackboardKey(_buf); } public readonly string Name; public readonly string Desc; public readonly bool IsStatic; public readonly ai.EKeyType Type; public readonly string TypeClassName; public const int __ID__ = -511559886; public override int GetTypeId() => __ID__; public void ResolveRef(Tables tables) { } public override string ToString() { return "{ " + "name:" + Name + "," + "desc:" + Desc + "," + "isStatic:" + IsStatic + "," + "type:" + Type + "," + "typeClassName:" + TypeClassName + "," + "}"; } } }
412
0.814468
1
0.814468
game-dev
MEDIA
0.862202
game-dev
0.765424
1
0.765424
Moulberry/Flashback
1,693
src/main/java/com/moulberry/flashback/mixin/replay_server/MixinServerLoginPacketListenerImpl.java
package com.moulberry.flashback.mixin.replay_server; import com.mojang.authlib.GameProfile; import com.mojang.authlib.properties.Property; import com.moulberry.flashback.playback.ReplayServer; import net.minecraft.network.protocol.login.ServerboundHelloPacket; import net.minecraft.server.MinecraftServer; import net.minecraft.server.network.ServerLoginPacketListenerImpl; import org.jetbrains.annotations.Nullable; import org.spongepowered.asm.mixin.Final; import org.spongepowered.asm.mixin.Mixin; import org.spongepowered.asm.mixin.Shadow; import org.spongepowered.asm.mixin.injection.At; import org.spongepowered.asm.mixin.injection.Inject; import org.spongepowered.asm.mixin.injection.callback.CallbackInfo; import java.nio.charset.StandardCharsets; import java.util.UUID; @Mixin(ServerLoginPacketListenerImpl.class) public abstract class MixinServerLoginPacketListenerImpl { @Shadow @Final MinecraftServer server; @Shadow abstract void startClientVerification(GameProfile gameProfile); @Shadow @Nullable String requestedUsername; @Inject(method = "handleHello", at = @At("HEAD"), cancellable = true) public void handleHello(ServerboundHelloPacket serverboundHelloPacket, CallbackInfo ci) { if (this.server instanceof ReplayServer) { this.requestedUsername = ReplayServer.REPLAY_VIEWER_NAME; UUID replayViewerUUID = UUID.nameUUIDFromBytes(serverboundHelloPacket.name().getBytes(StandardCharsets.UTF_8)); GameProfile gameProfile = new GameProfile(replayViewerUUID, ReplayServer.REPLAY_VIEWER_NAME); this.startClientVerification(gameProfile); ci.cancel(); } } }
412
0.885534
1
0.885534
game-dev
MEDIA
0.861897
game-dev
0.925966
1
0.925966
Szuszi/CityGenerator-Unity
10,830
CityGenerator2D/Assets/Procedural City Generator/Scripts/RoadGeneration/MajorGenerator.cs
using System; using System.Collections.Generic; using GraphModel; using UnityEngine; namespace RoadGeneration { /** * This class will implement the extended L-system */ class MajorGenerator { private readonly List<RoadSegment> globalGoalsRoads; private readonly List<RoadSegment> queue; private readonly List<RoadSegment> segments; private readonly System.Random rand; private readonly int border; private readonly int maxSegment; private readonly int maxLean; private readonly float branchProbability; private readonly Graph graph; private const int RoadLength = 10; public MajorGenerator( System.Random seededRandom, int mapSize, int maxRoad, int maxDegree, float branchingChance, Graph graphToBuild) { globalGoalsRoads = new List<RoadSegment>(); queue = new List<RoadSegment>(); segments = new List<RoadSegment>(); rand = seededRandom; border = mapSize; maxSegment = maxRoad; maxLean = maxDegree; branchProbability = branchingChance; graph = graphToBuild; } public void Run() { GenerateStartSegments(); while (queue.Count != 0 && segments.Count < maxSegment) { RoadSegment current = queue[0]; queue.RemoveAt(0); if (!CheckLocalConstraints(current)) continue; segments.Add(current); AddToGraph(current); GlobalGoals(current); } if (segments.Count == maxSegment) Debug.Log("Major Roads reached maximal amount"); } private bool CheckLocalConstraints(RoadSegment segment) { foreach (RoadSegment road in segments) { //If the new segment end is close to another segments Node, Fix it's end to it if (IsClose(segment.NodeTo, road.NodeTo)) { segment.NodeTo = road.NodeTo; segment.EndSegment = true; } if (segment.IsCrossing(road)) return false; //Check if segment is crossing an other road } //Check if segment is out of border if (segment.NodeFrom.X > border || segment.NodeFrom.X < -border || segment.NodeFrom.Y > border || segment.NodeFrom.Y < -border) return false; //Check if segment would come into itself if (segment.NodeFrom.X == segment.NodeTo.X && segment.NodeFrom.Y == segment.NodeTo.Y) return false; //nodeTo or nodeFrom has more than 4 edges if (segment.NodeTo.Edges.Count >= 4 || segment.NodeFrom.Edges.Count >= 4) return false; foreach (Edge edge in segment.NodeTo.Edges) { //NodeTo already connected to NodeFrom if(edge.NodeA == segment.NodeFrom || edge.NodeB == segment.NodeFrom) return false; } return true; } private void GlobalGoals(RoadSegment segment) { if (segment.EndSegment) return; globalGoalsRoads.Clear(); var dirVector = segment.GetDirVector(); //BRANCHING int maxInt = (int) Math.Round(3 / branchProbability); if (branchProbability > 0.3) //Maximum branch probability is 3 out of 10 (0.3) { maxInt = 6; } else if (branchProbability < 0.03) //Minimum branch probability is 3 out of 100 (0.03) { maxInt = 100; } int branchRandom = rand.Next(0, maxInt); if (branchRandom == 1) //the road branches out to the RIGHT { var normalVector = new Vector2(dirVector.y, -dirVector.x); RoadSegment branchedSegment = CalcNewRoadSegment(segment.NodeTo, normalVector, 0); globalGoalsRoads.Add(branchedSegment); } else if (branchRandom == 2) //The road branches out to the LEFT { var normalVector = new Vector2(-dirVector.y, dirVector.x); RoadSegment branchedSegment = CalcNewRoadSegment(segment.NodeTo, normalVector, 0); globalGoalsRoads.Add(branchedSegment); } else if (branchRandom == 3) //The road branches out to BOTH DIRECTIONS { var normalVector1 = new Vector2(dirVector.y, -dirVector.x); var normalVector2 = new Vector2(-dirVector.y, dirVector.x); RoadSegment branchedSegment1 = CalcNewRoadSegment(segment.NodeTo, normalVector1, 0); RoadSegment branchedSegment2 = CalcNewRoadSegment(segment.NodeTo, normalVector2, 0); globalGoalsRoads.Add(branchedSegment1); globalGoalsRoads.Add(branchedSegment2); } //ROAD CONTINUE globalGoalsRoads.Add(GetContinuingRoadSegment(segment)); foreach (RoadSegment newSegment in globalGoalsRoads) { queue.Add(newSegment); } } private RoadSegment GetContinuingRoadSegment(RoadSegment segment) { var dirVector = segment.GetDirVector(); if (maxLean < 1) return CalcNewRoadSegment(segment.NodeTo, dirVector, 0); if (segment.LeanIteration == 3) //Check if we need a new lean. If yes, calculate the next RoadSegment { var randomNumber = rand.Next(0, 3); if (randomNumber == 1) { dirVector = RotateVector(dirVector, GetRandomAngle(2, maxLean * 2)); RoadSegment newSegment = CalcNewRoadSegment(segment.NodeTo, dirVector, 0); newSegment.LeanLeft = true; return newSegment; } else if (randomNumber == 2) { dirVector = RotateVector(dirVector, GetRandomAngle(-2, -maxLean * 2)); RoadSegment newSegment = CalcNewRoadSegment(segment.NodeTo, dirVector, 0); newSegment.LeanRight = true; return newSegment; } else { return CalcNewRoadSegment(segment.NodeTo, dirVector, 0); } } else //if not, grow the new segment following the lean { if (segment.LeanLeft) { dirVector = RotateVector(dirVector, GetRandomAngle(2, maxLean)); RoadSegment segment1 = CalcNewRoadSegment(segment.NodeTo, dirVector, segment.LeanIteration + 1); segment1.LeanLeft = true; return segment1; } else if (segment.LeanRight) { dirVector = RotateVector(dirVector, GetRandomAngle(-2, -maxLean)); RoadSegment segment1 = CalcNewRoadSegment(segment.NodeTo, dirVector, segment.LeanIteration + 1); segment1.LeanRight = true; return segment1; } else { return CalcNewRoadSegment(segment.NodeTo, dirVector, segment.LeanIteration + 1); } } } private void GenerateStartSegments() { //First Generate a number nearby the middle quarter of the map int sampleX = rand.Next(0, (border * 100)); int sampleY = rand.Next(0, (border * 100)); float starterX = (sampleX / 100.0f) - (float)border/2; float starterY = (sampleY / 100.0f) - (float)border/2; var startNode = new Node(starterX, starterY); //Secondly Generate a vector which determines the two starting directions int randomDirX = rand.Next(-100, 100); int randomDirY = rand.Next(-100, 100); var startDir = new Vector2(randomDirX, randomDirY); var starterNodeTo1 = new Node(startNode.X + startDir.normalized.x * RoadLength, starterY + startDir.normalized.y * RoadLength); var starterNodeTo2 = new Node(startNode.X - startDir.normalized.x * RoadLength, starterY - startDir.normalized.y * RoadLength); //Thirdly We make two starting RoadSegment from these var starterSegment1 = new RoadSegment(startNode, starterNodeTo1, 0); var starterSegment2 = new RoadSegment(startNode, starterNodeTo2, 0); queue.Add(starterSegment1); queue.Add(starterSegment2); } private void AddToGraph(RoadSegment road) { if (!graph.MajorNodes.Contains(road.NodeFrom)) graph.MajorNodes.Add(road.NodeFrom); if (!graph.MajorNodes.Contains(road.NodeTo)) graph.MajorNodes.Add(road.NodeTo); graph.MajorEdges.Add(new Edge(road.NodeFrom, road.NodeTo)); } private float GetRandomAngle(int a, int b) //Calculates an Angle between a and b, returns it in radian { //First we make 'a' smaller, and generate a random number in the range if(b < a) { (b, a) = (a, b); } int range = Math.Abs(b - a); int rotation = rand.Next(0, range) + a; //then we make it to radian, and return it float rotationAngle = (float)(Math.PI / 180) * rotation; return rotationAngle; } private Vector2 RotateVector(Vector2 dirVector, float rotationAngle) { //This works like a rotation matrix dirVector.x = ((float)Math.Cos(rotationAngle) * dirVector.x) - ((float)Math.Sin(rotationAngle) * dirVector.y); dirVector.y = ((float)Math.Sin(rotationAngle) * dirVector.x) + ((float)Math.Cos(rotationAngle) * dirVector.y); return dirVector; } private bool IsClose(Node a, Node b) { float idealRadius = RoadLength * 0.8f; if (a.getDistance(b) < idealRadius) return true; return false; } private RoadSegment CalcNewRoadSegment(Node nodeFrom, Vector2 dirVector, int leanIteration) { var newNodeTo = new Node(nodeFrom.X + dirVector.normalized.x * RoadLength, nodeFrom.Y + dirVector.normalized.y * RoadLength); return new RoadSegment(nodeFrom, newNodeTo, leanIteration); } public List<RoadSegment> GetRoadSegments() { return segments; } } }
412
0.901792
1
0.901792
game-dev
MEDIA
0.421868
game-dev
0.986353
1
0.986353
pixelcmtd/CXClient
4,900
src/minecraft/net/minecraft/world/gen/layer/GenLayerBiome.java
package net.minecraft.world.gen.layer; import net.minecraft.world.WorldType; import net.minecraft.world.biome.BiomeGenBase; import net.minecraft.world.gen.ChunkProviderSettings; public class GenLayerBiome extends GenLayer { private BiomeGenBase[] field_151623_c = new BiomeGenBase[] {BiomeGenBase.desert, BiomeGenBase.desert, BiomeGenBase.desert, BiomeGenBase.savanna, BiomeGenBase.savanna, BiomeGenBase.plains}; private BiomeGenBase[] field_151621_d = new BiomeGenBase[] {BiomeGenBase.forest, BiomeGenBase.roofedForest, BiomeGenBase.extremeHills, BiomeGenBase.plains, BiomeGenBase.birchForest, BiomeGenBase.swampland}; private BiomeGenBase[] field_151622_e = new BiomeGenBase[] {BiomeGenBase.forest, BiomeGenBase.extremeHills, BiomeGenBase.taiga, BiomeGenBase.plains}; private BiomeGenBase[] field_151620_f = new BiomeGenBase[] {BiomeGenBase.icePlains, BiomeGenBase.icePlains, BiomeGenBase.icePlains, BiomeGenBase.coldTaiga}; private final ChunkProviderSettings field_175973_g; public GenLayerBiome(long p_i45560_1_, GenLayer p_i45560_3_, WorldType p_i45560_4_, String p_i45560_5_) { super(p_i45560_1_); this.parent = p_i45560_3_; if (p_i45560_4_ == WorldType.DEFAULT_1_1) { this.field_151623_c = new BiomeGenBase[] {BiomeGenBase.desert, BiomeGenBase.forest, BiomeGenBase.extremeHills, BiomeGenBase.swampland, BiomeGenBase.plains, BiomeGenBase.taiga}; this.field_175973_g = null; } else if (p_i45560_4_ == WorldType.CUSTOMIZED) { this.field_175973_g = ChunkProviderSettings.Factory.jsonToFactory(p_i45560_5_).func_177864_b(); } else { this.field_175973_g = null; } } /** * Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall * amounts, or biomeList[] indices based on the particular GenLayer subclass. */ public int[] getInts(int areaX, int areaY, int areaWidth, int areaHeight) { int[] aint = this.parent.getInts(areaX, areaY, areaWidth, areaHeight); int[] aint1 = IntCache.getIntCache(areaWidth * areaHeight); for (int i = 0; i < areaHeight; ++i) { for (int j = 0; j < areaWidth; ++j) { this.initChunkSeed((long)(j + areaX), (long)(i + areaY)); int k = aint[j + i * areaWidth]; int l = (k & 3840) >> 8; k = k & -3841; if (this.field_175973_g != null && this.field_175973_g.fixedBiome >= 0) { aint1[j + i * areaWidth] = this.field_175973_g.fixedBiome; } else if (isBiomeOceanic(k)) { aint1[j + i * areaWidth] = k; } else if (k == BiomeGenBase.mushroomIsland.biomeID) { aint1[j + i * areaWidth] = k; } else if (k == 1) { if (l > 0) { if (this.nextInt(3) == 0) { aint1[j + i * areaWidth] = BiomeGenBase.mesaPlateau.biomeID; } else { aint1[j + i * areaWidth] = BiomeGenBase.mesaPlateau_F.biomeID; } } else { aint1[j + i * areaWidth] = this.field_151623_c[this.nextInt(this.field_151623_c.length)].biomeID; } } else if (k == 2) { if (l > 0) { aint1[j + i * areaWidth] = BiomeGenBase.jungle.biomeID; } else { aint1[j + i * areaWidth] = this.field_151621_d[this.nextInt(this.field_151621_d.length)].biomeID; } } else if (k == 3) { if (l > 0) { aint1[j + i * areaWidth] = BiomeGenBase.megaTaiga.biomeID; } else { aint1[j + i * areaWidth] = this.field_151622_e[this.nextInt(this.field_151622_e.length)].biomeID; } } else if (k == 4) { aint1[j + i * areaWidth] = this.field_151620_f[this.nextInt(this.field_151620_f.length)].biomeID; } else { aint1[j + i * areaWidth] = BiomeGenBase.mushroomIsland.biomeID; } } } return aint1; } }
412
0.612637
1
0.612637
game-dev
MEDIA
0.932888
game-dev
0.655684
1
0.655684
RetroAchievements/RAEmus
23,571
RAPCE/PadConfig.cpp
/****************************************************************************** Ootake EPCEpbh1`5ɃL[{[h̃L[܂߂ĎRɊ蓖Ăł悤ɂB EWindowsp16{^pbhƃnbgXCb`iAiOΉpbhł悭gĂ jɂΉB Ev0.54BWCpbh͂̔蕔Q[{ԓlDirectInputōs悤ɂ Bi0.53ȑÔQ{ȏWCpbh‚ȂłƂ̕sj EAːp{^̐ݒljBQ{^CR{^pbhɁA{^T,Ů ė̈gpBiU{^pbhɂ͐ݒłȂdlj Ep{^̐ݒljB EXe[gZ[up{^̐ݒljB EXN[Vbgp{^̐ݒljB Copyright(C)2006-2010 Kitao Nakamura. ŁEpłJȂƂ͕K\[XR[hYtĂB ̍ۂɎł܂܂̂ŁAЂƂƂm点ƍKłB Iȗp͋ւ܂B Ƃ́uGNU General Public License(ʌOp_)vɏ܂B ******************************************************************************* [PadConfig.c] Implements a pad configuration window. Copyright (C) 2005 Ki 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. ******************************************************************************/ #define _CRT_SECURE_NO_DEPRECATE #define DIRECTINPUT_VERSION 0x0800 //KitaoljB‹ɂ邩ȂADirectInput5yB7ƂxBXy[XnA[킩₷B #include <stdio.h> #include <stdarg.h> #include <string.h> #include "PadConfig.h" #include "resource.h" #include "WinMain.h" #include "Input.h" #include "JoyPad.h" //Kitaolj #define PADCONFIG_CAPTION "Pad Configuration" #define LINE_LEN 70 //KitaoXV #define N_LINES 20 #define N_MAXJOYSTICK 5 //KitaoXVBnbgXCb`16{^pbhɂΉB static const Sint32 button[INPUT_NUM_BUTTON] = { INPUT_JOYSTICK_UP, INPUT_JOYSTICK_RIGHT, INPUT_JOYSTICK_DOWN, INPUT_JOYSTICK_LEFT, INPUT_JOYSTICK_POVUP, INPUT_JOYSTICK_POVRIGHT, INPUT_JOYSTICK_POVDOWN, INPUT_JOYSTICK_POVLEFT, INPUT_JOYSTICK_BUTTON1, INPUT_JOYSTICK_BUTTON2, INPUT_JOYSTICK_BUTTON3, INPUT_JOYSTICK_BUTTON4, INPUT_JOYSTICK_BUTTON5, INPUT_JOYSTICK_BUTTON6, INPUT_JOYSTICK_BUTTON7, INPUT_JOYSTICK_BUTTON8, INPUT_JOYSTICK_BUTTON9, INPUT_JOYSTICK_BUTTON10, INPUT_JOYSTICK_BUTTON11, INPUT_JOYSTICK_BUTTON12, INPUT_JOYSTICK_BUTTON13, INPUT_JOYSTICK_BUTTON14, INPUT_JOYSTICK_BUTTON15, INPUT_JOYSTICK_BUTTON16 }; typedef struct { DIJOYSTATE2 joyState; Uint32 buttonState; //KitaoXVB16{^ɑΉBnbgXCb`Ԃꂽ̂Uint32ɁB } JOYSTICK; //KitaoljBDirectInputgpB static LPDIRECTINPUT _pDI = NULL; // DirectInput C^[tF[X|C^ static LPDIRECTINPUTDEVICE _pDIDKey = NULL; // DirectInput Keyboard device static LPDIRECTINPUTDEVICE2 _pDIDJoy[N_MAXJOYSTICK]; // DirectInput Joystick device static Uint32 _FontWidth; static Uint32 _FontHeight; static const char* _pCaption = PADCONFIG_CAPTION; static HINSTANCE _hInstance = NULL; static HWND _hWnd; static BOOL _bWindowCreated; //Kitaolj static char* _pText[N_LINES]; static char _Text[N_LINES][LINE_LEN]; static Uint32 _Line = 0; static Sint32 _nJoySticks; static JOYSTICK _Joystick[N_MAXJOYSTICK]; static Sint32 _Mode; //KitaoljB0cʏ̐ݒB1cAːp{^̐ݒB2c񂵗p{^̐ݒB3cXe[gZ[up{^̐ݒB4cXe[g[hp{^̐ݒB // 5cXN[Vbgp{^̐ݒB6ct@NVp{^̐ݒB7ct@NV{^̃Xe[gZ[u[hp{^̐ݒB // 8c|[Yp{^̐ݒB static Sint32 _PadID; //Kitaolj static PCEPAD* _pPad; //Kitaolj static Sint32 _SetOk = -1; //KitaoljB߂lBݒ芮Ȃ1BLZȂ-1Bݒ蒆0B static Sint32* _pSetOk = 0; //Kitaolj static char _DIKeys[256]; //KitaoljBL[{[h̏ԗp /* tHg̍擾 */ static Uint32 get_font_height( HWND hWnd) { HDC hDC; HFONT hFont; HFONT hFontOld; TEXTMETRIC tm; hDC = GetDC(hWnd); hFont = (HFONT)GetStockObject(OEM_FIXED_FONT); /* Œsb`tHg */ hFontOld = (HFONT)SelectObject(hDC, hFont); GetTextMetrics(hDC, &tm); SelectObject(hDC, hFontOld); DeleteObject(hFont); ReleaseDC(hWnd, hDC); return (Uint32)(tm.tmHeight); } /* tHg̉擾 */ static Uint32 get_font_width( HWND hWnd) { HDC hDC; HFONT hFont; HFONT hFontOld; TEXTMETRIC tm; hDC = GetDC(hWnd); hFont = (HFONT)GetStockObject(OEM_FIXED_FONT); /* Œsb`tHg */ hFontOld = (HFONT)SelectObject(hDC, hFont); GetTextMetrics(hDC, &tm); SelectObject(hDC, hFontOld); DeleteObject(hFont); ReleaseDC(hWnd, hDC); return (Uint32)tm.tmAveCharWidth; } //KitaoXV static void set_window_size( HWND hWnd) { RECT rc; Uint32 wndW = _FontWidth * LINE_LEN; Uint32 wndH = _FontHeight * N_LINES; int y; SetRect(&rc, 0, 0, wndW, wndH); AdjustWindowRectEx(&rc, GetWindowLong(hWnd, GWL_STYLE), GetMenu(hWnd) != NULL, GetWindowLong(hWnd, GWL_EXSTYLE)); wndW = rc.right - rc.left; wndH = rc.bottom - rc.top; GetWindowRect(WINMAIN_GetHwnd(), &rc); y = rc.top; if (y + (int)wndH > GetSystemMetrics(SM_CYSCREEN)) { y = GetSystemMetrics(SM_CYSCREEN) - wndH ; if (y<0) y=0; } MoveWindow(hWnd, rc.left, y, wndW, wndH, TRUE); } static void update_window( HWND hWnd) { HDC hDC; HFONT hFont; HFONT hFontOld; PAINTSTRUCT ps; Uint32 i; /* `揀 */ hDC = BeginPaint(hWnd, &ps); hFont = (HFONT)GetStockObject(OEM_FIXED_FONT); hFontOld = (HFONT)SelectObject(hDC, hFont); SetBkColor(hDC, RGB(0,0,0)); SetTextColor(hDC, RGB(224, 224, 224)); /* ̔wih‚Ԃ */ SetBkMode(hDC, OPAQUE); for (i=0; i<_Line; i++) { TextOut(hDC, 0, i*_FontHeight, _pText[i], strlen(_pText[i])); } /* I */ EndPaint(hWnd, &ps); SelectObject(hDC, hFontOld); DeleteObject(hFont); ReleaseDC(hWnd, hDC); } static void add_text( const char* pText, ...) { Uint32 i; va_list ap; char* p; va_start(ap, pText); vsprintf(_pText[_Line++], pText, ap); va_end(ap); // scroll a line if (_Line == N_LINES) { p = _pText[0]; for (i = 1; i < N_LINES; ++i) { _pText[i-1] = _pText[i]; } _pText[N_LINES-1] = p; *p = '\0'; --_Line; } InvalidateRect(_hWnd, NULL, FALSE); //KitaoXV UpdateWindow(_hWnd); } /*----------------------------------------------------------------------------- [joypad_update_state] ͏󋵂XV܂B -----------------------------------------------------------------------------*/ static void joypad_update_state() { int i; HRESULT hResult; for (i = 0; i < _nJoySticks; i++) { // |[OsȂ hResult = _pDIDJoy[i]->Poll(); if (hResult != DI_OK) //sƂ̓ANZX蒼Ă蒼 { _pDIDJoy[i]->Acquire(); _pDIDJoy[i]->Poll(); } // WCXeBbN̏Ԃǂ _pDIDJoy[i]->GetDeviceState(sizeof(DIJOYSTATE2), &_Joystick[i].joyState); // {^̏ԂXV (Ƃ肠 12 ‚̃{^ɑΉ) KitaoXVB16‚̃{^ɑΉ _Joystick[i].buttonState = 0; if (_Joystick[i].joyState.rgbButtons[0] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON1; if (_Joystick[i].joyState.rgbButtons[1] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON2; if (_Joystick[i].joyState.rgbButtons[2] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON3; if (_Joystick[i].joyState.rgbButtons[3] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON4; if (_Joystick[i].joyState.rgbButtons[4] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON5; if (_Joystick[i].joyState.rgbButtons[5] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON6; if (_Joystick[i].joyState.rgbButtons[6] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON7; if (_Joystick[i].joyState.rgbButtons[7] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON8; if (_Joystick[i].joyState.rgbButtons[8] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON9; if (_Joystick[i].joyState.rgbButtons[9] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON10; if (_Joystick[i].joyState.rgbButtons[10] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON11; if (_Joystick[i].joyState.rgbButtons[11] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON12; if (_Joystick[i].joyState.rgbButtons[12] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON13; if (_Joystick[i].joyState.rgbButtons[13] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON14; if (_Joystick[i].joyState.rgbButtons[14] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON15; if (_Joystick[i].joyState.rgbButtons[15] & 0x80) _Joystick[i].buttonState |= INPUT_JOYSTICK_BUTTON16; if (_Joystick[i].joyState.lY < -250) _Joystick[i].buttonState |= INPUT_JOYSTICK_UP; if (_Joystick[i].joyState.lX > +250) _Joystick[i].buttonState |= INPUT_JOYSTICK_RIGHT; if (_Joystick[i].joyState.lY > +250) _Joystick[i].buttonState |= INPUT_JOYSTICK_DOWN; if (_Joystick[i].joyState.lX < -250) _Joystick[i].buttonState |= INPUT_JOYSTICK_LEFT; //KitaoXVBnbgXCb`iAiOΉRg[̏\{^ł悭gjɂΉB if (_Joystick[i].joyState.rgdwPOV[0] == 0) _Joystick[i].buttonState |= INPUT_JOYSTICK_POVUP; if (_Joystick[i].joyState.rgdwPOV[0] == 45*DI_DEGREES) { _Joystick[i].buttonState |= INPUT_JOYSTICK_POVUP; _Joystick[i].buttonState |= INPUT_JOYSTICK_POVRIGHT; } if (_Joystick[i].joyState.rgdwPOV[0] == 90*DI_DEGREES) _Joystick[i].buttonState |= INPUT_JOYSTICK_POVRIGHT; if (_Joystick[i].joyState.rgdwPOV[0] == 135*DI_DEGREES) { _Joystick[i].buttonState |= INPUT_JOYSTICK_POVRIGHT; _Joystick[i].buttonState |= INPUT_JOYSTICK_POVDOWN; } if (_Joystick[i].joyState.rgdwPOV[0] == 180*DI_DEGREES) _Joystick[i].buttonState |= INPUT_JOYSTICK_POVDOWN; if (_Joystick[i].joyState.rgdwPOV[0] == 225*DI_DEGREES) { _Joystick[i].buttonState |= INPUT_JOYSTICK_POVDOWN; _Joystick[i].buttonState |= INPUT_JOYSTICK_POVLEFT; } if (_Joystick[i].joyState.rgdwPOV[0] == 270*DI_DEGREES) _Joystick[i].buttonState |= INPUT_JOYSTICK_POVLEFT; if (_Joystick[i].joyState.rgdwPOV[0] == 315*DI_DEGREES) { _Joystick[i].buttonState |= INPUT_JOYSTICK_POVLEFT; _Joystick[i].buttonState |= INPUT_JOYSTICK_POVUP; } } } //KitaoljBL[{[h̏ԂǂݎčXVB static void keyborad_update_state() { HRESULT hResult; // L[{[h̏Ԃǂ hResult =_pDIDKey->GetDeviceState(256, &_DIKeys); // ǂݎɎs̏ if (hResult != DI_OK) //sƂ̓ANZX蒼Ă蒼 { _pDIDKey->Acquire(); _pDIDKey->GetDeviceState(256, &_DIKeys); } } static BOOL pump_message() { MSG msg; if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } if (_hInstance == NULL) return FALSE; return TRUE; } static BOOL get_button( Sint16* pButton) { Sint16 q,i; //Kitaolj Sint16 theJoystick = -1; //Kitaolj Sint16 theButton = -1; while (theButton < 0) { Sleep(1); if (!pump_message()) return FALSE; //WCXeBbN joypad_update_state(); //WCXeBbN̏Ԃǂ for (q=0; q<=_nJoySticks-1; q++) //KitaoljB‚ȂĂSẴWCXeBbÑ{^󂯕t悤ɂB for (i=0; i<=INPUT_NUM_BUTTON-1; i++) if (_Joystick[q].buttonState & button[i]) //{^Ă { //ꂽ{^܂ő҂ while (_Joystick[q].buttonState & button[i]) { Sleep(1); if (!pump_message()) return FALSE; joypad_update_state(); } theJoystick = q+1; //KitaoljBǂ̃WCXeBbÑ{^ theButton = i; if (theButton <=7) //\L[ornbgXCb` *pButton = (200 + theJoystick*100) + theButton; else //{^ *pButton = (200 + theJoystick*100 +50) + (theButton -8); return TRUE; } //KitaoljBL[{[h keyborad_update_state(); //L[{[h̏Ԃǂ for (i=0; i<=255; i++) if ((_DIKeys[i] & 0x80)&&(i != DIK_ESCAPE)&&(i != DIK_CAPITAL)&&(i != DIK_KANJI)&& //L[ĂiEscCAPS(p/Sp)L[ȊOjBv0.83XV(KiC肪Ƃ܂) (i != DIK_CAPITAL)&&(i != DIK_KANA)) //uCapsLockL[vƁuȃL[vɁB(Ă܂ƃL[󂯕tȂȂ)Bv1.33lj { //ꂽ{^܂ő҂ while (_DIKeys[i] & 0x80) { Sleep(1); if (!pump_message()) return FALSE; keyborad_update_state(); } if (i == DIK_F1) //F1L[ȂݒNA i = -1; *pButton = i; return TRUE; } } return FALSE; } //KitaoXV static BOOL configure( Sint32 mode, //KitaoljB0cʏ̐ݒB1cAːp{^̐ݒB2`c{^̐ݒ Sint32 padID, //KitaoXVBjoyIDpadID(1`5)ցBPCGW̃pbhio[ŊǗ悤ɂB PCEPAD* pPad) { Sint16 up = -1; Sint16 right = -1; Sint16 down = -1; Sint16 left = -1; Sint16 select = -1; Sint16 run = -1; Sint16 buttonI = -1; Sint16 buttonII = -1; Sint16 buttonIII = -1; Sint16 buttonIV = -1; Sint16 buttonV = -1; Sint16 buttonVI = -1; add_text("\n"); switch (mode) { case 0: case 1: //ʏ̐ݒorAːp{^̐ݒ if (JOYPAD_GetConnectSixButton()) //Kitaolj add_text("Setting of Player#%ld for \"6 Button Pad\": (\"Esc\"=Abort \"F1\"=Clear)", padID); else if (JOYPAD_GetConnectThreeButton()) //Kitaolj add_text("Setting of Player#%ld for \"3 Button Pad\": (\"Esc\"=Abort \"F1\"=Clear)", padID); else add_text("Setting of Player#%ld for \"2 Button Pad\": (\"Esc\"=Abort \"F1\"=Clear)", padID); if (mode == 1) { //A˃{^̐ݒ莞B{^T,UɘAːp{^ݒB up = pPad->buttonU; right = pPad->buttonR; down = pPad->buttonD; left = pPad->buttonL; select = pPad->buttonSel; run = pPad->buttonRun; buttonI = pPad->button1; buttonII= pPad->button2; buttonIII=pPad->button3; buttonIV= pPad->button4; add_text("Press a button for \"turbo button I\"..."); if (!get_button(&buttonV)) return FALSE; add_text("Press a button for \"turbo button II\"..."); if (!get_button(&buttonVI)) return FALSE; } else { //ʏ펞 add_text("Press a button for \"UP\"..."); if (!get_button(&up)) return FALSE; add_text("Press a button for \"RIGHT\"..."); if (!get_button(&right)) return FALSE; add_text("Press a button for \"DOWN\"..."); if (!get_button(&down)) return FALSE; add_text("Press a button for \"LEFT\"..."); if (!get_button(&left)) return FALSE; add_text("Press a button for \"SELECT\"..."); if (!get_button(&select)) return FALSE; add_text("Press a button for \"RUN\"..."); if (!get_button(&run)) return FALSE; add_text("Press a button for \"button I\"..."); if (!get_button(&buttonI)) return FALSE; add_text("Press a button for \"button II\"..."); if (!get_button(&buttonII)) return FALSE; if (JOYPAD_GetConnectSixButton()) //Kitaolj { add_text("Press a button for \"button III\"..."); if (!get_button(&buttonIII)) return FALSE; add_text("Press a button for \"button IV\"..."); if (!get_button(&buttonIV)) return FALSE; add_text("Press a button for \"button V\"..."); if (!get_button(&buttonV)) return FALSE; add_text("Press a button for \"button VI\"..."); if (!get_button(&buttonVI)) return FALSE; } else if (JOYPAD_GetConnectThreeButton()) //Kitaolj { add_text("Press a button for \"button III[=RUN]\"..."); if (!get_button(&buttonIII)) return FALSE; add_text("Press a button for \"button IV[=SELECT]\"..."); if (!get_button(&buttonIV)) return FALSE; } } break; case 2: //񂵗p{^̐ݒ add_text("Setting of \"Video Speed Up Button\": (\"Esc\"=Abort \"F1\"=Clear)"); add_text("Press a button for \"Video Speed Up Button\"..."); if (!get_button(&buttonI)) return FALSE; break; case 3: //Xe[gZ[up{^̐ݒ add_text("Setting of \"Save State Button\": (\"Esc\"=Abort \"F1\"=Default[S])"); add_text("Press a button for \"Save State Button\"..."); if (!get_button(&buttonI)) return FALSE; break; case 4: //Xe[g[hp{^̐ݒ add_text("Setting of \"Load State Button\": (\"Esc\"=Abort \"F1\"=Default[L])"); add_text("Press a button for \"Load State Button\"..."); if (!get_button(&buttonI)) return FALSE; break; case 5: //XN[Vbgp{^̐ݒ add_text("Setting of \"Screenshot Button\": (\"Esc\"=Abort \"F1\"=Default[PrintScr])"); add_text("Press a button for \"Screenshot Button\"..."); if (!get_button(&buttonI)) return FALSE; break; case 6: //t@NVp{^̐ݒ add_text("Setting of \"Function Button\": (\"Esc\"=Abort \"F1\"=Clear)"); add_text("Press a button for \"Function Button\"..."); if (!get_button(&buttonI)) return FALSE; break; case 7: //t@NV{^̃Z[u[hp{^̐ݒ add_text("Setting of \"Function SaveState Button\": (\"Esc\"=Abort \"F1\"=Clear)"); add_text("Press a button for \"Function SaveState Button\"..."); if (!get_button(&buttonI)) return FALSE; add_text("Setting of \"Function LoadState Button\": (\"Esc\"=Abort \"F1\"=Clear)"); add_text("Press a button for \"Function LoadState Button\"..."); if (!get_button(&buttonII)) return FALSE; break; case 8: //|[Yp{^̐ݒ add_text("Setting of \"Pause Button\": (\"Esc\"=Abort \"F1\"=Clear)"); add_text("Press a button for \"Pause Button\"..."); if (!get_button(&buttonI)) return FALSE; break; } //KitaoXV pPad->buttonU = up; //L[̐ݒBAXL[R[h(0`255)BWCpbhP(300`399B100{^܂őΉ)BWCpbhQ(400`499)BȉWCpbhT{܂œlB pPad->buttonR = right; //EL[̐ݒ pPad->buttonD = down; //L[̐ݒ pPad->buttonL = left; //L[̐ݒ pPad->buttonSel = select; //Select{^̐ݒ pPad->buttonRun = run; //Run{^̐ݒ pPad->button1 = buttonI; //I{^̐ݒ pPad->button2 = buttonII; //II{^̐ݒ pPad->button3 = buttonIII;//III{^̐ݒ pPad->button4 = buttonIV; //IV{^̐ݒ pPad->button5 = buttonV; //V{^̐ݒ pPad->button6 = buttonVI; //VI{^̐ݒ return TRUE; } static LRESULT CALLBACK padconfig_wnd_proc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { int i; switch(uMsg) { case WM_CREATE: EnableWindow(WINMAIN_GetHwnd(), FALSE);//KitaoljBCEChE𖳌ă[_ɁB _FontWidth = get_font_width(hWnd); _FontHeight = get_font_height(hWnd); set_window_size(hWnd); break; case WM_PAINT: update_window(hWnd); _bWindowCreated = TRUE; //v0.74lj break; case WM_ACTIVATE: //Kitaolj if (wParam != 0) //ANeBuɂȂƂ { //DirectInput̃ANZX𓾂 //L[{[h if (_pDIDKey != NULL) _pDIDKey->Acquire(); //WCXeBbN for (i = 0; i < _nJoySticks; ++i) if (_pDIDJoy[i] != NULL) _pDIDJoy[i]->Acquire(); } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) PostMessage(hWnd, WM_CLOSE, 0, 0); break; case WM_CLOSE: PADCONFIG_Deinit(); break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } //KitaoljBJoyStickfoCX̎擾R[obN֐ static BOOL CALLBACK DIEnumAxisCallback( LPCDIDEVICEOBJECTINSTANCE lpddi, LPVOID pvRef) { DIPROPRANGE diDR; DIPROPDWORD diDD; //‚̐ݒB ZeroMemory(&diDR, sizeof(diDR)); diDR.diph.dwSize = sizeof(diDR); diDR.diph.dwHeaderSize = sizeof(diDR.diph); diDR.diph.dwHow = DIPH_BYID; diDR.diph.dwObj = lpddi->dwType; diDR.lMin = -1000; diDR.lMax = +1000; _pDIDJoy[_nJoySticks]->SetProperty(DIPROP_RANGE, &diDR.diph); //ΎɐݒB ZeroMemory(&diDD, sizeof(diDD)); diDD.diph.dwSize = sizeof(diDD); diDD.diph.dwHeaderSize = sizeof(diDD.diph); diDD.diph.dwHow = DIPH_DEVICE; diDD.dwData = DIPROPAXISMODE_ABS; _pDIDJoy[_nJoySticks]->SetProperty(DIPROP_AXISMODE, &diDD.diph); //fbh][0ɐݒBfW^pbhłLBDirectX7ȍ~łłԔǂȂBKitaolj ZeroMemory(&diDD, sizeof(diDD)); diDD.diph.dwSize = sizeof(diDD); diDD.diph.dwHeaderSize = sizeof(diDD.diph); diDD.diph.dwHow = DIPH_DEVICE; diDD.dwData = 0; _pDIDJoy[_nJoySticks]->SetProperty(DIPROP_DEADZONE, &diDD.diph); //Oa][őɁBKitaolj ZeroMemory(&diDD, sizeof(diDD)); diDD.diph.dwSize = sizeof(diDD); diDD.diph.dwHeaderSize = sizeof(diDD.diph); diDD.diph.dwHow = DIPH_DEVICE; diDD.dwData = 10000; _pDIDJoy[_nJoySticks]->SetProperty(DIPROP_SATURATION, &diDD.diph); return DIENUM_CONTINUE; //̎T } static BOOL CALLBACK DIEnumDevicesCallback( LPCDIDEVICEINSTANCE lpddi, LPVOID pvRef) { HRESULT hResult; LPDIRECTINPUTDEVICE pDIDJoy; //Kitaolj DIPROPDWORD diDD; //‚WCXeBbNfoCX쐬 hResult = _pDI->CreateDevice(lpddi->guidInstance, &pDIDJoy, NULL); if(hResult != DI_OK) return DIENUM_CONTINUE; //s璆~ĎT //KitaoljBDirectInputDevice2ɊgĂ悤ɂijB pDIDJoy->QueryInterface(IID_IDirectInputDevice8, (LPVOID*)&_pDIDJoy[_nJoySticks]); pDIDJoy->Release(); //f[^tH[}bgݒ肷 _pDIDJoy[_nJoySticks]->SetDataFormat(&c_dfDIJoystick2); //obt@ŏɁBǂȂBKitaolj ZeroMemory(&diDD, sizeof(diDD)); diDD.diph.dwSize = sizeof(diDD); diDD.diph.dwHeaderSize = sizeof(diDD.diph); diDD.diph.dwHow = DIPH_DEVICE; diDD.dwData = 1; _pDIDJoy[_nJoySticks]->SetProperty(DIPROP_BUFFERSIZE, &diDD.diph); //xw肷 KitaoXVBݒDISCL_NONEXCLUSIVEɁobNOEhł”\ɂB _pDIDJoy[_nJoySticks]->SetCooperativeLevel(_hWnd, DISCL_NONEXCLUSIVE | DISCL_BACKGROUND); //JoyStickfoCX̎񋓂BKitaolj _pDIDJoy[_nJoySticks]->EnumObjects(DIEnumAxisCallback, NULL, DIDFT_AXIS); _nJoySticks++; //Rg[5ŒoꂽI if(_nJoySticks==N_MAXJOYSTICK) return DIENUM_STOP; //񋓂I else return DIENUM_CONTINUE; //̃foCXT } //KitaoXVBL[{[hɂΉBWCXeBbNDȃWCXeBbNDȔԍŎg悤ɂB static BOOL padconfig_main() { WNDCLASS wc; HWND hWnd; BOOL bOk; HRESULT hResult; int i; RECT rc; ZeroMemory(&wc, sizeof(wc)); wc.style = 0; wc.lpfnWndProc = padconfig_wnd_proc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = _hInstance; wc.hIcon = LoadIcon(_hInstance, MAKEINTRESOURCE(OOTAKEICON)); //ACRǂݍ݁Bv2.00XV wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wc.lpszMenuName = ""; wc.lpszClassName = _pCaption; if (RegisterClass(&wc) == 0) return FALSE; _bWindowCreated = FALSE; //Kitaolj hWnd = CreateWindow( _pCaption, _pCaption, WS_MINIMIZEBOX | WS_SYSMENU | WS_CAPTION, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, NULL, NULL, _hInstance, NULL ); if (hWnd == NULL) return FALSE; _hWnd = hWnd; CloseWindow(WINMAIN_GetHwnd());//CEBhEŏ ShowWindow(hWnd, SW_SHOWNORMAL); UpdateWindow(hWnd); GetWindowRect(hWnd, &rc); SetWindowPos(hWnd, HWND_TOP, rc.left, rc.top, rc.right - rc.left, rc.bottom - rc.top, SWP_FRAMECHANGED); //̃EBhEuɎOɕ\v while (_bWindowCreated == FALSE) //EBhE̐܂ő҂Bv0.74 Sleep(1); ImmAssociateContext(hWnd, 0); //KitaoljBIME𖳌ɂBv0.79 //ȉKitaoljB //WindowsWCXeBbNp̕ϐ _nJoySticks = 0; ZeroMemory(_Joystick, sizeof(_Joystick)); // DirectInputC^[tF[X擾 if (DirectInput8Create(WINMAIN_GetHInstance(), DIRECTINPUT_VERSION, IID_IDirectInput8A, (void**)&_pDI, NULL) != DI_OK) return FALSE; //L[{[hfoCX擾 if (_pDI->CreateDevice(GUID_SysKeyboard, &_pDIDKey, NULL) != DI_OK) return FALSE; //f[^tH[}bgݒ肷 if (_pDIDKey->SetDataFormat(&c_dfDIKeyboard) != DI_OK) return FALSE; //xw肷 hResult=_pDIDKey->SetCooperativeLevel(hWnd, DISCL_NONEXCLUSIVE | DISCL_BACKGROUND); //L[{[h̃ANZX𓾂ĂB _pDIDKey->Acquire(); //JoyStickfoCX񋓂 _pDI->EnumDevices(DI8DEVCLASS_GAMECTRL, DIEnumDevicesCallback, NULL, DIEDFL_ATTACHEDONLY); if (_nJoySticks == 0) add_text("PADCONFIG: No supported joystick found."); else add_text("PADCONFIG: %ld joystick(s) found.", _nJoySticks); //ŏɃANZX𓾂ĂB for (i = 0; i < _nJoySticks; i++) _pDIDJoy[i]->Acquire(); //͐ݒ bOk = configure(_Mode, _PadID, _pPad); if (bOk) _SetOk = 1; //ݒ芮̈ PostMessage(hWnd, WM_CLOSE, 0, 0); return bOk; } //KitaoXVBlvĈƂL[{[h̃{^g悤ɂB BOOL PADCONFIG_Init( HINSTANCE hInstance, Sint32 mode, //KitaoljB0cʏ̐ݒB1cAːp{^̐ݒB2c񂵗p{^̐ݒB3cXe[gZ[up{^̐ݒB4cXe[g[hp{^̐ݒB5cXN[Vbgp{^̐ݒB // 6ct@NVp{^̐ݒB7ct@NV{^̃Xe[gZ[u[hp{^̐ݒB8c|[Yp{^̐ݒB Sint32 padID, PCEPAD* pPad, Sint32* setOk) { int i; _hInstance = hInstance; _Line = 0; _Mode = mode; _PadID = padID; _pPad = pPad; _pSetOk = setOk; _SetOk = -1; //LZ for (i=0; i<N_LINES; i++) _pText[i] = _Text[i]; return padconfig_main(); } void PADCONFIG_Deinit() { int i; if (_hInstance != NULL) { if (_pDIDKey != NULL) { _pDIDKey->Unacquire(); _pDIDKey->Release(); _pDIDKey = NULL; } for (i = 0; i < N_MAXJOYSTICK; ++i) { if (_pDIDJoy[i] != NULL) { _pDIDJoy[i]->Unacquire(); _pDIDJoy[i]->Release(); _pDIDJoy[i] = NULL; } } if (_pDI != NULL) { _pDI->Release(); _pDI = NULL; } DestroyWindow(_hWnd); _hWnd = NULL; UnregisterClass(_pCaption, _hInstance); _hInstance = NULL; //CEBhEɃtH[JX߂̑傫ɁB EnableWindow(WINMAIN_GetHwnd(), TRUE); OpenIcon(WINMAIN_GetHwnd()); *_pSetOk = _SetOk; //߂lݒB̏uԂɃCEBhE͓oB } }
412
0.874183
1
0.874183
game-dev
MEDIA
0.734706
game-dev,drivers
0.510654
1
0.510654
KhronosGroup/glTF-CSharp-Loader
6,597
glTFLoader/Schema/BufferView.cs
//------------------------------------------------------------------------------ // <auto-generated> // This code was generated by a tool. // Runtime Version:4.0.30319.42000 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // </auto-generated> //------------------------------------------------------------------------------ namespace glTFLoader.Schema { using System.Linq; using System.Runtime.Serialization; public class BufferView { /// <summary> /// Backing field for Buffer. /// </summary> private int m_buffer; /// <summary> /// Backing field for ByteOffset. /// </summary> private int m_byteOffset = 0; /// <summary> /// Backing field for ByteLength. /// </summary> private int m_byteLength; /// <summary> /// Backing field for ByteStride. /// </summary> private System.Nullable<int> m_byteStride; /// <summary> /// Backing field for Target. /// </summary> private System.Nullable<TargetEnum> m_target; /// <summary> /// Backing field for Name. /// </summary> private string m_name; /// <summary> /// Backing field for Extensions. /// </summary> private System.Collections.Generic.Dictionary<string, object> m_extensions; /// <summary> /// Backing field for Extras. /// </summary> private Extras m_extras; /// <summary> /// The index of the buffer. /// </summary> [Newtonsoft.Json.JsonRequiredAttribute()] [Newtonsoft.Json.JsonPropertyAttribute("buffer")] public int Buffer { get { return this.m_buffer; } set { if ((value < 0)) { throw new System.ArgumentOutOfRangeException("Buffer", value, "Expected value to be greater than or equal to 0"); } this.m_buffer = value; } } /// <summary> /// The offset into the buffer in bytes. /// </summary> [Newtonsoft.Json.JsonPropertyAttribute("byteOffset")] public int ByteOffset { get { return this.m_byteOffset; } set { if ((value < 0)) { throw new System.ArgumentOutOfRangeException("ByteOffset", value, "Expected value to be greater than or equal to 0"); } this.m_byteOffset = value; } } /// <summary> /// The length of the bufferView in bytes. /// </summary> [Newtonsoft.Json.JsonRequiredAttribute()] [Newtonsoft.Json.JsonPropertyAttribute("byteLength")] public int ByteLength { get { return this.m_byteLength; } set { if ((value < 1)) { throw new System.ArgumentOutOfRangeException("ByteLength", value, "Expected value to be greater than or equal to 1"); } this.m_byteLength = value; } } /// <summary> /// The stride, in bytes. /// </summary> [Newtonsoft.Json.JsonPropertyAttribute("byteStride")] public System.Nullable<int> ByteStride { get { return this.m_byteStride; } set { if ((value < 4)) { throw new System.ArgumentOutOfRangeException("ByteStride", value, "Expected value to be greater than or equal to 4"); } if ((value > 252)) { throw new System.ArgumentOutOfRangeException("ByteStride", value, "Expected value to be less than or equal to 252"); } this.m_byteStride = value; } } /// <summary> /// The hint representing the intended GPU buffer type to use with this buffer view. /// </summary> [Newtonsoft.Json.JsonPropertyAttribute("target")] public System.Nullable<TargetEnum> Target { get { return this.m_target; } set { this.m_target = value; } } /// <summary> /// The user-defined name of this object. /// </summary> [Newtonsoft.Json.JsonPropertyAttribute("name")] public string Name { get { return this.m_name; } set { this.m_name = value; } } /// <summary> /// JSON object with extension-specific objects. /// </summary> [Newtonsoft.Json.JsonPropertyAttribute("extensions")] public System.Collections.Generic.Dictionary<string, object> Extensions { get { return this.m_extensions; } set { this.m_extensions = value; } } /// <summary> /// Application-specific data. /// </summary> [Newtonsoft.Json.JsonPropertyAttribute("extras")] public Extras Extras { get { return this.m_extras; } set { this.m_extras = value; } } public bool ShouldSerializeByteOffset() { return ((m_byteOffset == 0) == false); } public bool ShouldSerializeByteStride() { return ((m_byteStride == null) == false); } public bool ShouldSerializeTarget() { return ((m_target == null) == false); } public bool ShouldSerializeName() { return ((m_name == null) == false); } public bool ShouldSerializeExtensions() { return ((m_extensions == null) == false); } public bool ShouldSerializeExtras() { return ((m_extras == null) == false); } public enum TargetEnum { ARRAY_BUFFER = 34962, ELEMENT_ARRAY_BUFFER = 34963, } } }
412
0.882334
1
0.882334
game-dev
MEDIA
0.40677
game-dev
0.890821
1
0.890821
JasonCian/Millenaire-rewrite
39,526
reference/OldSource/java/org/millenaire/common/village/BuildingResManager.java
package org.millenaire.common.village; import java.io.IOException; import java.util.HashMap; import java.util.List; import java.util.concurrent.ConcurrentHashMap; import java.util.concurrent.CopyOnWriteArrayList; import net.minecraft.block.Block; import net.minecraft.block.BlockCocoa; import net.minecraft.block.BlockOldLog; import net.minecraft.block.BlockPlanks; import net.minecraft.block.properties.IProperty; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.init.Items; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTBase; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.network.PacketBuffer; import net.minecraft.util.ResourceLocation; import org.millenaire.common.block.BlockSilkWorm; import org.millenaire.common.block.BlockSnailSoil; import org.millenaire.common.block.MillBlocks; import org.millenaire.common.config.MillConfigValues; import org.millenaire.common.entity.TileEntityLockedChest; import org.millenaire.common.forge.Mill; import org.millenaire.common.item.InvItem; import org.millenaire.common.network.StreamReadWrite; import org.millenaire.common.utilities.BlockItemUtilities; import org.millenaire.common.utilities.MillCommonUtilities; import org.millenaire.common.utilities.MillLog; import org.millenaire.common.utilities.Point; import org.millenaire.common.utilities.WorldUtilities; public class BuildingResManager { public CopyOnWriteArrayList<Point> brickspot = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> chests = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> fishingspots = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> sugarcanesoils = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> healingspots = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> furnaces = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> firepits = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> brewingStands = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> signs = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> banners = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> cultureBanners = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<CopyOnWriteArrayList<Point>> sources = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<IBlockState> sourceTypes = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<CopyOnWriteArrayList<Point>> spawns = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<ResourceLocation> spawnTypes = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<CopyOnWriteArrayList<Point>> mobSpawners = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<ResourceLocation> mobSpawnerTypes = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<CopyOnWriteArrayList<Point>> soils = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<ResourceLocation> soilTypes = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> stalls = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> woodspawn = new CopyOnWriteArrayList<>(); public ConcurrentHashMap<Point, String> woodspawnTypes = new ConcurrentHashMap<>(); public CopyOnWriteArrayList<Point> netherwartsoils = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> silkwormblock = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> snailsoilblock = new CopyOnWriteArrayList<>(); public CopyOnWriteArrayList<Point> dispenderUnknownPowder = new CopyOnWriteArrayList<>(); private Point sleepingPos = null; private Point sellingPos = null; private Point craftingPos = null; private Point defendingPos = null; private Point shelterPos = null; private Point pathStartPos = null; private Point leasurePos = null; private final Building building; public BuildingResManager(Building b) { this.building = b; } public void addMobSpawnerPoint(ResourceLocation type, Point p) { if (!this.mobSpawnerTypes.contains(type)) { CopyOnWriteArrayList<Point> spawnsPoint = new CopyOnWriteArrayList<>(); spawnsPoint.add(p); this.mobSpawners.add(spawnsPoint); this.mobSpawnerTypes.add(type); } else { for (int i = 0; i < this.mobSpawnerTypes.size(); i++) { if (((ResourceLocation)this.mobSpawnerTypes.get(i)).equals(type) && !((CopyOnWriteArrayList)this.mobSpawners.get(i)).contains(p)) ((CopyOnWriteArrayList<Point>)this.mobSpawners.get(i)).add(p); } } } public void addSoilPoint(ResourceLocation type, Point p) { if (!this.soilTypes.contains(type)) { CopyOnWriteArrayList<Point> spawnsPoint = new CopyOnWriteArrayList<>(); spawnsPoint.add(p); this.soils.add(spawnsPoint); this.soilTypes.add(type); } else { for (int i = 0; i < this.soilTypes.size(); i++) { if (((ResourceLocation)this.soilTypes.get(i)).equals(type) && !((CopyOnWriteArrayList)this.soils.get(i)).contains(p)) ((CopyOnWriteArrayList<Point>)this.soils.get(i)).add(p); } } } public void addSourcePoint(IBlockState blockState, Point p) { if (!this.sourceTypes.contains(blockState)) { CopyOnWriteArrayList<Point> spawnsPoint = new CopyOnWriteArrayList<>(); spawnsPoint.add(p); this.sources.add(spawnsPoint); this.sourceTypes.add(blockState); } else { for (int i = 0; i < this.sourceTypes.size(); i++) { if (((IBlockState)this.sourceTypes.get(i)).equals(blockState) && !((CopyOnWriteArrayList)this.sources.get(i)).contains(p)) ((CopyOnWriteArrayList<Point>)this.sources.get(i)).add(p); } } } public void addSpawnPoint(ResourceLocation type, Point p) { if (!this.spawnTypes.contains(type)) { CopyOnWriteArrayList<Point> spawnsPoint = new CopyOnWriteArrayList<>(); spawnsPoint.add(p); this.spawns.add(spawnsPoint); this.spawnTypes.add(type); } else { for (int i = 0; i < this.spawnTypes.size(); i++) { if (((ResourceLocation)this.spawnTypes.get(i)).equals(type) && !((CopyOnWriteArrayList)this.spawns.get(i)).contains(p)) ((CopyOnWriteArrayList<Point>)this.spawns.get(i)).add(p); } } } public HashMap<InvItem, Integer> getChestsContent() { HashMap<InvItem, Integer> contents = new HashMap<>(); for (Point p : this.chests) { TileEntityLockedChest chest = p.getMillChest(this.building.world); if (chest != null) for (int i = 0; i < chest.getSizeInventory(); i++) { ItemStack stack = chest.getStackInSlot(i); if (stack != null && stack.getItem() != Items.AIR) { InvItem key = InvItem.createInvItem(stack); if (stack != null) if (contents.containsKey(key)) { contents.put(key, Integer.valueOf(stack.getCount() + ((Integer)contents.get(key)).intValue())); } else { contents.put(key, Integer.valueOf(stack.getCount())); } } } } return contents; } public Point getCocoaHarvestLocation() { for (int i = 0; i < this.soilTypes.size(); i++) { if (((ResourceLocation)this.soilTypes.get(i)).equals(Mill.CROP_CACAO)) for (Point p : this.soils.get(i)) { IBlockState state = p.getBlockActualState(this.building.world); if (state.getBlock() == Blocks.COCOA && ( (Integer)state.getValue((IProperty)BlockCocoa.AGE)).intValue() >= 2) return p; } } return null; } public Point getCocoaPlantingLocation() { for (int i = 0; i < this.soilTypes.size(); i++) { if (((ResourceLocation)this.soilTypes.get(i)).equals(Mill.CROP_CACAO)) for (Point p : this.soils.get(i)) { if (p.getBlock(this.building.world) == Blocks.AIR) { if (p.getNorth().getBlock(this.building.world) == Blocks.LOG && isBlockJungleWood(p.getNorth().getBlockActualState(this.building.world))) return p; if (p.getEast().getBlock(this.building.world) == Blocks.LOG && isBlockJungleWood(p.getEast().getBlockActualState(this.building.world))) return p; if (p.getSouth().getBlock(this.building.world) == Blocks.LOG && isBlockJungleWood(p.getSouth().getBlockActualState(this.building.world))) return p; if (p.getWest().getBlock(this.building.world) == Blocks.LOG && isBlockJungleWood(p.getWest().getBlockActualState(this.building.world))) return p; } } } return null; } public Point getCraftingPos() { if (this.craftingPos != null) return this.craftingPos; if (this.sellingPos != null) return this.sellingPos; return this.sleepingPos; } public Point getDefendingPos() { if (this.defendingPos != null) return this.defendingPos; if (this.sellingPos != null) return this.sellingPos; return this.sleepingPos; } public Point getEmptyBrickLocation() { if (this.brickspot.size() == 0) return null; for (int i = 0; i < this.brickspot.size(); i++) { Point p = this.brickspot.get(i); if (WorldUtilities.getBlock(this.building.world, p) == Blocks.AIR) return p; } return null; } public Point getFullBrickLocation() { if (this.brickspot.size() == 0) return null; for (int i = 0; i < this.brickspot.size(); i++) { Point p = this.brickspot.get(i); if (WorldUtilities.getBlockState(this.building.world, p) == MillBlocks.BS_MUD_BRICK) return p; } return null; } public Point getLeasurePos() { if (this.leasurePos != null) return this.leasurePos; return getSellingPos(); } public int getNbEmptyBrickLocation() { if (this.brickspot.size() == 0) return 0; int nb = 0; for (int i = 0; i < this.brickspot.size(); i++) { Point p = this.brickspot.get(i); if (WorldUtilities.getBlock(this.building.world, p) == Blocks.AIR) nb++; } return nb; } public int getNbFullBrickLocation() { if (this.brickspot.size() == 0) return 0; int nb = 0; for (int i = 0; i < this.brickspot.size(); i++) { Point p = this.brickspot.get(i); if (WorldUtilities.getBlockState(this.building.world, p) == MillBlocks.BS_MUD_BRICK) nb++; } return nb; } public int getNbNetherWartHarvestLocation() { if (this.netherwartsoils.size() == 0) return 0; int nb = 0; for (int i = 0; i < this.netherwartsoils.size(); i++) { Point p = this.netherwartsoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getAbove()) == Blocks.NETHER_WART && WorldUtilities.getBlockMeta(this.building.world, p.getAbove()) >= 3) nb++; } return nb; } public int getNbNetherWartPlantingLocation() { if (this.netherwartsoils.size() == 0) return 0; int nb = 0; for (int i = 0; i < this.netherwartsoils.size(); i++) { Point p = this.netherwartsoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getAbove()) == Blocks.AIR) nb++; } return nb; } public int getNbSilkWormHarvestLocation() { if (this.silkwormblock.size() == 0) return 0; int nb = 0; for (int i = 0; i < this.silkwormblock.size(); i++) { Point p = this.silkwormblock.get(i); if (WorldUtilities.getBlockState(this.building.world, p) == MillBlocks.SILK_WORM.getDefaultState() .withProperty((IProperty)BlockSilkWorm.PROGRESS, (Comparable)BlockSilkWorm.EnumType.SILKWORMFULL)) nb++; } return nb; } public int getNbSnailSoilHarvestLocation() { if (this.snailsoilblock.size() == 0) return 0; int nb = 0; for (int i = 0; i < this.snailsoilblock.size(); i++) { Point p = this.snailsoilblock.get(i); if (WorldUtilities.getBlockState(this.building.world, p) == MillBlocks.SNAIL_SOIL.getDefaultState().withProperty((IProperty)BlockSnailSoil.PROGRESS, (Comparable)BlockSnailSoil.EnumType.SNAIL_SOIL_FULL)) nb++; } return nb; } public int getNbSugarCaneHarvestLocation() { if (this.sugarcanesoils.size() == 0) return 0; int nb = 0; for (int i = 0; i < this.sugarcanesoils.size(); i++) { Point p = this.sugarcanesoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getRelative(0.0D, 2.0D, 0.0D)) == Blocks.REEDS) nb++; } return nb; } public int getNbSugarCanePlantingLocation() { if (this.sugarcanesoils.size() == 0) return 0; int nb = 0; for (int i = 0; i < this.sugarcanesoils.size(); i++) { Point p = this.sugarcanesoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getAbove()) == Blocks.AIR) nb++; } return nb; } public Point getNetherWartsHarvestLocation() { if (this.netherwartsoils.size() == 0) return null; int start = MillCommonUtilities.randomInt(this.netherwartsoils.size()); int i; for (i = start; i < this.netherwartsoils.size(); i++) { Point p = this.netherwartsoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getAbove()) == Blocks.NETHER_WART && WorldUtilities.getBlockMeta(this.building.world, p.getAbove()) == 3) return p; } for (i = 0; i < start; i++) { Point p = this.netherwartsoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getAbove()) == Blocks.NETHER_WART && WorldUtilities.getBlockMeta(this.building.world, p.getAbove()) == 3) return p; } return null; } public Point getNetherWartsPlantingLocation() { if (this.netherwartsoils.size() == 0) return null; int start = MillCommonUtilities.randomInt(this.netherwartsoils.size()); int i; for (i = start; i < this.netherwartsoils.size(); i++) { Point p = this.netherwartsoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getAbove()) == Blocks.AIR && WorldUtilities.getBlock(this.building.world, p) == Blocks.SOUL_SAND) return p; } for (i = 0; i < start; i++) { Point p = this.netherwartsoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getAbove()) == Blocks.AIR && WorldUtilities.getBlock(this.building.world, p) == Blocks.SOUL_SAND) return p; } return null; } public Point getPathStartPos() { if (this.pathStartPos != null) return this.pathStartPos; return getSellingPos(); } public Point getPlantingLocation() { for (Point p : this.woodspawn) { Block block = WorldUtilities.getBlock(this.building.world, p); if (block == Blocks.AIR || block == Blocks.SNOW_LAYER || ( BlockItemUtilities.isBlockDecorativePlant(block) && !(block instanceof net.minecraft.block.BlockSapling) && !(block instanceof org.millenaire.common.block.BlockMillSapling))) return p; } return null; } public String getPlantingLocationType(Point target) { return this.woodspawnTypes.get(target); } public Point getSellingPos() { if (this.sellingPos != null) return this.sellingPos; return this.sleepingPos; } public Point getShelterPos() { if (this.shelterPos != null) return this.shelterPos; return this.sleepingPos; } public Point getSilkwormHarvestLocation() { if (this.silkwormblock.size() == 0) return null; int start = MillCommonUtilities.randomInt(this.silkwormblock.size()); int i; for (i = start; i < this.silkwormblock.size(); i++) { Point p = this.silkwormblock.get(i); if (WorldUtilities.getBlockState(this.building.world, p) == MillBlocks.SILK_WORM.getDefaultState() .withProperty((IProperty)BlockSilkWorm.PROGRESS, (Comparable)BlockSilkWorm.EnumType.SILKWORMFULL)) return p; } for (i = 0; i < start; i++) { Point p = this.silkwormblock.get(i); if (WorldUtilities.getBlockState(this.building.world, p) == MillBlocks.SILK_WORM.getDefaultState() .withProperty((IProperty)BlockSilkWorm.PROGRESS, (Comparable)BlockSilkWorm.EnumType.SILKWORMFULL)) return p; } return null; } public Point getSleepingPos() { return this.sleepingPos; } public Point getSnailSoilHarvestLocation() { if (this.snailsoilblock.size() == 0) return null; int start = MillCommonUtilities.randomInt(this.snailsoilblock.size()); int i; for (i = start; i < this.snailsoilblock.size(); i++) { Point p = this.snailsoilblock.get(i); if (WorldUtilities.getBlockState(this.building.world, p) == MillBlocks.SNAIL_SOIL.getDefaultState().withProperty((IProperty)BlockSnailSoil.PROGRESS, (Comparable)BlockSnailSoil.EnumType.SNAIL_SOIL_FULL)) return p; } for (i = 0; i < start; i++) { Point p = this.snailsoilblock.get(i); if (WorldUtilities.getBlockState(this.building.world, p) == MillBlocks.SNAIL_SOIL.getDefaultState().withProperty((IProperty)BlockSnailSoil.PROGRESS, (Comparable)BlockSnailSoil.EnumType.SNAIL_SOIL_FULL)) return p; } return null; } public List<Point> getSoilPoints(ResourceLocation type) { for (int i = 0; i < this.soilTypes.size(); i++) { if (((ResourceLocation)this.soilTypes.get(i)).equals(type)) return this.soils.get(i); } return null; } public Point getSugarCaneHarvestLocation() { if (this.sugarcanesoils.size() == 0) return null; int start = MillCommonUtilities.randomInt(this.sugarcanesoils.size()); int i; for (i = start; i < this.sugarcanesoils.size(); i++) { Point p = this.sugarcanesoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getRelative(0.0D, 2.0D, 0.0D)) == Blocks.REEDS) return p; } for (i = 0; i < start; i++) { Point p = this.sugarcanesoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getRelative(0.0D, 2.0D, 0.0D)) == Blocks.REEDS) return p; } return null; } public Point getSugarCanePlantingLocation() { if (this.sugarcanesoils.size() == 0) return null; int start = MillCommonUtilities.randomInt(this.sugarcanesoils.size()); int i; for (i = start; i < this.sugarcanesoils.size(); i++) { Point p = this.sugarcanesoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getAbove()) == Blocks.AIR) return p; } for (i = 0; i < start; i++) { Point p = this.sugarcanesoils.get(i); if (WorldUtilities.getBlock(this.building.world, p.getAbove()) == Blocks.AIR) return p; } return null; } private boolean isBlockJungleWood(IBlockState state) { return (state.getValue((IProperty)BlockOldLog.VARIANT) == BlockPlanks.EnumType.JUNGLE); } public void readDataStream(PacketBuffer ds) throws IOException { this.chests = StreamReadWrite.readPointList(ds); this.furnaces = StreamReadWrite.readPointList(ds); this.firepits = StreamReadWrite.readPointList(ds); this.signs = StreamReadWrite.readPointList(ds); this.stalls = StreamReadWrite.readPointList(ds); this.banners = StreamReadWrite.readPointList(ds); this.cultureBanners = StreamReadWrite.readPointList(ds); for (Point p : this.chests) { TileEntityLockedChest chest = p.getMillChest(this.building.mw.world); if (chest != null) chest.buildingPos = this.building.getPos(); } } public void readFromNBT(NBTTagCompound nbttagcompound) { this.sleepingPos = Point.read(nbttagcompound, "spawnPos"); this.sellingPos = Point.read(nbttagcompound, "sellingPos"); this.craftingPos = Point.read(nbttagcompound, "craftingPos"); this.defendingPos = Point.read(nbttagcompound, "defendingPos"); this.shelterPos = Point.read(nbttagcompound, "shelterPos"); this.pathStartPos = Point.read(nbttagcompound, "pathStartPos"); this.leasurePos = Point.read(nbttagcompound, "leasurePos"); if (this.sleepingPos == null) this.sleepingPos = this.building.getPos().getAbove(); NBTTagList nbttaglist = nbttagcompound.getTagList("chests", 10); int i; for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null && !this.chests.contains(p)) this.chests.add(p); } if (!this.chests.contains(this.building.getPos())) this.chests.add(0, this.building.getPos()); nbttaglist = nbttagcompound.getTagList("furnaces", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.furnaces.add(p); } nbttaglist = nbttagcompound.getTagList("firepits", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.firepits.add(p); } nbttaglist = nbttagcompound.getTagList("brewingStands", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.brewingStands.add(p); } nbttaglist = nbttagcompound.getTagList("banners", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.banners.add(p); } nbttaglist = nbttagcompound.getTagList("culturebanners", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.cultureBanners.add(p); } nbttaglist = nbttagcompound.getTagList("signs", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); this.signs.add(p); } nbttaglist = nbttagcompound.getTagList("netherwartsoils", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.netherwartsoils.add(p); } nbttaglist = nbttagcompound.getTagList("silkwormblock", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.silkwormblock.add(p); } nbttaglist = nbttagcompound.getTagList("snailsoilblock", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.snailsoilblock.add(p); } nbttaglist = nbttagcompound.getTagList("sugarcanesoils", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.sugarcanesoils.add(p); } nbttaglist = nbttagcompound.getTagList("fishingspots", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.fishingspots.add(p); } nbttaglist = nbttagcompound.getTagList("healingspots", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.healingspots.add(p); } nbttaglist = nbttagcompound.getTagList("stalls", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.stalls.add(p); } nbttaglist = nbttagcompound.getTagList("woodspawn", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) { this.woodspawn.add(p); String type = nbttagcompound1.getString("type"); if (type != null) this.woodspawnTypes.put(p, type); } } nbttaglist = nbttagcompound.getTagList("brickspot", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); Point p = Point.read(nbttagcompound1, "pos"); if (p != null) this.brickspot.add(p); } nbttaglist = nbttagcompound.getTagList("spawns", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); ResourceLocation spawnType = new ResourceLocation(nbttagcompound1.getString("type")); this.spawnTypes.add(spawnType); CopyOnWriteArrayList<Point> v = new CopyOnWriteArrayList<>(); NBTTagList nbttaglist2 = nbttagcompound1.getTagList("points", 10); for (int j = 0; j < nbttaglist2.tagCount(); j++) { NBTTagCompound nbttagcompound2 = nbttaglist2.getCompoundTagAt(j); Point p = Point.read(nbttagcompound2, "pos"); if (p != null) { v.add(p); if (MillConfigValues.LogHybernation >= 2) MillLog.minor(this, "Loaded spawn point: " + p); } } this.spawns.add(v); if (MillConfigValues.LogHybernation >= 2) MillLog.minor(this, "Loaded " + v.size() + " spawn points for " + this.spawnTypes.get(i)); } nbttaglist = nbttagcompound.getTagList("mobspawns", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); this.mobSpawnerTypes.add(new ResourceLocation(nbttagcompound1.getString("type"))); CopyOnWriteArrayList<Point> v = new CopyOnWriteArrayList<>(); NBTTagList nbttaglist2 = nbttagcompound1.getTagList("points", 10); for (int j = 0; j < nbttaglist2.tagCount(); j++) { NBTTagCompound nbttagcompound2 = nbttaglist2.getCompoundTagAt(j); Point p = Point.read(nbttagcompound2, "pos"); if (p != null) { v.add(p); if (MillConfigValues.LogHybernation >= 2) MillLog.minor(this, "Loaded spawn point: " + p); } } this.mobSpawners.add(v); if (MillConfigValues.LogHybernation >= 2) MillLog.minor(this, "Loaded " + v.size() + " mob spawn points for " + this.spawnTypes.get(i)); } nbttaglist = nbttagcompound.getTagList("sources", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); if (nbttagcompound1.hasKey("block_rl")) { Block block = Block.getBlockFromName(nbttagcompound1.getString("block_rl")); int meta = nbttagcompound1.getInteger("block_meta"); IBlockState blockState = block.getStateFromMeta(meta); this.sourceTypes.add(blockState); } else { int blockId = nbttagcompound1.getInteger("type"); this.sourceTypes.add(Block.getBlockById(blockId).getDefaultState()); } CopyOnWriteArrayList<Point> v = new CopyOnWriteArrayList<>(); NBTTagList nbttaglist2 = nbttagcompound1.getTagList("points", 10); for (int j = 0; j < nbttaglist2.tagCount(); j++) { NBTTagCompound nbttagcompound2 = nbttaglist2.getCompoundTagAt(j); Point p = Point.read(nbttagcompound2, "pos"); if (p != null) { v.add(p); if (MillConfigValues.LogHybernation >= 3) MillLog.debug(this, "Loaded source point: " + p); } } this.sources.add(v); if (MillConfigValues.LogHybernation >= 1) MillLog.debug(this, "Loaded " + v.size() + " sources points for " + ((IBlockState)this.sourceTypes.get(i)).toString()); } nbttaglist = nbttagcompound.getTagList("genericsoils", 10); for (i = 0; i < nbttaglist.tagCount(); i++) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); ResourceLocation type = new ResourceLocation(nbttagcompound1.getString("type")); NBTTagList nbttaglist2 = nbttagcompound1.getTagList("points", 10); for (int j = 0; j < nbttaglist2.tagCount(); j++) { NBTTagCompound nbttagcompound2 = nbttaglist2.getCompoundTagAt(j); Point p = Point.read(nbttagcompound2, "pos"); if (p != null) addSoilPoint(type, p); } } for (Point p : this.chests) { if (this.building.world.isChunkGeneratedAt(p.getiX() / 16, p.getiZ() / 16) && p .getMillChest(this.building.world) != null) (p.getMillChest(this.building.world)).buildingPos = this.building.getPos(); } } public void sendBuildingPacket(PacketBuffer data) throws IOException { StreamReadWrite.writePointList(this.chests, data); StreamReadWrite.writePointList(this.furnaces, data); StreamReadWrite.writePointList(this.firepits, data); StreamReadWrite.writePointList(this.signs, data); StreamReadWrite.writePointList(this.stalls, data); StreamReadWrite.writePointList(this.banners, data); StreamReadWrite.writePointList(this.cultureBanners, data); } public void setCraftingPos(Point p) { this.craftingPos = p; } public void setDefendingPos(Point p) { this.defendingPos = p; } public void setLeasurePos(Point p) { this.leasurePos = p; } public void setPathStartPos(Point p) { this.pathStartPos = p; } public void setSellingPos(Point p) { this.sellingPos = p; } public void setShelterPos(Point p) { this.shelterPos = p; } public void setSleepingPos(Point p) { this.sleepingPos = p; } public void writeToNBT(NBTTagCompound nbttagcompound) { if (this.sleepingPos != null) this.sleepingPos.write(nbttagcompound, "spawnPos"); if (this.sellingPos != null) this.sellingPos.write(nbttagcompound, "sellingPos"); if (this.craftingPos != null) this.craftingPos.write(nbttagcompound, "craftingPos"); if (this.defendingPos != null) this.defendingPos.write(nbttagcompound, "defendingPos"); if (this.shelterPos != null) this.shelterPos.write(nbttagcompound, "shelterPos"); if (this.pathStartPos != null) this.pathStartPos.write(nbttagcompound, "pathStartPos"); if (this.leasurePos != null) this.leasurePos.write(nbttagcompound, "leasurePos"); NBTTagList nbttaglist = new NBTTagList(); for (Point p : this.signs) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); if (p != null) { p.write(nbttagcompound1, "pos"); } else { nbttagcompound1.setDouble("pos_xCoord", 0.0D); nbttagcompound1.setDouble("pos_yCoord", 0.0D); nbttagcompound1.setDouble("pos_zCoord", 0.0D); } nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("signs", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.netherwartsoils) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("netherwartsoils", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.silkwormblock) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("silkwormblock", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.snailsoilblock) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("snailsoilblock", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.sugarcanesoils) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("sugarcanesoils", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.fishingspots) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("fishingspots", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.healingspots) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("healingspots", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.stalls) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("stalls", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.woodspawn) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); if (this.woodspawnTypes.containsKey(p)) nbttagcompound1.setString("type", this.woodspawnTypes.get(p)); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("woodspawn", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.brickspot) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("brickspot", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); int i; for (i = 0; i < this.spawns.size(); i++) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); nbttagcompound1.setString("type", ((ResourceLocation)this.spawnTypes.get(i)).toString()); NBTTagList nbttaglist2 = new NBTTagList(); for (Point p : this.spawns.get(i)) { NBTTagCompound nbttagcompound2 = new NBTTagCompound(); p.write(nbttagcompound2, "pos"); nbttaglist2.appendTag((NBTBase)nbttagcompound2); } nbttagcompound1.setTag("points", (NBTBase)nbttaglist2); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("spawns", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (i = 0; i < this.soilTypes.size(); i++) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); nbttagcompound1.setString("type", ((ResourceLocation)this.soilTypes.get(i)).toString()); NBTTagList nbttaglist2 = new NBTTagList(); for (Point p : this.soils.get(i)) { NBTTagCompound nbttagcompound2 = new NBTTagCompound(); p.write(nbttagcompound2, "pos"); nbttaglist2.appendTag((NBTBase)nbttagcompound2); } nbttagcompound1.setTag("points", (NBTBase)nbttaglist2); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("genericsoils", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (i = 0; i < this.mobSpawners.size(); i++) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); nbttagcompound1.setString("type", ((ResourceLocation)this.mobSpawnerTypes.get(i)).toString()); NBTTagList nbttaglist2 = new NBTTagList(); for (Point p : this.mobSpawners.get(i)) { NBTTagCompound nbttagcompound2 = new NBTTagCompound(); p.write(nbttagcompound2, "pos"); nbttaglist2.appendTag((NBTBase)nbttagcompound2); } nbttagcompound1.setTag("points", (NBTBase)nbttaglist2); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("mobspawns", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (i = 0; i < this.sources.size(); i++) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); nbttagcompound1.setString("block_rl", ((IBlockState)this.sourceTypes.get(i)).getBlock().getRegistryName().toString()); nbttagcompound1.setInteger("block_meta", ((IBlockState)this.sourceTypes .get(i)).getBlock().getMetaFromState(this.sourceTypes.get(i))); NBTTagList nbttaglist2 = new NBTTagList(); for (Point p : this.sources.get(i)) { NBTTagCompound nbttagcompound2 = new NBTTagCompound(); p.write(nbttagcompound2, "pos"); nbttaglist2.appendTag((NBTBase)nbttagcompound2); } nbttagcompound1.setTag("points", (NBTBase)nbttaglist2); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("sources", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.chests) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("chests", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.furnaces) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("furnaces", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.firepits) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("firepits", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.brewingStands) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("brewingStands", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.banners) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("banners", (NBTBase)nbttaglist); nbttaglist = new NBTTagList(); for (Point p : this.cultureBanners) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); p.write(nbttagcompound1, "pos"); nbttaglist.appendTag((NBTBase)nbttagcompound1); } nbttagcompound.setTag("culturebanners", (NBTBase)nbttaglist); } }
412
0.860431
1
0.860431
game-dev
MEDIA
0.829662
game-dev
0.711021
1
0.711021
ftsrg/theta
3,555
subprojects/common/analysis/src/main/java/hu/bme/mit/theta/analysis/prod2/prod2explpred/Prod2ExplPredAnalysis.java
/* * Copyright 2025 Budapest University of Technology and Economics * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package hu.bme.mit.theta.analysis.prod2.prod2explpred; import static com.google.common.base.Preconditions.checkNotNull; import hu.bme.mit.theta.analysis.Analysis; import hu.bme.mit.theta.analysis.InitFunc; import hu.bme.mit.theta.analysis.PartialOrd; import hu.bme.mit.theta.analysis.TransFunc; import hu.bme.mit.theta.analysis.expl.ExplPrec; import hu.bme.mit.theta.analysis.expl.ExplState; import hu.bme.mit.theta.analysis.expr.ExprAction; import hu.bme.mit.theta.analysis.pred.PredPrec; import hu.bme.mit.theta.analysis.pred.PredState; import hu.bme.mit.theta.analysis.prod2.*; import hu.bme.mit.theta.analysis.prod2.prod2explpred.Prod2ExplPredAbstractors.Prod2ExplPredAbstractor; public final class Prod2ExplPredAnalysis<A extends ExprAction> implements Analysis<Prod2State<ExplState, PredState>, A, Prod2Prec<ExplPrec, PredPrec>> { private final PartialOrd<Prod2State<ExplState, PredState>> partialOrd; private final InitFunc<Prod2State<ExplState, PredState>, Prod2Prec<ExplPrec, PredPrec>> initFunc; private final TransFunc<Prod2State<ExplState, PredState>, A, Prod2Prec<ExplPrec, PredPrec>> transFunc; private Prod2ExplPredAnalysis( final Analysis<ExplState, ? super A, ExplPrec> analysis1, final Analysis<PredState, ? super A, PredPrec> analysis2, final StrengtheningOperator<ExplState, PredState, ExplPrec, PredPrec> strenghteningOperator, final Prod2ExplPredAbstractor prod2ExplPredAbstractor) { checkNotNull(analysis1); checkNotNull(analysis2); partialOrd = Prod2Ord.create(analysis1.getPartialOrd(), analysis2.getPartialOrd()); initFunc = Prod2InitFunc.create( analysis1.getInitFunc(), analysis2.getInitFunc(), strenghteningOperator); transFunc = Prod2ExplPredDedicatedTransFunc.create(prod2ExplPredAbstractor); } public static <A extends ExprAction> Prod2ExplPredAnalysis<A> create( final Analysis<ExplState, ? super A, ExplPrec> analysis1, final Analysis<PredState, ? super A, PredPrec> analysis2, final StrengtheningOperator<ExplState, PredState, ExplPrec, PredPrec> strenghteningOperator, final Prod2ExplPredAbstractor prod2ExplPredAbstractor) { return new Prod2ExplPredAnalysis<A>( analysis1, analysis2, strenghteningOperator, prod2ExplPredAbstractor); } @Override public PartialOrd<Prod2State<ExplState, PredState>> getPartialOrd() { return partialOrd; } @Override public InitFunc<Prod2State<ExplState, PredState>, Prod2Prec<ExplPrec, PredPrec>> getInitFunc() { return initFunc; } @Override public TransFunc<Prod2State<ExplState, PredState>, A, Prod2Prec<ExplPrec, PredPrec>> getTransFunc() { return transFunc; } }
412
0.694998
1
0.694998
game-dev
MEDIA
0.518183
game-dev,scientific-computing
0.618571
1
0.618571
Sgt-Imalas/Sgt_Imalas-Oni-Mods
1,310
OniRetroEdition/ModPatches/DeepFryerConfigPatch.cs
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace OniRetroEdition.ModPatches { internal class DeepFryerConfigPatch { [HarmonyPatch(typeof(DeepfryerConfig), nameof(DeepfryerConfig.ConfigureRecipes))] public class DeepfryerConfig_ConfigureRecipes_Patch { public static void Postfix(DeepfryerConfig __instance) { ComplexRecipe.RecipeElement[] ingredients = [ new ComplexRecipe.RecipeElement((Tag) "Meat", 1f), new ComplexRecipe.RecipeElement((Tag) "Tallow", 2f) ]; ComplexRecipe.RecipeElement[] products = [new ComplexRecipe.RecipeElement((Tag) "DeepFriedMeat", 1f, ComplexRecipe.RecipeElement.TemperatureOperation.Heated)]; DeepFriedMeatConfig.recipe = new ComplexRecipe(ComplexRecipeManager.MakeRecipeID("Deepfryer", (IList<ComplexRecipe.RecipeElement>)ingredients, (IList<ComplexRecipe.RecipeElement>)products), ingredients, products, [DlcManager.DLC2_ID]) { time = TUNING.FOOD.RECIPES.STANDARD_COOK_TIME, description = global::STRINGS.ITEMS.FOOD.DEEPFRIEDMEAT.RECIPEDESC, nameDisplay = ComplexRecipe.RecipeNameDisplay.Result, fabricators = new List<Tag>() { (Tag)"Deepfryer"}, sortOrder = 300 }; } } } }
412
0.748179
1
0.748179
game-dev
MEDIA
0.946434
game-dev
0.654349
1
0.654349
MadeBaruna/paimon-moe-api
1,407
src/migrations/1659407527059-UpdateBanner.ts
import { MigrationInterface, QueryRunner } from 'typeorm'; import { Banner } from '../entities/banner'; const banners = { characters: { name: 'Tapestry of Golden Flames', start: '2022-08-02 18:00:00', end: '2022-08-23 14:59:59', id: 300033, }, weapons: { name: 'Epitome Invocation', start: '2022-08-02 18:00:00', end: '2022-08-23 14:59:59', id: 400032, }, }; export class UpdateBanner1659407527059 implements MigrationInterface { public async up(queryRunner: QueryRunner): Promise<void> { const newCharacterBanner = banners.characters; const characterBanner = new Banner(); characterBanner.id = newCharacterBanner.id; characterBanner.type = 'characters'; characterBanner.name = newCharacterBanner.name; characterBanner.start = `${newCharacterBanner.start}+8`; characterBanner.end = `${newCharacterBanner.end}+8`; const newWeaponBanner = banners.weapons; const weaponBanner = new Banner(); weaponBanner.id = newWeaponBanner.id; weaponBanner.type = 'weapons'; weaponBanner.name = newWeaponBanner.name; weaponBanner.start = `${newWeaponBanner.start}+8`; weaponBanner.end = `${newWeaponBanner.end}+8`; await queryRunner.manager.save([characterBanner, weaponBanner]); } public async down(queryRunner: QueryRunner): Promise<void> { await queryRunner.manager.delete(Banner, [300033, 400032]); } }
412
0.852727
1
0.852727
game-dev
MEDIA
0.867836
game-dev
0.753236
1
0.753236
CaravelGames/drod
2,979
DRODLibTests/src/tests/Scripting/Imperative_Vulnerable_Invulnerable.cpp
#include "../../test-include.hpp" #include "../../CAssert.h" namespace { void AddStabbingCharacter(UINT wX, UINT wY) { CCharacter* pCharacter = RoomBuilder::AddVisibleCharacter(wX, wY, N, M_MIMIC); RoomBuilder::AddCommand(pCharacter, CCharacterCommand::CC_Wait, 0); RoomBuilder::AddCommand(pCharacter, CCharacterCommand::CC_MoveRel, 0, -1); } } TEST_CASE("Scripting: Imperative - Vulnerable & Invulnerable", "[game]") { RoomBuilder::ClearRoom(); CCharacter* pCharacter = RoomBuilder::AddCharacter(1, 1, NO_ORIENTATION); RoomBuilder::AddCommand(pCharacter, CCharacterCommand::CC_SetPlayerStealth, StealthType::Stealth_Off); SECTION("Wubba") { SECTION("Wubba starts sword invulnerable by default") { RoomBuilder::AddVisibleCharacter(10, 10, NO_ORIENTATION, M_WUBBA); AddStabbingCharacter(10, 12); Runner::StartGame(30, 30); Runner::ExecuteCommand(CMD_WAIT); AssertMonster(10, 10); } SECTION("Wubba set to imperative Vulnerable should be sword vulnerable") { pCharacter = RoomBuilder::AddVisibleCharacter(10, 10, NO_ORIENTATION, M_WUBBA); RoomBuilder::AddCommand(pCharacter, CCharacterCommand::CC_Imperative, ScriptFlag::Vulnerable); AddStabbingCharacter(10, 12); Runner::StartGame(30, 30); Runner::ExecuteCommand(CMD_WAIT); AssertNoMonster(10, 10); } SECTION("Wubba set to imperative Vulnerable then Invulnerable should be sword invulnerable") { pCharacter = RoomBuilder::AddVisibleCharacter(10, 10, NO_ORIENTATION, M_WUBBA); RoomBuilder::AddCommand(pCharacter, CCharacterCommand::CC_Imperative, ScriptFlag::Vulnerable); RoomBuilder::AddCommand(pCharacter, CCharacterCommand::CC_Imperative, ScriptFlag::Invulnerable); AddStabbingCharacter(10, 12); Runner::StartGame(30, 30); Runner::ExecuteCommand(CMD_WAIT); AssertMonster(10, 10); } } SECTION("Roach") { SECTION("Roach starts sword vulnerable by default") { RoomBuilder::AddVisibleCharacter(10, 10, N, M_ROACH); AddStabbingCharacter(10, 12); Runner::StartGame(30, 30); Runner::ExecuteCommand(CMD_WAIT); AssertNoMonster(10, 10); } SECTION("Roach set to imperative Invulnerable should be sword invulnerable") { pCharacter = RoomBuilder::AddVisibleCharacter(10, 10, N, M_ROACH); RoomBuilder::AddCommand(pCharacter, CCharacterCommand::CC_Imperative, ScriptFlag::Invulnerable); AddStabbingCharacter(10, 12); Runner::StartGame(30, 30); Runner::ExecuteCommand(CMD_WAIT); AssertMonster(10, 10); } SECTION("Roach set to imperative Invulnerable then Vulnerable should be sword vulnerable") { pCharacter = RoomBuilder::AddVisibleCharacter(10, 10, N, M_ROACH); RoomBuilder::AddCommand(pCharacter, CCharacterCommand::CC_Imperative, ScriptFlag::Invulnerable); RoomBuilder::AddCommand(pCharacter, CCharacterCommand::CC_Imperative, ScriptFlag::Vulnerable); AddStabbingCharacter(10, 12); Runner::StartGame(30, 30); Runner::ExecuteCommand(CMD_WAIT); AssertNoMonster(10, 10); } } }
412
0.979436
1
0.979436
game-dev
MEDIA
0.693914
game-dev
0.76471
1
0.76471
unattended-backpack/monorepo
4,428
sigil/optimism/op-challenger/game/fault/types/position.go
package types import ( "errors" "fmt" "math/big" "github.com/ethereum/go-ethereum/common" ) var ( ErrPositionDepthTooSmall = errors.New("position depth is too small") RootPosition = NewPositionFromGIndex(big.NewInt(1)) ) // Depth is the depth of a position in a game tree where the root level has // depth 0, the root's children have depth 1, their children have depth 2, and // so on. type Depth uint64 // Position is a golang wrapper around the dispute game Position type. type Position struct { depth Depth indexAtDepth *big.Int } func NewPosition(depth Depth, indexAtDepth *big.Int) Position { return Position{ depth: depth, indexAtDepth: indexAtDepth, } } // NewPositionFromGIndex creates a new Position given a generalized index. func NewPositionFromGIndex(x *big.Int) Position { depth := bigMSB(x) withoutMSB := new(big.Int).Not(new(big.Int).Lsh(big.NewInt(1), uint(depth))) indexAtDepth := new(big.Int).And(x, withoutMSB) return NewPosition(depth, indexAtDepth) } func (p Position) String() string { return fmt.Sprintf("Position(depth: %v, indexAtDepth: %v)", p.depth, p.IndexAtDepth()) } func (p Position) MoveRight() Position { return Position{ depth: p.depth, indexAtDepth: new(big.Int).Add(p.IndexAtDepth(), big.NewInt(1)), } } // RelativeToAncestorAtDepth returns a new position for a subtree. // [ancestor] is the depth of the subtree root node. func (p Position) RelativeToAncestorAtDepth(ancestor Depth) (Position, error) { if ancestor > p.depth { return Position{}, ErrPositionDepthTooSmall } newPosDepth := p.depth - ancestor nodesAtDepth := 1 << newPosDepth newIndexAtDepth := new(big.Int).Mod(p.IndexAtDepth(), big.NewInt(int64(nodesAtDepth))) return NewPosition(newPosDepth, newIndexAtDepth), nil } func (p Position) Depth() Depth { return p.depth } func (p Position) IndexAtDepth() *big.Int { if p.indexAtDepth == nil { return common.Big0 } return p.indexAtDepth } func (p Position) IsRootPosition() bool { return p.depth == 0 && common.Big0.Cmp(p.IndexAtDepth()) == 0 } func (p Position) lshIndex(amount Depth) *big.Int { return new(big.Int).Lsh(p.IndexAtDepth(), uint(amount)) } // TraceIndex calculates the what the index of the claim value would be inside the trace. // It is equivalent to going right until the final depth has been reached. // Note: this method will panic if maxDepth < p.depth func (p Position) TraceIndex(maxDepth Depth) *big.Int { // When we go right, we do a shift left and set the bottom bit to be 1. // To do this in a single step, do all the shifts at once & or in all 1s for the bottom bits. if maxDepth < p.depth { panic(fmt.Sprintf("maxDepth(%d) < p.depth(%d)", maxDepth, p.depth)) } rd := maxDepth - p.depth rhs := new(big.Int).Sub(new(big.Int).Lsh(big.NewInt(1), uint(rd)), big.NewInt(1)) ti := new(big.Int).Or(p.lshIndex(rd), rhs) return ti } // move returns a new position at the left or right child. func (p Position) move(right bool) Position { return Position{ depth: p.depth + 1, indexAtDepth: new(big.Int).Or(p.lshIndex(1), big.NewInt(int64(boolToInt(right)))), } } func boolToInt(b bool) int { if b { return 1 } else { return 0 } } func (p Position) parentIndexAtDepth() *big.Int { return new(big.Int).Div(p.IndexAtDepth(), big.NewInt(2)) } func (p Position) RightOf(parent Position) bool { return p.parentIndexAtDepth().Cmp(parent.IndexAtDepth()) != 0 } // parent return a new position that is the parent of this Position. func (p Position) parent() Position { return Position{ depth: p.depth - 1, indexAtDepth: p.parentIndexAtDepth(), } } // Attack creates a new position which is the attack position of this one. func (p Position) Attack() Position { return p.move(false) } // Defend creates a new position which is the defend position of this one. func (p Position) Defend() Position { return p.parent().move(true).move(false) } func (p Position) Print(maxDepth Depth) { fmt.Printf("GIN: %4b\tTrace Position is %4b\tTrace Depth is: %d\tTrace Index is: %d\n", p.ToGIndex(), p.IndexAtDepth(), p.depth, p.TraceIndex(maxDepth)) } func (p Position) ToGIndex() *big.Int { return new(big.Int).Or(new(big.Int).Lsh(big.NewInt(1), uint(p.depth)), p.IndexAtDepth()) } // bigMSB returns the index of the most significant bit func bigMSB(x *big.Int) Depth { if x.Cmp(big.NewInt(0)) == 0 { return 0 } return Depth(x.BitLen() - 1) }
412
0.84979
1
0.84979
game-dev
MEDIA
0.292174
game-dev
0.877866
1
0.877866
acmeism/RosettaCodeData
2,698
Task/Minesweeper-game/BASIC256/minesweeper-game.basic
N = 6 : M = 5 : H = 25 : P = 0.2 fastgraphics graphsize N*H,(M+1)*H font "Arial",H/2+1,75 dim f(N,M) # 1 open, 2 mine, 4 expected mine dim s(N,M) # count of mines in a neighborhood trian1 = {1,1,H-1,1,H-1,H-1} : trian2 = {1,1,1,H-1,H-1,H-1} mine = {2,2, H/2,H/2-2, H-2,2, H/2+2,H/2, H-2,H-2, H/2,H/2+2, 2,H-2, H/2-2,H/2} flag = {H/2-1,3, H/2+1,3, H-4,H/5, H/2+1,H*2/5, H/2+1,H*0.9-2, H*0.8,H-2, H*0.2,H-2, H/2-1,H*0.9-2} mines = int(N*M*P) : k = mines : act = 0 while k>0 i = int(rand*N) : j = int(rand*M) if not f[i,j] then f[i,j] = 2 : k = k - 1 # set mine s[i,j] = s[i,j] + 1 : gosub adj # count it end if end while togo = M*N-mines : over = 0 : act = 1 gosub redraw while not over clickclear while not clickb pause 0.01 end while i = int(clickx/H) : j = int(clicky/H) if i<N and j<M then if clickb=1 then if not (f[i,j]&4) then ai = i : aj = j : gosub opencell if not s[i,j] then gosub adj else if not (f[i,j]&1) then if f[i,j]&4 then mines = mines+1 if not (f[i,j]&4) then mines = mines-1 f[i,j] = (f[i,j]&~4)|(~f[i,j]&4) end if end if if not (togo or mines) then over = 1 gosub redraw end if end while imgsave "Minesweeper_game_BASIC-256.png", "PNG" end redraw: for i = 0 to N-1 for j = 0 to M-1 if over=-1 and f[i,j]&2 then f[i,j] = f[i,j]|1 gosub drawcell next j next i # Counter color (32,32,32) : rect 0,M*H,N*H,H color white : x = 5 : y = M*H+H*0.05 if not over then text x,y,"Mines: " + mines if over=1 then text x,y,"You won!" if over=-1 then text x,y,"You lost" refresh return drawcell: color darkgrey rect i*H,j*H,H,H if f[i,j]&1=0 then # closed color black : stamp i*H,j*H,trian1 color white : stamp i*H,j*H,trian2 color grey : rect i*H+2,j*H+2,H-4,H-4 if f[i,j]&4 then color blue : stamp i*H,j*H,flag else color 192,192,192 : rect i*H+1,j*H+1,H-2,H-2 # Draw if f[i,j]&2 then # mine if not (f[i,j]&4) then color red if f[i,j]&4 then color darkgreen circle i*H+H/2,j*H+H/2,H/5 : stamp i*H,j*H,mine else if s[i,j] then color (32,32,32) : text i*H+H/3,j*H+1,s[i,j] end if end if return adj: aj = j-1 if j and i then ai = i-1 : gosub adjact if j then ai = i : gosub adjact if j and i<N-1 then ai = i+1 : gosub adjact aj = j if i then ai = i-1 : gosub adjact if i<N-1 then ai = i+1 : gosub adjact aj = j+1 if j<M-1 and i then ai = i-1 : gosub adjact if j<M-1 then ai = i : gosub adjact if j<M-1 and i<N-1 then ai = i+1 : gosub adjact return adjact: if not act then s[ai,aj] = s[ai,aj]+1 : return if act then gosub opencell : return opencell: if not (f[ai,aj]&1) then f[ai,aj] = f[ai,aj]|1 togo = togo-1 end if if f[ai,aj]&2 then over = -1 return
412
0.766928
1
0.766928
game-dev
MEDIA
0.555728
game-dev
0.913026
1
0.913026
akhuting/gms083
9,513
src/main/java/server/maps/MapleReactorFactory.java
/* This file is part of the OdinMS Maple Story Server Copyright (C) 2008 Patrick Huy <patrick.huy@frz.cc> Matthias Butz <matze@odinms.de> Jan Christian Meyer <vimes@odinms.de> This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation version 3 as published by the Free Software Foundation. You may not use, modify or distribute this program under any other version of the GNU Affero General Public License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ package server.maps; import java.io.File; import java.util.ArrayList; import java.util.HashMap; import java.util.List; import java.util.Map; import provider.MapleData; import provider.MapleDataProvider; import provider.MapleDataProviderFactory; import provider.MapleDataTool; import server.maps.MapleReactorStats.StateData; import tools.Pair; import tools.StringUtil; public class MapleReactorFactory { private static MapleDataProvider data = MapleDataProviderFactory.getDataProvider(new File(System.getProperty("wzpath") + "/Reactor.wz")); private static Map<Integer, MapleReactorStats> reactorStats = new HashMap<Integer, MapleReactorStats>(); public static final MapleReactorStats getReactorS(int rid) { MapleReactorStats stats = reactorStats.get(Integer.valueOf(rid)); if (stats == null) { int infoId = rid; MapleData reactorData = data.getData(StringUtil.getLeftPaddedStr(Integer.toString(infoId) + ".img", '0', 11)); MapleData link = reactorData.getChildByPath("info/link"); if (link != null) { infoId = MapleDataTool.getIntConvert("info/link", reactorData); stats = reactorStats.get(Integer.valueOf(infoId)); } if (stats == null) { stats = new MapleReactorStats(); reactorData = data.getData(StringUtil.getLeftPaddedStr(Integer.toString(infoId) + ".img", '0', 11)); if (reactorData == null) { return stats; } boolean canTouch = MapleDataTool.getInt("info/activateByTouch", reactorData, 0) > 0; boolean areaSet = false; boolean foundState = false; for (byte i = 0; true; i++) { MapleData reactorD = reactorData.getChildByPath(String.valueOf(i)); if (reactorD == null) { break; } MapleData reactorInfoData_ = reactorD.getChildByPath("event"); if (reactorInfoData_ != null && reactorInfoData_.getChildByPath("0") != null) { MapleData reactorInfoData = reactorInfoData_.getChildByPath("0"); Pair<Integer, Integer> reactItem = null; int type = MapleDataTool.getIntConvert("type", reactorInfoData); if (type == 100) { //reactor waits for item reactItem = new Pair<Integer, Integer>(MapleDataTool.getIntConvert("0", reactorInfoData), MapleDataTool.getIntConvert("1", reactorInfoData, 1)); if (!areaSet) { //only set area of effect for item-triggered reactors once stats.setTL(MapleDataTool.getPoint("lt", reactorInfoData)); stats.setBR(MapleDataTool.getPoint("rb", reactorInfoData)); areaSet = true; } } foundState = true; stats.addState(i, type, reactItem, (byte) MapleDataTool.getIntConvert("state", reactorInfoData), MapleDataTool.getIntConvert("timeOut", reactorInfoData_, -1), (byte) (canTouch ? 2 : (MapleDataTool.getIntConvert("2", reactorInfoData, 0) > 0 || reactorInfoData.getChildByPath("clickArea") != null || type == 9 ? 1 : 0))); } else { stats.addState(i, 999, null, (byte) (foundState ? -1 : (i + 1)), 0, (byte) 0); } } reactorStats.put(Integer.valueOf(infoId), stats); if (rid != infoId) { reactorStats.put(Integer.valueOf(rid), stats); } } else { // stats exist at infoId but not rid; add to map reactorStats.put(Integer.valueOf(rid), stats); } } return stats; } public static MapleReactorStats getReactor(int rid) { MapleReactorStats stats = reactorStats.get(Integer.valueOf(rid)); if (stats == null) { int infoId = rid; MapleData reactorData = data.getData(StringUtil.getLeftPaddedStr(Integer.toString(infoId) + ".img", '0', 11)); MapleData link = reactorData.getChildByPath("info/link"); if (link != null) { infoId = MapleDataTool.getIntConvert("info/link", reactorData); stats = reactorStats.get(Integer.valueOf(infoId)); } MapleData activateOnTouch = reactorData.getChildByPath("info/activateByTouch"); boolean loadArea = false; if (activateOnTouch != null) { loadArea = MapleDataTool.getInt("info/activateByTouch", reactorData, 0) != 0; } if (stats == null) { reactorData = data.getData(StringUtil.getLeftPaddedStr(Integer.toString(infoId) + ".img", '0', 11)); MapleData reactorInfoData = reactorData.getChildByPath("0"); stats = new MapleReactorStats(); List<StateData> statedatas = new ArrayList<>(); if (reactorInfoData != null) { boolean areaSet = false; byte i = 0; while (reactorInfoData != null) { MapleData eventData = reactorInfoData.getChildByPath("event"); if (eventData != null) { int timeOut = -1; for (MapleData fknexon : eventData.getChildren()) { if (fknexon.getName().equalsIgnoreCase("timeOut")) { timeOut = MapleDataTool.getInt(fknexon); } else { Pair<Integer, Integer> reactItem = null; int type = MapleDataTool.getIntConvert("type", fknexon); if (type == 100) { //reactor waits for item reactItem = new Pair<Integer, Integer>(MapleDataTool.getIntConvert("0", fknexon), MapleDataTool.getIntConvert("1", fknexon)); if (!areaSet || loadArea) { //only set area of effect for item-triggered reactors once stats.setTL(MapleDataTool.getPoint("lt", fknexon)); stats.setBR(MapleDataTool.getPoint("rb", fknexon)); areaSet = true; } } MapleData activeSkillID = fknexon.getChildByPath("activeSkillID"); List<Integer> skillids = null; if (activeSkillID != null) { skillids = new ArrayList<Integer>(); for (MapleData skill : activeSkillID.getChildren()) { skillids.add(MapleDataTool.getInt(skill)); } } byte nextState = (byte) MapleDataTool.getIntConvert("state", fknexon); statedatas.add(new StateData(type, reactItem, skillids, nextState)); } } stats.addState(i, statedatas, timeOut); } i++; reactorInfoData = reactorData.getChildByPath(Byte.toString(i)); statedatas = new ArrayList<>(); } } else //sit there and look pretty; likely a reactor such as Zakum/Papulatus doors that shows if player can enter { statedatas.add(new StateData(999, null, null, (byte) 0)); stats.addState((byte) 0, statedatas, -1); } reactorStats.put(Integer.valueOf(infoId), stats); if (rid != infoId) { reactorStats.put(Integer.valueOf(rid), stats); } } else // stats exist at infoId but not rid; add to map { reactorStats.put(Integer.valueOf(rid), stats); } } return stats; } }
412
0.757003
1
0.757003
game-dev
MEDIA
0.655543
game-dev
0.833772
1
0.833772
liballeg/allegro4
4,273
tools/plugins/datworms.c
/* ______ ___ ___ * /\ _ \ /\_ \ /\_ \ * \ \ \L\ \\//\ \ \//\ \ __ __ _ __ ___ * \ \ __ \ \ \ \ \ \ \ /'__`\ /'_ `\/\`'__\/ __`\ * \ \ \/\ \ \_\ \_ \_\ \_/\ __//\ \L\ \ \ \//\ \L\ \ * \ \_\ \_\/\____\/\____\ \____\ \____ \ \_\\ \____/ * \/_/\/_/\/____/\/____/\/____/\/___L\ \/_/ \/___/ * /\____/ * \_/__/ * * A really silly little Worms grabber plugin. * * By Shawn Hargreaves. * * See readme.txt for copyright information. */ #include <stdio.h> #include "allegro.h" #include "../datedit.h" /* what a pointless way to spend my Sunday afternoon :-) */ static int worms(void) { #define MAX_SIZE 65536 int *xpos = malloc(sizeof(int)*MAX_SIZE); int *ypos = malloc(sizeof(int)*MAX_SIZE); int head, tail, dir, dead, quit, score, counter; int tx, ty, x, y, i, c1, c2, c3; again: head = 0; tail = 0; dir = 0; dead = FALSE; quit = FALSE; score = 0; counter = 0; tx = -100; ty = -100; show_mouse(NULL); if (bitmap_color_depth(screen) <= 8) { PALETTE pal; get_palette(pal); pal[0].r = 0; pal[0].g = 0; pal[0].b = 0; pal[1].r = 31; pal[1].g = 31; pal[1].b = 31; pal[254].r = 31; pal[254].g = 31; pal[254].b = 31; pal[255].r = 63; pal[255].g = 63; pal[255].b = 63; set_palette(pal); c1 = 0; c2 = 1; c3 = 255; } else { c1 = gui_fg_color; c2 = gui_mg_color; c3 = gui_bg_color; } clear_to_color(screen, c1); xor_mode(TRUE); xpos[0] = SCREEN_W/2; ypos[0] = SCREEN_H/2; putpixel(screen, xpos[0], ypos[0], c3); while ((!dead) && (!quit)) { x = xpos[head]; y = ypos[head]; switch (dir) { case 0: x++; break; case 1: y++; break; case 2: x--; break; case 3: y--; break; } if (x >= SCREEN_W) x -= SCREEN_W; else if (x < 0) x += SCREEN_W; if (y >= SCREEN_H) y -= SCREEN_H; else if (y < 0) y += SCREEN_H; head++; if (head >= MAX_SIZE) head = 0; xpos[head] = x; ypos[head] = y; counter++; if (counter & 15) { putpixel(screen, xpos[tail], ypos[tail], c3); tail++; if (tail >= MAX_SIZE) tail = 0; } i = tail; while (i != head) { if ((x == xpos[i]) && (y == ypos[i])) { dead = TRUE; break; } i++; if (i >= MAX_SIZE) i = 0; } if (!(counter % (1+(score+2)/3))) vsync(); putpixel(screen, x, y, c3); if ((tx < 0) || (ty < 0)) { do { tx = 16+AL_RAND()%(SCREEN_W-32); ty = 16+AL_RAND()%(SCREEN_H-32); } while ((ABS(x-tx)+ABS(y-ty)) < 64); circle(screen, tx, ty, 8, c2); circle(screen, tx, ty, 5, c2); circle(screen, tx, ty, 2, c2); } if ((ABS(x-tx)+ABS(y-ty)) < 9) { circle(screen, tx, ty, 8, c2); circle(screen, tx, ty, 5, c2); circle(screen, tx, ty, 2, c2); tx = -100; ty = -100; score++; } textprintf_ex(screen, font, 0, 0, c2, c1, "Score: %d", score); if (keypressed()) { switch (readkey()>>8) { case KEY_RIGHT: dir = 0; break; case KEY_DOWN: dir = 1; break; case KEY_LEFT: dir = 2; break; case KEY_UP: dir = 3; break; case KEY_ESC: quit = TRUE; break; } } } xor_mode(FALSE); clear_to_color(screen, gui_fg_color); set_palette(datedit_current_palette); do { poll_keyboard(); } while ((key[KEY_ESC]) || (key[KEY_RIGHT]) || (key[KEY_LEFT]) || (key[KEY_UP]) || (key[KEY_DOWN])); clear_keybuf(); show_mouse(screen); if (dead) { char buf[64]; sprintf(buf, "Score: %d", score); if (alert(buf, NULL, NULL, "Play", "Quit", 'p', 'q') == 1) goto again; } free(xpos); free(ypos); return D_REDRAW; } /* hook ourselves into the grabber menu system */ static MENU worms_menu = { "Worms", worms, NULL, 0, NULL }; DATEDIT_MENU_INFO datworms_menu = { &worms_menu, NULL, DATEDIT_MENU_HELP, 0, NULL };
412
0.742786
1
0.742786
game-dev
MEDIA
0.453914
game-dev
0.918311
1
0.918311
jediminer543/JMT-MCMT
1,625
src/main/java/org/jmt/mcmt/commands/PerfCommand.java
package org.jmt.mcmt.commands; import java.util.Arrays; import java.util.stream.Collectors; import org.jmt.mcmt.asmdest.ASMHookTerminator; import com.mojang.brigadier.builder.LiteralArgumentBuilder; import net.minecraft.command.CommandSource; import net.minecraft.command.Commands; import net.minecraft.util.text.StringTextComponent; public class PerfCommand { public static LiteralArgumentBuilder<CommandSource> registerPerf(LiteralArgumentBuilder<CommandSource> root) { return root.then(Commands.literal("mspt").executes(cmdCtx -> { try { double mspt = Arrays.stream(ASMHookTerminator.lastTickTime) .boxed().collect(Collectors.toList()).subList(0, ASMHookTerminator.lastTickTimeFill) .stream().mapToDouble(i->i/1000000.0).average().orElse(0); double last = ASMHookTerminator.lastTickTime[(ASMHookTerminator.lastTickTimePos-1)%ASMHookTerminator.lastTickTime.length]/1000000.0; StringTextComponent message = new StringTextComponent( "Average MSPT was " + mspt + "ms (Last: " + last + "ms)"); cmdCtx.getSource().sendFeedback(message, true); } catch (Exception e) { e.printStackTrace(); } return 1; })).then(Commands.literal("tps").executes(cmdCtx -> { double mspt = Arrays.stream(ASMHookTerminator.lastTickTime) .boxed().collect(Collectors.toList()).subList(0, ASMHookTerminator.lastTickTimeFill) .stream().mapToDouble(i->i/1000000.0).average().orElse(0); StringTextComponent message = new StringTextComponent( "Theoretical peak average TPS is " + 1000/mspt + "tps"); cmdCtx.getSource().sendFeedback(message, true); return 1; })); } }
412
0.786467
1
0.786467
game-dev
MEDIA
0.695147
game-dev,networking
0.935956
1
0.935956
GabrielOlvH/Industrial-Revolution
1,222
src/main/kotlin/me/steven/indrev/recipes/machines/ElectrolysisRecipe.kt
package me.steven.indrev.recipes.machines import me.steven.indrev.recipes.machines.entries.InputEntry import me.steven.indrev.recipes.machines.entries.OutputEntry import me.steven.indrev.utils.IRFluidAmount import me.steven.indrev.utils.identifier import net.minecraft.recipe.RecipeSerializer import net.minecraft.util.Identifier class ElectrolysisRecipe( override val identifier: Identifier, override val input: Array<InputEntry>, override val outputs: Array<OutputEntry>, override val fluidInput: Array<IRFluidAmount>, override val fluidOutput: Array<IRFluidAmount>, override val ticks: Int ) : IRFluidRecipe() { override fun getType(): IRRecipeType<*> = TYPE override fun fits(width: Int, height: Int): Boolean = true override fun getSerializer(): RecipeSerializer<*> = SERIALIZER companion object { val IDENTIFIER = identifier("electrolysis") val TYPE = IRRecipeType<ElectrolysisRecipe>(IDENTIFIER) val SERIALIZER = Serializer() class Serializer : IRFluidRecipeSerializer<ElectrolysisRecipe>({ id, ingredients, output, fluidInput, fluidOutput, ticks -> ElectrolysisRecipe(id, ingredients, output, fluidInput, fluidOutput, ticks) }) } }
412
0.87996
1
0.87996
game-dev
MEDIA
0.181069
game-dev
0.803471
1
0.803471
RimWorldCCLTeam/CommunityCoreLibrary
1,037
_Mod/User Release/Community Core Library/Languages/French/DefInjected/MiniMapDef/MiniMaps.xml
<?xml version="1.0" encoding="utf-8" ?> <LanguageData> <MiniMap_ViewPort.label>vue actuelle</MiniMap_ViewPort.label> <MiniMap_ViewPort.description>Montre la vue actuelle.</MiniMap_ViewPort.description> <MiniMap_Fog.label>brouillard</MiniMap_Fog.label> <MiniMap_Fog.description>Montre le brouillard.</MiniMap_Fog.description> <MiniMap_Pawns.label>personnages</MiniMap_Pawns.label> <MiniMap_Pawns.description>Montre les personnages.</MiniMap_Pawns.description> <MiniMap_Utilities.label>constructions</MiniMap_Utilities.label> <MiniMap_Utilities.description>Montre les constructions.</MiniMap_Utilities.description> <MiniMap_Areas.label>zones</MiniMap_Areas.label> <MiniMap_Areas.description>Montre les différentes zones.</MiniMap_Areas.description> <MiniMap_Terrain.label>terrain</MiniMap_Terrain.label> <MiniMap_Terrain.description>Montre les détails du terrain.</MiniMap_Terrain.description> </LanguageData>
412
0.722184
1
0.722184
game-dev
MEDIA
0.791958
game-dev
0.803574
1
0.803574
ohosvscode/ohos_electron_hap
3,401
web_engine/src/main/ets/common/InjectModule.ets
/* * Copyright (c) 2023-2025 Haitai FangYuan Co., Ltd. * 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. Neither the name of the copyright holder 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 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. */ import common from '@ohos.app.ability.common'; import { Container, interfaces, ContainerModule } from 'inversify'; import { MODULE_TYPE } from "./ModuleType"; import { Dependency, DependencyProvider } from '../interface/Dependency'; export default class InjectModule { private static container = new Container({ defaultScope: "Singleton" }); private static dependency: Dependency; private static isInject: boolean = false; static inject(provider: DependencyProvider) { if (InjectModule.isInject) { return; } try { InjectModule.dependency = provider.createDependency(); InjectModule.container.bind<common.Context>(MODULE_TYPE.Context).toDynamicValue( () => { return InjectModule.dependency.getContext(); }); InjectModule.container.load(InjectModule.dependency.getCommonModule(), InjectModule.dependency.getAdapterModule()); InjectModule.isInject = true; } catch(err) { throw new Error('inject Module failed: ' + JSON.stringify(err)); } } static get<T>(serviceIdentifier: interfaces.ServiceIdentifier<T>): T { return InjectModule.container.get<T>(serviceIdentifier); } static getOrCreate<T>(serviceIdentifier: interfaces.ServiceIdentifier<T>): T { try { const module = InjectModule.container.get<T>(serviceIdentifier); if (module) { return module; } } catch (err) { const loadMode = new ContainerModule((bind:interfaces.Bind) => { bind(serviceIdentifier).toSelf() }); InjectModule.container.load(loadMode); return InjectModule.container.get<T>(serviceIdentifier); } finally { return InjectModule.container.get<T>(serviceIdentifier); } } static destroy() { InjectModule.container.unbindAll(); } }
412
0.842995
1
0.842995
game-dev
MEDIA
0.684351
game-dev
0.636167
1
0.636167
GeyserMC/Geyser
2,902
core/src/main/java/org/geysermc/geyser/translator/protocol/java/JavaBossEventTranslator.java
/* * Copyright (c) 2019-2022 GeyserMC. http://geysermc.org * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * * @author GeyserMC * @link https://github.com/GeyserMC/Geyser */ package org.geysermc.geyser.translator.protocol.java; import org.geysermc.mcprotocollib.protocol.packet.ingame.clientbound.ClientboundBossEventPacket; import org.geysermc.geyser.session.GeyserSession; import org.geysermc.geyser.session.cache.BossBar; import org.geysermc.geyser.translator.protocol.PacketTranslator; import org.geysermc.geyser.translator.protocol.Translator; @Translator(packet = ClientboundBossEventPacket.class) public class JavaBossEventTranslator extends PacketTranslator<ClientboundBossEventPacket> { @Override public void translate(GeyserSession session, ClientboundBossEventPacket packet) { BossBar bossBar = session.getEntityCache().getBossBar(packet.getUuid()); switch (packet.getAction()) { case ADD: long entityId = session.getEntityCache().getNextEntityId().incrementAndGet(); bossBar = new BossBar(session, entityId, packet.getTitle(), packet.getHealth(), packet.getColor().ordinal(), 1, 0); session.getEntityCache().addBossBar(packet.getUuid(), bossBar); break; case UPDATE_TITLE: if (bossBar != null) bossBar.updateTitle(packet.getTitle()); break; case UPDATE_HEALTH: if (bossBar != null) bossBar.updateHealth(packet.getHealth()); break; case REMOVE: session.getEntityCache().removeBossBar(packet.getUuid()); break; case UPDATE_STYLE: if (bossBar != null) bossBar.updateColor(packet.getColor().ordinal()); break; case UPDATE_FLAGS: //todo } } }
412
0.80741
1
0.80741
game-dev
MEDIA
0.47913
game-dev,networking
0.798972
1
0.798972
DanceManiac/Advanced-X-Ray-Public
1,118
SourcesAXR/editor/property_integer_limited_reference.cpp
//////////////////////////////////////////////////////////////////////////// // Module : property_integer_limited_reference.cpp // Created : 17.12.2007 // Modified : 17.12.2007 // Author : Dmitriy Iassenev // Description : limited integer property reference implementation class //////////////////////////////////////////////////////////////////////////// #include "pch.hpp" #include "property_integer_limited_reference.hpp" property_integer_limited_reference::property_integer_limited_reference ( int& value, int const %min, int const %max ) : inherited (value), m_min (min), m_max (max) { } System::Object ^property_integer_limited_reference::get_value () { int value = safe_cast<int>(inherited::get_value()); if (value < m_min) value = m_min; if (value > m_max) value = m_max; return (value); } void property_integer_limited_reference::set_value (System::Object ^object) { int new_value = safe_cast<int>(object); if (new_value < m_min) new_value = m_min; if (new_value > m_max) new_value = m_max; inherited::set_value (new_value); }
412
0.89958
1
0.89958
game-dev
MEDIA
0.245284
game-dev
0.950812
1
0.950812
LmeSzinc/AzurLaneAutoScript
29,713
module/map/map_base.py
import copy from module.base.utils import location2node, node2location from module.logger import logger from module.map.map_grids import SelectedGrids from module.map.utils import * from module.map_detection.grid_info import GridInfo class CampaignMap: def __init__(self, name=None): self.name = name self.grid_class = GridInfo self.grids = {} self._shape = (0, 0) self._map_data = '' self._map_data_loop = '' self._weight_data = '' self._wall_data = '' self._portal_data = [] self._land_based_data = [] self._maze_data = [] self.maze_round = 9 self._fortress_data = [(), ()] self._bouncing_enemy_data = [] self._spawn_data = [] self._spawn_data_stack = [] self._spawn_data_loop = [] self._spawn_data_use_loop = False self._camera_data = [] self._camera_data_spawn_point = [] self._map_covered = SelectedGrids([]) self._ignore_prediction = [] self.in_map_swipe_preset_data = None self.poor_map_data = False self.camera_sight = (-3, -1, 3, 2) self.grid_connection = {} def __iter__(self): return iter(self.grids.values()) def __getitem__(self, item): """ Args: item: Returns: GridInfo: """ return self.grids[tuple(item)] def __contains__(self, item): return tuple(item) in self.grids @staticmethod def _parse_text(text): text = text.strip() for y, row in enumerate(text.split('\n')): row = row.strip() for x, data in enumerate(row.split(' ')): yield (x, y), data @property def shape(self): return self._shape @shape.setter def shape(self, scale): self._shape = node2location(scale.upper()) for y in range(self._shape[1] + 1): for x in range(self._shape[0] + 1): grid = self.grid_class() grid.location = (x, y) self.grids[(x, y)] = grid # camera_data can be generate automatically, but it's better to set it manually. self.camera_data = [location2node(loca) for loca in camera_2d((0, 0, *self._shape), sight=self.camera_sight)] self.camera_data_spawn_point = [] # weight_data set to 10. for grid in self: grid.weight = 10. @property def map_data(self): return self._map_data @map_data.setter def map_data(self, text): self._map_data = text self._load_map_data(text) @property def map_data_loop(self): return self._map_data_loop @map_data_loop.setter def map_data_loop(self, text): self._map_data_loop = text def load_map_data(self, use_loop=False): """ Args: use_loop (bool): If at clearing mode. clearing mode (Correct name) == fast forward (in old Alas) == loop (in lua files) """ has_loop = bool(len(self.map_data_loop)) logger.info(f'Load map_data, has_loop={has_loop}, use_loop={use_loop}') if has_loop and use_loop: self._load_map_data(self.map_data_loop) else: self._load_map_data(self.map_data) def _load_map_data(self, text): if not len(self.grids.keys()): grids = np.array([loca for loca, _ in self._parse_text(text)]) self.shape = location2node(tuple(np.max(grids, axis=0))) for loca, data in self._parse_text(text): self.grids[loca].decode(data) @property def wall_data(self): return self._wall_data @wall_data.setter def wall_data(self, text): self._wall_data = text @property def portal_data(self): return self._portal_data @portal_data.setter def portal_data(self, portal_list): """ Args: portal_list (list[tuple]): [(start, end),] """ for nodes in portal_list: node1, node2 = location_ensure(nodes[0]), location_ensure(nodes[1]) self._portal_data.append((node1, node2)) self[node1].is_portal = True @property def land_based_data(self): return self._land_based_data @land_based_data.setter def land_based_data(self, data): self._land_based_data = data def _load_land_base_data(self, data): """ land_based_data need to be set after map_data. Args: data (list[list[str]]): Such as [['H7', 'up'], ['D5', 'left'], ['G3', 'down'], ['C2', 'right']] """ rotation_dict = { 'up': [(0, -1), (0, -2), (0, -3)], 'down': [(0, 1), (0, 2), (0, 3)], 'left': [(-1, 0), (-2, 0), (-3, 0)], 'right': [(1, 0), (2, 0), (3, 0)], } self._land_based_data = data for land_based in data: grid, rotation = land_based grid = self.grids[location_ensure(grid)] trigger = self.grid_covered(grid=grid, location=[(0, -1), (0, 1), (-1, 0), (1, 0)]).select(is_land=False) block = self.grid_covered(grid=grid, location=rotation_dict[rotation]).select(is_land=False) trigger.set(is_mechanism_trigger=True, mechanism_trigger=trigger, mechanism_block=block) block.set(is_mechanism_block=True) @property def maze_data(self): return self._maze_data @maze_data.setter def maze_data(self, data): self._maze_data = data def _load_maze_data(self, data): """ Args: data (list): Such as [('D5', 'I4', 'J6'), ('C4', 'E4', 'D8'), ('C2', 'G2', 'G6')] """ self._maze_data = data self.maze_round = len(data) * 3 for index, maze in enumerate(data): maze = self.to_selected(maze) maze.set(is_maze=True, maze_round=tuple(list(range(index * 3, index * 3 + 3)))) for grid in maze: self.find_path_initial(grid, has_ambush=False) grid.maze_nearby = self.select(cost=1).add(self.select(cost=2)).select(is_land=False) @property def fortress_data(self): return self._fortress_data @fortress_data.setter def fortress_data(self, data): enemy, block = data if not isinstance(enemy, SelectedGrids): enemy = self.to_selected((enemy,) if not isinstance(enemy, (tuple, list)) else enemy) if not isinstance(block, SelectedGrids): block = self.to_selected((block,) if not isinstance(block, (tuple, list)) else block) self._fortress_data = [enemy, block] def _load_fortress_data(self, data): """ Args: data (list): [fortress_enemy, fortress_block], they can should be str or a tuple/list of str. Such as [('B5', 'E2', 'H5', 'E8'), 'G3'] or ['F5', 'G1'] """ self._fortress_data = data enemy, block = data enemy.set(is_fortress=True) block.set(is_mechanism_block=True) @property def bouncing_enemy_data(self): return self._bouncing_enemy_data @bouncing_enemy_data.setter def bouncing_enemy_data(self, data): self._bouncing_enemy_data = [self.to_selected(route) for route in data] def _load_bouncing_enemy_data(self, data): """ Args: data (list[SelectedGrids]): Grids that enemy is bouncing in. [enemy_route, enemy_route, ...], Such as [(C2, C3, C4), ] """ for route in data: route.set(may_bouncing_enemy=True) def load_mechanism(self, land_based=False, maze=False, fortress=False, bouncing_enemy=False): logger.info(f'Load mechanism, land_base={land_based}, maze={maze}, fortress={fortress}, ' f'bouncing_enemy={bouncing_enemy}') if land_based: self._load_land_base_data(self.land_based_data) if maze: self._load_maze_data(self.maze_data) if fortress: self._load_fortress_data(self._fortress_data) if bouncing_enemy: self._load_bouncing_enemy_data(self._bouncing_enemy_data) def grid_connection_initial(self, wall=False, portal=False): """ Args: wall (bool): If use wall_data portal (bool): If use portal_data Returns: bool: If used wall data. """ logger.info(f'grid_connection: wall={wall}, portal={portal}') # Generate grid connection. total = set([grid for grid in self.grids.keys()]) for grid in self: connection = set() for arr in np.array([(0, -1), (0, 1), (-1, 0), (1, 0)]): arr = tuple(arr + grid.location) if arr in total: connection.add(arr) self.grid_connection[grid.location] = connection # Use wall_data to delete connection. if wall and self._wall_data: wall = [] for y, line in enumerate([l for l in self._wall_data.split('\n') if l]): for x, letter in enumerate(line[4:-2]): if letter != ' ': wall.append((x, y)) wall = np.array(wall) vert = wall[np.all([wall[:, 0] % 4 == 2, wall[:, 1] % 2 == 0], axis=0)] hori = wall[np.all([wall[:, 0] % 4 == 0, wall[:, 1] % 2 == 1], axis=0)] disconnect = [] for loca in (vert - (2, 0)) // (4, 2): disconnect.append([loca, loca + (1, 0)]) for loca in (hori - (0, 1)) // (4, 2): disconnect.append([loca, loca + (0, 1)]) for g1, g2 in disconnect: g1 = tuple(g1.tolist()) g2 = tuple(g2.tolist()) self.grid_connection[g1].remove(g2) self.grid_connection[g2].remove(g1) # Create portal link for start, end in self._portal_data: if portal: self.grid_connection[start].add(end) self[start].is_portal = True self[start].portal_link = end else: if end in self.grid_connection[start]: self.grid_connection[start].remove(end) self[start].is_portal = False self[start].portal_link = None return True def fixup_submarine_fleet(self): # fixup submarine spawn point # If a grid is_submarine, the lower grid may detected as is_fleet, because they have the same ammo icon for grid in self.select(is_fleet=True): if grid.is_spawn_point: continue for upper in self.grid_covered(grid, location=[(0, -1)]): if upper.is_submarine_spawn_point: logger.info(f'Fixup submarine spawn point, fleet={grid} -> submarine={upper}') grid.is_fleet = False grid.is_current_fleet = False upper.is_submarine = True # and we don't allow a grid to be both is_enemy and is_fleet at init # which might be an submarine above for grid in self.select(is_enemy=True, is_fleet=True): grid.is_fleet = False grid.is_current_fleet = False def show(self): # logger.info('Showing grids:') logger.info(' ' + ' '.join([' ' + chr(x + 64 + 1) for x in range(self.shape[0] + 1)])) for y in range(self.shape[1] + 1): text = str(y + 1).rjust(2) + ' ' + ' '.join( [self[(x, y)].str if (x, y) in self else ' ' for x in range(self.shape[0] + 1)]) logger.info(text) def update(self, grids, camera, mode='normal'): """ Args: grids: camera (tuple): mode (str): Scan mode, such as 'init', 'normal', 'carrier', 'movable' """ offset = np.array(camera) - np.array(grids.center_loca) # grids.show() failed_count = 0 for grid in grids.grids.values(): loca = tuple(offset + grid.location) if loca in self.grids: if self.ignore_prediction_match(globe=loca, local=grid): continue if not copy.copy(self.grids[loca]).merge(grid, mode=mode): logger.warning(f"Wrong Prediction. {self.grids[loca]} = '{grid.str}'") failed_count += 1 if failed_count < 2: for grid in grids.grids.values(): loca = tuple(offset + grid.location) if loca in self.grids: if self.ignore_prediction_match(globe=loca, local=grid): continue self.grids[loca].merge(grid, mode=mode) if mode == 'init': self.fixup_submarine_fleet() return True else: logger.warning('Too many wrong prediction') return False def reset(self): for grid in self: grid.reset() def reset_fleet(self): for grid in self: grid.is_current_fleet = False @property def camera_data(self): """ Returns: SelectedGrids: """ return self._camera_data @camera_data.setter def camera_data(self, nodes): """ Args: nodes (list): Contains str. """ self._camera_data = SelectedGrids([self[node2location(node)] for node in nodes]) @property def camera_data_spawn_point(self): """Additional camera_data to detect fleets at spawn point. Returns: SelectedGrids: """ return self._camera_data_spawn_point @camera_data_spawn_point.setter def camera_data_spawn_point(self, nodes): """ Args: nodes (list): Contains str. """ self._camera_data_spawn_point = SelectedGrids([self[node2location(node)] for node in nodes]) @property def spawn_data(self): """ Returns: [list[dict]]: """ if self._spawn_data_use_loop: return self._spawn_data_loop else: return self._spawn_data @spawn_data.setter def spawn_data(self, data_list): self._spawn_data = data_list @property def spawn_data_loop(self): return self._spawn_data_loop @spawn_data_loop.setter def spawn_data_loop(self, data_list): self._spawn_data_loop = data_list @property def spawn_data_stack(self): return self._spawn_data_stack def load_spawn_data(self, use_loop=False): has_loop = bool(len(self._spawn_data_loop)) logger.info(f'Load spawn_data, has_loop={has_loop}, use_loop={use_loop}') if has_loop and use_loop: self._spawn_data_use_loop = True self._load_spawn_data(self._spawn_data_loop) else: self._spawn_data_use_loop = False self._load_spawn_data(self._spawn_data) def _load_spawn_data(self, data_list): spawn = {'battle': 0, 'enemy': 0, 'mystery': 0, 'siren': 0, 'boss': 0} for data in data_list: spawn['battle'] = data['battle'] spawn['enemy'] += data.get('enemy', 0) spawn['mystery'] += data.get('mystery', 0) spawn['siren'] += data.get('siren', 0) spawn['boss'] += data.get('boss', 0) self._spawn_data_stack.append(spawn.copy()) @property def weight_data(self): return self._weight_data @weight_data.setter def weight_data(self, text): self._weight_data = text for loca, data in self._parse_text(text): self[loca].weight = float(data) @property def map_covered(self): """ Returns: SelectedGrids: """ covered = [] for grid in self: covered += self.grid_covered(grid).grids return SelectedGrids(covered).add(self._map_covered) @map_covered.setter def map_covered(self, nodes): """ Args: nodes (list): Contains str. """ self._map_covered = SelectedGrids([self[node2location(node)] for node in nodes]) def ignore_prediction(self, globe, **local): """ Args: globe (GridInfo, tuple, str): Grid in globe map. **local: Any properties in local grid. Examples: MAP.ignore_prediction(D5, enemy_scale=1, enemy_genre='Enemy') will ignore `1E` enemy on D5. """ globe = location_ensure(globe) self._ignore_prediction.append((globe, local)) def ignore_prediction_match(self, globe, local): """ Args: globe (tuple): local (GridInfo): Returns: bool: If matched a wrong prediction. """ for wrong_globe, wrong_local in self._ignore_prediction: if wrong_globe == globe: if all([local.__getattribute__(k) == v for k, v in wrong_local.items()]): return True return False @property def is_map_data_poor(self): if not self.select(may_enemy=True) or not self.select(may_boss=True) or not self.select(is_spawn_point=True): return False if not len(self.spawn_data): return False return True def show_cost(self): logger.info(' ' + ' '.join([' ' + chr(x + 64 + 1) for x in range(self.shape[0] + 1)])) for y in range(self.shape[1] + 1): text = str(y + 1).rjust(2) + ' ' + ' '.join( [str(self[(x, y)].cost).rjust(4) if (x, y) in self else ' ' for x in range(self.shape[0] + 1)]) logger.info(text) def show_connection(self): logger.info(' ' + ' '.join([' ' + chr(x + 64 + 1) for x in range(self.shape[0] + 1)])) for y in range(self.shape[1] + 1): text = str(y + 1).rjust(2) + ' ' + ' '.join( [location2node(self[(x, y)].connection) if (x, y) in self and self[(x, y)].connection else ' ' for x in range(self.shape[0] + 1)]) logger.info(text) def find_path_initial(self, location, has_ambush=True, has_enemy=True): """ Args: location (tuple(int)): Grid location has_ambush (bool): MAP_HAS_AMBUSH has_enemy (bool): False if only sea and land are considered """ location = location_ensure(location) ambush_cost = 10 if has_ambush else 1 for grid in self: grid.cost = 9999 grid.connection = None start = self[location] start.cost = 0 visited = [start] visited = set(visited) while 1: new = visited.copy() for grid in visited: for arr in self.grid_connection[grid.location]: arr = self[arr] if arr.is_land or arr.is_mechanism_block: continue cost = ambush_cost if arr.may_ambush else 1 cost += grid.cost if cost < arr.cost: arr.cost = cost arr.connection = grid.location elif cost == arr.cost: if abs(arr.location[0] - grid.location[0]) == 1: arr.connection = grid.location if arr.is_sea or not has_enemy: new.add(arr) if len(new) == len(visited): break visited = new # self.show_cost() # self.show_connection() def find_path_initial_multi_fleet(self, location_dict, current, has_ambush): """ Args: location_dict (dict): Key: int, fleet index. Value: tuple(int), grid location. current (tuple): Current location. has_ambush (bool): MAP_HAS_AMBUSH """ location_dict = sorted(location_dict.items(), key=lambda kv: (int(kv[1] == current),)) for fleet, location in location_dict: if location == (): continue self.find_path_initial(location, has_ambush=has_ambush) attr = f'cost_{fleet}' for grid in self: grid.__setattr__(attr, grid.cost) def _find_path(self, location): """ Args: location (tuple): Returns: list[tuple]: walking route. Examples: MAP_7_2._find_path(node2location('H2')) [(2, 2), (3, 2), (4, 2), (5, 2), (6, 2), (6, 1), (7, 1)] # ['C3', 'D3', 'E3', 'F3', 'G3', 'G2', 'H2'] """ if self[location].cost == 0: return [location] if self[location].connection is None: return None res = [location] while 1: location = self[location].connection if len(res) > 30: logger.warning('Route too long') logger.warning(res) # exit(1) if location is not None: res.append(location) else: break res.reverse() if len(res) == 0: logger.warning('No path found. Destination: %s' % str(location)) return [location, location] return res def _find_route_node(self, route, step=0, turning_optimize=False): """ Args: route (list[tuple]): list of grids. step (int): Fleet step in event map. Default to 0. turning_optimize: (bool): True to optimize route to reduce ambushes Returns: list[tuple]: list of walking node. Examples: MAP_7_2._find_route_node([(2, 2), (3, 2), (4, 2), (5, 2), (6, 2), (6, 1), (7, 1)]) [(6, 2), (7, 1)] """ if turning_optimize: res = [] diff = np.abs(np.diff(route, axis=0)) turning = np.diff(diff, axis=0)[:, 0] indexes = np.where(turning == -1)[0] + 1 for index in indexes: if not self[route[index]].is_fleet: res.append(index) else: logger.info(f'Path_node_avoid: {self[route[index]]}') if (index > 1) and (index - 1 not in indexes): res.append(index - 1) if (index < len(route) - 2) and (index + 1 not in indexes): res.append(index + 1) res.append(len(route) - 1) # res = [4, 6] if step == 0: return [route[index] for index in res] else: if step == 0: return [route[-1]] # Index of the last node # res = [6] res = [max(len(route) - 1, 0)] res.insert(0, 0) inserted = [] for left, right in zip(res[:-1], res[1:]): for index in list(range(left, right, step))[1:]: way_node = self[route[index]] if way_node.is_fleet or way_node.is_portal or way_node.is_flare: logger.info(f'Path_node_avoid: {way_node}') if (index > 1) and (index - 1 not in res): inserted.append(index - 1) if (index < len(route) - 2) and (index + 1 not in res): inserted.append(index + 1) else: inserted.append(index) inserted.append(right) res = inserted # res = [3, 6, 8] return [route[index] for index in res] def find_path(self, location, step=0, turning_optimize=False): location = location_ensure(location) path = self._find_path(location) if path is None or not len(path): logger.warning('No path found. Return destination.') return [location] logger.info('Full path: %s' % '[' + ', ' .join([location2node(grid) for grid in path]) + ']') portal_path = [] index = [0] for i, loca in enumerate(zip(path[:-1], path[1:])): grid = self[loca[0]] if grid.is_portal and grid.portal_link == loca[1]: index += [i, i + 1] if grid.is_maze and i != 0: index += [i] if len(path) not in index: index.append(len(path)) for start, end in zip(index[:-1], index[1:]): if end - start == 1 and self[path[start]].is_portal and self[path[start]].portal_link == path[end]: continue local_path = path[start:end + 1] local_path = self._find_route_node(local_path, step=step, turning_optimize=turning_optimize) portal_path += local_path logger.info('Path: %s' % '[' + ', ' .join([location2node(grid) for grid in local_path]) + ']') path = portal_path return path def grid_covered(self, grid, location=None): """ Args: grid (GridInfo) location (list[tuple[int]]): Relative coordinate of the covered grid. Returns: SelectedGrids: """ if location is None: covered = [tuple(np.array(grid.location) + upper) for upper in grid.covered_grid()] else: covered = [tuple(np.array(grid.location) + upper) for upper in location] covered = [self[upper] for upper in covered if upper in self] return SelectedGrids(covered) def missing_get(self, battle_count, mystery_count=0, siren_count=0, carrier_count=0, mode='normal'): try: missing = self.spawn_data_stack[battle_count].copy() except IndexError: missing = self.spawn_data_stack[-1].copy() may = {'enemy': 0, 'mystery': 0, 'siren': 0, 'boss': 0, 'carrier': 0} missing['enemy'] -= battle_count - siren_count missing['mystery'] -= mystery_count missing['siren'] -= siren_count missing['carrier'] = carrier_count - self.select(is_enemy=True, may_enemy=False).count \ if mode == 'carrier' else 0 for grid in self: for attr in ['enemy', 'mystery', 'siren', 'boss']: if grid.__getattribute__('is_' + attr): missing[attr] -= 1 missing['enemy'] += len(self.fortress_data[0]) - self.select(is_fortress=True).count for route in self.bouncing_enemy_data: if not route.select(may_bouncing_enemy=True): # bouncing enemy cleared, re-add one enemy missing['enemy'] += 1 for upper in self.map_covered: if (upper.may_enemy or mode == 'movable') and not upper.is_enemy: may['enemy'] += 1 if upper.may_mystery and not upper.is_mystery: may['mystery'] += 1 if (upper.may_siren or mode == 'movable') and not upper.is_siren: may['siren'] += 1 if upper.may_boss and not upper.is_boss: may['boss'] += 1 if upper.may_carrier: may['carrier'] += 1 logger.attr('enemy_missing', ', '.join([f'{k[:2].upper()}:{str(v).rjust(2)}' for k, v in missing.items() if k != 'battle'])) logger.attr('enemy_may____', ', '.join([f'{k[:2].upper()}:{str(v).rjust(2)}' for k, v in may.items()])) return may, missing def missing_is_none(self, battle_count, mystery_count=0, siren_count=0, carrier_count=0, mode='normal'): if self.poor_map_data: return False may, missing = self.missing_get(battle_count, mystery_count, siren_count, carrier_count, mode) for key in may.keys(): if missing[key] != 0: return False return True def missing_predict(self, battle_count, mystery_count=0, siren_count=0, carrier_count=0, mode='normal'): if self.poor_map_data: return False may, missing = self.missing_get(battle_count, mystery_count, siren_count, carrier_count, mode) # predict for upper in self.map_covered: for attr in ['enemy', 'mystery', 'siren', 'boss']: if upper.__getattribute__('may_' + attr) and missing[attr] > 0 and missing[attr] == may[attr]: logger.info('Predict %s to be %s' % (location2node(upper.location), attr)) upper.__setattr__('is_' + attr, True) if carrier_count: if upper.may_carrier and missing['carrier'] > 0 and missing['carrier'] == may['carrier']: logger.info('Predict %s to be enemy' % location2node(upper.location)) upper.__setattr__('is_enemy', True) def select(self, **kwargs): """ Args: **kwargs: Attributes of Grid. Returns: SelectedGrids: """ result = [] for grid in self: flag = True for k, v in kwargs.items(): if grid.__getattribute__(k) != v: flag = False if flag: result.append(grid) return SelectedGrids(result) def to_selected(self, grids): """ Args: grids (list): Returns: SelectedGrids: """ return SelectedGrids([self[location_ensure(loca)] for loca in grids]) def flatten(self): """ Returns: list[GridInfo]: """ return self.grids.values()
412
0.857752
1
0.857752
game-dev
MEDIA
0.468514
game-dev
0.979098
1
0.979098
fallahn/crogine
2,963
android/BulletDroid/src/BulletDynamics/MLCPSolvers/btDantzigSolver.h
/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ ///original version written by Erwin Coumans, October 2013 #ifndef BT_DANTZIG_SOLVER_H #define BT_DANTZIG_SOLVER_H #include "btMLCPSolverInterface.h" #include "btDantzigLCP.h" class btDantzigSolver : public btMLCPSolverInterface { protected: btScalar m_acceptableUpperLimitSolution; btAlignedObjectArray<char> m_tempBuffer; btAlignedObjectArray<btScalar> m_A; btAlignedObjectArray<btScalar> m_b; btAlignedObjectArray<btScalar> m_x; btAlignedObjectArray<btScalar> m_lo; btAlignedObjectArray<btScalar> m_hi; btAlignedObjectArray<int> m_dependencies; btDantzigScratchMemory m_scratchMemory; public: btDantzigSolver() :m_acceptableUpperLimitSolution(btScalar(1000)) { } virtual bool solveMLCP(const btMatrixXu & A, const btVectorXu & b, btVectorXu& x, const btVectorXu & lo,const btVectorXu & hi,const btAlignedObjectArray<int>& limitDependency, int numIterations, bool useSparsity = true) { bool result = true; int n = b.rows(); if (n) { int nub = 0; btAlignedObjectArray<btScalar> ww; ww.resize(n); const btScalar* Aptr = A.getBufferPointer(); m_A.resize(n*n); for (int i=0;i<n*n;i++) { m_A[i] = Aptr[i]; } m_b.resize(n); m_x.resize(n); m_lo.resize(n); m_hi.resize(n); m_dependencies.resize(n); for (int i=0;i<n;i++) { m_lo[i] = lo[i]; m_hi[i] = hi[i]; m_b[i] = b[i]; m_x[i] = x[i]; m_dependencies[i] = limitDependency[i]; } result = btSolveDantzigLCP (n,&m_A[0],&m_x[0],&m_b[0],&ww[0],nub,&m_lo[0],&m_hi[0],&m_dependencies[0],m_scratchMemory); if (!result) return result; // printf("numAllocas = %d\n",numAllocas); for (int i=0;i<n;i++) { volatile btScalar xx = m_x[i]; if (xx != m_x[i]) return false; if (x[i] >= m_acceptableUpperLimitSolution) { return false; } if (x[i] <= -m_acceptableUpperLimitSolution) { return false; } } for (int i=0;i<n;i++) { x[i] = m_x[i]; } } return result; } }; #endif //BT_DANTZIG_SOLVER_H
412
0.882454
1
0.882454
game-dev
MEDIA
0.883488
game-dev
0.962659
1
0.962659
dotCMS/core
3,139
dotCMS/src/main/webapp/html/js/dojo/custom-build/dojox/dgauges/components/DefaultPropertiesMixin.js
define("dojox/dgauges/components/DefaultPropertiesMixin", ["dojo/_base/declare", "dojo/_base/Color"], function(declare, Color){ return declare("dojox.dgauges.components.DefaultPropertiesMixin", null, { // summary: // This class defines default properties of predefined gauges. // minimum: Number // The minimum value of the scaler. Default is 0. minimum: 0, // maximum: Number // The maximum value of the scaler. Default is 100. maximum: 100, // snapInterval: // Specifies the increment value to be used as snap values on this scale // during user interaction. // Default is 1. snapInterval: 1, // majorTickInterval: Number // The interval between two major ticks. majorTickInterval: NaN, // minorTickInterval: Number // The interval between two minor ticks. minorTickInterval: NaN, // minorTicksEnabled: Boolean // If false, minor ticks are not generated. Default is true. minorTicksEnabled: true, // summary: // The value of the indicator. Default is 0. value: 0, // interactionArea: String // How to interact with the indicator using mouse or touch interactions. // Can be "indicator", "gauge" or "none". The default value is "gauge". // If set to "indicator", the indicator shape reacts to mouse and touch events. // If set to "gauge", the whole gauge reacts to mouse and touch events. // If "none", interactions are disabled. interactionArea: "gauge", // interactionMode: String // Can be "mouse" or "touch". interactionMode: "mouse", // animationDuration: Number // The duration of the value change animation in milliseconds. Default is 0. // The animation occurs on both user interactions and programmatic value changes. // Set this property to 0 to disable animation. animationDuration: 0, _setMinimumAttr: function(v){ this.getElement("scale").scaler.set("minimum", v); }, _setMaximumAttr: function(v){ this.getElement("scale").scaler.set("maximum", v); }, _setSnapIntervalAttr: function(v){ this.getElement("scale").scaler.set("snapInterval", v); }, _setMajorTickIntervalAttr: function(v){ this.getElement("scale").scaler.set("majorTickInterval", v); }, _setMinorTickIntervalAttr: function(v){ this.getElement("scale").scaler.set("minorTickInterval", v); }, _setMinorTicksEnabledAttr: function(v){ this.getElement("scale").scaler.set("minorTicksEnabled", v); }, _setInteractionAreaAttr: function(v){ this.getElement("scale").getIndicator("indicator").set("interactionArea", v); }, _setInteractionModeAttr: function(v){ this.getElement("scale").getIndicator("indicator").set("interactionMode", v); }, _setAnimationDurationAttr: function(v){ this.getElement("scale").getIndicator("indicator").set("animationDuration", v); }, _setBorderColorAttr: function(v){ this.borderColor = new Color(v); this.invalidateRendering(); }, _setFillColorAttr: function(v){ this.fillColor = new Color(v); this.invalidateRendering(); }, _setIndicatorColorAttr: function(v){ this.indicatorColor = new Color(v); this.invalidateRendering(); } }); });
412
0.916121
1
0.916121
game-dev
MEDIA
0.840857
game-dev
0.62107
1
0.62107
RabbitStewDio/EnTTSharp
1,240
src/EnTTSharp.Annotations/EntityComponentRegistration.cs
using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Reflection; namespace EnTTSharp.Annotations { public class EntityComponentRegistration { readonly Dictionary<Type, object> data; public EntityComponentRegistration(TypeInfo typeInfo) { this.TypeInfo = typeInfo; this.data = new Dictionary<Type, object>(); } public bool IsEmpty => data.Count == 0; public TypeInfo TypeInfo { get; } public void Store<TData>(TData value) { object? o = value; if (o != null) { data[typeof(TData)] = o; } } public bool TryGet<TData>([MaybeNullWhen(false)] out TData result) { if (this.data.TryGetValue(typeof(TData), out var raw) && raw is TData typed) { result = typed; return true; } result = default!; return false; } public override string ToString() { return $"EntityComponentRegistration({nameof(TypeInfo)}: {TypeInfo}, {nameof(IsEmpty)}: {IsEmpty})"; } } }
412
0.783169
1
0.783169
game-dev
MEDIA
0.308386
game-dev
0.942966
1
0.942966
grayj/Jedi-Academy
11,055
base/ui/jamp/multiplayer.menu
//---------------------------------------------------------------------------------------------- // // MULTIPLAYER MENU // // Allows player to start a game or join one in progress // //---------------------------------------------------------------------------------------------- { menuDef { name "multiplayermenu" fullScreen 1 rect 0 0 640 480 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items descX 320 descY 426 descScale 1 descColor 1 .682 0 .8 descAlignment ITEM_ALIGN_CENTER onESC { play "sound/interface/esc.wav" ; close all; open mainMenu } onOpen { setfocus quickserver_button } //---------------------------------------------------------------------------------------------- // MENU BACKGROUND //---------------------------------------------------------------------------------------------- itemDef { name really_background group none style WINDOW_STYLE_SHADER rect 156 154 320 240 background "gfx/menus/main_centerblue" forecolor 1 1 1 1 visible 1 decoration } itemDef { name background_text group none style WINDOW_STYLE_SHADER rect 0 0 160 480 background "gfx/menus/menu_side_text" forecolor 1 1 1 1 visible 1 decoration } itemDef { name background_text_b group none style WINDOW_STYLE_SHADER rect 480 0 160 480 background "gfx/menus/menu_side_text_right" forecolor 1 1 1 1 visible 1 decoration } itemDef { name background group none style WINDOW_STYLE_SHADER rect 0 0 640 480 background "gfx/menus/main_background" forecolor 1 1 1 1 visible 1 decoration } itemDef { name starwars group none style WINDOW_STYLE_SHADER rect 107 8 428 112 background "gfx/menus/jediacademy" forecolor 1 1 1 1 visible 1 decoration } itemDef { name left_frame group lf_fr style WINDOW_STYLE_SHADER rect 0 50 320 160 background "gfx/menus/menu_boxes_left" forecolor 1 1 1 1 visible 1 decoration } itemDef { name right_frame group rt_fr style WINDOW_STYLE_SHADER rect 320 50 320 160 background "gfx/menus/menu_boxes_right" forecolor 1 1 1 1 visible 1 decoration } //---------------------------------------------------------------------------------------------- // TOP MENU BUTTONS //---------------------------------------------------------------------------------------------- itemDef { name button_glow group none style WINDOW_STYLE_SHADER rect 0 0 0 0 background "gfx/menus/menu_buttonback" forecolor 1 1 1 1 visible 0 decoration } // Big button "PLAY" itemDef { name playbutton group toprow style WINDOW_STYLE_EMPTY type ITEM_TYPE_BUTTON rect 7 126 130 24 text @MENUS_PLAY descText @MENUS_START_PLAYING_NOW font 3 textscale 1.1 textaligny 0 textalign ITEM_ALIGN_CENTER textstyle 0 textalignx 65 forecolor 1 1 1 1 visible 1 action { } } // Big button "PLAYER PROFILE" itemDef { name profilebutton group toprow text @MENUS_PROFILE descText @MENUS_PROFILE_DESC style WINDOW_STYLE_EMPTY type ITEM_TYPE_BUTTON rect 170 126 130 24 textaligny 0 font 3 textscale 1.1 textalign ITEM_ALIGN_CENTER textstyle 0 textalignx 65 forecolor 1 .682 0 1 visible 1 mouseEnter { show button_glow setitemrect button_glow 120 124 230 30 } mouseExit { hide button_glow } action { play "sound/interface/button1.wav" ; close all ; open playerMenu } } // Big button "CONTROLS" itemDef { name controlsbutton group toprow text @MENUS_CONTROLS2 descText @MENUS_CONFIGURE_GAME_CONTROLS type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 340 126 130 24 font 3 textscale 1.1 textaligny 0 textalign ITEM_ALIGN_CENTER textstyle 0 textalignx 65 backcolor 0 0 0 0 forecolor 1 .682 0 1 visible 1 mouseEnter { show button_glow setitemrect button_glow 290 124 230 30 } mouseExit { hide button_glow } action { play "sound/interface/button1.wav" ; close all ; open controlsMenu ; } } // Big button "SETUP" itemDef { name setupbutton group toprow text @MENUS_SETUP descText @MENUS_CONFIGURE_GAME_SETTINGS type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 502 126 130 24 font 3 textscale 1.1 textaligny 0 textalign ITEM_ALIGN_CENTER textstyle 0 textalignx 65 backcolor 0 0 0 0 forecolor 1 .682 0 1 visible 1 mouseEnter { show button_glow setitemrect button_glow 452 124 230 30 } mouseExit { hide button_glow } action { play "sound/interface/button1.wav" ; close all ; open setup_menu } } //---------------------------------------------------------------------------------------------- // MULTIPLAYER MENU SPECIFIC //---------------------------------------------------------------------------------------------- itemDef { name title_glow group none style WINDOW_STYLE_SHADER rect 150 162 340 20 background "gfx/menus/menu_buttonback" forecolor 1 1 1 1 visible 1 decoration } itemDef { name title group none text @MENUS_START_PLAYING style WINDOW_STYLE_EMPTY rect 225 164 190 16 font 3 textscale .7 textalign ITEM_ALIGN_CENTER textalignx 95 textaligny -1 forecolor .549 .854 1 1 visible 1 decoration } // QUICK START itemDef { name quickserver_button group none text @MENUS_SOLO_GAME descText @MENUS_QUICKSTART_DESC type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 225 191 190 36 font 3 textscale 1 textalign ITEM_ALIGN_CENTER textstyle 0 textalignx 95 textaligny 8 forecolor 1 .682 0 1 visible 1 mouseEnter { show button_glow setitemrect button_glow 175 197 300 30 } mouseExit { hide button_glow } action { play "sound/interface/button1.wav" ; close multiplayermenu ; open quickgame } } // JOIN SERVER itemDef { name joinserver_button group none text @MENUS_JOIN_SERVER_CAPS descText @MENUS_SEARCH_FOR_SERVERS_TO type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 225 226 190 36 font 3 textscale 1 textalign ITEM_ALIGN_CENTER textstyle 0 textalignx 95 textaligny 8 forecolor 1 .682 0 1 visible 1 mouseEnter { show button_glow setitemrect button_glow 175 232 300 30 } mouseExit { hide button_glow } action { play "sound/interface/button1.wav" ; close multiplayermenu ; open joinserver } } // CREATE SERVER itemDef { name startserver_button group none text @MENUS_CREATE_SERVER_CAPS descText @MENUS_CREATE_YOUR_OWN_SERVER type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 225 261 190 36 font 3 textscale 1 textalign ITEM_ALIGN_CENTER textstyle 0 textalignx 95 textaligny 8 forecolor 1 .682 0 1 visible 1 mouseEnter { show button_glow setitemrect button_glow 175 267 300 30 } mouseExit { hide button_glow } action { play "sound/interface/button1.wav" ; close multiplayermenu ; open createserver } } // PLAY DEMO FILE itemDef { name playdemo_button group none text @MENUS_PLAY_DEMO_CAPS descText @MENUS_PLAY_BACK_A_RECORDED type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 225 296 190 36 font 3 textscale 1 textalign ITEM_ALIGN_CENTER textstyle 0 textalignx 95 textaligny 8 forecolor 1 .682 0 1 visible 1 mouseEnter { show button_glow setitemrect button_glow 175 302 300 30 } mouseExit { hide button_glow } action { play "sound/interface/button1.wav" ; close multiplayermenu ; open demo } } // GAME RULES itemDef { name rules_button group none text @MENUS_RULES descText @MENUS_RULES_DESC type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 225 331 190 36 font 3 textscale 1 textalign ITEM_ALIGN_CENTER textstyle 0 textalignx 95 textaligny 8 forecolor 1 .682 0 1 visible 1 mouseEnter { show button_glow setitemrect button_glow 175 337 300 30 } mouseExit { hide button_glow } action { play "sound/interface/button1.wav" ; close multiplayermenu ; open rulesMenu } } //---------------------------------------------------------------------------------------------- // BOTTOM BUTTONS //---------------------------------------------------------------------------------------------- // BACK button itemDef { name backbutton group fade_buttons text @MENUS_BACK descText @MENUS_BACKTOMAIN type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 59 444 130 24 font 3 textscale 1.1 textalign ITEM_ALIGN_CENTER textstyle 3 textalignx 65 textaligny -1 forecolor 1 .682 0 1 visible 1 mouseEnter { show button_glow setitemrect button_glow 30 441 190 30 } mouseExit { hide button_glow } action { play "sound/interface/esc.wav" ; close all ; open mainMenu } } // EXIT button itemDef { name exitgamebutton group othermain text @MENUS_EXIT descText @MENUS_LEAVE_JEDI_KNIGHT_II type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 255 444 130 24 font 3 textscale 1.1 textalign ITEM_ALIGN_CENTER textstyle 0 textalignx 65 textaligny -1 forecolor 1 .682 0 1 visible 1 mouseEnter { show button_glow setitemrect button_glow 225 441 190 30 } mouseExit { hide button_glow } action { play "sound/weapons/saber/saberoff.mp3"; close all ; open quitMenu } } } }
412
0.934869
1
0.934869
game-dev
MEDIA
0.968425
game-dev
0.879317
1
0.879317
libriscv/godot-sandbox
1,772
program/rust/docker/src/godot/dictionary.rs
#![allow(dead_code)] use core::arch::asm; use crate::Variant; use crate::VariantType; #[repr(C)] pub struct GodotDictionary { pub reference: i32 } impl GodotDictionary { pub fn new() -> GodotDictionary { let mut var = Variant::new_nil(); unsafe { asm!("ecall", in("a0") &mut var, in("a1") VariantType::Dictionary as i32, in("a2") 0, // method in("a7") 517, // ECALL_VCREATE ); } GodotDictionary { reference: unsafe { var.u.i } as i32 } } pub fn from_ref(var_ref: i32) -> GodotDictionary { GodotDictionary { reference: var_ref } } pub fn to_variant(&self) -> Variant { let mut v = Variant::new_nil(); v.t = VariantType::Array; v.u.i = self.reference as i64; v } /* Godot Dictionary API */ pub fn size(&self) -> i64 { return self.call("size", &[]).to_integer(); } pub fn empty(&self) -> bool { return self.size() == 0; } pub fn clear(&self) { self.call("clear", &[]); } pub fn get(&self, key: &Variant) -> Variant { const ECALL_DICTIONARY_OPS: i32 = 524; let mut var = Variant::new_nil(); unsafe { asm!("ecall", in("a0") 0, // OP_GET in("a1") self.reference, in("a2") key, in("a3") &mut var, in("a7") ECALL_DICTIONARY_OPS, ); } var } pub fn set(&self, key: &Variant, value: &Variant) { const ECALL_DICTIONARY_OPS: i32 = 524; unsafe { asm!("ecall", in("a0") 1, // OP_SET in("a1") self.reference, in("a2") key, in("a3") value, in("a7") ECALL_DICTIONARY_OPS, ); } } /* Make a method call on the string (as Variant) */ pub fn call(&self, method: &str, args: &[Variant]) -> Variant { // Call the method using Variant::callp let var = Variant::from_ref(VariantType::Array, self.reference); var.call(method, &args) } }
412
0.610566
1
0.610566
game-dev
MEDIA
0.300178
game-dev
0.72022
1
0.72022
MATTYOneInc/AionEncomBase_Java8
9,796
AL-Game/data/scripts/system/handlers/instance/HamateIsleStoreroomInstance.java
/* * This file is part of Encom. * * Encom is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Encom is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser Public License for more details. * * You should have received a copy of the GNU Lesser Public License * along with Encom. If not, see <http://www.gnu.org/licenses/>. */ package instance; import com.aionemu.commons.utils.Rnd; import com.aionemu.gameserver.instance.handlers.GeneralInstanceHandler; import com.aionemu.gameserver.instance.handlers.InstanceID; import com.aionemu.gameserver.model.drop.DropItem; import com.aionemu.gameserver.model.flyring.FlyRing; import com.aionemu.gameserver.model.gameobjects.Npc; import com.aionemu.gameserver.model.gameobjects.player.Player; import com.aionemu.gameserver.model.items.storage.Storage; import com.aionemu.gameserver.model.templates.flyring.FlyRingTemplate; import com.aionemu.gameserver.model.utils3d.Point3D; import com.aionemu.gameserver.network.aion.serverpackets.*; import com.aionemu.gameserver.services.drop.DropRegistrationService; import com.aionemu.gameserver.utils.PacketSendUtility; import com.aionemu.gameserver.utils.ThreadPoolManager; import com.aionemu.gameserver.world.WorldMapInstance; import com.aionemu.gameserver.world.knownlist.Visitor; import java.util.ArrayList; import java.util.List; import java.util.Set; import java.util.concurrent.Future; /****/ /** Author (Encom) Chamber of Roah or Hamate Isle Storeroom is a fortress group instance for players of level 40 and above. Its entrance is located in Hamate Isle in Sullenscale Rive on Mondays, Wednesdays, Fridays and Sundays. Like other fortress instances, monsters inside it will aggro regardless of the level of the party. As of 4.9, the entrance was moved from Roah Fortress in Upper Reshanta to Lower Reshanta due to the fortress becoming inactive. Backstory: When Balaur held the fortress, they built an inner cave in the deepest parts of the floating island. Within these chambers, they stored their treasures. Due to not being directly connected to the outside, they created a teleport statue, acting as a portal to the hoard. However, as Balaur lost the fortress to Daevas, this secret strongbox was discovered. Daevas accessed this area, but were surprised by the presence of the Balaur guards. They now must venture in, making their way through the remnants, to acquire those amazing riches. As Ereshkigal's relics found in Drakenspire Depths released strong energy waves, Reshanta was suffered a shift in its temperature. Allowing the rising of the Dragon Lord's armies, it caused the outer fortresses to be neutralised, sealing the original entrance. With the sudden appearance of the central archipelago of Lower Reshanta, strange portals leading to this chambers were discovered re-enabling access to the affected treasure rooms. Walkthrough: The instance is composed of the drop point, which is connected to the main hall, which branches into three bridges leading to their respective wings. When players step out of the drop point, a 15-minutes countdown will begin, which when ends will force treasure chests to despawn. Each chamber holds one treasure box, which can be opened with the key dropped from the chamber's head guard. A bigger chest may spawn sometimes spawn in the main hall, in front of the bridge leading to the northern chamber. If players attack the unique mob of the room, all guards which have not been cleared already will attack them, making it imperative to clear the whole room before engaging the fight. Each room has a different difficulty, varying from easy (western room), to medium (eastern room) to hard (northern room). The western room is guarded by a random Naga/Nagarant guard, holding the <Golden Ruins of Roah Key>, which can be used to open the treasure chest behind it, In the eastern room players will find a Drakan guard, holding the <Jeweled Ruins of Roah Key>, also used to open the chest behind the unique mob. Laslty, players may reach the northern chamber, guarded by <Protector Kael>, holding the <Magic Ruins of Roah Key>. This boss will constantly cast shield, reducing physical damage inflicted on him, as well as slowing his enemies' attack and movement speed. /****/ @InstanceID(300070000) public class HamateIsleStoreroomInstance extends GeneralInstanceHandler { private Future<?> hamateIsleStoreroomTask; private boolean isStartTimer = false; private List<Npc> HamateIsleStoreroomTreasureBoxSuscess = new ArrayList<Npc>(); @Override public void onInstanceCreate(WorldMapInstance instance) { super.onInstanceCreate(instance); spawnHamateIsleStoreroomRings(); switch (Rnd.get(1, 2)) { case 1: spawn(214780, 381.35986f, 510.61307f, 102.618126f, (byte) 111); //Dakaer Diabolist. break; case 2: spawn(214781, 381.35986f, 510.61307f, 102.618126f, (byte) 111); //Dakaer Bloodmender. break; } switch (Rnd.get(1, 2)) { case 1: spawn(214782, 625.4933f, 455.0907f, 102.63267f, (byte) 47); //Dakaer Adjutant. break; case 2: spawn(214784, 625.4933f, 455.0907f, 102.63267f, (byte) 47); //Dakaer Physician. break; } switch (Rnd.get(1, 2)) { case 1: spawn(215449, 503.947f, 623.82227f, 103.695724f, (byte) 90); //Relic Protector Kael. break; case 2: spawn(215450, 503.947f, 623.82227f, 103.695724f, (byte) 90); //Ebonlord Vasana. break; } } public void onDropRegistered(Npc npc) { Set<DropItem> dropItems = DropRegistrationService.getInstance().getCurrentDropMap().get(npc.getObjectId()); int npcId = npc.getNpcId(); int index = dropItems.size() + 1; switch (npcId) { case 214780: //Dakaer Diabolist. case 214781: //Dakaer Bloodmender. for (Player player: instance.getPlayersInside()) { if (player.isOnline()) { dropItems.add(DropRegistrationService.getInstance().regDropItem(index++, player.getObjectId(), npcId, 185000036, 1)); //Golden Ruins Of Roah Key. } } break; case 214782: //Dakaer Adjutant. case 214784: //Dakaer Physician. for (Player player: instance.getPlayersInside()) { if (player.isOnline()) { dropItems.add(DropRegistrationService.getInstance().regDropItem(index++, player.getObjectId(), npcId, 185000037, 1)); //Jeweled Ruins Of Roah Key. } } break; case 215449: //Relic Protector Kael. case 215450: //Ebonlord Vasana. for (Player player: instance.getPlayersInside()) { if (player.isOnline()) { dropItems.add(DropRegistrationService.getInstance().regDropItem(index++, player.getObjectId(), npcId, 185000038, 1)); //Magic Ruins Of Roah Key. } } break; } } private void spawnHamateIsleStoreroomRings() { FlyRing f1 = new FlyRing(new FlyRingTemplate("HAMATE_ISLE_STOREROOM", mapId, new Point3D(501.77, 409.53, 94.12), new Point3D(503.93, 409.65, 98.9), new Point3D(506.26, 409.7, 94.15), 10), instanceId); f1.spawn(); } @Override public boolean onPassFlyingRing(Player player, String flyingRing) { if (flyingRing.equals("HAMATE_ISLE_STOREROOM")) { if (!isStartTimer) { isStartTimer = true; System.currentTimeMillis(); instance.doOnAllPlayers(new Visitor<Player>() { @Override public void visit(Player player) { if (player.isOnline()) { startHamateIsleStoreroomTimer(); PacketSendUtility.sendPacket(player, new SM_QUEST_ACTION(0, 900)); //The Balaur protective magic ward has been activated. PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.STR_MSG_INSTANCE_START_IDABRE); } } }); } } return false; } @Override public void onEnterInstance(final Player player) { super.onInstanceCreate(instance); HamateIsleStoreroomTreasureBoxSuscess.add((Npc) spawn(700472, 377.06046f, 512.4419f, 102.618126f, (byte) 114)); HamateIsleStoreroomTreasureBoxSuscess.add((Npc) spawn(700473, 628.6996f, 451.98642f, 102.63267f, (byte) 48)); HamateIsleStoreroomTreasureBoxSuscess.add((Npc) spawn(700474, 503.7779f, 630.8419f, 104.54881f, (byte) 90)); } private void startHamateIsleStoreroomTimer() { hamateIsleStoreroomTask = ThreadPoolManager.getInstance().schedule(new Runnable() { @Override public void run() { //All Balaur treasure chests have disappeared. sendMsg(1400244); HamateIsleStoreroomTreasureBoxSuscess.get(0).getController().onDelete(); HamateIsleStoreroomTreasureBoxSuscess.get(1).getController().onDelete(); HamateIsleStoreroomTreasureBoxSuscess.get(2).getController().onDelete(); } }, 900000); //15 Minutes. } private void sendMsg(final String str) { instance.doOnAllPlayers(new Visitor<Player>() { @Override public void visit(Player player) { PacketSendUtility.sendWhiteMessageOnCenter(player, str); } }); } @Override public void onLeaveInstance(Player player) { removeItems(player); } @Override public void onPlayerLogOut(Player player) { removeItems(player); } private void removeItems(Player player) { Storage storage = player.getInventory(); storage.decreaseByItemId(185000036, storage.getItemCountByItemId(185000036)); //Golden Ruins Of Roah Key. storage.decreaseByItemId(185000037, storage.getItemCountByItemId(185000037)); //Jeweled Ruins Of Roah Key. storage.decreaseByItemId(185000038, storage.getItemCountByItemId(185000038)); //Magic Ruins Of Roah Key. } }
412
0.99121
1
0.99121
game-dev
MEDIA
0.957385
game-dev
0.997551
1
0.997551
simulationcraft/simc
23,807
profiles/TWW3/TWW3_Demon_Hunter_Vengeance.simc
demonhunter="TWW3_Demon_Hunter_Vengeance" source=default spec=vengeance level=80 race=night_elf timeofday=night role=tank position=front talents=CUkAVVFIvriGAPx6R1rEiLo2cCAGjZmZMmZkZmxYYMbzMYsNjZMjZGmZWmZsMzMMDGAAAAmlZWmlZmZW2mtppZwMzgN # Default consumables potion=tempered_potion_3 flask=flask_of_alchemical_chaos_3 food=feast_of_the_divine_day augmentation=crystallized temporary_enchant=main_hand:ironclaw_whetstone_3/off_hand:ironclaw_whetstone_3 # This default action priority list is automatically created based on your character. # It is a attempt to provide you with a action list that is both simple and practicable, # while resulting in a meaningful and good simulation. It may not result in the absolutely highest possible dps. # Feel free to edit, adapt and improve it to your own needs. # SimulationCraft is always looking for updates and improvements to the default action lists. # Executed before combat begins. Accepts non-harmful actions only. actions.precombat=snapshot_stats actions.precombat+=/variable,name=single_target,value=spell_targets.spirit_bomb=1 actions.precombat+=/variable,name=small_aoe,value=spell_targets.spirit_bomb>=2&spell_targets.spirit_bomb<=5 actions.precombat+=/variable,name=big_aoe,value=spell_targets.spirit_bomb>=6 actions.precombat+=/variable,name=trinket_1_buffs,value=trinket.1.has_use_buff|(trinket.1.has_buff.agility|trinket.1.has_buff.mastery|trinket.1.has_buff.versatility|trinket.1.has_buff.haste|trinket.1.has_buff.crit) actions.precombat+=/variable,name=trinket_2_buffs,value=trinket.2.has_use_buff|(trinket.2.has_buff.agility|trinket.2.has_buff.mastery|trinket.2.has_buff.versatility|trinket.2.has_buff.haste|trinket.2.has_buff.crit) actions.precombat+=/arcane_torrent actions.precombat+=/sigil_of_flame,if=hero_tree.aldrachi_reaver|(hero_tree.felscarred&talent.student_of_suffering) actions.precombat+=/immolation_aura # Executed every time the actor is available. actions=variable,name=num_spawnable_souls,op=reset,default=0 actions+=/variable,name=num_spawnable_souls,op=max,value=1,if=talent.soul_sigils&cooldown.sigil_of_flame.up actions+=/variable,name=num_spawnable_souls,op=max,value=2,if=talent.fracture&cooldown.fracture.charges_fractional>=1&!buff.metamorphosis.up actions+=/variable,name=num_spawnable_souls,op=max,value=3,if=talent.fracture&cooldown.fracture.charges_fractional>=1&buff.metamorphosis.up actions+=/variable,name=num_spawnable_souls,op=add,value=1,if=talent.soul_carver&(cooldown.soul_carver.remains>(cooldown.soul_carver.duration-3)) actions+=/auto_attack actions+=/disrupt,if=target.debuff.casting.react actions+=/infernal_strike,use_off_gcd=1 actions+=/demon_spikes,use_off_gcd=1,if=!buff.demon_spikes.up&!cooldown.pause_action.remains actions+=/run_action_list,name=ar,if=hero_tree.aldrachi_reaver actions+=/run_action_list,name=fs,if=hero_tree.felscarred actions.ar=use_item,slot=trinket1,if=!trinket.1.is.tome_of_lights_devotion&(!variable.trinket_1_buffs|(variable.trinket_1_buffs&((buff.metamorphosis.up)|(buff.metamorphosis.up&cooldown.metamorphosis.remains<10)|(cooldown.metamorphosis.remains>trinket.1.cooldown.duration)|(variable.trinket_2_buffs&trinket.2.cooldown.remains<cooldown.metamorphosis.remains)))) actions.ar+=/use_item,slot=trinket2,if=!trinket.2.is.tome_of_lights_devotion&(!variable.trinket_2_buffs|(variable.trinket_2_buffs&((buff.metamorphosis.up)|(buff.metamorphosis.up&cooldown.metamorphosis.remains<10)|(cooldown.metamorphosis.remains>trinket.2.cooldown.duration)|(variable.trinket_1_buffs&trinket.1.cooldown.remains<cooldown.metamorphosis.remains)))) actions.ar+=/use_item,name=tome_of_lights_devotion,if=buff.inner_resilience.up actions.ar+=/potion,use_off_gcd=1,if=(buff.rending_strike.up&buff.glaive_flurry.up)|prev_gcd.1.reavers_glaive actions.ar+=/call_action_list,name=externals,if=(buff.rending_strike.up&buff.glaive_flurry.up)|prev_gcd.1.reavers_glaive actions.ar+=/metamorphosis,use_off_gcd=1,if=!buff.metamorphosis.up actions.ar+=/fel_devastation,use_off_gcd=1,if=!buff.rending_strike.up&!buff.glaive_flurry.up # Always Soul Cleave if Rending Strike isn't up and Glaive Flurry is actions.ar+=/soul_cleave,if=!buff.rending_strike.up&buff.glaive_flurry.up # Spend Rending Strike or generate Fury for empowered Soul Cleave actions.ar+=/shear,if=talent.fracture&buff.glaive_flurry.up # Spend Rending Strike or generate Fury for empowered Soul Cleave actions.ar+=/shear,if=!talent.fracture&buff.glaive_flurry.up actions.ar+=/reavers_glaive,if=!buff.rending_strike.up&!buff.glaive_flurry.up actions.ar+=/the_hunt,if=!buff.reavers_glaive.up&(buff.art_of_the_glaive.stack+soul_fragments.total)<20 actions.ar+=/fiery_brand,if=talent.fiery_demise&!dot.fiery_brand.ticking actions.ar+=/soul_carver,if=!talent.fiery_demise|(talent.fiery_demise&dot.fiery_brand.ticking) actions.ar+=/sigil_of_spite # Immolation Aura is one of our best generators if Fallout is talented actions.ar+=/immolation_aura,if=talent.fallout actions.ar+=/bulk_extraction,if=spell_targets>=3 actions.ar+=/shear,if=talent.fracture&buff.metamorphosis.up actions.ar+=/sigil_of_flame actions.ar+=/shear,if=talent.fracture actions.ar+=/spirit_bomb,if=spell_targets>=12&soul_fragments>=4 actions.ar+=/soul_cleave actions.ar+=/immolation_aura actions.ar+=/felblade actions.ar+=/vengeful_retreat,if=talent.unhindered_assault actions.ar+=/throw_glaive actions.ar+=/shear,if=!talent.fracture actions.externals=invoke_external_buff,name=symbol_of_hope actions.externals+=/invoke_external_buff,name=power_infusion actions.fel_dev=spirit_bomb,if=buff.demonsurge_spirit_burst.up&(variable.can_spburst|soul_fragments>=4|(buff.metamorphosis.remains<(gcd.max*2))) actions.fel_dev+=/soul_cleave,if=buff.demonsurge_soul_sunder.up&(!buff.demonsurge_spirit_burst.up|(buff.metamorphosis.remains<(gcd.max*2))) actions.fel_dev+=/sigil_of_spite,if=(!talent.cycle_of_binding|(cooldown.sigil_of_spite.duration<(cooldown.metamorphosis.remains+18)))&(soul_fragments.total<=2&buff.demonsurge_spirit_burst.up) actions.fel_dev+=/soul_carver,if=soul_fragments.total<=2&!prev_gcd.1.sigil_of_spite&buff.demonsurge_spirit_burst.up actions.fel_dev+=/shear,if=talent.fracture&soul_fragments.total<=2&buff.demonsurge_spirit_burst.up actions.fel_dev+=/felblade,if=buff.demonsurge_spirit_burst.up|buff.demonsurge_soul_sunder.up actions.fel_dev+=/shear,if=talent.fracture&buff.demonsurge_spirit_burst.up|buff.demonsurge_soul_sunder.up actions.fel_dev_prep=potion,use_off_gcd=1,if=prev_gcd.1.fiery_brand actions.fel_dev_prep+=/sigil_of_flame,if=!variable.hold_sof_for_precombat&!variable.hold_sof_for_student&!variable.hold_sof_for_dot actions.fel_dev_prep+=/fiery_brand,if=talent.fiery_demise&((fury+variable.fel_dev_passive_fury_gen)>=120)&(variable.can_spburst|variable.can_spburst_soon|soul_fragments.total>=4)&active_dot.fiery_brand=0&((cooldown.metamorphosis.remains<(execute_time+action.fel_devastation.execute_time+(gcd.max*2)))|variable.fiery_brand_back_before_meta) actions.fel_dev_prep+=/fel_devastation,if=((fury+variable.fel_dev_passive_fury_gen)>=120)&(variable.can_spburst|variable.can_spburst_soon|soul_fragments.total>=4) actions.fel_dev_prep+=/sigil_of_spite,if=(!talent.cycle_of_binding|(cooldown.sigil_of_spite.duration<(cooldown.metamorphosis.remains+18)))&(soul_fragments.total<=1|(!(variable.can_spburst|variable.can_spburst_soon|soul_fragments.total>=4)&(!talent.fracture|action.shear.charges_fractional<1))) actions.fel_dev_prep+=/soul_carver,if=(!talent.cycle_of_binding|cooldown.metamorphosis.remains>20)&(soul_fragments.total<=1|(!(variable.can_spburst|variable.can_spburst_soon|soul_fragments.total>=4)&(!talent.fracture|action.shear.charges_fractional<1)))&!prev_gcd.1.sigil_of_spite&!prev_gcd.2.sigil_of_spite actions.fel_dev_prep+=/felblade,if=!((fury+variable.fel_dev_passive_fury_gen)>=120)&(variable.can_spburst|variable.can_spburst_soon|soul_fragments.total>=4) actions.fel_dev_prep+=/shear,if=talent.fracture&!(variable.can_spburst|variable.can_spburst_soon|soul_fragments.total>=4)|!((fury+variable.fel_dev_passive_fury_gen)>=120) actions.fel_dev_prep+=/felblade actions.fel_dev_prep+=/shear,if=talent.fracture actions.fel_dev_prep+=/wait,sec=0.1,if=(!(variable.can_spburst|variable.can_spburst_soon|soul_fragments.total>=4)|!((fury+variable.fel_dev_passive_fury_gen)>=120))&(!talent.fracture|action.shear.charges_fractional>=0.7) actions.fel_dev_prep+=/fel_devastation actions.fel_dev_prep+=/soul_cleave,if=((fury+variable.fel_dev_passive_fury_gen)>=150) actions.fel_dev_prep+=/throw_glaive actions.fs=variable,name=crit_pct,op=set,value=(dot.sigil_of_flame.crit_pct+(talent.aura_of_pain*6))%100,if=active_dot.sigil_of_flame>0&talent.volatile_flameblood actions.fs+=/variable,name=fel_dev_sequence_time,op=set,value=2+(2*gcd.max) actions.fs+=/variable,name=fel_dev_sequence_time,op=add,value=gcd.max,if=talent.fiery_demise&cooldown.fiery_brand.up actions.fs+=/variable,name=fel_dev_sequence_time,op=add,value=gcd.max,if=cooldown.sigil_of_flame.up|cooldown.sigil_of_flame.remains<variable.fel_dev_sequence_time actions.fs+=/variable,name=fel_dev_sequence_time,op=add,value=gcd.max,if=cooldown.immolation_aura.up|cooldown.immolation_aura.remains<variable.fel_dev_sequence_time actions.fs+=/variable,name=fel_dev_passive_fury_gen,op=set,value=0 actions.fs+=/variable,name=fel_dev_passive_fury_gen,op=add,value=2.5*floor((buff.student_of_suffering.remains>?variable.fel_dev_sequence_time)),if=talent.student_of_suffering.enabled&(buff.student_of_suffering.remains>1|prev_gcd.1.sigil_of_flame) actions.fs+=/variable,name=fel_dev_passive_fury_gen,op=add,value=30+(2*talent.flames_of_fury*spell_targets.sigil_of_flame),if=(cooldown.sigil_of_flame.remains<variable.fel_dev_sequence_time) actions.fs+=/variable,name=fel_dev_passive_fury_gen,op=add,value=8,if=cooldown.immolation_aura.remains<variable.fel_dev_sequence_time actions.fs+=/variable,name=fel_dev_passive_fury_gen,op=add,value=2*floor((buff.immolation_aura.remains>?variable.fel_dev_sequence_time)),if=buff.immolation_aura.remains>1 actions.fs+=/variable,name=fel_dev_passive_fury_gen,op=add,value=7.5*variable.crit_pct*floor((buff.immolation_aura.remains>?variable.fel_dev_sequence_time)),if=talent.volatile_flameblood&buff.immolation_aura.remains>1 actions.fs+=/variable,name=fel_dev_passive_fury_gen,op=add,value=22,if=talent.darkglare_boon.enabled actions.fs+=/variable,name=spbomb_threshold,op=setif,condition=talent.fiery_demise&dot.fiery_brand.ticking,value=(variable.single_target*5)+(variable.small_aoe*5)+(variable.big_aoe*4),value_else=(variable.single_target*5)+(variable.small_aoe*5)+(variable.big_aoe*4) actions.fs+=/variable,name=can_spbomb,op=setif,condition=talent.spirit_bomb,value=soul_fragments>=variable.spbomb_threshold,value_else=0 actions.fs+=/variable,name=can_spbomb_soon,op=setif,condition=talent.spirit_bomb,value=soul_fragments.total>=variable.spbomb_threshold,value_else=0 actions.fs+=/variable,name=can_spbomb_one_gcd,op=setif,condition=talent.spirit_bomb,value=(soul_fragments.total+variable.num_spawnable_souls)>=variable.spbomb_threshold,value_else=0 actions.fs+=/variable,name=spburst_threshold,op=setif,condition=talent.fiery_demise&dot.fiery_brand.ticking,value=(variable.single_target*5)+(variable.small_aoe*5)+(variable.big_aoe*4),value_else=(variable.single_target*5)+(variable.small_aoe*5)+(variable.big_aoe*4) actions.fs+=/variable,name=can_spburst,op=setif,condition=talent.spirit_bomb,value=soul_fragments>=variable.spburst_threshold,value_else=0 actions.fs+=/variable,name=can_spburst_soon,op=setif,condition=talent.spirit_bomb,value=soul_fragments.total>=variable.spburst_threshold,value_else=0 actions.fs+=/variable,name=can_spburst_one_gcd,op=setif,condition=talent.spirit_bomb,value=(soul_fragments.total+variable.num_spawnable_souls)>=variable.spburst_threshold,value_else=0 actions.fs+=/variable,name=meta_prep_time,op=set,value=0 actions.fs+=/variable,name=meta_prep_time,op=add,value=action.fiery_brand.execute_time,if=talent.fiery_demise&cooldown.fiery_brand.up actions.fs+=/variable,name=meta_prep_time,op=add,value=action.sigil_of_flame.execute_time*action.sigil_of_flame.charges actions.fs+=/variable,name=dont_soul_cleave,op=setif,condition=buff.metamorphosis.up&buff.demonsurge_hardcast.up,value=buff.demonsurge_spirit_burst.up|(buff.metamorphosis.remains<(gcd.max*2)&(!((fury+variable.fel_dev_passive_fury_gen)>=120)|!(variable.can_spburst|variable.can_spburst_soon|soul_fragments.total>=4))),value_else=(cooldown.fel_devastation.remains<(gcd.max*3)&(!((fury+variable.fel_dev_passive_fury_gen)>=120)|!(variable.can_spburst|variable.can_spburst_soon|soul_fragments.total>=4))) actions.fs+=/variable,name=fiery_brand_back_before_meta,op=setif,condition=talent.down_in_flames,value=charges>=max_charges|(charges_fractional>=1&cooldown.fiery_brand.full_recharge_time<=gcd.remains+execute_time)|(charges_fractional>=1&((1-(charges_fractional-1))*cooldown.fiery_brand.duration)<=cooldown.metamorphosis.remains),value_else=(cooldown.fiery_brand.duration<=cooldown.metamorphosis.remains) actions.fs+=/variable,name=hold_sof_for_meta,op=setif,condition=talent.illuminated_sigils,value=(charges_fractional>=1&((1-(charges_fractional-1))*cooldown.sigil_of_flame.duration)>cooldown.metamorphosis.remains),value_else=cooldown.sigil_of_flame.duration>cooldown.metamorphosis.remains actions.fs+=/variable,name=hold_sof_for_fel_dev,op=setif,condition=talent.illuminated_sigils,value=(charges_fractional>=1&((1-(charges_fractional-1))*cooldown.sigil_of_flame.duration)>cooldown.fel_devastation.remains),value_else=cooldown.sigil_of_flame.duration>cooldown.fel_devastation.remains actions.fs+=/variable,name=hold_sof_for_student,op=setif,condition=talent.student_of_suffering,value=prev_gcd.1.sigil_of_flame|(buff.student_of_suffering.remains>(4-talent.quickened_sigils)),value_else=0 actions.fs+=/variable,name=hold_sof_for_dot,op=setif,condition=talent.ascending_flame,value=0,value_else=prev_gcd.1.sigil_of_flame|(dot.sigil_of_flame.remains>(4-talent.quickened_sigils)) actions.fs+=/variable,name=hold_sof_for_precombat,value=(talent.illuminated_sigils&time<(2-talent.quickened_sigils)) actions.fs+=/use_item,slot=trinket1,if=!trinket.1.is.tome_of_lights_devotion&(!variable.trinket_1_buffs|(variable.trinket_1_buffs&((buff.metamorphosis.up&buff.demonsurge_hardcast.up)|(buff.metamorphosis.up&!buff.demonsurge_hardcast.up&cooldown.metamorphosis.remains<10)|(cooldown.metamorphosis.remains>trinket.1.cooldown.duration)|(variable.trinket_2_buffs&trinket.2.cooldown.remains<cooldown.metamorphosis.remains)))) actions.fs+=/use_item,slot=trinket2,if=!trinket.2.is.tome_of_lights_devotion&(!variable.trinket_2_buffs|(variable.trinket_2_buffs&((buff.metamorphosis.up&buff.demonsurge_hardcast.up)|(buff.metamorphosis.up&!buff.demonsurge_hardcast.up&cooldown.metamorphosis.remains<10)|(cooldown.metamorphosis.remains>trinket.2.cooldown.duration)|(variable.trinket_1_buffs&trinket.1.cooldown.remains<cooldown.metamorphosis.remains)))) actions.fs+=/use_item,name=tome_of_lights_devotion,if=buff.inner_resilience.up actions.fs+=/immolation_aura,if=time<4 actions.fs+=/immolation_aura,if=!(cooldown.metamorphosis.up&prev_gcd.1.sigil_of_flame)&!(talent.fallout&talent.spirit_bomb&spell_targets.spirit_bomb>=3&((buff.metamorphosis.up&(variable.can_spburst|variable.can_spburst_soon))|(!buff.metamorphosis.up&(variable.can_spbomb|variable.can_spbomb_soon))))&!(buff.metamorphosis.up&buff.demonsurge_hardcast.up) actions.fs+=/sigil_of_flame,if=!talent.student_of_suffering&!variable.hold_sof_for_dot&!variable.hold_sof_for_precombat actions.fs+=/sigil_of_flame,if=!variable.hold_sof_for_precombat&(charges=max_charges|(!variable.hold_sof_for_student&!variable.hold_sof_for_dot&!variable.hold_sof_for_meta&!variable.hold_sof_for_fel_dev)) actions.fs+=/fiery_brand,if=active_dot.fiery_brand=0&(!talent.fiery_demise|((talent.down_in_flames&charges>=max_charges)|variable.fiery_brand_back_before_meta)) actions.fs+=/call_action_list,name=fs_execute,if=fight_remains<20 actions.fs+=/run_action_list,name=fel_dev,if=buff.metamorphosis.up&!buff.demonsurge_hardcast.up&(buff.demonsurge_soul_sunder.up|buff.demonsurge_spirit_burst.up) actions.fs+=/run_action_list,name=metamorphosis,if=buff.metamorphosis.up&buff.demonsurge_hardcast.up actions.fs+=/run_action_list,name=fel_dev_prep,if=!buff.demonsurge_hardcast.up&(cooldown.fel_devastation.up|(cooldown.fel_devastation.remains<=(gcd.max*3))) actions.fs+=/run_action_list,name=meta_prep,if=(cooldown.metamorphosis.remains<=variable.meta_prep_time)&!cooldown.fel_devastation.up&!cooldown.fel_devastation.remains<10&!buff.demonsurge_soul_sunder.up&!buff.demonsurge_spirit_burst.up actions.fs+=/the_hunt actions.fs+=/felblade,if=((cooldown.sigil_of_spite.remains<execute_time|cooldown.soul_carver.remains<execute_time)&cooldown.fel_devastation.remains<(execute_time+gcd.max)&fury<50) actions.fs+=/soul_carver,if=(!talent.fiery_demise|talent.fiery_demise&dot.fiery_brand.ticking)&((!talent.spirit_bomb|variable.single_target)|(talent.spirit_bomb&!prev_gcd.1.sigil_of_spite&((soul_fragments.total+3<=5&fury>=40)|(soul_fragments.total=0&fury>=15)))) actions.fs+=/sigil_of_spite,if=(!talent.cycle_of_binding|(cooldown.sigil_of_spite.duration<(cooldown.metamorphosis.remains+18)))&(!talent.spirit_bomb|(fury>=80&(variable.can_spbomb|variable.can_spbomb_soon))|(soul_fragments.total<=(2-talent.soul_sigils.rank))) actions.fs+=/spirit_bomb,if=variable.can_spburst&talent.fiery_demise&dot.fiery_brand.ticking&!(cooldown.fel_devastation.remains<(gcd.max*3)) actions.fs+=/spirit_bomb,if=variable.can_spbomb&talent.fiery_demise&dot.fiery_brand.ticking&!(cooldown.fel_devastation.remains<(gcd.max*3)) actions.fs+=/soul_cleave,if=variable.single_target&!variable.dont_soul_cleave actions.fs+=/spirit_bomb,if=variable.can_spburst&!(cooldown.fel_devastation.remains<(gcd.max*3)) actions.fs+=/spirit_bomb,if=variable.can_spbomb&!(cooldown.fel_devastation.remains<(gcd.max*3)) actions.fs+=/felblade,if=((fury<40&((buff.metamorphosis.up&(variable.can_spburst|variable.can_spburst_soon))|(!buff.metamorphosis.up&(variable.can_spbomb|variable.can_spbomb_soon))))) actions.fs+=/shear,if=talent.fracture&((fury<40&((buff.metamorphosis.up&(variable.can_spburst|variable.can_spburst_soon))|(!buff.metamorphosis.up&(variable.can_spbomb|variable.can_spbomb_soon))))|(buff.metamorphosis.up&variable.can_spburst_one_gcd)|(!buff.metamorphosis.up&variable.can_spbomb_one_gcd)) actions.fs+=/felblade,if=fury.deficit>=40 actions.fs+=/soul_cleave,if=!variable.dont_soul_cleave actions.fs+=/shear,if=talent.fracture actions.fs+=/throw_glaive actions.fs_execute=metamorphosis,use_off_gcd=1 actions.fs_execute+=/the_hunt actions.fs_execute+=/sigil_of_flame actions.fs_execute+=/fiery_brand actions.fs_execute+=/sigil_of_spite actions.fs_execute+=/soul_carver actions.fs_execute+=/fel_devastation actions.meta_prep=metamorphosis,use_off_gcd=1,if=cooldown.sigil_of_flame.charges<1 actions.meta_prep+=/fiery_brand,if=talent.fiery_demise&((talent.down_in_flames&charges>=max_charges)|active_dot.fiery_brand=0) actions.meta_prep+=/potion,use_off_gcd=1 actions.meta_prep+=/sigil_of_flame actions.metamorphosis=call_action_list,name=externals actions.metamorphosis+=/fel_devastation,if=buff.metamorphosis.remains<(gcd.max*3) actions.metamorphosis+=/felblade,if=fury<50&(buff.metamorphosis.remains<(gcd.max*3))&cooldown.fel_devastation.up actions.metamorphosis+=/shear,if=talent.fracture&fury<50&!cooldown.felblade.up&(buff.metamorphosis.remains<(gcd.max*3))&cooldown.fel_devastation.up actions.metamorphosis+=/sigil_of_flame,if=talent.illuminated_sigils&talent.cycle_of_binding&charges=max_charges actions.metamorphosis+=/immolation_aura actions.metamorphosis+=/sigil_of_flame,if=!talent.student_of_suffering&(talent.ascending_flame|(!talent.ascending_flame&!prev_gcd.1.sigil_of_flame&(dot.sigil_of_doom.remains<(4-talent.quickened_sigils)))) actions.metamorphosis+=/sigil_of_flame,if=talent.student_of_suffering&!prev_gcd.1.sigil_of_flame&!prev_gcd.1.sigil_of_flame&(buff.student_of_suffering.remains<(4-talent.quickened_sigils)) actions.metamorphosis+=/sigil_of_flame,if=buff.metamorphosis.remains<((2-talent.quickened_sigils)+(charges*gcd.max)) actions.metamorphosis+=/fel_devastation,if=soul_fragments<=3&(soul_fragments.inactive>=2|prev_gcd.1.sigil_of_spite) actions.metamorphosis+=/felblade,if=((cooldown.sigil_of_spite.remains<execute_time|cooldown.soul_carver.remains<execute_time)&cooldown.fel_devastation.remains<(execute_time+gcd.max)&fury<50) actions.metamorphosis+=/soul_carver,if=(!talent.spirit_bomb|(variable.single_target&!buff.demonsurge_spirit_burst.up))|(((soul_fragments.total+3)<=6)&fury>=40&!prev_gcd.1.sigil_of_spite) actions.metamorphosis+=/sigil_of_spite,if=!talent.spirit_bomb|(fury>=80&(variable.can_spburst|variable.can_spburst_soon))|(soul_fragments.total<=(2-talent.soul_sigils.rank)) actions.metamorphosis+=/spirit_bomb,if=variable.can_spburst&buff.demonsurge_spirit_burst.up actions.metamorphosis+=/fel_devastation actions.metamorphosis+=/the_hunt actions.metamorphosis+=/soul_cleave,if=buff.demonsurge_soul_sunder.up&!buff.demonsurge_spirit_burst.up&!variable.can_spburst_one_gcd actions.metamorphosis+=/spirit_bomb,if=variable.can_spburst&(talent.fiery_demise&dot.fiery_brand.ticking|variable.big_aoe)&buff.metamorphosis.remains>(gcd.max*2) actions.metamorphosis+=/felblade,if=fury<40&(variable.can_spburst|variable.can_spburst_soon)&(buff.demonsurge_spirit_burst.up|talent.fiery_demise&dot.fiery_brand.ticking|variable.big_aoe) actions.metamorphosis+=/shear,if=talent.fracture&fury<40&(variable.can_spburst|variable.can_spburst_soon|variable.can_spburst_one_gcd)&(buff.demonsurge_spirit_burst.up|talent.fiery_demise&dot.fiery_brand.ticking|variable.big_aoe) actions.metamorphosis+=/shear,if=talent.fracture&variable.can_spburst_one_gcd&(buff.demonsurge_spirit_burst.up|variable.big_aoe)&!prev_gcd.1.shear actions.metamorphosis+=/soul_cleave,if=variable.single_target&!variable.dont_soul_cleave actions.metamorphosis+=/spirit_bomb,if=variable.can_spburst&buff.metamorphosis.remains>(gcd.max*2) actions.metamorphosis+=/felblade,if=fury.deficit>=40 actions.metamorphosis+=/soul_cleave,if=!variable.dont_soul_cleave&!(variable.big_aoe&(variable.can_spburst|variable.can_spburst_soon)) actions.metamorphosis+=/felblade actions.metamorphosis+=/shear,if=talent.fracture&!prev_gcd.1.shear head=irradiated_impurity_filter,id=237525,ilevel=723,gem_id=213470 neck=ornately_engraved_amplifier,id=185842,ilevel=723,gem_id=213485/213743 shoulders=charhounds_vicious_hornguards,id=237689,ilevel=723 back=reshii_wraps,id=235499,ilevel=730,gem_id=238045,enchant_id=7409 chest=charhounds_vicious_bindings,id=237694,ilevel=723,enchant_id=7364 wrists=runebranded_armbands,id=219334,bonus_id=11109/8790,ilevel=720,gem_id=213485,enchant_id=7391 hands=charhounds_vicious_felclaws,id=237692,ilevel=723 waist=venzas_powderbelt,id=185809,ilevel=723,gem_id=213485 legs=charhounds_vicious_hidecoat,id=237690,ilevel=723,enchant_id=7601 feet=interlopers_reinforced_sandals,id=243306,ilevel=723 finger1=band_of_the_shattered_soul,id=242405,ilevel=723,gem_id=213485/213485,enchant_id=7340 finger2=ring_of_the_panoply,id=246281,ilevel=723,gem_id=213485/213485,enchant_id=7352 trinket1=arazs_ritual_forge,id=242402,ilevel=723 trinket2=tome_of_lights_devotion,id=219309,ilevel=723 main_hand=sonic_kaboomerang,id=234491,ilevel=723,enchant_id=7460 off_hand=everforged_longsword,id=222440,bonus_id=11300/8790,ilevel=720,enchant_id=7439 # Gear Summary # gear_ilvl=723.06 # gear_agility=69364 # gear_stamina=664039 # gear_attack_power=938 # gear_crit_rating=21335 # gear_haste_rating=29076 # gear_mastery_rating=2929 # gear_versatility_rating=2861 # gear_leech_rating=3060 # gear_armor=43860 # set_bonus=name=thewarwithin_season_3,pc=2,hero_tree=felscarred,enable=1 # set_bonus=name=thewarwithin_season_3,pc=4,hero_tree=felscarred,enable=1
412
0.688935
1
0.688935
game-dev
MEDIA
0.962064
game-dev
0.790441
1
0.790441
Enigma-Game/Enigma
1,670
src/items/Landmine.cc
/* * Copyright (C) 2002,2003,2004 Daniel Heck * Copyright (C) 2009 Ronald Lamprecht * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "items/Landmine.hh" //#include "errors.hh" //#include "main.hh" //#include "player.hh" #include "world.hh" namespace enigma { Landmine::Landmine() { } bool Landmine::actor_hit (Actor *a) { const double ITEM_RADIUS = 0.3; if (!a->is_flying()) { double dist = length(a->get_pos() - get_pos().center()); if (dist < ITEM_RADIUS) explode(); } return false; } void Landmine::on_stonehit(Stone *st) { explode(); } void Landmine::explode() { sound_event ("landmine"); replace("it_explosion_hollow"); } DEF_ITEMTRAITSF(Landmine, "it_landmine", it_landmine, itf_static); BOOT_REGISTER_START BootRegister(new Landmine(), "it_landmine"); BOOT_REGISTER_END } // namespace enigma
412
0.815258
1
0.815258
game-dev
MEDIA
0.991561
game-dev
0.581505
1
0.581505
Fluorohydride/ygopro-scripts
1,850
c47810543.lua
--魔弾-ブラッディ・クラウン function c47810543.initial_effect(c) c:SetUniqueOnField(1,0,47810543) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) --spsummon local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(47810543,0)) e2:SetCategory(CATEGORY_SPECIAL_SUMMON) e2:SetType(EFFECT_TYPE_QUICK_O) e2:SetCode(EVENT_FREE_CHAIN) e2:SetRange(LOCATION_SZONE) e2:SetCountLimit(1,47810543) e2:SetCondition(c47810543.condition) e2:SetTarget(c47810543.target) e2:SetOperation(c47810543.operation) c:RegisterEffect(e2) end function c47810543.condition(e,tp,eg,ep,ev,re,r,rp) local ph=Duel.GetCurrentPhase() return ph==PHASE_MAIN1 or ph==PHASE_MAIN2 end function c47810543.filter(c,e,tp) return c:IsSetCard(0x108) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function c47810543.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingMatchingCard(c47810543.filter,tp,LOCATION_HAND,0,1,nil,e,tp) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND) end function c47810543.operation(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c47810543.filter,tp,LOCATION_HAND,0,1,1,nil,e,tp) if g:GetCount()>0 and Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)>0 then local seq=4-g:GetFirst():GetSequence() if Duel.CheckLocation(1-tp,LOCATION_MZONE,seq) then local val=aux.SequenceToGlobal(1-tp,LOCATION_MZONE,seq) local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_DISABLE_FIELD) e1:SetValue(val) e1:SetReset(RESET_PHASE+PHASE_END) Duel.RegisterEffect(e1,tp) end end end
412
0.841307
1
0.841307
game-dev
MEDIA
0.989928
game-dev
0.930818
1
0.930818
REECE-LI/20-StepControl
13,837
2_Firmware/STM32F303_fw/Users/Xdrive/Motor/motion_planner.cpp
#include "motion_planner.h" #include <cmath> void MotionPlanner::CurrentTracker::Init() { SetCurrentAcc(context->config->ratedCurrentAcc); } void MotionPlanner::CurrentTracker::NewTask(int32_t _realCurrent) { currentIntegral = 0; trackCurrent = _realCurrent; } void MotionPlanner::CurrentTracker::CalcSoftGoal(int32_t _goalCurrent) { int32_t deltaCurrent = _goalCurrent - trackCurrent; if (deltaCurrent == 0) { trackCurrent = _goalCurrent; } else if (deltaCurrent > 0) { if (trackCurrent >= 0) { CalcCurrentIntegral(currentAcc); if (trackCurrent >= _goalCurrent) { currentIntegral = 0; trackCurrent = _goalCurrent; } } else { CalcCurrentIntegral(currentAcc); if ((int32_t) trackCurrent >= 0) { currentIntegral = 0; trackCurrent = 0; } } } else if (deltaCurrent < 0) { if (trackCurrent <= 0) { CalcCurrentIntegral(-currentAcc); if ((int32_t) trackCurrent <= (int32_t) _goalCurrent) { currentIntegral = 0; trackCurrent = _goalCurrent; } } else { CalcCurrentIntegral(-currentAcc); if ((int32_t) trackCurrent <= 0) { currentIntegral = 0; trackCurrent = 0; } } } goCurrent = (int32_t) trackCurrent; } void MotionPlanner::CurrentTracker::CalcCurrentIntegral(int32_t _current) { currentIntegral += _current; trackCurrent += currentIntegral / context->CONTROL_FREQUENCY; currentIntegral = currentIntegral % context->CONTROL_FREQUENCY; } void MotionPlanner::CurrentTracker::SetCurrentAcc(int32_t _currentAcc) { currentAcc = _currentAcc; } void MotionPlanner::VelocityTracker::Init() { SetVelocityAcc(context->config->ratedVelocityAcc); } void MotionPlanner::VelocityTracker::SetVelocityAcc(int32_t _velocityAcc) { velocityAcc = _velocityAcc; } void MotionPlanner::VelocityTracker::NewTask(int32_t _realVelocity) { velocityIntegral = 0; trackVelocity = _realVelocity; } void MotionPlanner::VelocityTracker::CalcSoftGoal(int32_t _goalVelocity) { int32_t deltaVelocity = _goalVelocity - trackVelocity; if (deltaVelocity == 0) { trackVelocity = _goalVelocity; } else if (deltaVelocity > 0) { if (trackVelocity >= 0) { CalcVelocityIntegral(velocityAcc); if (trackVelocity >= _goalVelocity) { velocityIntegral = 0; trackVelocity = _goalVelocity; } } else { CalcVelocityIntegral(velocityAcc); if (trackVelocity >= 0) { velocityIntegral = 0; trackVelocity = 0; } } } else if (deltaVelocity < 0) { if (trackVelocity <= 0) { CalcVelocityIntegral(-velocityAcc); if (trackVelocity <= _goalVelocity) { velocityIntegral = 0; trackVelocity = _goalVelocity; } } else { CalcVelocityIntegral(-velocityAcc); if (trackVelocity <= 0) { velocityIntegral = 0; trackVelocity = 0; } } } goVelocity = (int32_t) trackVelocity; } void MotionPlanner::VelocityTracker::CalcVelocityIntegral(int32_t _velocity) { velocityIntegral += _velocity; trackVelocity += velocityIntegral / context->CONTROL_FREQUENCY; velocityIntegral = velocityIntegral % context->CONTROL_FREQUENCY; } void MotionPlanner::PositionTracker::Init() { SetVelocityAcc(context->config->ratedVelocityAcc); /* * Allow to locking-brake when velocity is lower than (speedLockingBrake). * The best value should be (ratedMoveAcc/1000) */ speedLockingBrake = context->config->ratedVelocityAcc / 1000; } void MotionPlanner::PositionTracker::SetVelocityAcc(int32_t value) { velocityUpAcc = value; velocityDownAcc = value; quickVelocityDownAcc = 0.5f / (float) velocityDownAcc; } void MotionPlanner::PositionTracker::NewTask(int32_t real_location, int32_t real_speed) { velocityIntegral = 0; trackVelocity = real_speed; positionIntegral = 0; trackPosition = real_location; } void MotionPlanner::PositionTracker::CalcSoftGoal(int32_t _goalPosition) { int32_t deltaPosition = _goalPosition - trackPosition; if (deltaPosition == 0) { if ((trackVelocity >= -speedLockingBrake) && (trackVelocity <= speedLockingBrake)) { velocityIntegral = 0; trackVelocity = 0; positionIntegral = 0; } else if (trackVelocity > 0) { CalcVelocityIntegral(-velocityDownAcc); if (trackVelocity <= 0) { velocityIntegral = 0; trackVelocity = 0; } } else if (trackVelocity < 0) { CalcVelocityIntegral(velocityDownAcc); if (trackVelocity >= 0) { velocityIntegral = 0; trackVelocity = 0; } } } else { if (trackVelocity == 0) { if (deltaPosition > 0) { CalcVelocityIntegral(velocityUpAcc); } else { CalcVelocityIntegral(-velocityUpAcc); } } else if ((deltaPosition > 0) && (trackVelocity > 0)) { if (trackVelocity <= context->config->ratedVelocity) { auto need_down_location = (int32_t) ((float) trackVelocity * (float) trackVelocity * (float) quickVelocityDownAcc); if (abs(deltaPosition) > need_down_location) { if (trackVelocity < context->config->ratedVelocity) { CalcVelocityIntegral(velocityUpAcc); if (trackVelocity >= context->config->ratedVelocity) { velocityIntegral = 0; trackVelocity = context->config->ratedVelocity; } } else if (trackVelocity > context->config->ratedVelocity) { CalcVelocityIntegral(-velocityDownAcc); } } else { CalcVelocityIntegral(-velocityDownAcc); if (trackVelocity <= 0) { velocityIntegral = 0; trackVelocity = 0; } } } else { CalcVelocityIntegral(-velocityDownAcc); if (trackVelocity <= 0) { velocityIntegral = 0; trackVelocity = 0; } } } else if ((deltaPosition < 0) && (trackVelocity < 0)) { if (trackVelocity >= -context->config->ratedVelocity) { auto need_down_location = (int32_t) ((float) trackVelocity * (float) trackVelocity * (float) quickVelocityDownAcc); if (abs(deltaPosition) > need_down_location) { if (trackVelocity > -context->config->ratedVelocity) { CalcVelocityIntegral(-velocityUpAcc); if (trackVelocity <= -context->config->ratedVelocity) { velocityIntegral = 0; trackVelocity = -context->config->ratedVelocity; } } else if (trackVelocity < -context->config->ratedVelocity) { CalcVelocityIntegral(velocityDownAcc); } } else { CalcVelocityIntegral(velocityDownAcc); if (trackVelocity >= 0) { velocityIntegral = 0; trackVelocity = 0; } } } else { CalcVelocityIntegral(velocityDownAcc); if (trackVelocity >= 0) { velocityIntegral = 0; trackVelocity = 0; } } } else if ((deltaPosition < 0) && (trackVelocity > 0)) { CalcVelocityIntegral(-velocityDownAcc); if (trackVelocity <= 0) { velocityIntegral = 0; trackVelocity = 0; } } else if (((deltaPosition > 0) && (trackVelocity < 0))) { CalcVelocityIntegral(velocityDownAcc); if (trackVelocity >= 0) { velocityIntegral = 0; trackVelocity = 0; } } } CalcPositionIntegral(trackVelocity); go_location = (int32_t) trackPosition; go_velocity = (int32_t) trackVelocity; } void MotionPlanner::PositionTracker::CalcPositionIntegral(int32_t value) { positionIntegral += value; trackPosition += positionIntegral / context->CONTROL_FREQUENCY; positionIntegral = positionIntegral % context->CONTROL_FREQUENCY; } void MotionPlanner::PositionTracker::CalcVelocityIntegral(int32_t value) { velocityIntegral += value; trackVelocity += velocityIntegral / context->CONTROL_FREQUENCY; velocityIntegral = velocityIntegral % context->CONTROL_FREQUENCY; } void MotionPlanner::PositionInterpolator::Init() { } void MotionPlanner::PositionInterpolator::NewTask(int32_t _realPosition, int32_t _realVelocity) { recordPosition = _realPosition; recordPositionLast = _realPosition; estPosition = _realPosition; estVelocity = _realVelocity; } void MotionPlanner::PositionInterpolator::CalcSoftGoal(int32_t _goalPosition) { recordPositionLast = recordPosition; recordPosition = _goalPosition; estPositionIntegral += (((recordPosition - recordPositionLast) * context->CONTROL_FREQUENCY) + ((estVelocity << 6) - estVelocity)); estVelocity = estPositionIntegral >> 6; estPositionIntegral -= (estVelocity << 6); estPosition = recordPosition; goPosition = estPosition; goVelocity = estVelocity; } void MotionPlanner::TrajectoryTracker::SetSlowDownVelocityAcc(int32_t value) { velocityDownAcc = value; } void MotionPlanner::TrajectoryTracker::NewTask(int32_t real_location, int32_t real_speed) { updateTime = 0; overtimeFlag = false; dynamicVelocityAccRemainder = 0; velocityNow = real_speed; velovityNowRemainder = 0; positionNow = real_location; } void MotionPlanner::TrajectoryTracker::CalcSoftGoal(int32_t _goalPosition, int32_t _goalVelocity) { if (_goalVelocity != recordVelocity || _goalPosition != recordPosition) { updateTime = 0; recordVelocity = _goalVelocity; recordPosition = _goalPosition; dynamicVelocityAcc = (int32_t) ((float) (_goalVelocity + velocityNow) * (float) (_goalVelocity - velocityNow) / (float) (2 * (_goalPosition - positionNow))); overtimeFlag = false; } else { if (updateTime >= (updateTimeout * 1000)) overtimeFlag = true; else updateTime += context->CONTROL_PERIOD; } if (overtimeFlag) { if (velocityNow == 0) { dynamicVelocityAccRemainder = 0; } else if (velocityNow > 0) { CalcVelocityIntegral(-velocityDownAcc); if (velocityNow <= 0) { dynamicVelocityAccRemainder = 0; velocityNow = 0; } } else { CalcVelocityIntegral(velocityDownAcc); if (velocityNow >= 0) { dynamicVelocityAccRemainder = 0; velocityNow = 0; } } } else { CalcVelocityIntegral(dynamicVelocityAcc); } CalcPositionIntegral(velocityNow); goPosition = positionNow; goVelocity = velocityNow; } void MotionPlanner::TrajectoryTracker::CalcVelocityIntegral(int32_t value) { dynamicVelocityAccRemainder += value; // sum up last remainder velocityNow += dynamicVelocityAccRemainder / context->CONTROL_FREQUENCY; dynamicVelocityAccRemainder = dynamicVelocityAccRemainder % context->CONTROL_FREQUENCY; // calc remainder } void MotionPlanner::TrajectoryTracker::CalcPositionIntegral(int32_t value) { velovityNowRemainder += value; positionNow += velovityNowRemainder / context->CONTROL_FREQUENCY; velovityNowRemainder = velovityNowRemainder % context->CONTROL_FREQUENCY; } void MotionPlanner::TrajectoryTracker::Init(int32_t _updateTimeout) { //SetSlowDownVelocityAcc(context->config->ratedVelocityAcc / 10); SetSlowDownVelocityAcc(context->config->ratedVelocityAcc); updateTimeout = _updateTimeout; } void MotionPlanner::AttachConfig(MotionPlanner::Config_t* _config) { config = _config; currentTracker.Init(); velocityTracker.Init(); positionTracker.Init(); positionInterpolator.Init(); trajectoryTracker.Init(200); }
412
0.88601
1
0.88601
game-dev
MEDIA
0.24898
game-dev
0.864624
1
0.864624
DLindustries/System
3,102
src/main/java/dlindustries/vigillant/system/gui/components/settings/CheckBox.java
package dlindustries.vigillant.system.gui.components.settings; import dlindustries.vigillant.system.gui.components.ModuleButton; import dlindustries.vigillant.system.module.setting.BooleanSetting; import dlindustries.vigillant.system.module.setting.Setting; import dlindustries.vigillant.system.utils.ColorUtils; import dlindustries.vigillant.system.utils.TextRenderer; import dlindustries.vigillant.system.utils.Utils; import net.minecraft.client.gui.DrawContext; import org.lwjgl.glfw.GLFW; import java.awt.*; public final class CheckBox extends RenderableSetting { private final BooleanSetting setting; private Color currentAlpha; public CheckBox(ModuleButton parent, Setting<?> setting, int offset) { super(parent, setting, offset); this.setting = (BooleanSetting) setting; } @Override public void render(DrawContext context, int mouseX, int mouseY, float delta) { super.render(context, mouseX, mouseY, delta); int nameOffset = parentX() + 31; CharSequence chars = setting.getName(); TextRenderer.drawString(chars, context, nameOffset, (parentY() + parentOffset() + offset) + 9, new Color(245, 245, 245, 255).getRGB()); // Draw checkbox border (16x16) context.fill((parentX() + 7), (parentY() + parentOffset() + offset) + parentHeight() / 2 - 8, (parentX() + 23), (parentY() + parentOffset() + offset) + parentHeight() / 2 + 8, new Color(100, 100, 100, 255).getRGB()); // Draw checkbox fill (14x14) context.fill((parentX() + 8), (parentY() + parentOffset() + offset) + parentHeight() / 2 - 7, (parentX() + 22), (parentY() + parentOffset() + offset) + parentHeight() / 2 + 7, setting.getValue() ? Utils.getMainColor(255, parent.settings.indexOf(this)).getRGB() : new Color(50, 50, 50, 255).getRGB()); // Draw checkmark if checked (8x8 square) if (setting.getValue()) { context.fill((parentX() + 11), (parentY() + parentOffset() + offset) + parentHeight() / 2 - 4, (parentX() + 19), (parentY() + parentOffset() + offset) + parentHeight() / 2 + 4, new Color(245, 245, 245, 255).getRGB()); } if (!parent.parent.dragging) { int toHoverAlpha = isHovered(mouseX, mouseY) ? 15 : 0; if (currentAlpha == null) currentAlpha = new Color(255, 255, 255, toHoverAlpha); else currentAlpha = new Color(255, 255, 255, currentAlpha.getAlpha()); if (currentAlpha.getAlpha() != toHoverAlpha) currentAlpha = ColorUtils.smoothAlphaTransition(0.05F, toHoverAlpha, currentAlpha); context.fill(parentX(), parentY() + parentOffset() + offset, parentX() + parentWidth(), parentY() + parentOffset() + offset + parentHeight(), currentAlpha.getRGB()); } } @Override public void keyPressed(int keyCode, int scanCode, int modifiers) { if(mouseOver && parent.extended) { if(keyCode == GLFW.GLFW_KEY_BACKSPACE) setting.setValue(setting.getOriginalValue()); } super.keyPressed(keyCode, scanCode, modifiers); } @Override public void mouseClicked(double mouseX, double mouseY, int button) { if (isHovered(mouseX, mouseY) && button == GLFW.GLFW_MOUSE_BUTTON_LEFT) setting.toggle(); super.mouseClicked(mouseX, mouseY, button); } }
412
0.743791
1
0.743791
game-dev
MEDIA
0.377845
game-dev,desktop-app
0.930179
1
0.930179
gta-reversed/gta-reversed
1,931
source/game_sa/Tasks/TaskTypes/TaskComplexWalkRoundFire.h
#pragma once #include "TaskComplex.h" #include "Base.h" #include "Ped.h" #include "Vector.h" class CPed; class CTaskComplexWalkRoundFire; class NOTSA_EXPORT_VTABLE CTaskComplexWalkRoundFire : public CTaskComplex { public: eMoveState m_moveState{}; ///< How the ped should move when going around the fire CSphere m_fireBoundSphere{}; ///< Bounding sphere of the fire CVector m_targetPos{}; ///< The current position the ped is "going to" (using the GoToPoint task) CVector m_initialPedPos{}; ///< Ped's initial position (when the task was created) public: static void InjectHooks(); static constexpr auto Type = eTaskType::TASK_COMPLEX_WALK_ROUND_FIRE; CTaskComplexWalkRoundFire(eMoveState moveState, CVector const& firePos, float fireRadius, CVector const& targetPos); CTaskComplexWalkRoundFire(const CTaskComplexWalkRoundFire&); ~CTaskComplexWalkRoundFire() = default; bool ComputeDetourTarget(const CPed& ped, CVector& outTarget) const; CVector GetDetourTarget(const CPed& ped) const; CTask* Clone() const override { return new CTaskComplexWalkRoundFire{ *this }; } eTaskType GetTaskType() const override { return Type; } CTask* CreateNextSubTask(CPed* ped) override { return nullptr; } CTask* CreateFirstSubTask(CPed* ped) override; CTask* ControlSubTask(CPed* ped) override; private: // Wrappers for hooks // 0x655720 CTaskComplexWalkRoundFire* Constructor(eMoveState moveState, CVector const& firePos, float fireRadius, CVector const& targetPos) { this->CTaskComplexWalkRoundFire::CTaskComplexWalkRoundFire(moveState, firePos, fireRadius, targetPos); return this; } // 0x655780 CTaskComplexWalkRoundFire* Destructor() { this->CTaskComplexWalkRoundFire::~CTaskComplexWalkRoundFire(); return this; } }; VALIDATE_SIZE(CTaskComplexWalkRoundFire, 0x38);
412
0.879331
1
0.879331
game-dev
MEDIA
0.955311
game-dev
0.518063
1
0.518063
Team-RTG/Realistic-Terrain-Generation
6,033
src/main/java/rtg/world/biome/realistic/realworld/RealisticBiomeRWBlueOakForest.java
package rtg.world.biome.realistic.realworld; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.BlockDirt.DirtType; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.world.biome.Biome; import net.minecraft.world.chunk.ChunkPrimer; import rtg.api.config.BiomeConfig; import rtg.api.util.BlockUtil; import rtg.api.util.noise.SimplexNoise; import rtg.api.world.RTGWorld; import rtg.api.world.surface.SurfaceBase; import rtg.api.world.terrain.TerrainBase; import rtg.api.world.terrain.heighteffect.BumpyHillsEffect; public class RealisticBiomeRWBlueOakForest extends RealisticBiomeRWBase { public RealisticBiomeRWBlueOakForest(Biome biome) { super(biome); } @Override public void initConfig() { } @Override public TerrainBase initTerrain() { return new TerrainRWBlueOakForest(); } @Override public SurfaceBase initSurface() { return new SurfaceRWBlueOakForest(getConfig(), this.baseBiome().topBlock, this.baseBiome().fillerBlock, 0f, 1.5f, 60f, 65f, 1.5f, BlockUtil.getStateDirt(DirtType.PODZOL), 0.15f); } public static class TerrainRWBlueOakForest extends TerrainBase { private float baseHeight = 64f; private float hillStrength = 50f; private BumpyHillsEffect hillEffect; private float hillWidth = 60f; private float hillBumpyness = 10f; private float hillBumpynessWidth = 20f; public TerrainRWBlueOakForest() { hillEffect = new BumpyHillsEffect(); hillEffect.hillHeight = hillStrength; hillEffect.hillWavelength = hillWidth; hillEffect.spikeHeight = hillBumpyness; hillEffect.spikeWavelength = this.hillBumpynessWidth; } public TerrainRWBlueOakForest(float bh, float hs) { this(); baseHeight = bh; hillStrength = hs; } @Override public float generateNoise(RTGWorld rtgWorld, int x, int y, float border, float river) { groundNoise = groundNoise(x, y, groundNoiseAmplitudeHills, rtgWorld); float m = hillEffect.added(rtgWorld, x, y); return riverized(baseHeight, river) + (groundNoise + m) * river; } } public static class SurfaceRWBlueOakForest extends SurfaceBase { private float min; private float sCliff = 1.5f; private float sHeight = 60f; private float sStrength = 65f; private float cCliff = 1.5f; private IBlockState mix; private float mixHeight; public SurfaceRWBlueOakForest(BiomeConfig config, IBlockState top, IBlockState fill, float minCliff, float stoneCliff, float stoneHeight, float stoneStrength, float clayCliff, IBlockState mixBlock, float mixSize) { super(config, top, fill); min = minCliff; sCliff = stoneCliff; sHeight = stoneHeight; sStrength = stoneStrength; cCliff = clayCliff; mix = mixBlock; mixHeight = mixSize; } @Override public void paintTerrain(ChunkPrimer primer, int i, int j, int x, int z, int depth, RTGWorld rtgWorld, float[] noise, float river, Biome[] base) { Random rand = rtgWorld.rand(); SimplexNoise simplex = rtgWorld.simplexInstance(0); float c = TerrainBase.calcCliff(x, z, noise, river); int cliff = 0; boolean m = false; Block b; for (int k = 255; k > -1; k--) { b = primer.getBlockState(x, k, z).getBlock(); if (b == Blocks.AIR) { depth = -1; } else if (b == Blocks.STONE) { depth++; if (depth == 0) { float p = simplex.noise3f(i / 8f, j / 8f, k / 8f) * 0.5f; if (c > min && c > sCliff - ((k - sHeight) / sStrength) + p) { cliff = 1; } if (c > cCliff) { cliff = 2; } if (cliff == 1) { if (rand.nextInt(3) == 0) { primer.setBlockState(x, k, z, hcCobble()); } else { primer.setBlockState(x, k, z, hcStone()); } } else if (cliff == 2) { primer.setBlockState(x, k, z, getShadowStoneBlock()); } else if (k < 63) { if (k < 62) { primer.setBlockState(x, k, z, fillerBlock); } else { primer.setBlockState(x, k, z, topBlock); } } else if (simplex.noise2f(i / 12f, j / 12f) > mixHeight) { primer.setBlockState(x, k, z, mix); m = true; } else { primer.setBlockState(x, k, z, topBlock); } } else if (depth < 6) { if (cliff == 1) { primer.setBlockState(x, k, z, hcStone()); } else if (cliff == 2) { primer.setBlockState(x, k, z, getShadowStoneBlock()); } else { primer.setBlockState(x, k, z, fillerBlock); } } } } } } }
412
0.923057
1
0.923057
game-dev
MEDIA
0.77085
game-dev
0.995908
1
0.995908
seed-labs/seed-emulator
35,301
experiments/carla-seed/automatic_control/automatic_control.py
#!/usr/bin/env python # Copyright (c) 2018 Intel Labs. # authors: German Ros (german.ros@intel.com) # # This work is licensed under the terms of the MIT license. # For a copy, see <https://opensource.org/licenses/MIT>. """Example of automatic vehicle control from client side.""" from __future__ import print_function import argparse import collections import datetime import glob import logging import math import os import numpy.random as random import re import sys import weakref try: import pygame from pygame.locals import KMOD_CTRL from pygame.locals import K_ESCAPE from pygame.locals import K_q except ImportError: raise RuntimeError('cannot import pygame, make sure pygame package is installed') try: import numpy as np except ImportError: raise RuntimeError( 'cannot import numpy, make sure numpy package is installed') # ============================================================================== # -- Find CARLA module --------------------------------------------------------- # ============================================================================== try: sys.path.append(glob.glob('../carla/dist/carla-*%d.%d-%s.egg' % ( sys.version_info.major, sys.version_info.minor, 'win-amd64' if os.name == 'nt' else 'linux-x86_64'))[0]) except IndexError: pass # ============================================================================== # -- Add PythonAPI for release mode -------------------------------------------- # ============================================================================== try: sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))) + '/carla') except IndexError: pass import carla from carla import ColorConverter as cc from agents.navigation.behavior_agent import BehaviorAgent # pylint: disable=import-error from agents.navigation.basic_agent import BasicAgent # pylint: disable=import-error from agents.navigation.constant_velocity_agent import ConstantVelocityAgent # pylint: disable=import-error # ============================================================================== # -- Global functions ---------------------------------------------------------- # ============================================================================== def find_weather_presets(): """Method to find weather presets""" rgx = re.compile('.+?(?:(?<=[a-z])(?=[A-Z])|(?<=[A-Z])(?=[A-Z][a-z])|$)') def name(x): return ' '.join(m.group(0) for m in rgx.finditer(x)) presets = [x for x in dir(carla.WeatherParameters) if re.match('[A-Z].+', x)] return [(getattr(carla.WeatherParameters, x), name(x)) for x in presets] def get_actor_display_name(actor, truncate=250): """Method to get actor display name""" name = ' '.join(actor.type_id.replace('_', '.').title().split('.')[1:]) return (name[:truncate - 1] + u'\u2026') if len(name) > truncate else name def get_actor_blueprints(world, filter, generation): bps = world.get_blueprint_library().filter(filter) if generation.lower() == "all": return bps # If the filter returns only one bp, we assume that this one needed # and therefore, we ignore the generation if len(bps) == 1: return bps try: int_generation = int(generation) # Check if generation is in available generations if int_generation in [1, 2, 3]: bps = [x for x in bps if int(x.get_attribute('generation')) == int_generation] return bps else: print(" Warning! Actor Generation is not valid. No actor will be spawned.") return [] except: print(" Warning! Actor Generation is not valid. No actor will be spawned.") return [] # ============================================================================== # -- World --------------------------------------------------------------- # ============================================================================== class World(object): """ Class representing the surrounding environment """ def __init__(self, carla_world, hud, args): """Constructor method""" self._args = args self.world = carla_world try: self.map = self.world.get_map() except RuntimeError as error: print('RuntimeError: {}'.format(error)) print(' The server could not send the OpenDRIVE (.xodr) file:') print(' Make sure it exists, has the same name of your town, and is correct.') sys.exit(1) self.hud = hud self.player = None self.collision_sensor = None self.lane_invasion_sensor = None self.gnss_sensor = None self.camera_manager = None self._weather_presets = find_weather_presets() self._weather_index = 0 self._actor_filter = args.filter self._actor_generation = args.generation self.restart(args) self.world.on_tick(hud.on_world_tick) self.recording_enabled = False self.recording_start = 0 def restart(self, args): """Restart the world""" # Keep same camera config if the camera manager exists. cam_index = self.camera_manager.index if self.camera_manager is not None else 0 cam_pos_id = self.camera_manager.transform_index if self.camera_manager is not None else 0 # Get a random blueprint. blueprint_list = get_actor_blueprints(self.world, self._actor_filter, self._actor_generation) if not blueprint_list: raise ValueError("Couldn't find any blueprints with the specified filters") blueprint = random.choice(blueprint_list) blueprint.set_attribute('role_name', 'hero') if blueprint.has_attribute('color'): color = random.choice(blueprint.get_attribute('color').recommended_values) blueprint.set_attribute('color', color) # Spawn the player. if self.player is not None: spawn_point = self.player.get_transform() spawn_point.location.z += 2.0 spawn_point.rotation.roll = 0.0 spawn_point.rotation.pitch = 0.0 self.destroy() self.player = self.world.try_spawn_actor(blueprint, spawn_point) self.modify_vehicle_physics(self.player) while self.player is None: if not self.map.get_spawn_points(): print('There are no spawn points available in your map/town.') print('Please add some Vehicle Spawn Point to your UE4 scene.') sys.exit(1) spawn_points = self.map.get_spawn_points() spawn_point = random.choice(spawn_points) if spawn_points else carla.Transform() self.player = self.world.try_spawn_actor(blueprint, spawn_point) self.modify_vehicle_physics(self.player) if self._args.sync: self.world.tick() else: self.world.wait_for_tick() # Set up the sensors. self.collision_sensor = CollisionSensor(self.player, self.hud) self.lane_invasion_sensor = LaneInvasionSensor(self.player, self.hud) self.gnss_sensor = GnssSensor(self.player) self.camera_manager = CameraManager(self.player, self.hud) self.camera_manager.transform_index = cam_pos_id self.camera_manager.set_sensor(cam_index, notify=False) actor_type = get_actor_display_name(self.player) self.hud.notification(actor_type) def next_weather(self, reverse=False): """Get next weather setting""" self._weather_index += -1 if reverse else 1 self._weather_index %= len(self._weather_presets) preset = self._weather_presets[self._weather_index] self.hud.notification('Weather: %s' % preset[1]) self.player.get_world().set_weather(preset[0]) def modify_vehicle_physics(self, actor): #If actor is not a vehicle, we cannot use the physics control try: physics_control = actor.get_physics_control() physics_control.use_sweep_wheel_collision = True actor.apply_physics_control(physics_control) except Exception: pass def tick(self, clock): """Method for every tick""" self.hud.tick(self, clock) def render(self, display): """Render world""" self.camera_manager.render(display) self.hud.render(display) def destroy_sensors(self): """Destroy sensors""" self.camera_manager.sensor.destroy() self.camera_manager.sensor = None self.camera_manager.index = None def destroy(self): """Destroys all actors""" actors = [ self.camera_manager.sensor, self.collision_sensor.sensor, self.lane_invasion_sensor.sensor, self.gnss_sensor.sensor, self.player] for actor in actors: if actor is not None: actor.destroy() # ============================================================================== # -- KeyboardControl ----------------------------------------------------------- # ============================================================================== class KeyboardControl(object): def __init__(self, world): world.hud.notification("Press 'H' or '?' for help.", seconds=4.0) def parse_events(self): for event in pygame.event.get(): if event.type == pygame.QUIT: return True if event.type == pygame.KEYUP: if self._is_quit_shortcut(event.key): return True @staticmethod def _is_quit_shortcut(key): """Shortcut for quitting""" return (key == K_ESCAPE) or (key == K_q and pygame.key.get_mods() & KMOD_CTRL) # ============================================================================== # -- HUD ----------------------------------------------------------------------- # ============================================================================== class HUD(object): """Class for HUD text""" def __init__(self, width, height): """Constructor method""" self.dim = (width, height) font = pygame.font.Font(pygame.font.get_default_font(), 20) font_name = 'courier' if os.name == 'nt' else 'mono' fonts = [x for x in pygame.font.get_fonts() if font_name in x] default_font = 'ubuntumono' mono = default_font if default_font in fonts else fonts[0] mono = pygame.font.match_font(mono) self._font_mono = pygame.font.Font(mono, 12 if os.name == 'nt' else 14) self._notifications = FadingText(font, (width, 40), (0, height - 40)) self.help = HelpText(pygame.font.Font(mono, 24), width, height) self.server_fps = 0 self.frame = 0 self.simulation_time = 0 self._show_info = True self._info_text = [] self._server_clock = pygame.time.Clock() def on_world_tick(self, timestamp): """Gets informations from the world at every tick""" self._server_clock.tick() self.server_fps = self._server_clock.get_fps() self.frame = timestamp.frame_count self.simulation_time = timestamp.elapsed_seconds def tick(self, world, clock): """HUD method for every tick""" self._notifications.tick(world, clock) if not self._show_info: return transform = world.player.get_transform() vel = world.player.get_velocity() control = world.player.get_control() heading = 'N' if abs(transform.rotation.yaw) < 89.5 else '' heading += 'S' if abs(transform.rotation.yaw) > 90.5 else '' heading += 'E' if 179.5 > transform.rotation.yaw > 0.5 else '' heading += 'W' if -0.5 > transform.rotation.yaw > -179.5 else '' colhist = world.collision_sensor.get_collision_history() collision = [colhist[x + self.frame - 200] for x in range(0, 200)] max_col = max(1.0, max(collision)) collision = [x / max_col for x in collision] vehicles = world.world.get_actors().filter('vehicle.*') self._info_text = [ 'Server: % 16.0f FPS' % self.server_fps, 'Client: % 16.0f FPS' % clock.get_fps(), '', 'Vehicle: % 20s' % get_actor_display_name(world.player, truncate=20), 'Map: % 20s' % world.map.name.split('/')[-1], 'Simulation time: % 12s' % datetime.timedelta(seconds=int(self.simulation_time)), '', 'Speed: % 15.0f km/h' % (3.6 * math.sqrt(vel.x**2 + vel.y**2 + vel.z**2)), u'Heading:% 16.0f\N{DEGREE SIGN} % 2s' % (transform.rotation.yaw, heading), 'Location:% 20s' % ('(% 5.1f, % 5.1f)' % (transform.location.x, transform.location.y)), 'GNSS:% 24s' % ('(% 2.6f, % 3.6f)' % (world.gnss_sensor.lat, world.gnss_sensor.lon)), 'Height: % 18.0f m' % transform.location.z, ''] if isinstance(control, carla.VehicleControl): self._info_text += [ ('Throttle:', control.throttle, 0.0, 1.0), ('Steer:', control.steer, -1.0, 1.0), ('Brake:', control.brake, 0.0, 1.0), ('Reverse:', control.reverse), ('Hand brake:', control.hand_brake), ('Manual:', control.manual_gear_shift), 'Gear: %s' % {-1: 'R', 0: 'N'}.get(control.gear, control.gear)] elif isinstance(control, carla.WalkerControl): self._info_text += [ ('Speed:', control.speed, 0.0, 5.556), ('Jump:', control.jump)] self._info_text += [ '', 'Collision:', collision, '', 'Number of vehicles: % 8d' % len(vehicles)] if len(vehicles) > 1: self._info_text += ['Nearby vehicles:'] def dist(l): return math.sqrt((l.x - transform.location.x)**2 + (l.y - transform.location.y) ** 2 + (l.z - transform.location.z)**2) vehicles = [(dist(x.get_location()), x) for x in vehicles if x.id != world.player.id] for dist, vehicle in sorted(vehicles): if dist > 200.0: break vehicle_type = get_actor_display_name(vehicle, truncate=22) self._info_text.append('% 4dm %s' % (dist, vehicle_type)) def toggle_info(self): """Toggle info on or off""" self._show_info = not self._show_info def notification(self, text, seconds=2.0): """Notification text""" self._notifications.set_text(text, seconds=seconds) def error(self, text): """Error text""" self._notifications.set_text('Error: %s' % text, (255, 0, 0)) def render(self, display): """Render for HUD class""" if self._show_info: info_surface = pygame.Surface((220, self.dim[1])) info_surface.set_alpha(100) display.blit(info_surface, (0, 0)) v_offset = 4 bar_h_offset = 100 bar_width = 106 for item in self._info_text: if v_offset + 18 > self.dim[1]: break if isinstance(item, list): if len(item) > 1: points = [(x + 8, v_offset + 8 + (1 - y) * 30) for x, y in enumerate(item)] pygame.draw.lines(display, (255, 136, 0), False, points, 2) item = None v_offset += 18 elif isinstance(item, tuple): if isinstance(item[1], bool): rect = pygame.Rect((bar_h_offset, v_offset + 8), (6, 6)) pygame.draw.rect(display, (255, 255, 255), rect, 0 if item[1] else 1) else: rect_border = pygame.Rect((bar_h_offset, v_offset + 8), (bar_width, 6)) pygame.draw.rect(display, (255, 255, 255), rect_border, 1) fig = (item[1] - item[2]) / (item[3] - item[2]) if item[2] < 0.0: rect = pygame.Rect( (bar_h_offset + fig * (bar_width - 6), v_offset + 8), (6, 6)) else: rect = pygame.Rect((bar_h_offset, v_offset + 8), (fig * bar_width, 6)) pygame.draw.rect(display, (255, 255, 255), rect) item = item[0] if item: # At this point has to be a str. surface = self._font_mono.render(item, True, (255, 255, 255)) display.blit(surface, (8, v_offset)) v_offset += 18 self._notifications.render(display) self.help.render(display) # ============================================================================== # -- FadingText ---------------------------------------------------------------- # ============================================================================== class FadingText(object): """ Class for fading text """ def __init__(self, font, dim, pos): """Constructor method""" self.font = font self.dim = dim self.pos = pos self.seconds_left = 0 self.surface = pygame.Surface(self.dim) def set_text(self, text, color=(255, 255, 255), seconds=2.0): """Set fading text""" text_texture = self.font.render(text, True, color) self.surface = pygame.Surface(self.dim) self.seconds_left = seconds self.surface.fill((0, 0, 0, 0)) self.surface.blit(text_texture, (10, 11)) def tick(self, _, clock): """Fading text method for every tick""" delta_seconds = 1e-3 * clock.get_time() self.seconds_left = max(0.0, self.seconds_left - delta_seconds) self.surface.set_alpha(500.0 * self.seconds_left) def render(self, display): """Render fading text method""" display.blit(self.surface, self.pos) # ============================================================================== # -- HelpText ------------------------------------------------------------------ # ============================================================================== class HelpText(object): """ Helper class for text render""" def __init__(self, font, width, height): """Constructor method""" lines = __doc__.split('\n') self.font = font self.dim = (680, len(lines) * 22 + 12) self.pos = (0.5 * width - 0.5 * self.dim[0], 0.5 * height - 0.5 * self.dim[1]) self.seconds_left = 0 self.surface = pygame.Surface(self.dim) self.surface.fill((0, 0, 0, 0)) for i, line in enumerate(lines): text_texture = self.font.render(line, True, (255, 255, 255)) self.surface.blit(text_texture, (22, i * 22)) self._render = False self.surface.set_alpha(220) def toggle(self): """Toggle on or off the render help""" self._render = not self._render def render(self, display): """Render help text method""" if self._render: display.blit(self.surface, self.pos) # ============================================================================== # -- CollisionSensor ----------------------------------------------------------- # ============================================================================== class CollisionSensor(object): """ Class for collision sensors""" def __init__(self, parent_actor, hud): """Constructor method""" self.sensor = None self.history = [] self._parent = parent_actor self.hud = hud world = self._parent.get_world() blueprint = world.get_blueprint_library().find('sensor.other.collision') self.sensor = world.spawn_actor(blueprint, carla.Transform(), attach_to=self._parent) # We need to pass the lambda a weak reference to # self to avoid circular reference. weak_self = weakref.ref(self) self.sensor.listen(lambda event: CollisionSensor._on_collision(weak_self, event)) def get_collision_history(self): """Gets the history of collisions""" history = collections.defaultdict(int) for frame, intensity in self.history: history[frame] += intensity return history @staticmethod def _on_collision(weak_self, event): """On collision method""" self = weak_self() if not self: return actor_type = get_actor_display_name(event.other_actor) self.hud.notification('Collision with %r' % actor_type) impulse = event.normal_impulse intensity = math.sqrt(impulse.x ** 2 + impulse.y ** 2 + impulse.z ** 2) self.history.append((event.frame, intensity)) if len(self.history) > 4000: self.history.pop(0) # ============================================================================== # -- LaneInvasionSensor -------------------------------------------------------- # ============================================================================== class LaneInvasionSensor(object): """Class for lane invasion sensors""" def __init__(self, parent_actor, hud): """Constructor method""" self.sensor = None self._parent = parent_actor self.hud = hud world = self._parent.get_world() bp = world.get_blueprint_library().find('sensor.other.lane_invasion') self.sensor = world.spawn_actor(bp, carla.Transform(), attach_to=self._parent) # We need to pass the lambda a weak reference to self to avoid circular # reference. weak_self = weakref.ref(self) self.sensor.listen(lambda event: LaneInvasionSensor._on_invasion(weak_self, event)) @staticmethod def _on_invasion(weak_self, event): """On invasion method""" self = weak_self() if not self: return lane_types = set(x.type for x in event.crossed_lane_markings) text = ['%r' % str(x).split()[-1] for x in lane_types] self.hud.notification('Crossed line %s' % ' and '.join(text)) # ============================================================================== # -- GnssSensor -------------------------------------------------------- # ============================================================================== class GnssSensor(object): """ Class for GNSS sensors""" def __init__(self, parent_actor): """Constructor method""" self.sensor = None self._parent = parent_actor self.lat = 0.0 self.lon = 0.0 world = self._parent.get_world() blueprint = world.get_blueprint_library().find('sensor.other.gnss') self.sensor = world.spawn_actor(blueprint, carla.Transform(carla.Location(x=1.0, z=2.8)), attach_to=self._parent) # We need to pass the lambda a weak reference to # self to avoid circular reference. weak_self = weakref.ref(self) self.sensor.listen(lambda event: GnssSensor._on_gnss_event(weak_self, event)) @staticmethod def _on_gnss_event(weak_self, event): """GNSS method""" self = weak_self() if not self: return self.lat = event.latitude self.lon = event.longitude # ============================================================================== # -- CameraManager ------------------------------------------------------------- # ============================================================================== class CameraManager(object): """ Class for camera management""" def __init__(self, parent_actor, hud): """Constructor method""" self.sensor = None self.surface = None self._parent = parent_actor self.hud = hud self.recording = False bound_x = 0.5 + self._parent.bounding_box.extent.x bound_y = 0.5 + self._parent.bounding_box.extent.y bound_z = 0.5 + self._parent.bounding_box.extent.z attachment = carla.AttachmentType self._camera_transforms = [ (carla.Transform(carla.Location(x=-2.0*bound_x, y=+0.0*bound_y, z=2.0*bound_z), carla.Rotation(pitch=8.0)), attachment.SpringArmGhost), (carla.Transform(carla.Location(x=+0.8*bound_x, y=+0.0*bound_y, z=1.3*bound_z)), attachment.Rigid), (carla.Transform(carla.Location(x=+1.9*bound_x, y=+1.0*bound_y, z=1.2*bound_z)), attachment.SpringArmGhost), (carla.Transform(carla.Location(x=-2.8*bound_x, y=+0.0*bound_y, z=4.6*bound_z), carla.Rotation(pitch=6.0)), attachment.SpringArmGhost), (carla.Transform(carla.Location(x=-1.0, y=-1.0*bound_y, z=0.4*bound_z)), attachment.Rigid)] self.transform_index = 1 self.sensors = [ ['sensor.camera.rgb', cc.Raw, 'Camera RGB'], ['sensor.camera.depth', cc.Raw, 'Camera Depth (Raw)'], ['sensor.camera.depth', cc.Depth, 'Camera Depth (Gray Scale)'], ['sensor.camera.depth', cc.LogarithmicDepth, 'Camera Depth (Logarithmic Gray Scale)'], ['sensor.camera.semantic_segmentation', cc.Raw, 'Camera Semantic Segmentation (Raw)'], ['sensor.camera.semantic_segmentation', cc.CityScapesPalette, 'Camera Semantic Segmentation (CityScapes Palette)'], ['sensor.lidar.ray_cast', None, 'Lidar (Ray-Cast)']] world = self._parent.get_world() bp_library = world.get_blueprint_library() for item in self.sensors: blp = bp_library.find(item[0]) if item[0].startswith('sensor.camera'): blp.set_attribute('image_size_x', str(hud.dim[0])) blp.set_attribute('image_size_y', str(hud.dim[1])) elif item[0].startswith('sensor.lidar'): blp.set_attribute('range', '50') item.append(blp) self.index = None def toggle_camera(self): """Activate a camera""" self.transform_index = (self.transform_index + 1) % len(self._camera_transforms) self.set_sensor(self.index, notify=False, force_respawn=True) def set_sensor(self, index, notify=True, force_respawn=False): """Set a sensor""" index = index % len(self.sensors) needs_respawn = True if self.index is None else ( force_respawn or (self.sensors[index][0] != self.sensors[self.index][0])) if needs_respawn: if self.sensor is not None: self.sensor.destroy() self.surface = None self.sensor = self._parent.get_world().spawn_actor( self.sensors[index][-1], self._camera_transforms[self.transform_index][0], attach_to=self._parent, attachment_type=self._camera_transforms[self.transform_index][1]) # We need to pass the lambda a weak reference to # self to avoid circular reference. weak_self = weakref.ref(self) self.sensor.listen(lambda image: CameraManager._parse_image(weak_self, image)) if notify: self.hud.notification(self.sensors[index][2]) self.index = index def next_sensor(self): """Get the next sensor""" self.set_sensor(self.index + 1) def toggle_recording(self): """Toggle recording on or off""" self.recording = not self.recording self.hud.notification('Recording %s' % ('On' if self.recording else 'Off')) def render(self, display): """Render method""" if self.surface is not None: display.blit(self.surface, (0, 0)) @staticmethod def _parse_image(weak_self, image): self = weak_self() if not self: return if self.sensors[self.index][0].startswith('sensor.lidar'): points = np.frombuffer(image.raw_data, dtype=np.dtype('f4')) points = np.reshape(points, (int(points.shape[0] / 4), 4)) lidar_data = np.array(points[:, :2]) lidar_data *= min(self.hud.dim) / 100.0 lidar_data += (0.5 * self.hud.dim[0], 0.5 * self.hud.dim[1]) lidar_data = np.fabs(lidar_data) # pylint: disable=assignment-from-no-return lidar_data = lidar_data.astype(np.int32) lidar_data = np.reshape(lidar_data, (-1, 2)) lidar_img_size = (self.hud.dim[0], self.hud.dim[1], 3) lidar_img = np.zeros(lidar_img_size) lidar_img[tuple(lidar_data.T)] = (255, 255, 255) self.surface = pygame.surfarray.make_surface(lidar_img) else: image.convert(self.sensors[self.index][1]) array = np.frombuffer(image.raw_data, dtype=np.dtype("uint8")) array = np.reshape(array, (image.height, image.width, 4)) array = array[:, :, :3] array = array[:, :, ::-1] self.surface = pygame.surfarray.make_surface(array.swapaxes(0, 1)) if self.recording: image.save_to_disk('_out/%08d' % image.frame) # ============================================================================== # -- Game Loop --------------------------------------------------------- # ============================================================================== def game_loop(args): """ Main loop of the simulation. It handles updating all the HUD information, ticking the agent and, if needed, the world. """ pygame.init() pygame.font.init() world = None try: if args.seed: random.seed(args.seed) client = carla.Client(args.host, args.port) client.set_timeout(60.0) traffic_manager = client.get_trafficmanager() sim_world = client.get_world() if args.sync: settings = sim_world.get_settings() settings.synchronous_mode = True settings.fixed_delta_seconds = 0.05 sim_world.apply_settings(settings) traffic_manager.set_synchronous_mode(True) display = pygame.display.set_mode( (args.width, args.height), pygame.HWSURFACE | pygame.DOUBLEBUF) hud = HUD(args.width, args.height) world = World(client.get_world(), hud, args) controller = KeyboardControl(world) if args.agent == "Basic": agent = BasicAgent(world.player, 30) agent.follow_speed_limits(True) elif args.agent == "Constant": agent = ConstantVelocityAgent(world.player, 30) ground_loc = world.world.ground_projection(world.player.get_location(), 5) if ground_loc: world.player.set_location(ground_loc.location + carla.Location(z=0.01)) agent.follow_speed_limits(True) elif args.agent == "Behavior": agent = BehaviorAgent(world.player, behavior=args.behavior) # Set the agent destination spawn_points = world.map.get_spawn_points() destination = random.choice(spawn_points).location agent.set_destination(destination) clock = pygame.time.Clock() while True: clock.tick() if args.sync: world.world.tick() else: world.world.wait_for_tick() if controller.parse_events(): return world.tick(clock) world.render(display) pygame.display.flip() if agent.done(): if args.loop: agent.set_destination(random.choice(spawn_points).location) world.hud.notification("Target reached", seconds=4.0) print("The target has been reached, searching for another target") else: print("The target has been reached, stopping the simulation") break control = agent.run_step() control.manual_gear_shift = False world.player.apply_control(control) finally: if world is not None: settings = world.world.get_settings() settings.synchronous_mode = False settings.fixed_delta_seconds = None world.world.apply_settings(settings) traffic_manager.set_synchronous_mode(True) world.destroy() pygame.quit() # ============================================================================== # -- main() -------------------------------------------------------------- # ============================================================================== def main(): """Main method""" argparser = argparse.ArgumentParser( description='CARLA Automatic Control Client') argparser.add_argument( '-v', '--verbose', action='store_true', dest='debug', help='Print debug information') argparser.add_argument( '--host', metavar='H', default='127.0.0.1', help='IP of the host server (default: 127.0.0.1)') argparser.add_argument( '-p', '--port', metavar='P', default=2000, type=int, help='TCP port to listen to (default: 2000)') argparser.add_argument( '--res', metavar='WIDTHxHEIGHT', default='1280x720', help='Window resolution (default: 1280x720)') argparser.add_argument( '--sync', action='store_true', help='Synchronous mode execution') argparser.add_argument( '--filter', metavar='PATTERN', default='vehicle.*', help='Actor filter (default: "vehicle.*")') argparser.add_argument( '--generation', metavar='G', default='2', help='restrict to certain actor generation (values: "1","2","All" - default: "2")') argparser.add_argument( '-l', '--loop', action='store_true', dest='loop', help='Sets a new random destination upon reaching the previous one (default: False)') argparser.add_argument( "-a", "--agent", type=str, choices=["Behavior", "Basic", "Constant"], help="select which agent to run", default="Behavior") argparser.add_argument( '-b', '--behavior', type=str, choices=["cautious", "normal", "aggressive"], help='Choose one of the possible agent behaviors (default: normal) ', default='normal') argparser.add_argument( '-s', '--seed', help='Set seed for repeating executions (default: None)', default=None, type=int) args = argparser.parse_args() args.width, args.height = [int(x) for x in args.res.split('x')] log_level = logging.DEBUG if args.debug else logging.INFO logging.basicConfig(format='%(levelname)s: %(message)s', level=log_level) logging.info('listening to server %s:%s', args.host, args.port) print(__doc__) try: game_loop(args) except KeyboardInterrupt: print('\nCancelled by user. Bye!') if __name__ == '__main__': main()
412
0.880338
1
0.880338
game-dev
MEDIA
0.794842
game-dev
0.960358
1
0.960358
microsoft/mixed-reality-robot-interaction-demo
5,644
MS_MR_Demo1/Assets/MRTK/Core/Utilities/Physics/GazeStabilizer.cs
// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. using System; using UnityEngine; namespace Microsoft.MixedReality.Toolkit.Physics { /// <summary> /// GazeStabilizer iterates over samples of Raycast data and /// helps stabilize the user's gaze for precision targeting. /// </summary> [Serializable] public class GazeStabilizer : BaseRayStabilizer { /// <summary> ///Number of samples that you want to iterate on. /// </summary> public int StoredStabilitySamples => storedStabilitySamples; [SerializeField] [Range(40, 120)] [Tooltip("Number of samples that you want to iterate on.")] private int storedStabilitySamples = 60; /// <summary> /// The stabilized position. /// </summary> public override Vector3 StablePosition => stablePosition; private Vector3 stablePosition; /// <summary> /// The stabilized rotation. /// </summary> public override Quaternion StableRotation => stableRotation; private Quaternion stableRotation; /// <summary> /// The stabilized position. /// </summary> public override Ray StableRay => stableRay; private Ray stableRay; /// <summary> /// Calculates standard deviation and averages for the gaze position. /// </summary> private readonly VectorRollingStatistics positionRollingStats = new VectorRollingStatistics(); /// <summary> /// Calculates standard deviation and averages for the gaze direction. /// </summary> private readonly VectorRollingStatistics directionRollingStats = new VectorRollingStatistics(); /// <summary> /// Tunable parameter. /// If the standard deviation for the position is above this value, we reset and stop stabilizing. /// </summary> private const float PositionStandardDeviationReset = 0.2f; /// <summary> /// Tunable parameter. /// If the standard deviation for the direction is above this value, we reset and stop stabilizing. /// </summary> private const float DirectionStandardDeviationReset = 0.1f; /// <summary> /// We must have at least this many samples with a standard deviation below the above constants to stabilize /// </summary> private const int MinimumSamplesRequiredToStabilize = 30; /// <summary> /// When not stabilizing this is the 'lerp' applied to the position and direction of the gaze to smooth it over time. /// </summary> private const float UnstabilizedLerpFactor = 0.3f; /// <summary> /// When stabilizing we will use the standard deviation of the position and direction to create the lerp value. /// By default this value will be low and the cursor will be too sluggish, so we 'boost' it by this value. /// </summary> private const float StabalizedLerpBoost = 10.0f; public GazeStabilizer() { directionRollingStats.Init(storedStabilitySamples); positionRollingStats.Init(storedStabilitySamples); } /// <summary> /// Updates the StablePosition and StableRotation based on GazeSample values. /// Call this method with RaycastHit parameters to get stable values. /// </summary> /// <param name="gazePosition">Position value from a RaycastHit point.</param> /// <param name="gazeDirection">Direction value from a RaycastHit rotation.</param> public override void UpdateStability(Vector3 gazePosition, Vector3 gazeDirection) { positionRollingStats.AddSample(gazePosition); directionRollingStats.AddSample(gazeDirection); float lerpPower = UnstabilizedLerpFactor; if (positionRollingStats.ActualSampleCount > MinimumSamplesRequiredToStabilize && // we have enough samples and... (positionRollingStats.CurrentStandardDeviation > PositionStandardDeviationReset || // the standard deviation of positions is high or... directionRollingStats.CurrentStandardDeviation > DirectionStandardDeviationReset)) // the standard deviation of directions is high { // We've detected that the user's gaze is no longer fixed, so stop stabilizing so that gaze is responsive. // Debug.Log($"Reset {positionRollingStats.CurrentStandardDeviation} {positionRollingStats.StandardDeviationsAwayOfLatestSample} {directionRollingStats.CurrentStandardDeviation} {directionRollingStats.StandardDeviationsAwayOfLatestSample}"); positionRollingStats.Reset(); directionRollingStats.Reset(); } else if (positionRollingStats.ActualSampleCount > MinimumSamplesRequiredToStabilize) { // We've detected that the user's gaze is fairly fixed, so start stabilizing. The more fixed the gaze the less the cursor will move. lerpPower = StabalizedLerpBoost * (positionRollingStats.CurrentStandardDeviation + directionRollingStats.CurrentStandardDeviation); } stablePosition = Vector3.Lerp(stablePosition, gazePosition, lerpPower); stableRotation = Quaternion.LookRotation(Vector3.Lerp(stableRotation * Vector3.forward, gazeDirection, lerpPower)); stableRay = new Ray(stablePosition, stableRotation * Vector3.forward); } } }
412
0.927077
1
0.927077
game-dev
MEDIA
0.666559
game-dev
0.837339
1
0.837339
SourceEngine-CommunityEdition/source
46,189
game/server/hl2/npc_spotlight.cpp
//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "ai_basenpc.h" #include "AI_Default.h" #include "AI_Senses.h" #include "ai_node.h" // for hint defintions #include "ai_network.h" #include "AI_Hint.h" #include "ai_squad.h" #include "beam_shared.h" #include "globalstate.h" #include "soundent.h" #include "ndebugoverlay.h" #include "entitylist.h" #include "npc_citizen17.h" #include "scriptedtarget.h" #include "ai_interactions.h" #include "spotlightend.h" #include "beam_flags.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define SPOTLIGHT_SWING_FORWARD 1 #define SPOTLIGHT_SWING_BACK -1 //------------------------------------ // Spawnflags //------------------------------------ #define SF_SPOTLIGHT_START_TRACK_ON (1 << 16) #define SF_SPOTLIGHT_START_LIGHT_ON (1 << 17) #define SF_SPOTLIGHT_NO_DYNAMIC_LIGHT (1 << 18) #define SF_SPOTLIGHT_NEVER_MOVE (1 << 19) //----------------------------------------------------------------------------- // Parameters for how the spotlight behaves //----------------------------------------------------------------------------- #define SPOTLIGHT_ENTITY_INSPECT_LENGTH 15 // How long does the inspection last #define SPOTLIGHT_HINT_INSPECT_LENGTH 15 // How long does the inspection last #define SPOTLIGHT_SOUND_INSPECT_LENGTH 1 // How long does the inspection last #define SPOTLIGHT_HINT_INSPECT_DELAY 20 // Check for hint nodes this often #define SPOTLIGHT_ENTITY_INSPECT_DELAY 1 // Check for citizens this often #define SPOTLIGHT_HINT_SEARCH_DIST 1000 // How far from self do I look for hints? #define SPOTLIGHT_ENTITY_SEARCH_DIST 100 // How far from spotlight do I look for entities? #define SPOTLIGHT_ACTIVE_SEARCH_DIST 200 // How far from spotlight do I look when already have entity #define SPOTLIGHT_BURN_TARGET_THRESH 60 // How close need to get to burn target #define SPOTLIGHT_MAX_SPEED_SCALE 2 //#define SPOTLIGHT_DEBUG // ----------------------------------- // Spotlight flags // ----------------------------------- enum SpotlightFlags_t { BITS_SPOTLIGHT_LIGHT_ON = 0x00000001, // Light is on BITS_SPOTLIGHT_TRACK_ON = 0x00000002, // Tracking targets / scanning BITS_SPOTLIGHT_SMOOTH_RETURN = 0x00001000, // If out of range, don't pop back to position }; class CBeam; class CNPC_Spotlight : public CAI_BaseNPC { DECLARE_CLASS( CNPC_Spotlight, CAI_BaseNPC ); public: CNPC_Spotlight(); Class_T Classify(void); int UpdateTransmitState(void); void Event_Killed( const CTakeDamageInfo &info ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); int GetSoundInterests( void ); bool FValidateHintType(CAI_Hint *pHint); Disposition_t IRelationType(CBaseEntity *pTarget); float HearingSensitivity( void ) { return 4.0; }; void NPCThink(void); bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); void UpdateTargets(void); void Precache(void); void Spawn(void); public: int m_fSpotlightFlags; // ------------------------------ // Scripted Spotlight Motion // ------------------------------ CScriptedTarget* m_pScriptedTarget; // My current scripted target void SetScriptedTarget( CScriptedTarget *pScriptedTarget ); // ------------------------------ // Inspecting // ------------------------------ Vector m_vInspectPos; float m_flInspectEndTime; float m_flNextEntitySearchTime; float m_flNextHintSearchTime; // Time to look for hints to inspect void SetInspectTargetToEntity(CBaseEntity *pEntity, float fInspectDuration); void SetInspectTargetToEnemy(CBaseEntity *pEntity); void SetInspectTargetToPos(const Vector &vInspectPos, float fInspectDuration); void SetInspectTargetToHint(CAI_Hint *pHint, float fInspectDuration); void ClearInspectTarget(void); bool HaveInspectTarget(void); Vector InspectTargetPosition(void); CBaseEntity* BestInspectTarget(void); void RequestInspectSupport(void); // ------------------------------- // Outputs // ------------------------------- bool m_bHadEnemy; // Had an enemy COutputEvent m_pOutputAlert; // Alerted by sound COutputEHANDLE m_pOutputDetect; // Found enemy, output it's name COutputEHANDLE m_pOutputLost; // Lost enemy COutputEHANDLE m_pOutputSquadDetect; // Squad Found enemy COutputEHANDLE m_pOutputSquadLost; // Squad Lost enemy COutputVector m_pOutputPosition; // End position of spotlight beam // ------------------------------ // Spotlight // ------------------------------ float m_flYaw; float m_flYawCenter; float m_flYawRange; // +/- around center float m_flYawSpeed; float m_flYawDir; float m_flPitch; float m_flPitchCenter; float m_flPitchMin; float m_flPitchMax; float m_flPitchSpeed; float m_flPitchDir; float m_flIdleSpeed; // Speed when no enemy float m_flAlertSpeed; // Speed when found enemy Vector m_vSpotlightTargetPos; Vector m_vSpotlightCurrentPos; CBeam* m_pSpotlight; CSpotlightEnd* m_pSpotlightTarget; Vector m_vSpotlightDir; int m_nHaloSprite; float m_flSpotlightMaxLength; float m_flSpotlightCurLength; float m_flSpotlightGoalWidth; void SpotlightUpdate(void); Vector SpotlightCurrentPos(void); void SpotlightSetTargetYawAndPitch(void); float SpotlightSpeed(void); void SpotlightCreate(void); void SpotlightDestroy(void); bool SpotlightIsPositionLegal(const Vector &vTestPos); // ------------------------------ // Inputs // ------------------------------ void InputLightOn( inputdata_t &inputdata ); void InputLightOff( inputdata_t &inputdata ); void InputTrackOn( inputdata_t &inputdata ); void InputTrackOff( inputdata_t &inputdata ); protected: DECLARE_DATADESC(); }; BEGIN_DATADESC( CNPC_Spotlight ) DEFINE_FIELD( m_vInspectPos, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_flYaw, FIELD_FLOAT ), DEFINE_FIELD( m_flYawCenter, FIELD_FLOAT ), DEFINE_FIELD( m_flYawSpeed, FIELD_FLOAT ), DEFINE_FIELD( m_flYawDir, FIELD_FLOAT ), DEFINE_FIELD( m_flPitch, FIELD_FLOAT ), DEFINE_FIELD( m_flPitchCenter, FIELD_FLOAT ), DEFINE_FIELD( m_flPitchSpeed, FIELD_FLOAT ), DEFINE_FIELD( m_flPitchDir, FIELD_FLOAT ), DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ), DEFINE_FIELD( m_fSpotlightFlags, FIELD_INTEGER ), DEFINE_FIELD( m_flInspectEndTime, FIELD_TIME ), DEFINE_FIELD( m_flNextEntitySearchTime, FIELD_TIME ), DEFINE_FIELD( m_flNextHintSearchTime, FIELD_TIME ), DEFINE_FIELD( m_bHadEnemy, FIELD_BOOLEAN ), DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vSpotlightCurrentPos, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_pSpotlight, FIELD_CLASSPTR ), DEFINE_FIELD( m_pSpotlightTarget, FIELD_CLASSPTR ), DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ), DEFINE_FIELD( m_nHaloSprite, FIELD_INTEGER ), DEFINE_FIELD( m_pScriptedTarget, FIELD_CLASSPTR ), DEFINE_KEYFIELD( m_flYawRange, FIELD_FLOAT, "YawRange"), DEFINE_KEYFIELD( m_flPitchMin, FIELD_FLOAT, "PitchMin"), DEFINE_KEYFIELD( m_flPitchMax, FIELD_FLOAT, "PitchMax"), DEFINE_KEYFIELD( m_flIdleSpeed, FIELD_FLOAT, "IdleSpeed"), DEFINE_KEYFIELD( m_flAlertSpeed, FIELD_FLOAT, "AlertSpeed"), DEFINE_KEYFIELD( m_flSpotlightMaxLength,FIELD_FLOAT, "SpotlightLength"), DEFINE_KEYFIELD( m_flSpotlightGoalWidth,FIELD_FLOAT, "SpotlightWidth"), // DEBUG m_pScriptedTarget // Inputs DEFINE_INPUTFUNC( FIELD_VOID, "LightOn", InputLightOn ), DEFINE_INPUTFUNC( FIELD_VOID, "LightOff", InputLightOff ), DEFINE_INPUTFUNC( FIELD_VOID, "TrackOn", InputTrackOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TrackOff", InputTrackOff ), // Outputs DEFINE_OUTPUT(m_pOutputAlert, "OnAlert" ), DEFINE_OUTPUT(m_pOutputDetect, "DetectedEnemy" ), DEFINE_OUTPUT(m_pOutputLost, "LostEnemy" ), DEFINE_OUTPUT(m_pOutputSquadDetect, "SquadDetectedEnemy" ), DEFINE_OUTPUT(m_pOutputSquadLost, "SquadLostEnemy" ), DEFINE_OUTPUT(m_pOutputPosition, "LightPosition" ), END_DATADESC() LINK_ENTITY_TO_CLASS(npc_spotlight, CNPC_Spotlight); CNPC_Spotlight::CNPC_Spotlight() { #ifdef _DEBUG m_vInspectPos.Init(); m_vSpotlightTargetPos.Init(); m_vSpotlightCurrentPos.Init(); m_vSpotlightDir.Init(); #endif } //----------------------------------------------------------------------------- // Purpose: Indicates this NPC's place in the relationship table. //----------------------------------------------------------------------------- Class_T CNPC_Spotlight::Classify(void) { return(CLASS_MILITARY); } //------------------------------------------------------------------------------------- // Purpose : Send even though we don't have a model so spotlight gets proper position // Input : // Output : //------------------------------------------------------------------------------------- int CNPC_Spotlight::UpdateTransmitState(void) { return SetTransmitState( FL_EDICT_PVSCHECK ); } //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ int CNPC_Spotlight::GetSoundInterests( void ) { return (SOUND_COMBAT | SOUND_DANGER); } //------------------------------------------------------------------------------ // Purpose : Override to split in two when attacked // Input : // Output : //------------------------------------------------------------------------------ int CNPC_Spotlight::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { // Deflect spotlight Vector vCrossProduct; CrossProduct(m_vSpotlightDir,g_vecAttackDir, vCrossProduct); if (vCrossProduct.y > 0) { m_flYaw += random->RandomInt(10,20); } else { m_flYaw -= random->RandomInt(10,20); } return (BaseClass::OnTakeDamage_Alive( info )); } //----------------------------------------------------------------------------- // Purpose: // Input : pInflictor - // pAttacker - // flDamage - // bitsDamageType - //----------------------------------------------------------------------------- void CNPC_Spotlight::Event_Killed( const CTakeDamageInfo &info ) { // Interrupt whatever schedule I'm on SetCondition(COND_SCHEDULE_DONE); // Remove spotlight SpotlightDestroy(); // Otherwise, turn into a physics object and fall to the ground CBaseCombatCharacter::Event_Killed( info ); } //----------------------------------------------------------------------------- // Purpose: Tells use whether or not the NPC cares about a given type of hint node. // Input : sHint - // Output : TRUE if the NPC is interested in this hint type, FALSE if not. //----------------------------------------------------------------------------- bool CNPC_Spotlight::FValidateHintType(CAI_Hint *pHint) { if (pHint->HintType() == HINT_WORLD_WINDOW) { Vector vHintPos; pHint->GetPosition(this,&vHintPos); if (SpotlightIsPositionLegal(vHintPos)) { return true; } } return false; } //----------------------------------------------------------------------------- // Purpose: Plays the engine sound. //----------------------------------------------------------------------------- void CNPC_Spotlight::NPCThink(void) { SetNextThink( gpGlobals->curtime + 0.1f );// keep npc thinking. if (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) { if (m_pSpotlightTarget) { m_pSpotlightTarget->SetAbsVelocity( vec3_origin ); } } else if (IsAlive()) { GetSenses()->Listen(); UpdateTargets(); SpotlightUpdate(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Spotlight::Precache(void) { // // Model. // PrecacheModel("models/combot.mdl"); PrecacheModel("models/gibs/combot_gibs.mdl"); // // Sprites. // PrecacheModel("sprites/spotlight.vmt"); m_nHaloSprite = PrecacheModel("sprites/blueflare1.vmt"); BaseClass::Precache(); } //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ CBaseEntity* CNPC_Spotlight::BestInspectTarget(void) { // Only look for inspect targets when spotlight it on if (m_pSpotlightTarget == NULL) { return NULL; } float fBestDistance = MAX_COORD_RANGE; int nBestPriority = -1000; int nBestRelationship = D_NU; // Get my best enemy first CBaseEntity* pBestEntity = BestEnemy(); if (pBestEntity) { // If the enemy isn't visibile if (!FVisible(pBestEntity)) { // If he hasn't been seen in a while and hasn't already eluded // the squad, make the enemy as eluded and fire a lost squad output float flTimeLastSeen = GetEnemies()->LastTimeSeen(pBestEntity); if (!GetEnemies()->HasEludedMe(pBestEntity) && flTimeLastSeen + 0.5 < gpGlobals->curtime) { GetEnemies()->MarkAsEluded(pBestEntity); m_pOutputSquadLost.Set(*((EHANDLE *)pBestEntity),this,this); } pBestEntity = NULL; } // If he has eluded me or isn't in the legal range of my spotligth reject else if (GetEnemies()->HasEludedMe(pBestEntity) || !SpotlightIsPositionLegal(GetEnemies()->LastKnownPosition(pBestEntity)) ) { pBestEntity = NULL; } } CBaseEntity *pEntity = NULL; // Search from the spotlight position Vector vSearchOrigin = m_pSpotlightTarget->GetAbsOrigin(); float flSearchDist; if (HaveInspectTarget()) { flSearchDist = SPOTLIGHT_ACTIVE_SEARCH_DIST; } else { flSearchDist = SPOTLIGHT_ENTITY_SEARCH_DIST; } for ( CEntitySphereQuery sphere( vSearchOrigin, SPOTLIGHT_ENTITY_SEARCH_DIST ); pEntity = sphere.GetCurrentEntity(); sphere.NextEntity() ) { if (pEntity->GetFlags() & (FL_CLIENT|FL_NPC)) { if (pEntity->GetFlags() & FL_NOTARGET) { continue; } if (!pEntity->IsAlive()) { continue; } if ((pEntity->Classify() == CLASS_MILITARY)|| (pEntity->Classify() == CLASS_BULLSEYE)) { continue; } if (m_pSquad && m_pSquad->SquadIsMember(pEntity)) { continue; } // Disregard if the entity is out of the view cone, occluded, if( !FVisible( pEntity ) ) { continue; } // If it's a new enemy or one that had eluded me if (!GetEnemies()->HasMemory(pEntity) || GetEnemies()->HasEludedMe(pEntity) ) { m_pOutputSquadDetect.Set(*((EHANDLE *)pEntity),this,this); } UpdateEnemyMemory(pEntity,pEntity->GetAbsOrigin()); CBaseCombatCharacter* pBCC = (CBaseCombatCharacter*)pEntity; float fTestDistance = (GetAbsOrigin() - pBCC->EyePosition()).Length(); int nTestRelationship = IRelationType(pBCC); int nTestPriority = IRelationPriority ( pBCC ); // Only follow hated entities if I'm not in idle state if (nTestRelationship != D_HT && m_NPCState != NPC_STATE_IDLE) { continue; } // ------------------------------------------- // Choose hated entites over everything else // ------------------------------------------- if (nTestRelationship == D_HT && nBestRelationship != D_HT) { pBestEntity = pBCC; fBestDistance = fTestDistance; nBestPriority = nTestPriority; nBestRelationship = nTestRelationship; } // ------------------------------------------- // If both are hated, or both are not // ------------------------------------------- else if( (nTestRelationship != D_HT && nBestRelationship != D_HT) || (nTestRelationship == D_HT && nBestRelationship == D_HT) ) { // -------------------------------------- // Pick one with the higher priority // -------------------------------------- if (nTestPriority > nBestPriority) { pBestEntity = pBCC; fBestDistance = fTestDistance; nBestPriority = nTestPriority; nBestRelationship = nTestRelationship; } // ----------------------------------------- // If priority the same pick best distance // ----------------------------------------- else if (nTestPriority == nBestPriority) { if (fTestDistance < fBestDistance) { pBestEntity = pBCC; fBestDistance = fTestDistance; nBestPriority = nTestPriority; nBestRelationship = nTestRelationship; } } } } } return pBestEntity; } //------------------------------------------------------------------------------ // Purpose : Clears any previous inspect target and set inspect target to // the given entity and set the durection of the inspection // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Spotlight::SetInspectTargetToEntity(CBaseEntity *pEntity, float fInspectDuration) { ClearInspectTarget(); SetTarget(pEntity); m_flInspectEndTime = gpGlobals->curtime + fInspectDuration; } //------------------------------------------------------------------------------ // Purpose : Clears any previous inspect target and set inspect target to // the given entity and set the durection of the inspection // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Spotlight::SetInspectTargetToEnemy(CBaseEntity *pEntity) { ClearInspectTarget(); SetEnemy( pEntity ); m_bHadEnemy = true; m_flInspectEndTime = 0; SetState(NPC_STATE_COMBAT); EHANDLE hEnemy; hEnemy.Set( GetEnemy() ); m_pOutputDetect.Set(hEnemy, NULL, this); } //------------------------------------------------------------------------------ // Purpose : Clears any previous inspect target and set inspect target to // the given hint node and set the durection of the inspection // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Spotlight::SetInspectTargetToHint(CAI_Hint *pHintNode, float fInspectDuration) { ClearInspectTarget(); // -------------------------------------------- // Figure out the location that the hint hits // -------------------------------------------- float fHintYaw = DEG2RAD(pHintNode->Yaw()); Vector vHintDir = Vector(cos(fHintYaw),sin(fHintYaw),0); Vector vHintOrigin; pHintNode->GetPosition(this,&vHintOrigin); Vector vHintEnd = vHintOrigin + (vHintDir * 500); trace_t tr; AI_TraceLine ( vHintOrigin, vHintEnd, MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr); if (tr.fraction == 1.0) { DevMsg("ERROR: Scanner hint node not facing a surface!\n"); } else { SetHintNode( pHintNode ); m_vInspectPos = tr.endpos; pHintNode->Lock(this); m_flInspectEndTime = gpGlobals->curtime + fInspectDuration; } } //------------------------------------------------------------------------------ // Purpose : Clears any previous inspect target and set inspect target to // the given position and set the durection of the inspection // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Spotlight::SetInspectTargetToPos(const Vector &vInspectPos, float fInspectDuration) { ClearInspectTarget(); m_vInspectPos = vInspectPos; m_flInspectEndTime = gpGlobals->curtime + fInspectDuration; } //------------------------------------------------------------------------------ // Purpose : Clears out any previous inspection targets // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Spotlight::ClearInspectTarget(void) { // If I'm losing an enemy, fire a message if (m_bHadEnemy) { m_bHadEnemy = false; EHANDLE hEnemy; hEnemy.Set( GetEnemy() ); m_pOutputLost.Set(hEnemy,this,this); } // If I'm in combat state, go to alert if (m_NPCState == NPC_STATE_COMBAT) { SetState(NPC_STATE_ALERT); } SetTarget( NULL ); SetEnemy( NULL ); ClearHintNode( SPOTLIGHT_HINT_INSPECT_LENGTH ); m_vInspectPos = vec3_origin; m_flYawDir = random->RandomInt(0,1) ? 1 : -1; m_flPitchDir = random->RandomInt(0,1) ? 1 : -1; } //------------------------------------------------------------------------------ // Purpose : Returns true if there is a position to be inspected and sets // vTargetPos to the inspection position // Input : // Output : //------------------------------------------------------------------------------ bool CNPC_Spotlight::HaveInspectTarget(void) { if (GetEnemy() != NULL) { return true; } else if (GetTarget() != NULL) { return true; } if (m_vInspectPos != vec3_origin) { return true; } return false; } //------------------------------------------------------------------------------ // Purpose : Returns true if there is a position to be inspected and sets // vTargetPos to the inspection position // Input : // Output : //------------------------------------------------------------------------------ Vector CNPC_Spotlight::InspectTargetPosition(void) { if (GetEnemy() != NULL) { // If in spotlight mode, aim for ground below target unless is client if (!(GetEnemy()->GetFlags() & FL_CLIENT)) { Vector vInspectPos; vInspectPos.x = GetEnemy()->GetAbsOrigin().x; vInspectPos.y = GetEnemy()->GetAbsOrigin().y; vInspectPos.z = GetFloorZ(GetEnemy()->GetAbsOrigin()+Vector(0,0,1)); return vInspectPos; } // Otherwise aim for eyes else { return GetEnemy()->EyePosition(); } } else if (GetTarget() != NULL) { // If in spotlight mode, aim for ground below target unless is client if (!(GetTarget()->GetFlags() & FL_CLIENT)) { Vector vInspectPos; vInspectPos.x = GetTarget()->GetAbsOrigin().x; vInspectPos.y = GetTarget()->GetAbsOrigin().y; vInspectPos.z = GetFloorZ(GetTarget()->GetAbsOrigin()); return vInspectPos; } // Otherwise aim for eyes else { return GetTarget()->EyePosition(); } } else if (m_vInspectPos != vec3_origin) { return m_vInspectPos; } else { DevMsg("InspectTargetPosition called with no target!\n"); return m_vInspectPos; } } //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Spotlight::UpdateTargets(void) { if (m_fSpotlightFlags & BITS_SPOTLIGHT_TRACK_ON) { // -------------------------------------------------------------------------- // Look for a nearby entity to inspect // -------------------------------------------------------------------------- CBaseEntity *pBestEntity = BestInspectTarget(); // If I found one if (pBestEntity) { // If it's an enemy if (IRelationType(pBestEntity) == D_HT) { // If I'm not already inspecting an enemy take it if (GetEnemy() == NULL) { SetInspectTargetToEnemy(pBestEntity); if (m_pSquad) { AISquadIter_t iter; for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) ) { // reset members who aren't activly engaged in fighting if (pSquadMember->GetEnemy() != pBestEntity && !pSquadMember->HasCondition( COND_SEE_ENEMY)) { // give them a new enemy pSquadMember->SetLastAttackTime( 0 ); pSquadMember->SetCondition ( COND_NEW_ENEMY ); } } } } // If I am inspecting an enemy, take it if priority is higher else { if (IRelationPriority(pBestEntity) > IRelationPriority(GetEnemy())) { SetInspectTargetToEnemy(pBestEntity); } } } // If its not an enemy else { // If I'm not already inspeting something take it if (GetTarget() == NULL) { SetInspectTargetToEntity(pBestEntity,SPOTLIGHT_ENTITY_INSPECT_LENGTH); } // If I am inspecting somethin, take if priority is higher else { if (IRelationPriority(pBestEntity) > IRelationPriority(GetTarget())) { SetInspectTargetToEntity(pBestEntity,SPOTLIGHT_ENTITY_INSPECT_LENGTH); } } } } // --------------------------------------- // If I'm not current inspecting an enemy // --------------------------------------- if (GetEnemy() == NULL) { // ----------------------------------------------------------- // If my inspection over clear my inspect target. // ----------------------------------------------------------- if (HaveInspectTarget() && gpGlobals->curtime > m_flInspectEndTime ) { m_flNextEntitySearchTime = gpGlobals->curtime + SPOTLIGHT_ENTITY_INSPECT_DELAY; m_flNextHintSearchTime = gpGlobals->curtime + SPOTLIGHT_HINT_INSPECT_DELAY; ClearInspectTarget(); } // -------------------------------------------------------------- // If I heard a sound inspect it // -------------------------------------------------------------- if (HasCondition(COND_HEAR_COMBAT) || HasCondition(COND_HEAR_DANGER) ) { CSound *pSound = GetBestSound(); if (pSound) { Vector vSoundPos = pSound->GetSoundOrigin(); // Only alert to sound if in my swing range if (SpotlightIsPositionLegal(vSoundPos)) { SetInspectTargetToPos(vSoundPos,SPOTLIGHT_SOUND_INSPECT_LENGTH); // Fire alert output m_pOutputAlert.FireOutput(NULL,this); SetState(NPC_STATE_ALERT); } } } // -------------------------------------- // Check for hints to inspect // -------------------------------------- if (gpGlobals->curtime > m_flNextHintSearchTime && !HaveInspectTarget() ) { SetHintNode(CAI_HintManager::FindHint(this, HINT_NONE, 0, SPOTLIGHT_HINT_SEARCH_DIST)); if (GetHintNode()) { m_flNextHintSearchTime = gpGlobals->curtime + SPOTLIGHT_HINT_INSPECT_LENGTH; SetInspectTargetToHint(GetHintNode(),SPOTLIGHT_HINT_INSPECT_LENGTH); } } } // ------------------------------------------------------- // Make sure inspect target is still in a legal position // (Don't care about enemies) // ------------------------------------------------------- if (GetTarget()) { if (!SpotlightIsPositionLegal(GetEnemies()->LastKnownPosition(GetTarget()))) { ClearInspectTarget(); } else if (!FVisible(GetTarget())) { ClearInspectTarget(); } } if (GetEnemy()) { if (!FVisible(GetEnemy())) { ClearInspectTarget(); } // If enemy is dead inspect for a couple of seconds on move on else if (!GetEnemy()->IsAlive()) { SetInspectTargetToPos( GetEnemy()->GetAbsOrigin(), 1.0); } else { UpdateEnemyMemory(GetEnemy(),GetEnemy()->GetAbsOrigin()); } } // ----------------------------------------- // See if I'm at my burn target // ------------------------------------------ if (!HaveInspectTarget() && m_pScriptedTarget && m_pSpotlightTarget != NULL ) { float fTargetDist = (m_vSpotlightTargetPos - m_vSpotlightCurrentPos).Length(); if (fTargetDist < SPOTLIGHT_BURN_TARGET_THRESH ) { // Update scripted target SetScriptedTarget( m_pScriptedTarget->NextScriptedTarget()); } else { Vector vTargetDir = m_vSpotlightTargetPos - m_vSpotlightCurrentPos; VectorNormalize(vTargetDir); float flDot = DotProduct(m_vSpotlightDir,vTargetDir); if (flDot > 0.99 ) { // Update scripted target SetScriptedTarget( m_pScriptedTarget->NextScriptedTarget()); } } } } } //----------------------------------------------------------------------------- // Purpose: Overridden because if the player is a criminal, we hate them. // Input : pTarget - Entity with which to determine relationship. // Output : Returns relationship value. //----------------------------------------------------------------------------- Disposition_t CNPC_Spotlight::IRelationType(CBaseEntity *pTarget) { // // If it's the player and they are a criminal, we hate them. // if (pTarget->Classify() == CLASS_PLAYER) { if (GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON) { return(D_NU); } } return(CBaseCombatCharacter::IRelationType(pTarget)); } //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Spotlight::SpotlightDestroy(void) { if (m_pSpotlight) { UTIL_Remove(m_pSpotlight); m_pSpotlight = NULL; UTIL_Remove(m_pSpotlightTarget); m_pSpotlightTarget = NULL; } } //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Spotlight::SpotlightCreate(void) { // If I have an enemy, start spotlight on my enemy if (GetEnemy() != NULL) { Vector vEnemyPos = GetEnemyLKP(); Vector vTargetPos = vEnemyPos; vTargetPos.z = GetFloorZ(vEnemyPos); m_vSpotlightDir = vTargetPos - GetAbsOrigin(); VectorNormalize(m_vSpotlightDir); } // If I have an target, start spotlight on my target else if (GetTarget() != NULL) { Vector vTargetPos = GetTarget()->GetAbsOrigin(); vTargetPos.z = GetFloorZ(GetTarget()->GetAbsOrigin()); m_vSpotlightDir = vTargetPos - GetAbsOrigin(); VectorNormalize(m_vSpotlightDir); } else { AngleVectors( GetAbsAngles(), &m_vSpotlightDir ); } trace_t tr; AI_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength, MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr); m_pSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" ); m_pSpotlightTarget->Spawn(); m_pSpotlightTarget->SetLocalOrigin( tr.endpos ); m_pSpotlightTarget->SetOwnerEntity( this ); m_pSpotlightTarget->m_clrRender = m_clrRender; m_pSpotlightTarget->m_Radius = m_flSpotlightMaxLength; if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) ) { m_pSpotlightTarget->m_flLightScale = 0.0; } m_pSpotlight = CBeam::BeamCreate( "sprites/spotlight.vmt", 2.0 ); m_pSpotlight->SetColor( m_clrRender->r, m_clrRender->g, m_clrRender->b ); m_pSpotlight->SetHaloTexture(m_nHaloSprite); m_pSpotlight->SetHaloScale(40); m_pSpotlight->SetEndWidth(m_flSpotlightGoalWidth); m_pSpotlight->SetBeamFlags(FBEAM_SHADEOUT); m_pSpotlight->SetBrightness( 80 ); m_pSpotlight->SetNoise( 0 ); m_pSpotlight->EntsInit( this, m_pSpotlightTarget ); } //------------------------------------------------------------------------------ // Purpose : Returns true is spotlight can reach position // Input : // Output : //------------------------------------------------------------------------------ bool CNPC_Spotlight::SpotlightIsPositionLegal(const Vector &vTestPos) { Vector vTargetDir = vTestPos - GetAbsOrigin(); VectorNormalize(vTargetDir); QAngle vTargetAngles; VectorAngles(vTargetDir,vTargetAngles); // Make sure target is in a legal position if (UTIL_AngleDistance( vTargetAngles[YAW], m_flYawCenter ) > m_flYawRange) { return false; } else if (UTIL_AngleDistance( vTargetAngles[YAW], m_flYawCenter ) < -m_flYawRange) { return false; } if (UTIL_AngleDistance( vTargetAngles[PITCH], m_flPitchCenter ) > m_flPitchMax) { return false; } else if (UTIL_AngleDistance( vTargetAngles[PITCH], m_flPitchCenter ) < m_flPitchMin) { return false; } return true; } //------------------------------------------------------------------------------ // Purpose : Converts spotlight target position into desired yaw and pitch // directions to reach target // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Spotlight::SpotlightSetTargetYawAndPitch(void) { Vector vTargetDir = m_vSpotlightTargetPos - GetAbsOrigin(); VectorNormalize(vTargetDir); QAngle vTargetAngles; VectorAngles(vTargetDir,vTargetAngles); float flYawDiff = UTIL_AngleDistance(vTargetAngles[YAW], m_flYaw); if ( flYawDiff > 0) { m_flYawDir = SPOTLIGHT_SWING_FORWARD; } else { m_flYawDir = SPOTLIGHT_SWING_BACK; } //DevMsg("%f %f (%f)\n",vTargetAngles[YAW], m_flYaw,flYawDiff); float flPitchDiff = UTIL_AngleDistance(vTargetAngles[PITCH], m_flPitch); if (flPitchDiff > 0) { m_flPitchDir = SPOTLIGHT_SWING_FORWARD; } else { m_flPitchDir = SPOTLIGHT_SWING_BACK; } //DevMsg("%f %f (%f)\n",vTargetAngles[PITCH], m_flPitch,flPitchDiff); if ( fabs(flYawDiff) < 2) { m_flYawDir *= 0.5; } if ( fabs(flPitchDiff) < 2) { m_flPitchDir *= 0.5; } } //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ float CNPC_Spotlight::SpotlightSpeed(void) { float fSpeedScale = 1.0; float fInspectDist = (m_vSpotlightTargetPos - m_vSpotlightCurrentPos).Length(); if (fInspectDist < 100) { fSpeedScale = 0.25; } if (!HaveInspectTarget() && m_pScriptedTarget) { return (fSpeedScale * m_pScriptedTarget->MoveSpeed()); } else if (m_NPCState == NPC_STATE_COMBAT || m_NPCState == NPC_STATE_ALERT ) { return (fSpeedScale * m_flAlertSpeed); } else { return (fSpeedScale * m_flIdleSpeed); } } //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ Vector CNPC_Spotlight::SpotlightCurrentPos(void) { if (!m_pSpotlight) { DevMsg("Spotlight pos. called w/o spotlight!\n"); return vec3_origin; } if (HaveInspectTarget()) { m_vSpotlightTargetPos = InspectTargetPosition(); SpotlightSetTargetYawAndPitch(); } else if (m_pScriptedTarget) { m_vSpotlightTargetPos = m_pScriptedTarget->GetAbsOrigin(); SpotlightSetTargetYawAndPitch(); // I'm allowed to move outside my normal range when // tracking burn targets. Return smoothly when I'm done m_fSpotlightFlags |= BITS_SPOTLIGHT_SMOOTH_RETURN; } else { // Make random movement frame independent if (random->RandomInt(0,10) == 0) { m_flYawDir *= -1; } if (random->RandomInt(0,10) == 0) { m_flPitchDir *= -1; } } // Calculate new pitch and yaw velocity float flSpeed = SpotlightSpeed(); float flNewYawSpeed = m_flYawDir * flSpeed; float flNewPitchSpeed = m_flPitchDir * flSpeed; // Adjust current velocity float myYawDecay = 0.8; float myPitchDecay = 0.7; m_flYawSpeed = (myYawDecay * m_flYawSpeed + (1-myYawDecay) * flNewYawSpeed ); m_flPitchSpeed = (myPitchDecay * m_flPitchSpeed + (1-myPitchDecay) * flNewPitchSpeed); // Keep speed with in bounds float flMaxSpeed = SPOTLIGHT_MAX_SPEED_SCALE * SpotlightSpeed(); if (m_flYawSpeed > flMaxSpeed) m_flYawSpeed = flMaxSpeed; else if (m_flYawSpeed < -flMaxSpeed) m_flYawSpeed = -flMaxSpeed; if (m_flPitchSpeed > flMaxSpeed) m_flPitchSpeed = flMaxSpeed; else if (m_flPitchSpeed < -flMaxSpeed) m_flPitchSpeed = -flMaxSpeed; // Calculate new pitch and yaw positions m_flYaw += m_flYawSpeed; m_flPitch += m_flPitchSpeed; // Keep yaw in 0/360 range if (m_flYaw < 0 ) m_flYaw +=360; if (m_flYaw > 360) m_flYaw -=360; // --------------------------------------------- // Check yaw and pitch boundaries unless I have // a burn target, or an enemy // --------------------------------------------- if (( HaveInspectTarget() && GetEnemy() == NULL ) || (!HaveInspectTarget() && !m_pScriptedTarget ) ) { bool bInRange = true; if (UTIL_AngleDistance( m_flYaw, m_flYawCenter ) > m_flYawRange) { if (m_fSpotlightFlags & BITS_SPOTLIGHT_SMOOTH_RETURN) { bInRange = false; } else { m_flYaw = m_flYawCenter + m_flYawRange; } m_flYawDir = SPOTLIGHT_SWING_BACK; } else if (UTIL_AngleDistance( m_flYaw, m_flYawCenter ) < -m_flYawRange) { if (m_fSpotlightFlags & BITS_SPOTLIGHT_SMOOTH_RETURN) { bInRange = false; } else { m_flYaw = m_flYawCenter - m_flYawRange; } m_flYawDir = SPOTLIGHT_SWING_FORWARD; } if (UTIL_AngleDistance( m_flPitch, m_flPitchCenter ) > m_flPitchMax) { if (m_fSpotlightFlags & BITS_SPOTLIGHT_SMOOTH_RETURN) { bInRange = false; } else { m_flPitch = m_flPitchCenter + m_flPitchMax; } m_flPitchDir = SPOTLIGHT_SWING_BACK; } else if (UTIL_AngleDistance( m_flPitch, m_flPitchCenter ) < m_flPitchMin) { if (m_fSpotlightFlags & BITS_SPOTLIGHT_SMOOTH_RETURN) { bInRange = false; } else { m_flPitch = m_flPitchCenter + m_flPitchMin; } m_flPitchDir = SPOTLIGHT_SWING_FORWARD; } // If in range I'm done doing a smooth return if (bInRange) { m_fSpotlightFlags &= ~BITS_SPOTLIGHT_SMOOTH_RETURN; } } // Convert pitch and yaw to forward angle QAngle vAngle = vec3_angle; vAngle[YAW] = m_flYaw; vAngle[PITCH] = m_flPitch; AngleVectors( vAngle, &m_vSpotlightDir ); // --------------------------------------------- // Get beam end point. Only collide with // solid objects, not npcs // --------------------------------------------- trace_t tr; AI_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength), (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_DEBRIS), this, COLLISION_GROUP_NONE, &tr); return (tr.endpos); } //------------------------------------------------------------------------------ // Purpose : Update the direction and position of my spotlight // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Spotlight::SpotlightUpdate(void) { // --------------------------------------------------- // Go back to idle state after a while // --------------------------------------------------- if (m_NPCState == NPC_STATE_ALERT && m_flLastStateChangeTime + 30 < gpGlobals->curtime ) { SetState(NPC_STATE_IDLE); } // --------------------------------------------------- // If I don't have a spotlight attempt to create one // --------------------------------------------------- if (!m_pSpotlight && m_fSpotlightFlags & BITS_SPOTLIGHT_LIGHT_ON ) { SpotlightCreate(); } if (!m_pSpotlight) { return; } // ----------------------------------------------------- // If spotlight flag is off destroy spotlight and exit // ----------------------------------------------------- if (!(m_fSpotlightFlags & BITS_SPOTLIGHT_LIGHT_ON)) { if (m_pSpotlight) { SpotlightDestroy(); return; } } if (m_fSpotlightFlags & BITS_SPOTLIGHT_TRACK_ON) { // ------------------------------------------- // Calculate the new spotlight position // -------------------------------------------- m_vSpotlightCurrentPos = SpotlightCurrentPos(); } // -------------------------------------------------------------- // Update spotlight target velocity // -------------------------------------------------------------- Vector vTargetDir = (m_vSpotlightCurrentPos - m_pSpotlightTarget->GetAbsOrigin()); float vTargetDist = vTargetDir.Length(); Vector vecNewVelocity = vTargetDir; VectorNormalize(vecNewVelocity); vecNewVelocity *= (10 * vTargetDist); // If a large move is requested, just jump to final spot as we // probably hit a discontinuity if (vecNewVelocity.Length() > 200) { VectorNormalize(vecNewVelocity); vecNewVelocity *= 200; VectorNormalize(vTargetDir); m_pSpotlightTarget->SetLocalOrigin( m_vSpotlightCurrentPos ); } m_pSpotlightTarget->SetAbsVelocity( vecNewVelocity ); m_pSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin(); // Avoid sudden change in where beam fades out when cross disconinuities m_pSpotlightTarget->m_vSpotlightDir = m_pSpotlightTarget->GetLocalOrigin() - m_pSpotlightTarget->m_vSpotlightOrg; float flBeamLength = VectorNormalize( m_pSpotlightTarget->m_vSpotlightDir ); m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength); // Fade out spotlight end if past max length. if (m_flSpotlightCurLength > 2*m_flSpotlightMaxLength) { m_pSpotlightTarget->SetRenderColorA( 0 ); m_pSpotlight->SetFadeLength(m_flSpotlightMaxLength); } else if (m_flSpotlightCurLength > m_flSpotlightMaxLength) { m_pSpotlightTarget->SetRenderColorA( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) ); m_pSpotlight->SetFadeLength(m_flSpotlightMaxLength); } else { m_pSpotlightTarget->SetRenderColorA( 1.0 ); m_pSpotlight->SetFadeLength(m_flSpotlightCurLength); } // Adjust end width to keep beam width constant float flNewWidth = m_flSpotlightGoalWidth*(flBeamLength/m_flSpotlightMaxLength); m_pSpotlight->SetEndWidth(flNewWidth); // Adjust width of light on the end. if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) ) { m_pSpotlightTarget->m_flLightScale = 0.0; } else { // <<TODO>> - magic number 1.8 depends on sprite size m_pSpotlightTarget->m_flLightScale = 1.8*flNewWidth; } m_pOutputPosition.Set(m_pSpotlightTarget->GetLocalOrigin(),this,this); #ifdef SPOTLIGHT_DEBUG NDebugOverlay::Cross3D(m_vSpotlightCurrentPos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1); NDebugOverlay::Cross3D(m_vSpotlightTargetPos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1); #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Spotlight::Spawn(void) { // Check for user error if (m_flSpotlightMaxLength <= 0) { DevMsg("CNPC_Spotlight::Spawn: Invalid spotlight length <= 0, setting to 500\n"); m_flSpotlightMaxLength = 500; } if (m_flSpotlightGoalWidth <= 0) { DevMsg("CNPC_Spotlight::Spawn: Invalid spotlight width <= 0, setting to 10\n"); m_flSpotlightGoalWidth = 10; } if (m_flSpotlightGoalWidth > MAX_BEAM_WIDTH) { DevMsg("CNPC_Spotlight::Spawn: Invalid spotlight width %.1f (max %.1f)\n", m_flSpotlightGoalWidth, MAX_BEAM_WIDTH ); m_flSpotlightGoalWidth = MAX_BEAM_WIDTH; } Precache(); // This is a dummy model that is never used! SetModel( "models/player.mdl" ); // No Hull for now UTIL_SetSize(this,vec3_origin,vec3_origin); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); m_bloodColor = DONT_BLEED; SetViewOffset( Vector(0, 0, 10) ); // Position of the eyes relative to NPC's origin. m_flFieldOfView = VIEW_FIELD_FULL; m_NPCState = NPC_STATE_IDLE; CapabilitiesAdd( bits_CAP_SQUAD); // ------------------------------------ // Init all class vars // ------------------------------------ m_vInspectPos = vec3_origin; m_flInspectEndTime = 0; m_flNextEntitySearchTime= gpGlobals->curtime + SPOTLIGHT_ENTITY_INSPECT_DELAY; m_flNextHintSearchTime = gpGlobals->curtime + SPOTLIGHT_HINT_INSPECT_DELAY; m_bHadEnemy = false; m_vSpotlightTargetPos = vec3_origin; m_vSpotlightCurrentPos = vec3_origin; m_pSpotlight = NULL; m_pSpotlightTarget = NULL; m_vSpotlightDir = vec3_origin; //m_nHaloSprite // Set in precache m_flSpotlightCurLength = m_flSpotlightMaxLength; m_flYaw = 0; m_flYawSpeed = 0; m_flYawCenter = GetLocalAngles().y; m_flYawDir = random->RandomInt(0,1) ? 1 : -1; //m_flYawRange = 90; // Keyfield in WC m_flPitch = 0; m_flPitchSpeed = 0; m_flPitchCenter = GetLocalAngles().x; m_flPitchDir = random->RandomInt(0,1) ? 1 : -1; //m_flPitchMin = 35; // Keyfield in WC //m_flPitchMax = 50; // Keyfield in WC //m_flIdleSpeed = 2; // Keyfield in WC //m_flAlertSpeed = 5; // Keyfield in WC m_fSpotlightFlags = 0; if (FBitSet ( m_spawnflags, SF_SPOTLIGHT_START_TRACK_ON )) { m_fSpotlightFlags |= BITS_SPOTLIGHT_TRACK_ON; } if (FBitSet ( m_spawnflags, SF_SPOTLIGHT_START_LIGHT_ON )) { m_fSpotlightFlags |= BITS_SPOTLIGHT_LIGHT_ON; } // If I'm never moving just turn on the spotlight and don't think again if (FBitSet ( m_spawnflags, SF_SPOTLIGHT_NEVER_MOVE )) { SpotlightCreate(); } else { NPCInit(); SetThink(CallNPCThink); } AddEffects( EF_NODRAW ); SetMoveType( MOVETYPE_NONE ); SetGravity( 0.0 ); } //------------------------------------------------------------------------------ // Purpose: Inputs //------------------------------------------------------------------------------ void CNPC_Spotlight::InputLightOn( inputdata_t &inputdata ) { m_fSpotlightFlags |= BITS_SPOTLIGHT_LIGHT_ON; } void CNPC_Spotlight::InputLightOff( inputdata_t &inputdata ) { m_fSpotlightFlags &= ~BITS_SPOTLIGHT_LIGHT_ON; } void CNPC_Spotlight::InputTrackOn( inputdata_t &inputdata ) { m_fSpotlightFlags |= BITS_SPOTLIGHT_TRACK_ON; } void CNPC_Spotlight::InputTrackOff( inputdata_t &inputdata ) { m_fSpotlightFlags &= ~BITS_SPOTLIGHT_TRACK_ON; } //------------------------------------------------------------------------------ // Purpose : Starts cremator doing scripted burn to a location //------------------------------------------------------------------------------ void CNPC_Spotlight::SetScriptedTarget( CScriptedTarget *pScriptedTarget ) { if (pScriptedTarget) { m_pScriptedTarget = pScriptedTarget; m_vSpotlightTargetPos = m_pScriptedTarget->GetAbsOrigin(); } else { m_pScriptedTarget = NULL; } } //----------------------------------------------------------------------------- // Purpose: This is a generic function (to be implemented by sub-classes) to // handle specific interactions between different types of characters // (For example the barnacle grabbing an NPC) // Input : Constant for the type of interaction // Output : true - if sub-class has a response for the interaction // false - if sub-class has no response //----------------------------------------------------------------------------- bool CNPC_Spotlight::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt) { if (interactionType == g_interactionScriptedTarget) { // If I already have a scripted target, reject the new one if (m_pScriptedTarget && sourceEnt) { return false; } else { SetScriptedTarget((CScriptedTarget*)sourceEnt); return true; } } return false; }
412
0.947908
1
0.947908
game-dev
MEDIA
0.951142
game-dev
0.703319
1
0.703319
scanse/sweep-3d-scanner-unity-viewer
9,149
Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs
using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (Rigidbody))] [RequireComponent(typeof (CapsuleCollider))] public class RigidbodyFirstPersonController : MonoBehaviour { [Serializable] public class MovementSettings { public float ForwardSpeed = 8.0f; // Speed when walking forward public float BackwardSpeed = 4.0f; // Speed when walking backwards public float StrafeSpeed = 4.0f; // Speed when walking sideways public float RunMultiplier = 2.0f; // Speed when sprinting public KeyCode RunKey = KeyCode.LeftShift; public float JumpForce = 30f; public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f)); [HideInInspector] public float CurrentTargetSpeed = 8f; #if !MOBILE_INPUT private bool m_Running; #endif public void UpdateDesiredTargetSpeed(Vector2 input) { if (input == Vector2.zero) return; if (input.x > 0 || input.x < 0) { //strafe CurrentTargetSpeed = StrafeSpeed; } if (input.y < 0) { //backwards CurrentTargetSpeed = BackwardSpeed; } if (input.y > 0) { //forwards //handled last as if strafing and moving forward at the same time forwards speed should take precedence CurrentTargetSpeed = ForwardSpeed; } #if !MOBILE_INPUT if (Input.GetKey(RunKey)) { CurrentTargetSpeed *= RunMultiplier; m_Running = true; } else { m_Running = false; } #endif } #if !MOBILE_INPUT public bool Running { get { return m_Running; } } #endif } [Serializable] public class AdvancedSettings { public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this ) public float stickToGroundHelperDistance = 0.5f; // stops the character public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input public bool airControl; // can the user control the direction that is being moved in the air [Tooltip("set it to 0.1 or more if you get stuck in wall")] public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice) } public Camera cam; public MovementSettings movementSettings = new MovementSettings(); public MouseLook mouseLook = new MouseLook(); public AdvancedSettings advancedSettings = new AdvancedSettings(); private Rigidbody m_RigidBody; private CapsuleCollider m_Capsule; private float m_YRotation; private Vector3 m_GroundContactNormal; private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded; public Vector3 Velocity { get { return m_RigidBody.velocity; } } public bool Grounded { get { return m_IsGrounded; } } public bool Jumping { get { return m_Jumping; } } public bool Running { get { #if !MOBILE_INPUT return movementSettings.Running; #else return false; #endif } } private void Start() { m_RigidBody = GetComponent<Rigidbody>(); m_Capsule = GetComponent<CapsuleCollider>(); mouseLook.Init (transform, cam.transform); } private void Update() { RotateView(); if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump) { m_Jump = true; } } private void FixedUpdate() { GroundCheck(); Vector2 input = GetInput(); if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded)) { // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x; desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized; desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed; desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed; desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed; if (m_RigidBody.velocity.sqrMagnitude < (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed)) { m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse); } } if (m_IsGrounded) { m_RigidBody.drag = 5f; if (m_Jump) { m_RigidBody.drag = 0f; m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z); m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse); m_Jumping = true; } if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f) { m_RigidBody.Sleep(); } } else { m_RigidBody.drag = 0f; if (m_PreviouslyGrounded && !m_Jumping) { StickToGroundHelper(); } } m_Jump = false; } private float SlopeMultiplier() { float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up); return movementSettings.SlopeCurveModifier.Evaluate(angle); } private void StickToGroundHelper() { RaycastHit hitInfo; if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo, ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f) { m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal); } } } private Vector2 GetInput() { Vector2 input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal"), y = CrossPlatformInputManager.GetAxis("Vertical") }; movementSettings.UpdateDesiredTargetSpeed(input); return input; } private void RotateView() { //avoids the mouse looking if the game is effectively paused if (Mathf.Abs(Time.timeScale) < float.Epsilon) return; // get the rotation before it's changed float oldYRotation = transform.eulerAngles.y; mouseLook.LookRotation (transform, cam.transform); if (m_IsGrounded || advancedSettings.airControl) { // Rotate the rigidbody velocity to match the new direction that the character is looking Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up); m_RigidBody.velocity = velRotation*m_RigidBody.velocity; } } /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom private void GroundCheck() { m_PreviouslyGrounded = m_IsGrounded; RaycastHit hitInfo; if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo, ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { m_IsGrounded = true; m_GroundContactNormal = hitInfo.normal; } else { m_IsGrounded = false; m_GroundContactNormal = Vector3.up; } if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping) { m_Jumping = false; } } } }
412
0.858803
1
0.858803
game-dev
MEDIA
0.99544
game-dev
0.990285
1
0.990285
nexusnode/crafting-dead
4,114
crafting-dead-core/src/main/java/com/craftingdead/core/world/item/combatslot/CombatSlot.java
/* * Crafting Dead * Copyright (C) 2022 NexusNode LTD * * This Non-Commercial Software License Agreement (the "Agreement") is made between * you (the "Licensee") and NEXUSNODE (BRAD HUNTER). (the "Licensor"). * By installing or otherwise using Crafting Dead (the "Software"), you agree to be * bound by the terms and conditions of this Agreement as may be revised from time * to time at Licensor's sole discretion. * * If you do not agree to the terms and conditions of this Agreement do not download, * copy, reproduce or otherwise use any of the source code available online at any time. * * https://github.com/nexusnode/crafting-dead/blob/1.18.x/LICENSE.txt * * https://craftingdead.net/terms.php */ package com.craftingdead.core.world.item.combatslot; import java.util.Arrays; import java.util.Map; import java.util.Optional; import java.util.function.Function; import java.util.stream.Collectors; import com.mojang.serialization.Codec; import net.minecraft.util.StringRepresentable; import net.minecraft.world.entity.player.Inventory; import net.minecraft.world.item.ItemStack; public enum CombatSlot implements CombatSlotProvider, StringRepresentable { PRIMARY("primary", true), SECONDARY("secondary", true), MELEE("melee", false), GRENADE("grenade", false) { @Override protected int getAvailableSlot(Inventory playerInventory, boolean ignoreEmpty) { int index = super.getAvailableSlot(playerInventory, false); return index == -1 ? 3 : index; } }, EXTRA("extra", false); public static final Codec<CombatSlot> CODEC = StringRepresentable.fromEnum(CombatSlot::values, CombatSlot::byName); private static final Map<String, CombatSlot> BY_NAME = Arrays.stream(values()) .collect(Collectors.toMap(CombatSlot::getSerializedName, Function.identity())); private final String name; private final boolean dropExistingItems; private CombatSlot(String name, boolean dropExistingItems) { this.name = name; this.dropExistingItems = dropExistingItems; } @Override public String getSerializedName() { return this.name; } @Override public CombatSlot getCombatSlot() { return this; } protected int getAvailableSlot(Inventory playerInventory, boolean ignoreEmpty) { for (int i = 0; i < 6; i++) { if ((ignoreEmpty || playerInventory.getItem(i).isEmpty()) && getSlotType(i) == this) { return i; } } return -1; } public boolean addToInventory(ItemStack itemStack, Inventory playerInventory, boolean ignoreEmpty) { int index = this.getAvailableSlot(playerInventory, ignoreEmpty); if (index == -1) { return false; } if (this.dropExistingItems && !playerInventory.getItem(index).isEmpty()) { ItemStack oldStack = playerInventory.removeItemNoUpdate(index); playerInventory.player.drop(oldStack, true, true); } playerInventory.setItem(index, itemStack); return true; } public static Optional<CombatSlot> getSlotType(ItemStack itemStack) { return itemStack.getCapability(CAPABILITY).map(CombatSlotProvider::getCombatSlot); } public boolean isItemValid(ItemStack itemStack) { return itemStack.isEmpty() || getSlotType(itemStack) .map(this::equals) .orElse(false); } public static boolean isInventoryValid(Inventory inventory) { for (int i = 0; i < 7; i++) { if (!CombatSlot .isItemValidForSlot(inventory.getItem(i), i)) { return false; } } return true; } public static boolean isItemValidForSlot(ItemStack itemStack, int slot) { return getSlotType(slot).isItemValid(itemStack); } public static CombatSlot getSlotType(int slot) { switch (slot) { case 0: return PRIMARY; case 1: return SECONDARY; case 2: return MELEE; case 3: case 4: case 5: return GRENADE; case 6: return EXTRA; default: throw new IllegalArgumentException("Invalid slot"); } } public static CombatSlot byName(String name) { return BY_NAME.get(name); } }
412
0.953113
1
0.953113
game-dev
MEDIA
0.987491
game-dev
0.986573
1
0.986573
neuecc/UniRx
4,351
Assets/Plugins/UniRx/Scripts/Operators/Where.cs
using System; namespace UniRx.Operators { internal class WhereObservable<T> : OperatorObservableBase<T> { readonly IObservable<T> source; readonly Func<T, bool> predicate; readonly Func<T, int, bool> predicateWithIndex; public WhereObservable(IObservable<T> source, Func<T, bool> predicate) : base(source.IsRequiredSubscribeOnCurrentThread()) { this.source = source; this.predicate = predicate; } public WhereObservable(IObservable<T> source, Func<T, int, bool> predicateWithIndex) : base(source.IsRequiredSubscribeOnCurrentThread()) { this.source = source; this.predicateWithIndex = predicateWithIndex; } // Optimize for .Where().Where() public IObservable<T> CombinePredicate(Func<T, bool> combinePredicate) { if (this.predicate != null) { return new WhereObservable<T>(source, x => this.predicate(x) && combinePredicate(x)); } else { return new WhereObservable<T>(this, combinePredicate); } } // Optimize for .Where().Select() public IObservable<TR> CombineSelector<TR>(Func<T, TR> selector) { if (this.predicate != null) { return new WhereSelectObservable<T, TR>(source, predicate, selector); } else { return new SelectObservable<T, TR>(this, selector); // can't combine } } protected override IDisposable SubscribeCore(IObserver<T> observer, IDisposable cancel) { if (predicate != null) { return source.Subscribe(new Where(this, observer, cancel)); } else { return source.Subscribe(new Where_(this, observer, cancel)); } } class Where : OperatorObserverBase<T, T> { readonly WhereObservable<T> parent; public Where(WhereObservable<T> parent, IObserver<T> observer, IDisposable cancel) : base(observer, cancel) { this.parent = parent; } public override void OnNext(T value) { var isPassed = false; try { isPassed = parent.predicate(value); } catch (Exception ex) { try { observer.OnError(ex); } finally { Dispose(); } return; } if (isPassed) { observer.OnNext(value); } } public override void OnError(Exception error) { try { observer.OnError(error); } finally { Dispose(); } } public override void OnCompleted() { try { observer.OnCompleted(); } finally { Dispose(); } } } class Where_ : OperatorObserverBase<T, T> { readonly WhereObservable<T> parent; int index; public Where_(WhereObservable<T> parent, IObserver<T> observer, IDisposable cancel) : base(observer, cancel) { this.parent = parent; this.index = 0; } public override void OnNext(T value) { var isPassed = false; try { isPassed = parent.predicateWithIndex(value, index++); } catch (Exception ex) { try { observer.OnError(ex); } finally { Dispose(); } return; } if (isPassed) { observer.OnNext(value); } } public override void OnError(Exception error) { try { observer.OnError(error); } finally { Dispose(); } } public override void OnCompleted() { try { observer.OnCompleted(); } finally { Dispose(); } } } } }
412
0.950471
1
0.950471
game-dev
MEDIA
0.244971
game-dev
0.971982
1
0.971982
alexkulya/pandaria_5.4.8
20,516
src/server/scripts/Kalimdor/CavernsOfTime/WellofEternity/boss_queen_azshara.cpp
/* * This file is part of the Pandaria 5.4.8 Project. See THANKS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "ScriptPCH.h" #include "well_of_eternity.h" enum ScriptedTexts { SAY_AGGRO = 0, SAY_INTERRUPT = 1, SAY_END_1 = 2, SAY_END_2 = 3, SAY_END_3 = 4, SAY_WIPE = 5, SAY_KILL = 6, SAY_PUPPET = 7, SAY_ALL = 8, SAY_ADDS_1 = 9, SAY_ADDS_2 = 10, SAY_ADDS_3 = 11, }; enum Spells { SPELL_SERVANT_OF_THE_QUEEN = 102334, SPELL_TOTAL_OBEDIENCE = 103241, SPELL_TOTAL_OBEDIENCE_1 = 110096, // ? // Enchanted Magus SPELL_ARCANE_SHOCK = 102463, SPELL_HAMMER_OF_DIVINITY_1 = 102454, SPELL_HAMMER_OF_DIVINITY_2 = 102454, SPELL_HAMMER_OF_DIVINITY_DUMMY = 102460, SPELL_ARCANE_BOMB = 102455, SPELL_ARCANE_BOMB_DUMMY = 109122, SPELL_FIREBALL = 102265, SPELL_FIREBOMB = 102482, SPELL_BLASTWAVE = 102483, SPELL_BLADES_OF_ICE = 102467, SPELL_BLADES_OF_ICE_DMG = 102468, SPELL_ICE_FLING = 102478, SPELL_COLDFLAME = 102465, SPELL_COLDFLAME_DMG = 102466, SPELL_PUPPET_CROSS = 102310, SPELL_PUPPET_STRING_HOVER = 102312, SPELL_PUPPET_STRING_DUMMY_1 = 102315, SPELL_PUPPET_STRING_DUMMY_2 = 102318, SPELL_PUPPET_STRING_DUMMY_3 = 102319, SPELL_PUPPET_STRING_SCRIPT_1 = 102333, SPELL_PUPPET_STRING_SCRIPT_2 = 102345, }; enum Adds { NPC_HAND_OF_QUEEN = 54728, NPC_ENCHANTED_MAGUS_ARCANE = 54884, NPC_ENCHANTED_MAGUS_FIRE = 54882, NPC_ENCHANTED_MAGUS_FROST = 54883, NPC_HAMMER_OF_DIVINITY_1 = 54864, NPC_HAMMER_OF_DIVINITY_2 = 54865, }; enum Events { EVENT_ADDS_1 = 1, EVENT_ADDS_2 = 2, EVENT_ADDS_3 = 3, EVENT_SERVANT_OF_THE_QUEEN = 4, EVENT_TOTAL_OBEDIENCE = 5, EVENT_END = 6, EVENT_ARCANE_SHOCK = 7, EVENT_ARCANE_BOMB = 8, EVENT_FIREBALL = 9, EVENT_FIREBOMB = 10, EVENT_BLASTWAVE = 11, EVENT_BLADES_OF_ICE = 12, EVENT_COLDFLAME = 13, EVENT_ICE_FLING = 14, }; enum Actions { ACTION_ATTACK = 1, }; const Position addsPos[6] = { {3453.030029f, -5282.740234f, 230.04f, 4.45f}, // fire 1 {3443.540039f, -5280.370117f, 230.04f, 4.66f}, // frost 1 {3461.139893f, -5283.169922f, 230.04f, 4.31f}, // arcane 1 {3435.590088f, -5278.350098f, 230.04f, 4.50f}, // fire 2 {3469.729980f, -5282.430176f, 230.04f, 4.53f}, // frost 2 {3428.43f, -5274.59f, 230.04f, 4.20f} // arcane 2 }; const uint32 addsEntry[6] = { NPC_ENCHANTED_MAGUS_FIRE, NPC_ENCHANTED_MAGUS_FROST, NPC_ENCHANTED_MAGUS_ARCANE, NPC_ENCHANTED_MAGUS_FIRE, NPC_ENCHANTED_MAGUS_FROST, NPC_ENCHANTED_MAGUS_ARCANE }; class boss_queen_azshara : public CreatureScript { public: boss_queen_azshara() : CreatureScript("boss_queen_azshara") { } struct boss_queen_azsharaAI : public BossAI { boss_queen_azsharaAI(Creature* creature) : BossAI(creature, DATA_AZSHARA) { me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_STUN, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_FEAR, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_ROOT, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_FREEZE, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_POLYMORPH, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_HORROR, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SAPPED, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_CHARM, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_DISORIENTED, true); me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, true); } void Reset() override { _Reset(); memset(addsGUIDs, 0, sizeof(addsGUIDs)); for (uint8 i = 0; i < 6; ++i) if (Creature* pAdd = me->SummonCreature(addsEntry[i], addsPos[i], TEMPSUMMON_CORPSE_TIMED_DESPAWN, 5000)) addsGUIDs[i] = pAdd->GetGUID(); addsCount = 0; } void EnterCombat(Unit* /*who*/) override { Talk(SAY_AGGRO); addsCount = 0; events.RescheduleEvent(EVENT_ADDS_1, 11000); DoZoneInCombat(); instance->SetBossState(DATA_AZSHARA, IN_PROGRESS); } void JustReachedHome() override { Talk(SAY_WIPE); addsCount = 0; } void AttackStart(Unit* target) override { if (target) me->Attack(target, false); } void KilledUnit(Unit* victim) override { if (victim && victim->GetTypeId() == TYPEID_PLAYER) Talk(SAY_KILL); } void SpellHit(Unit* /*caster*/, const SpellInfo* spellInfo) override { if (Spell* spell = me->GetCurrentSpell(CURRENT_GENERIC_SPELL)) if (spellInfo->HasEffect(SPELL_EFFECT_INTERRUPT_CAST)) { me->InterruptSpell(CURRENT_GENERIC_SPELL); Talk(SAY_INTERRUPT); } } void DamageTaken(Unit* attacker, uint32& damage) override { damage = 0; me->UpdateUInt32Value(UNIT_FIELD_HEALTH, me->GetMaxHealth()); } void SummonedCreatureDies(Creature* summon, Unit* /*killer*/) override { if (!me->IsInCombat()) return; if (summon->GetEntry() == NPC_ENCHANTED_MAGUS_FIRE || summon->GetEntry() == NPC_ENCHANTED_MAGUS_ARCANE || summon->GetEntry() == NPC_ENCHANTED_MAGUS_FROST) addsCount++; if ((addsCount == 2) || (addsCount == 4)) events.ScheduleEvent(EVENT_ADDS_1, 6000); else if (addsCount == 6) { events.Reset(); me->InterruptNonMeleeSpells(false); Talk(SAY_END_1); events.ScheduleEvent(EVENT_END, 6000); } } void UpdateAI(uint32 diff) override { if (!UpdateVictim()) return; events.Update(diff); if (me->HasUnitState(UNIT_STATE_CASTING)) return; if (uint32 eventId = events.ExecuteEvent()) { switch (eventId) { case EVENT_TOTAL_OBEDIENCE: Talk(SAY_ALL); DoCastAOE(SPELL_TOTAL_OBEDIENCE); break; case EVENT_ADDS_1: Talk((addsCount / 2) + 9); events.RescheduleEvent(EVENT_ADDS_2, 7000); break; case EVENT_ADDS_2: if (Creature* pAdd = ObjectAccessor::GetCreature(*me, addsGUIDs[addsCount])) pAdd->AI()->Talk(addsCount / 2); events.RescheduleEvent(EVENT_ADDS_3, 6000); break; case EVENT_ADDS_3: for (uint8 i = addsCount; i < (addsCount + 2); ++i) { if (Creature* pAdd = ObjectAccessor::GetCreature(*me, addsGUIDs[i])) { pAdd->SetReactState(REACT_AGGRESSIVE); pAdd->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); DoZoneInCombat(pAdd); pAdd->AI()->DoAction(ACTION_ATTACK); } } events.ScheduleEvent(EVENT_TOTAL_OBEDIENCE, urand(10000, 20000)); break; case EVENT_END: { instance->DoKilledMonsterKredit(QUEST_THE_VAINGLORIOUS, 54853, 0); instance->SetBossState(DATA_AZSHARA, DONE); instance->DoRespawnGameObject(instance->GetData64(DATA_ROYAL_CACHE), DAY); instance->DoModifyPlayerCurrencies(CURRENCY_TYPE_JUSTICE_POINTS, 7000); me->DespawnOrUnsummon(); break; } default: break; } } } private: EventMap events; uint8 phase; uint64 addsGUIDs[6]; uint8 addsCount; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<boss_queen_azsharaAI>(creature); } }; class npc_queen_azshara_enchanted_magus : public CreatureScript { public: npc_queen_azshara_enchanted_magus() : CreatureScript("npc_queen_azshara_enchanted_magus") { } struct npc_queen_azshara_enchanted_magusAI : public ScriptedAI { npc_queen_azshara_enchanted_magusAI(Creature* creature) : ScriptedAI(creature) { } void Reset() override { events.Reset(); me->SetReactState(REACT_PASSIVE); } void DoAction(int32 action) override { if (action == ACTION_ATTACK) { if (me->GetEntry() == NPC_ENCHANTED_MAGUS_FIRE) { events.ScheduleEvent(EVENT_FIREBALL, 1000); events.ScheduleEvent(EVENT_FIREBOMB, urand(10000, 15000)); events.ScheduleEvent(EVENT_BLASTWAVE, urand(10000, 20000)); } else if (me->GetEntry() == NPC_ENCHANTED_MAGUS_FROST) { events.ScheduleEvent(EVENT_BLADES_OF_ICE, urand(5000, 10000)); events.ScheduleEvent(EVENT_COLDFLAME, urand(12000, 20000)); events.ScheduleEvent(EVENT_ICE_FLING, urand(2000, 15000)); } else if (me->GetEntry() == NPC_ENCHANTED_MAGUS_ARCANE) { events.ScheduleEvent(EVENT_ARCANE_SHOCK, urand(10000, 15000)); events.ScheduleEvent(EVENT_ARCANE_BOMB, urand(5000, 10000)); } } } /*void MovementInform(uint32 type, uint32 pointId) override { if (me->GetEntry() == NPC_ENCHANTED_MAGUS_FROST && data == EVENT_CHARGE) if (Player* player = me->SelectNearestPlayer(5.0f)) DoCast(player, SPELL_BLADES_OF_ICE_DMG, true); }*/ void UpdateAI(uint32 diff) override { if (!UpdateVictim()) return; events.Update(diff); if (me->HasUnitState(UNIT_STATE_CASTING)) return; if (uint32 eventId = events.ExecuteEvent()) { switch (eventId) { case EVENT_FIREBALL: DoCastVictim(SPELL_FIREBALL); events.ScheduleEvent(EVENT_FIREBALL, 3000); break; case EVENT_FIREBOMB: if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true)) DoCast(target, SPELL_FIREBOMB); events.ScheduleEvent(EVENT_FIREBOMB, urand(15000, 20000)); break; case EVENT_BLASTWAVE: DoCastAOE(SPELL_BLASTWAVE); events.ScheduleEvent(EVENT_BLASTWAVE, urand(15000, 20000)); break; case EVENT_ICE_FLING: DoCastAOE(SPELL_ICE_FLING); events.ScheduleEvent(EVENT_ICE_FLING, urand(10000, 20000)); break; case EVENT_BLADES_OF_ICE: if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true)) DoCast(target, SPELL_BLADES_OF_ICE); events.ScheduleEvent(EVENT_BLADES_OF_ICE, urand(12000, 20000)); break; case EVENT_COLDFLAME: //if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true)) //DoCast(target, SPELL_COLDFLAME); events.ScheduleEvent(EVENT_COLDFLAME, urand(16000, 25000)); break; case EVENT_ARCANE_SHOCK: me->StopMoving(); DoCast(me, SPELL_ARCANE_SHOCK); events.ScheduleEvent(EVENT_ARCANE_SHOCK, urand(12000, 20000)); break; case EVENT_ARCANE_BOMB: { if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true)) { Creature* pStalker1 = me->SummonCreature(NPC_HAMMER_OF_DIVINITY_2, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), target->GetOrientation(), TEMPSUMMON_TIMED_DESPAWN, 20000); Creature* pStalker2 = me->SummonCreature(NPC_HAMMER_OF_DIVINITY_1, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + 30.0f, target->GetOrientation(), TEMPSUMMON_TIMED_DESPAWN, 20000); if (pStalker1 && pStalker2) pStalker2->GetMotionMaster()->MovePoint(0, pStalker1->GetPositionX(), pStalker1->GetPositionY(), pStalker1->GetPositionZ()); } events.ScheduleEvent(EVENT_ARCANE_BOMB, urand(18000, 25000)); break; } default: break; } } DoMeleeAttackIfReady(); } private: EventMap events; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_queen_azshara_enchanted_magusAI>(creature); } }; class npc_queen_azshara_hammer_of_divinity : public CreatureScript { public: npc_queen_azshara_hammer_of_divinity() : CreatureScript("npc_queen_azshara_hammer_of_divinity") { } struct npc_queen_azshara_hammer_of_divinityAI : public ScriptedAI { npc_queen_azshara_hammer_of_divinityAI(Creature* creature) : ScriptedAI(creature) { bDespawn = false; me->SetSpeed(MOVE_RUN, 0.1f, true); me->SetCanFly(true); me->SetDisableGravity(true); SetCombatMovement(false); } void UpdateAI(uint32 /*diff*/) override { if (bDespawn) return; if (Creature* pStalker = me->FindNearestCreature(NPC_HAMMER_OF_DIVINITY_2, 1.0f)) { bDespawn = true; DoCastAOE(SPELL_ARCANE_BOMB); pStalker->DespawnOrUnsummon(500); me->DespawnOrUnsummon(500); } } private: bool bDespawn; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_queen_azshara_hammer_of_divinityAI>(creature); } }; class spell_queen_azshara_coldflame : public SpellScriptLoader { public: spell_queen_azshara_coldflame() : SpellScriptLoader("spell_queen_azshara_coldflame") { } class spell_queen_azshara_coldflame_AuraScript : public AuraScript { PrepareAuraScript(spell_queen_azshara_coldflame_AuraScript); bool Load() override { count = 0; return true; } void PeriodicTick(AuraEffect const* /*aurEff*/) { if (!GetCaster()) return; count++; if (count > 11) { GetCaster()->RemoveAura(SPELL_COLDFLAME); return; } Position pos; GetCaster()->GetNearPosition(pos, 3.0f * (count / 2), 0.0f); GetCaster()->CastSpell(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), SPELL_COLDFLAME_DMG, true); } void Register() override { OnEffectPeriodic += AuraEffectPeriodicFn(spell_queen_azshara_coldflame_AuraScript::PeriodicTick, EFFECT_1, SPELL_AURA_PERIODIC_DUMMY); } private: uint8 count; }; AuraScript* GetAuraScript() const override { return new spell_queen_azshara_coldflame_AuraScript(); } }; class spell_queen_azshara_arcane_bomb : public SpellScriptLoader { public: spell_queen_azshara_arcane_bomb() : SpellScriptLoader("spell_queen_azshara_arcane_bomb") { } class spell_queen_azshara_arcane_bomb_SpellScript : public SpellScript { PrepareSpellScript(spell_queen_azshara_arcane_bomb_SpellScript); void ChangeSummonPos(SpellEffIndex /*effIndex*/) { WorldLocation summonPos = *GetExplTargetDest(); Position offset = {0.0f, 0.0f, 15.0f, 0.0f}; summonPos.RelocateOffset(offset); SetExplTargetDest(summonPos); GetHitDest()->RelocateOffset(offset); } void Register() override { OnEffectHit += SpellEffectFn(spell_queen_azshara_arcane_bomb_SpellScript::ChangeSummonPos, EFFECT_0, SPELL_EFFECT_SUMMON); } }; SpellScript* GetSpellScript() const override { return new spell_queen_azshara_arcane_bomb_SpellScript(); } }; void AddSC_boss_queen_azshara() { new boss_queen_azshara(); new npc_queen_azshara_enchanted_magus(); new npc_queen_azshara_hammer_of_divinity(); new spell_queen_azshara_coldflame(); //new spell_queen_azshara_arcane_bomb(); }
412
0.940109
1
0.940109
game-dev
MEDIA
0.970518
game-dev
0.933542
1
0.933542
oculus-samples/Unity-Decommissioned
6,847
Assets/Samples/Meta Avatars SDK/35.2.0/Sample Scenes/Scripts/LODGallery/LODGallerySceneSpawner.cs
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * 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. */ #nullable enable using UnityEngine; using Oculus.Avatar2; using UnityEngine.Serialization; using System.Collections; using UnityEngine.XR; [RequireComponent(typeof(LODGallerySceneOrganizer))] public class LODGallerySceneSpawner : MonoBehaviour { private GameObject[][]? _containers; private const string LOG_SCOPE = "LODGalleryScene"; private static LODGallerySceneSpawner? s_instance; private const float DELAY_BETWEEN_SPAWNS = 0.5f; [Header("Tracking Input")] [SerializeField] [FormerlySerializedAs("_bodyTracking")] private OvrAvatarInputManagerBehavior? _inputManager; [FormerlySerializedAs("_faceTrackingBehavior")] [SerializeField] private OvrAvatarFacePoseBehavior? _facePoseBehavior; [FormerlySerializedAs("_eyeTrackingBehavior")] [SerializeField] private OvrAvatarEyePoseBehavior? _eyePoseBehavior; [SerializeField] private OvrAvatarLipSyncBehavior? _lipSync; [SerializeField] private bool _displayLODLabels = true; [SerializeField] private GameObject? labelPrefab; [SerializeField] private Vector3 lodLabelOffset = new Vector3(0.4f, 0, 0); public static LODGallerySceneSpawner? Instance => s_instance; private void Awake() { if (s_instance != null && s_instance != this) { Destroy(gameObject); } else { s_instance = this; } } private void Start() { _containers = GetComponent<LODGallerySceneOrganizer>().GetArrangedGameObjects(); StartSpawning(); } private void StartSpawning() { StartCoroutine(PopulateAvatarsOfType(0, LODGalleryUtils.LODGalleryAvatarType.Standard)); StartCoroutine(PopulateAvatarsOfType(1, LODGalleryUtils.LODGalleryAvatarType.Light)); StartCoroutine(PopulateAvatarsOfType(2, LODGalleryUtils.LODGalleryAvatarType.UltraLight)); } private IEnumerator PopulateAvatarsOfType(int row, LODGalleryUtils.LODGalleryAvatarType avatarType) { if (_containers is not null) { for (int lodLevel = 0; lodLevel < 5; lodLevel++) { GameObject currentContainer = _containers[row][lodLevel]; OvrAvatarEntity? entity = null; switch (avatarType) { case LODGalleryUtils.LODGalleryAvatarType.UltraLight: // TODO: T192538677 // if (lodLevel == 2 || lodLevel == 4) // { // currentContainer = _containers[row][lodLevel == 2 ? 0 : 1]; // entity = currentContainer.AddComponent<LODGallerySceneFastLoadAvatarEntity>(); // currentContainer.name = $"UltraLight Avatar LOD {lodLevel}"; // } break; case LODGalleryUtils.LODGalleryAvatarType.Light: entity = currentContainer.AddComponent<LODGallerySceneAvatarEntity>(); currentContainer.name = $"Light Avatar LOD {lodLevel}"; break; case LODGalleryUtils.LODGalleryAvatarType.Standard: entity = currentContainer.AddComponent<LODGallerySceneHQAvatarEntity>(); currentContainer.name = $"Standard Avatar LOD {lodLevel}"; break; default: OvrAvatarLog.LogWarning("Invalid Avatar type."); yield break; } if (entity != null) { AddTrackingInputs(entity); AlignAvatarEntityOrientation(entity); SetAvatarLODLevel(entity, lodLevel); if (_displayLODLabels) { AlignLODLabels(entity, lodLevel); } } OvrAvatarLog.LogInfo("LODGallerySceneSpawner spawned " + currentContainer.name, LOG_SCOPE, this); yield return new WaitForSeconds(DELAY_BETWEEN_SPAWNS); } } else { OvrAvatarLog.LogError("No container found"); yield return new WaitForSeconds(DELAY_BETWEEN_SPAWNS); } } private void AddTrackingInputs(OvrAvatarEntity entity) { entity.SetInputManager(_inputManager); entity.SetFacePoseProvider(_facePoseBehavior); entity.SetEyePoseProvider(_eyePoseBehavior); entity.SetLipSync(_lipSync); } private void SetAvatarLODLevel(OvrAvatarEntity entity, int lodLevel) { entity.AvatarLOD.overrideLOD = true; entity.AvatarLOD.overrideLevel = lodLevel; } private void AlignLODLabels(OvrAvatarEntity entity, int lodLevel) { // add label prefab if (labelPrefab is null) { OvrAvatarLog.LogError("Failed to align LOD labels, no label prefab found"); return; } GameObject label = Instantiate(labelPrefab, entity.gameObject.transform); label.transform.localPosition = Vector3.up + lodLabelOffset; if (OvrAvatarUtility.IsHeadsetActive()) { // fix label text rotation in headset label.transform.localRotation = Quaternion.Euler(0f, 180f, 0f); } else { label.transform.localRotation = Quaternion.identity; } TextMesh textMesh = label.GetComponent<TextMesh>(); if (textMesh) { textMesh.text = lodLevel.ToString(); } } // Rotate avatars 180 degrees if in editor (and not PC VR), // so that avatars are facing the correct direction. private void AlignAvatarEntityOrientation(OvrAvatarEntity entity) { #if UNITY_EDITOR if (XRSettings.loadedDeviceName != "oculus display") { entity.transform.Rotate(Vector3.up, 180f); } #endif } }
412
0.871097
1
0.871097
game-dev
MEDIA
0.868658
game-dev,graphics-rendering
0.974179
1
0.974179
jorya/raw-os
3,283
extension/rf/active_memory.c
/* raw os - Copyright (C) Lingjun Chen(jorya_txj). This file is part of raw os. raw os is free software; you can redistribute it 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. raw os 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 Lesser General Public License along with this program. if not, write email to jorya.txj@gmail.com --- A special exception to the LGPL can be applied should you wish to distribute a combined work that includes raw os, without being obliged to provide the source code for any proprietary components. See the file exception.txt for full details of how and when the exception can be applied. */ /* 2012-9 Created by jorya_txj * xxxxxx please added here */ #include <raw_api.h> #include <rf/rf_config.h> #include <rf/active_object.h> #include <rf/active_time_event.h> #include <rf/active_memory.h> #include <rf/active_queue_broadcast.h> /* ************************************************************************************************************************ * Allocate an event from pool * * Description: This function is called to allocate an event block from pool * * Arguments :pool is the address of memory block pool * --------- * sig is the event sig * * Returns * * Note(s) * * ************************************************************************************************************************ */ void *active_event_memory_allocate(MEM_POOL *pool, RAW_U16 sig) { STATE_EVENT *event; RAW_OS_ERROR ret; ret = raw_block_allocate(pool, (void **)&event); if (ret != RAW_SUCCESS) { RAW_ASSERT(0); } event->sig = sig; event->which_pool = pool; event->ref_count = 0; return (void *)event; } /* ************************************************************************************************************************ * Collect an event from pool * * Description: This function is Collect an event from pool * * Arguments :event is the event whichto be collected. * --------- * * * Returns * * Note(s) This is the internal function and should not be called by users. * * ************************************************************************************************************************ */ void active_memory_collect(STATE_EVENT *event) { RAW_OS_ERROR ret; RAW_SR_ALLOC(); if (event->which_pool) { RAW_CPU_DISABLE(); if (event->ref_count > 1) { event->ref_count--; RAW_CPU_ENABLE(); } else { RAW_CPU_ENABLE(); RAW_ASSERT(event->ref_count == 1); ret = raw_block_release(event->which_pool, event); if (ret != RAW_SUCCESS) { RAW_ASSERT(0); } } } }
412
0.803315
1
0.803315
game-dev
MEDIA
0.228571
game-dev
0.620814
1
0.620814
TwelveIterationMods/CookingForBlockheads
12,556
common/src/main/java/net/blay09/mods/cookingforblockheads/block/ModBlocks.java
package net.blay09.mods.cookingforblockheads.block; import net.blay09.mods.balm.api.block.BalmBlocks; import net.blay09.mods.cookingforblockheads.CookingForBlockheads; import net.blay09.mods.cookingforblockheads.component.ModComponents; import net.blay09.mods.cookingforblockheads.component.MultiblockKitchenComponent; import net.minecraft.core.registries.Registries; import net.minecraft.network.chat.Component; import net.minecraft.resources.ResourceKey; import net.minecraft.resources.ResourceLocation; import net.minecraft.world.item.BlockItem; import net.minecraft.world.item.DyeColor; import net.minecraft.world.item.Item; import net.minecraft.world.level.block.Block; import net.minecraft.world.level.block.state.BlockBehaviour; public class ModBlocks { public static CookingTableBlock[] dyedCookingTables = new CookingTableBlock[DyeColor.values().length]; public static CounterBlock[] dyedCounters = new CounterBlock[DyeColor.values().length]; public static CabinetBlock[] dyedCabinets = new CabinetBlock[DyeColor.values().length]; public static OvenBlock[] ovens = new OvenBlock[DyeColor.values().length]; public static CookingTableBlock cookingTable; public static Block toolRack; public static Block toaster; public static Block milkJar; public static Block cowJar; public static Block spiceRack; public static Block fruitBasket; public static Block cuttingBoard; public static FridgeBlock[] fridges = new FridgeBlock[DyeColor.values().length]; public static SinkBlock sink; public static SinkBlock[] dyedSinks = new SinkBlock[DyeColor.values().length]; public static CounterBlock counter; public static CabinetBlock cabinet; public static Block connector; public static DyedConnectorBlock[] dyedConnectors = new DyedConnectorBlock[DyeColor.values().length]; public static Block[] kitchenFloors = new Block[DyeColor.values().length]; public static void initialize(BalmBlocks blocks) { blocks.register((identifier) -> toolRack = new ToolRackBlock(blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.tool_rack.description")))), id("tool_rack")); blocks.register((identifier) -> toaster = new ToasterBlock(blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.toaster.description")))), id("toaster")); blocks.register((identifier) -> milkJar = new MilkJarBlock(blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.milk_jar.description")))), id("milk_jar")); blocks.register((identifier) -> cowJar = new CowJarBlock(blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.cow_jar.description")))), id("cow_jar")); blocks.register((identifier) -> spiceRack = new SpiceRackBlock(blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.spice_rack.description")))), id("spice_rack")); blocks.register((identifier) -> fruitBasket = new FruitBasketBlock(blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.fruit_basket.description")))), id("fruit_basket")); blocks.register((identifier) -> cuttingBoard = new CuttingBoardBlock(blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.cutting_board.description")))), id("cutting_board")); DyeColor[] colors = DyeColor.values(); kitchenFloors = new Block[colors.length]; ovens = new OvenBlock[colors.length]; dyedCookingTables = new CookingTableBlock[colors.length]; dyedConnectors = new DyedConnectorBlock[colors.length]; for (final var color : colors) { final var colorPrefix = color.getSerializedName() + "_"; blocks.register((identifier) -> ovens[color.ordinal()] = new OvenBlock(color, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.oven.description")))), id(colorPrefix + "oven")); } for (final var color : colors) { final var colorPrefix = color.getSerializedName() + "_"; blocks.register((identifier) -> fridges[color.ordinal()] = new FridgeBlock(color, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.fridge.description")))), id(colorPrefix + "fridge")); } blocks.register((identifier) -> connector = new ConnectorBlock(blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.connector.description")))), id("connector")); for (final var color : colors) { final var colorPrefix = color.getSerializedName() + "_"; blocks.register((identifier) -> dyedConnectors[color.ordinal()] = new DyedConnectorBlock(color, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.connector.description")))), id(colorPrefix + "connector")); } for (final var color : colors) { final var colorPrefix = color.getSerializedName() + "_"; blocks.register((identifier) -> kitchenFloors[color.ordinal()] = new KitchenFloorBlock(blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.kitchen_floor.description")))), id(colorPrefix + "kitchen_floor")); } blocks.register((identifier) -> cookingTable = new CookingTableBlock(null, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.cooking_table.description")))), id("cooking_table")); for (final var color : colors) { final var colorPrefix = color.getSerializedName() + "_"; blocks.register((identifier) -> dyedCookingTables[color.ordinal()] = new CookingTableBlock(color, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.cooking_table.description")))), id(colorPrefix + "cooking_table")); } blocks.register((identifier) -> counter = new CounterBlock(null, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.counter.description")))), id("counter")); for (final var color : colors) { final var colorPrefix = color.getSerializedName() + "_"; blocks.register((identifier) -> dyedCounters[color.ordinal()] = new CounterBlock(color, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.counter.description")))), id(colorPrefix + "counter")); } blocks.register((identifier) -> cabinet = new CabinetBlock(null, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.cabinet.description")))), id("cabinet")); for (final var color : colors) { final var colorPrefix = color.getSerializedName() + "_"; blocks.register((identifier) -> dyedCabinets[color.ordinal()] = new CabinetBlock(color, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.cabinet.description")))), id(colorPrefix + "cabinet")); } blocks.register((identifier) -> sink = new SinkBlock(null, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.sink.description")))), id("sink")); for (final var color : colors) { final var colorPrefix = color.getSerializedName() + "_"; blocks.register((identifier) -> dyedSinks[color.ordinal()] = new SinkBlock(color, blockProperties(identifier)), (block, id) -> new BlockItem(block, itemProperties(id) .component(ModComponents.multiblockKitchen.get(), new MultiblockKitchenComponent(Component.translatable("tooltip.cookingforblockheads.sink.description")))), id(colorPrefix + "sink")); } } private static BlockBehaviour.Properties blockProperties(ResourceLocation identifier) { return BlockBehaviour.Properties.of().setId(blockId(identifier)); } private static Item.Properties itemProperties(ResourceLocation identifier) { return new Item.Properties().setId(itemId(identifier)); } private static ResourceKey<Block> blockId(ResourceLocation identifier) { return ResourceKey.create(Registries.BLOCK, identifier); } private static ResourceKey<Item> itemId(ResourceLocation identifier) { return ResourceKey.create(Registries.ITEM, identifier); } private static BlockItem itemBlock(Block block, ResourceLocation identifier) { return new BlockItem(block, itemProperties(identifier)); } private static ResourceLocation id(String name) { return ResourceLocation.fromNamespaceAndPath(CookingForBlockheads.MOD_ID, name); } }
412
0.85245
1
0.85245
game-dev
MEDIA
0.975796
game-dev
0.786991
1
0.786991
Geant4/geant4
14,966
source/processes/hadronic/models/inclxx/utils/src/G4INCLParticleSpecies.cc
// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // INCL++ intra-nuclear cascade model // Alain Boudard, CEA-Saclay, France // Joseph Cugnon, University of Liege, Belgium // Jean-Christophe David, CEA-Saclay, France // Pekka Kaitaniemi, CEA-Saclay, France, and Helsinki Institute of Physics, Finland // Sylvie Leray, CEA-Saclay, France // Davide Mancusi, CEA-Saclay, France // #define INCLXX_IN_GEANT4_MODE 1 #include "globals.hh" /* * G4INCLParticleSpecies.cc * * \date Nov 25, 2011 * \author Davide Mancusi */ #include "G4INCLParticleSpecies.hh" #include "G4INCLParticleTable.hh" #include <algorithm> #include <cctype> #include <sstream> #include <algorithm> namespace G4INCL { ParticleSpecies::ParticleSpecies(std::string const &pS) { // Normalise the string to lower case if(pS=="p" || pS=="proton") { theA = 1; theZ = 1; theS = 0; theType = G4INCL::Proton; } else if(pS=="n" || pS=="neutron") { theA = 1; theZ = 0; theS = 0; theType = G4INCL::Neutron; } else if(pS=="delta++" || pS=="deltaplusplus") { theA = 1; theZ = 2; theS = 0; theType = G4INCL::DeltaPlusPlus; } else if(pS=="delta+" || pS=="deltaplus") { theA = 1; theZ = 1; theS = 0; theType = G4INCL::DeltaPlus; } else if(pS=="delta0" || pS=="deltazero") { theA = 1; theZ = 0; theS = 0; theType = G4INCL::DeltaZero; } else if(pS=="delta-" || pS=="deltaminus") { theA = 1; theZ = -1; theS = 0; theType = G4INCL::DeltaMinus; } else if(pS=="pi+" || pS=="pion+" || pS=="piplus" || pS=="pionplus") { theA = 0; theZ = 1; theS = 0; theType = G4INCL::PiPlus; } else if(pS=="pi0" || pS=="pion0" || pS=="pizero" || pS=="pionzero") { theA = 0; theZ = 0; theS = 0; theType = G4INCL::PiZero; } else if(pS=="pi-" || pS=="pion-" || pS=="piminus" || pS=="pionminus") { theA = 0; theZ = -1; theS = 0; theType = G4INCL::PiMinus; } else if(pS=="lambda" || pS=="l" || pS=="l0") { theA = 1; theZ = 0; theS = -1; theType = G4INCL::Lambda; } else if(pS=="s+" || pS=="sigma+" || pS=="sigmaplus") { theA = 1; theZ = 1; theS = -1; theType = G4INCL::SigmaPlus; } else if(pS=="s0" || pS=="sigma0" || pS=="sigmazero") { theA = 1; theZ = 0; theS = -1; theType = G4INCL::SigmaZero; } else if(pS=="s-" || pS=="sigma-" || pS=="sigmaminus") { //Sm = Samarium theA = 1; theZ = -1; theS = -1; theType = G4INCL::SigmaMinus; } else if(pS=="xi-" || pS=="x-") { theA = 1; theZ = -1; theS = -2; theType = G4INCL::XiMinus; } else if(pS=="xi0" || pS=="x0") { theA = 1; theZ = 0; theS = -2; theType = G4INCL::XiZero; } else if(pS=="pb" || pS=="antiproton") { theA = -1; theZ = -1; theS = 0; theType = G4INCL::antiProton; } else if(pS=="nb" || pS=="antineutron") { theA = -1; theZ = 0; theS = 0; theType = G4INCL::antiNeutron; } else if(pS=="s+b" || pS=="antisigma+" || pS=="antisigmaplus") { theA = -1; theZ = -1; theS = 1; theType = G4INCL::antiSigmaPlus; } else if(pS=="s0b" || pS=="antisigma0" || pS=="antisigmazero") { theA = -1; theZ = 0; theS = 1; theType = G4INCL::antiSigmaZero; } else if(pS=="s-b" || pS=="antisigma-" || pS=="antisigmaminus") { //Sm = Samarium; Whats wrong with the sign? theA = -1; theZ = 1; theS = 1; theType = G4INCL::antiSigmaMinus; } else if(pS=="antilambda" || pS=="lb" || pS=="l0b") { theA = -1; theZ = 0; theS = 1; theType = G4INCL::antiLambda; } else if(pS=="antixi-" || pS=="x-b") { theA = -1; theZ = 1; theS = 2; theType = G4INCL::antiXiMinus; } else if(pS=="antixi0" || pS=="x0b") { theA = -1; theZ = 0; theS = 2; theType = G4INCL::antiXiZero; } else if(pS=="k+" || pS=="kaon+" || pS=="kplus" || pS=="kaonplus") { theA = 0; theZ = 1; theS = 1; theType = G4INCL::KPlus; } else if(pS=="k0" || pS=="kaon0" || pS=="kzero" || pS=="kaonzero") { theA = 0; theZ = 0; theS = 1; theType = G4INCL::KZero; } else if(pS=="k0b" || pS=="kzb" || pS=="kaon0bar" || pS=="kzerobar" || pS=="kaonzerobar") { theA = 0; theZ = 0; theS = -1; theType = G4INCL::KZeroBar; } else if(pS=="k-" || pS=="kaon-" || pS=="kminus" || pS=="kaonminus") { theA = 0; theZ = -1; theS = -1; theType = G4INCL::KMinus; } else if(pS=="k0s" || pS=="kshort" || pS=="ks" || pS=="kaonshort") { theA = 0; theZ = 0; // theS not defined theType = G4INCL::KShort; } else if(pS=="k0l" || pS=="klong" || pS=="kl" || pS=="kaonlong") { theA = 0; theZ = 0; // theS not defined theType = G4INCL::KLong; } else if(pS=="d" || pS=="deuteron") { theA = 2; theZ = 1; theS = 0; theType = G4INCL::Composite; } else if(pS=="t" || pS=="triton") { theA = 3; theZ = 1; theS = 0; theType = G4INCL::Composite; } else if(pS=="a" || pS=="alpha") { theA = 4; theZ = 2; theS = 0; theType = G4INCL::Composite; } else if(pS=="eta") { theA = 0; theZ = 0; theS = 0; theType = G4INCL::Eta; } else if(pS=="omega") { theA = 0; theZ = 0; theS = 0; theType = G4INCL::Omega; } else if(pS=="etaprime" || pS=="etap") { theA = 0; theZ = 0; theS = 0; theType = G4INCL::EtaPrime; } else if(pS=="photon") { theA = 0; theZ = 0; theS = 0; theType = G4INCL::Photon; } else parseNuclide(pS); } ParticleSpecies::ParticleSpecies(ParticleType const t) : theType(t), theA(ParticleTable::getMassNumber(theType)), theZ(ParticleTable::getChargeNumber(theType)), theS(ParticleTable::getStrangenessNumber(theType)) {} ParticleSpecies::ParticleSpecies(const G4int A, const G4int Z) : theType(Composite), theA(A), theZ(Z), theS(0) {} ParticleSpecies::ParticleSpecies(const G4int A, const G4int Z, const G4int S) : theType(Composite), theA(A), theZ(Z), theS(S) {} void ParticleSpecies::parseNuclide(std::string const &pS) { theType = Composite; theS = 0; // no hypernuclei projectile or target for now // Allowed characters const std::string separators("-_"); std::string allowed("0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"); allowed += separators; // There must be at least one character if(pS.find_first_not_of(allowed)!=std::string::npos) { // Malformed input string // Setting unknown particle species (*this) = ParticleSpecies(UnknownParticle); return; } if(pS.size()<1) { // Malformed input string // Setting unknown particle species (*this) = ParticleSpecies(UnknownParticle); return; } std::size_t firstSeparator = pS.find_first_of(separators); std::size_t lastSeparator = pS.find_last_of(separators); if(firstSeparator!=std::string::npos && firstSeparator!=lastSeparator) { // Several separators in malformed input string // Setting unknown particle species (*this) = ParticleSpecies(UnknownParticle); return; } // Identify the type of the first character G4int (*predicate)(G4int); G4bool startsWithAlpha = std::isalpha(pS.at(0)); if(startsWithAlpha) { predicate=std::isdigit; } else if(std::isdigit(pS.at(0))) { predicate=std::isalpha; } else { // Non-alphanumeric character in string // Setting unknown particle species (*this) = ParticleSpecies(UnknownParticle); return; } G4bool hasIsotope = true; size_t endFirstSection, beginSecondSection; if(firstSeparator==std::string::npos) { // No separator, Fe56 or 56Fe style // Identify the end of the first section // Find the first character that is not of the same type as the first one beginSecondSection = std::find_if(pS.begin()+1, pS.end(), predicate) - pS.begin(); if(beginSecondSection>=pS.size()) { if(startsWithAlpha) { // Only alphabetic characters are present -- must be an element name hasIsotope = false; } else { // Only numeric characters in the string // Setting unknown particle species (*this) = ParticleSpecies(UnknownParticle); return; } } endFirstSection = beginSecondSection; } else { // One separator, Fe-56 or 56-Fe style or hypercluster style: Fe56-1 (iron 56 including 1 lambda) endFirstSection = firstSeparator; beginSecondSection = firstSeparator+1; } std::string firstSection(pS.substr(0,endFirstSection)); std::string secondSection(pS.substr(beginSecondSection,std::string::npos)); std::stringstream parsingStream; if(std::isalpha(firstSection.at(0)) && std::isdigit(firstSection.at(endFirstSection-1))) { // Hypernucleus, must be Fe56-1 style std::stringstream parseStrangeness; parseStrangeness.str(secondSection); parseStrangeness >> theS; if(parsingStream.fail()) { // Couldn't parse the strange charge section // Setting unknown particle species (*this) = ParticleSpecies(UnknownParticle); return; } theS *= (-1); beginSecondSection = std::find_if(pS.begin()+1, pS.end(), predicate) - pS.begin(); // predicate == std::isdigit(G4int) in this case firstSection = pS.substr(0, beginSecondSection); secondSection = pS.substr(beginSecondSection, endFirstSection); } // Parse the sections G4bool success; if(startsWithAlpha) { parsingStream.str(secondSection); success = parseElement(firstSection); } else { parsingStream.str(firstSection); success = parseElement(secondSection); } if(!success) { // Couldn't parse the element section // Setting unknown particle species (*this) = ParticleSpecies(UnknownParticle); return; } if(hasIsotope) { parsingStream >> theA; if(parsingStream.fail()) { // Couldn't parse the mass section // Setting unknown particle species (*this) = ParticleSpecies(UnknownParticle); return; } } else theA = 0; // Check that Z<=A if(theZ>theA && hasIsotope) { // Setting unknown particle species (*this) = ParticleSpecies(UnknownParticle); return; } // Special particle type for protons if(theZ==1 && theA==1) theType = Proton; } G4bool ParticleSpecies::parseElement(std::string const &s) { theZ = ParticleTable::parseElement(s); if(theZ<0) theZ = ParticleTable::parseIUPACElement(s); if(theZ<0) return false; else return true; } G4bool ParticleSpecies::parseIUPACElement(std::string const &s) { theZ = ParticleTable::parseIUPACElement(s); if(theZ==0) return false; else return true; } G4int ParticleSpecies::getPDGCode() const { switch (theType) { case Proton: return 2212; break; case Neutron: return 2112; break; case DeltaPlusPlus: return 2224; break; case DeltaPlus: return 2214; break; case DeltaZero: return 2114; break; case DeltaMinus: return 1114; break; case PiPlus: return 211; break; case PiZero: return 111; break; case PiMinus: return -211; break; case Eta: return 221; break; case Omega: return 223; break; case EtaPrime: return 331; break; case Photon: return 22; break; case Lambda: return 3122; break; case SigmaPlus: return 3222; break; case SigmaZero: return 3212; break; case SigmaMinus: return 3112; break; case antiProton: return -2212; break; case XiMinus: return 3312; break; case XiZero: return 3322; break; case antiNeutron: return -2112; break; case antiLambda: return -3122; break; case antiSigmaPlus: return -3222; break; case antiSigmaZero: return -3212; break; case antiSigmaMinus: return -3112; break; case antiXiMinus: return -3312; break; case antiXiZero: return -3322; break; case KPlus: return 321; break; case KZero: return 311; break; case KZeroBar: return -311; break; case KShort: return 310; break; case KLong: return 130; break; case KMinus: return -321; break; case Composite: if(theA == 1 && theZ == 1 && theS == 0) return 2212; else if(theA == 1 && theZ == 0 && theS == 0) return 2112; else if(theA == 1 && theZ == 0 && theS == -1) return 3122; else return theA+theZ*1000-theS*1e6; // Here -theS because hyper-nucleus -> theS < 0 break; default: INCL_ERROR("ParticleSpecies::getPDGCode: Unknown particle type." << '\n'); return 0; break; } } }
412
0.921865
1
0.921865
game-dev
MEDIA
0.933066
game-dev
0.981429
1
0.981429
Gadersd/stable-diffusion-burn
3,803
python/autoencoder.py
import pathlib import save from save import * from tinygrad.nn import Conv2d def save_resnet_block(resnet_block, path): pathlib.Path(path).mkdir(parents=True, exist_ok=True) save_group_norm(resnet_block.norm1, pathlib.Path(path, 'norm1')) save_conv2d(resnet_block.conv1, pathlib.Path(path, 'conv1')) save_group_norm(resnet_block.norm2, pathlib.Path(path, 'norm2')) save_conv2d(resnet_block.conv2, pathlib.Path(path, 'conv2')) if isinstance(resnet_block.nin_shortcut, Conv2d): save_conv2d(resnet_block.nin_shortcut, pathlib.Path(path, 'nin_shortcut')) def save_attn_block(attn_block, path): pathlib.Path(path).mkdir(parents=True, exist_ok=True) save_group_norm(attn_block.norm, pathlib.Path(path, 'norm')) save_conv2d(attn_block.q, pathlib.Path(path, 'q')) save_conv2d(attn_block.k, pathlib.Path(path, 'k')) save_conv2d(attn_block.v, pathlib.Path(path, 'v')) save_conv2d(attn_block.proj_out, pathlib.Path(path, 'proj_out')) def save_mid(mid, path): pathlib.Path(path).mkdir(parents=True, exist_ok=True) save_resnet_block(mid.block_1, pathlib.Path(path, 'block_1')) save_attn_block(mid.attn_1, pathlib.Path(path, 'attn')) save_resnet_block(mid.block_2, pathlib.Path(path, 'block_2')) def save_decoder_block(decoder_block, path): pathlib.Path(path).mkdir(parents=True, exist_ok=True) if 'block' in decoder_block: save_resnet_block(decoder_block["block"][0], pathlib.Path(path, 'res1')) save_resnet_block(decoder_block["block"][1], pathlib.Path(path, 'res2')) save_resnet_block(decoder_block["block"][2], pathlib.Path(path, 'res3')) if 'upsample' in decoder_block: save_conv2d(decoder_block['upsample']['conv'], pathlib.Path(path, 'upsampler')) def save_decoder(decoder, path): pathlib.Path(path).mkdir(parents=True, exist_ok=True) save_conv2d(decoder.conv_in, pathlib.Path(path, 'conv_in')) save_mid(decoder.mid, pathlib.Path(path, 'mid')) for i, block in enumerate(decoder.up[::-1]): print(i) if isinstance(block['block'][0].nin_shortcut, Conv2d): print(block['block'][0].nin_shortcut.weight.shape) save_decoder_block(block, pathlib.Path(path, f'blocks/{i}')) save_scalar(len(decoder.up), "n_block", path) save_group_norm(decoder.norm_out, pathlib.Path(path, 'norm_out')) save_conv2d(decoder.conv_out, pathlib.Path(path, 'conv_out')) def save_encoder_block(encoder_block, path): pathlib.Path(path).mkdir(parents=True, exist_ok=True) if 'block' in encoder_block: save_resnet_block(encoder_block["block"][0], pathlib.Path(path, 'res1')) save_resnet_block(encoder_block["block"][1], pathlib.Path(path, 'res2')) if 'downsample' in encoder_block: save_padded_conv2d(encoder_block['downsample']['conv'], pathlib.Path(path, 'downsampler')) def save_encoder(encoder, path): pathlib.Path(path).mkdir(parents=True, exist_ok=True) save_conv2d(encoder.conv_in, pathlib.Path(path, 'conv_in')) save_mid(encoder.mid, pathlib.Path(path, 'mid')) for i, block in enumerate(encoder.down): save_encoder_block(block, pathlib.Path(path, f'blocks/{i}')) save_scalar(len(encoder.down), "n_block", path) save_group_norm(encoder.norm_out, pathlib.Path(path, 'norm_out')) save_conv2d(encoder.conv_out, pathlib.Path(path, 'conv_out')) def save_autoencoder(autoencoder, path): pathlib.Path(path).mkdir(parents=True, exist_ok=True) save_encoder(autoencoder.encoder, pathlib.Path(path, 'encoder')) save_decoder(autoencoder.decoder, pathlib.Path(path, 'decoder')) save_conv2d(autoencoder.quant_conv, pathlib.Path(path, 'quant_conv')) save_conv2d(autoencoder.post_quant_conv, pathlib.Path(path, 'post_quant_conv'))
412
0.549846
1
0.549846
game-dev
MEDIA
0.179892
game-dev
0.670861
1
0.670861
00-Evan/shattered-pixel-dungeon
3,380
core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/Pushing.java
/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2025 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> */ package com.shatteredpixel.shatteredpixeldungeon.effects; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite; import com.watabou.noosa.Camera; import com.watabou.noosa.Game; import com.watabou.noosa.Visual; import com.watabou.utils.Callback; import com.watabou.utils.PointF; public class Pushing extends Actor { private CharSprite sprite; private int from; private int to; private Effect effect; private Char ch; private Callback callback; { actPriority = VFX_PRIO+10; } public Pushing( Char ch, int from, int to ) { this.ch = ch; sprite = ch.sprite; this.from = from; this.to = to; this.callback = null; if (ch == Dungeon.hero){ Camera.main.panFollow(ch.sprite, 20f); } } public Pushing( Char ch, int from, int to, Callback callback ) { this(ch, from, to); this.callback = callback; } @Override protected boolean act() { Actor.remove( Pushing.this ); if (sprite != null && sprite.parent != null) { if (Dungeon.level.heroFOV[from] || Dungeon.level.heroFOV[to]){ sprite.visible = true; } if (effect == null) { new Effect(); } } else { return true; } //so that all pushing effects at the same time go simultaneously for ( Actor actor : Actor.all() ){ if (actor instanceof Pushing && actor.cooldown() == 0) return true; } return false; } public static boolean pushingExistsForChar(Char ch) { for (Actor a : all()){ if (a instanceof Pushing && ((Pushing)a).ch == ch){ return true; } } return false; } public class Effect extends Visual { private static final float DELAY = 0.15f; private PointF end; private float delay; public Effect() { super( 0, 0, 0, 0 ); point( sprite.worldToCamera( from ) ); end = sprite.worldToCamera( to ); speed.set( 2 * (end.x - x) / DELAY, 2 * (end.y - y) / DELAY ); acc.set( -speed.x / DELAY, -speed.y / DELAY ); delay = 0; if (sprite.parent != null) sprite.parent.add( this ); } @Override public void update() { super.update(); if ((delay += Game.elapsed) < DELAY) { sprite.x = x; sprite.y = y; } else { sprite.point(end); killAndErase(); Actor.remove(Pushing.this); if (callback != null) callback.call(); GameScene.sortMobSprites(); next(); } } } }
412
0.866377
1
0.866377
game-dev
MEDIA
0.985703
game-dev
0.9549
1
0.9549
Innoxia/liliths-throne-public
37,234
src/com/lilithsthrone/game/dialogue/places/dominion/lilayashome/LilayasRoom.java
package com.lilithsthrone.game.dialogue.places.dominion.lilayashome; import java.util.ArrayList; import java.util.HashMap; import java.util.List; import java.util.Map; import com.lilithsthrone.game.character.GameCharacter; import com.lilithsthrone.game.character.attributes.CorruptionLevel; import com.lilithsthrone.game.character.body.CoverableArea; import com.lilithsthrone.game.character.body.types.VaginaType; import com.lilithsthrone.game.character.fetishes.Fetish; import com.lilithsthrone.game.character.npc.dominion.Lilaya; import com.lilithsthrone.game.character.npc.dominion.Rose; import com.lilithsthrone.game.dialogue.DialogueFlagValue; import com.lilithsthrone.game.dialogue.DialogueNode; import com.lilithsthrone.game.dialogue.responses.Response; import com.lilithsthrone.game.dialogue.responses.ResponseEffectsOnly; import com.lilithsthrone.game.dialogue.responses.ResponseSex; import com.lilithsthrone.game.dialogue.utils.UtilText; import com.lilithsthrone.game.inventory.InventorySlot; import com.lilithsthrone.game.inventory.clothing.AbstractClothing; import com.lilithsthrone.game.inventory.clothing.AbstractClothingType; import com.lilithsthrone.game.inventory.clothing.ClothingType; import com.lilithsthrone.game.sex.InitialSexActionInformation; import com.lilithsthrone.game.sex.SexAreaInterface; import com.lilithsthrone.game.sex.SexAreaOrifice; import com.lilithsthrone.game.sex.SexAreaPenetration; import com.lilithsthrone.game.sex.SexParticipantType; import com.lilithsthrone.game.sex.SexType; import com.lilithsthrone.game.sex.managers.universal.SMAllFours; import com.lilithsthrone.game.sex.managers.universal.SMLyingDown; import com.lilithsthrone.game.sex.managers.universal.SMMasturbation; import com.lilithsthrone.game.sex.positions.slots.SexSlotAllFours; import com.lilithsthrone.game.sex.positions.slots.SexSlotLyingDown; import com.lilithsthrone.game.sex.positions.slots.SexSlotMasturbation; import com.lilithsthrone.game.sex.sexActions.baseActions.PenisAnus; import com.lilithsthrone.game.sex.sexActions.baseActions.PenisMouth; import com.lilithsthrone.game.sex.sexActions.baseActions.PenisVagina; import com.lilithsthrone.game.sex.sexActions.baseActions.TongueVagina; import com.lilithsthrone.main.Main; import com.lilithsthrone.utils.Util; import com.lilithsthrone.utils.Util.Value; import com.lilithsthrone.utils.colours.Colour; import com.lilithsthrone.utils.colours.PresetColour; import com.lilithsthrone.world.WorldType; import com.lilithsthrone.world.places.PlaceType; /** * @since 0.2.5 * @version 0.4.4.1 * @author Innoxia */ public class LilayasRoom { public static AbstractClothing lilayasPanties; public static final DialogueNode ROOM_LILAYA = new DialogueNode("Lilaya's Room", ".", false) { @Override public int getSecondsPassed() { return 10; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "EXTERIOR"); } @Override public String getResponseTabTitle(int index) { return LilayaHomeGeneric.getLilayasHouseStandardResponseTabs(index); } @Override public Response getResponse(int responseTab, int index) { if(responseTab==1) { return LilayaHomeGeneric.getLilayasHouseFastTravelResponses(index); } if (index == 1) { if(!Main.game.isExtendedWorkTime()) { return new Response("Lilaya's Room", "The door is firmly shut and locked at the moment...", null); } return new Response("Lilaya's Room", "Have a look around Lilaya's room.", ROOM_LILAYA_INSIDE); } else { return null; } } }; public static final DialogueNode ROOM_LILAYA_INSIDE = new DialogueNode("Lilaya's Room", ".", true) { @Override public int getSecondsPassed() { return 30; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "INTERIOR_ENTRY"); } @Override public Response getResponse(int responseTab, int index) { if (index == 0) { return new Response("Leave", "Step back out into the corridor.", ROOM_LILAYA); } else if (index == 1) { return new Response("Panties", "Look through Lilaya's pile of panties.", PANTIES, Util.newArrayListOfValues(Fetish.FETISH_INCEST), CorruptionLevel.TWO_HORNY, null, null, null) { @Override public void effects() { List<AbstractClothingType> panties = new ArrayList<>(); panties.add(ClothingType.getClothingTypeFromId("innoxia_groin_lacy_panties")); panties.add(ClothingType.getClothingTypeFromId("innoxia_groin_panties")); panties.add(ClothingType.getClothingTypeFromId("innoxia_groin_shimapan")); panties.add(ClothingType.getClothingTypeFromId("innoxia_groin_crotchless_panties")); lilayasPanties = Main.game.getItemGen().generateClothing(panties.get(Util.random.nextInt(panties.size())), false); } }; } else { return null; } } }; public static final DialogueNode PANTIES = new DialogueNode("Lilaya's Room", ".", true) { @Override public int getSecondsPassed() { return 60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "PANTIES"); } @Override public Response getResponse(int responseTab, int index) { if (index == 0) { return new Response("Leave", "Step back out into the corridor.", ROOM_LILAYA) { @Override public void effects() { Main.game.getTextStartStringBuilder().append(UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "PANTIES_EXIT")); } }; } else if (index == 1) { return new ResponseSex("Panty Masturbation", "Use Lilaya's panties to help you masturbate.", true, true, new SMMasturbation( Util.newHashMapOfValues(new Value<>(Main.game.getPlayer(), SexSlotMasturbation.KNEELING_PANTIES))) { @Override public String applyEndSexEffects() { return Main.game.getPlayer().addClothing(LilayasRoom.lilayasPanties, 1, false, true); } }, null, null, PANTIES_POST_MASTURBATION, UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "PANTIES_MASTURBATION")); } else { return null; } } }; public static final DialogueNode PANTIES_POST_MASTURBATION = new DialogueNode("Finished", "As you stop masturbating, you wonder what you should do with Lilaya's panties next...", true) { @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "PANTIES_POST_MASTURBATION"); } @Override public Response getResponse(int responseTab, int index) { if (index == 1) { return new Response("Hide", "Quickly hide underneath Lilaya's bed, taking the panties along with you.", HIDE); } else if (index == 2) { return new Response("Flee", "Quickly make your exit, taking the panties along with you.", FLEE); } else if (index == 3) { return new Response("Enjoy Panties", "Surely Rose isn't going to come in here... You think it'd be safe to just continue enjoying Lilaya's panties.", CAUGHT) { @Override public void effects() { Main.game.getNpc(Rose.class).setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_LILAYA); Main.game.getTextEndStringBuilder().append(Main.game.getNpc(Rose.class).incrementAffection(Main.game.getPlayer(), -25)); } }; } else { return null; } } }; public static final DialogueNode HIDE = new DialogueNode("Lilaya's Room", ".", true) { @Override public int getSecondsPassed() { return 60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "HIDE"); } @Override public Response getResponse(int responseTab, int index) { if (index == 1) { return new Response("Leave", "Now that Rose has left, you can safely step back out into the corridor.", ROOM_LILAYA); } else { return null; } } }; public static final DialogueNode FLEE = new DialogueNode("Lilaya's Room", ".", true) { @Override public int getSecondsPassed() { return 60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "FLEE"); } @Override public Response getResponse(int responseTab, int index) { if (index == 1) { return new ResponseEffectsOnly("Your room", "Continue on down the corridor to your room.") { @Override public void effects() { Main.game.getPlayer().setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_PLAYER); Main.game.setContent(new Response("", "", Main.game.getPlayerCell().getDialogue(false))); } }; } else { return null; } } }; public static final DialogueNode CAUGHT = new DialogueNode("Lilaya's Room", ".", true) { @Override public int getSecondsPassed() { return 60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "CAUGHT"); } @Override public Response getResponse(int responseTab, int index) { if(index==1) { return new Response("Apologise", "Say sorry to Rose.", APOLOGY) { @Override public void effects() { Main.game.getTextEndStringBuilder().append(Main.game.getNpc(Rose.class).incrementAffection(Main.game.getPlayer(), 10)); } }; } else if(index==2) { return new Response("Threaten", "Threaten Rose and tell her that she'll be sorry if she tells Lilaya about this.", THREATEN) { @Override public void effects() { Main.game.getTextEndStringBuilder().append(Main.game.getNpc(Rose.class).incrementAffection(Main.game.getPlayer(), -25)); } }; } else if (index == 3) { return new ResponseEffectsOnly("Leave", "Make some quick excuses and rush past Rose back to your room.") { @Override public void effects() { Main.game.getDialogueFlags().setFlag(DialogueFlagValue.roseToldOnYou, true); Main.game.getTextStartStringBuilder().append(UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "CAUGHT_FLEE")); Main.game.getPlayer().setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_PLAYER); Main.game.getNpc(Rose.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.setContent(new Response("", "", Main.game.getPlayerCell().getDialogue(false))); } }; } else { return null; } } }; public static final DialogueNode APOLOGY = new DialogueNode("Lilaya's Room", ".", true, true) { @Override public int getSecondsPassed() { return 60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "APOLOGY"); } @Override public Response getResponse(int responseTab, int index) { if(index==1) { return new Response("Beg", "Beg Rose not to tell Lilaya.", BEG) { @Override public void effects() { Main.game.getTextEndStringBuilder().append(Main.game.getNpc(Rose.class).incrementAffection(Main.game.getPlayer(), 15)); } }; } else if (index == 2) { return new ResponseEffectsOnly("Leave", "Tell Rose not to let Lilaya know, and rush off back to your room.") { @Override public void effects() { Main.game.getDialogueFlags().setFlag(DialogueFlagValue.roseToldOnYou, true); Main.game.getTextStartStringBuilder().append(UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "APOLOGY_FLEE")); Main.game.getPlayer().setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_PLAYER); Main.game.getNpc(Rose.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.setContent(new Response("", "", Main.game.getPlayerCell().getDialogue(false))); } }; } else { return null; } } }; public static final DialogueNode BEG = new DialogueNode("Lilaya's Room", ".", true, true) { @Override public int getSecondsPassed() { return 60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "BEG"); } @Override public Response getResponse(int responseTab, int index) { if(index==1) { return new ResponseSex("Submit", "Let Rose push you back on to the bed and fuck you.", Util.newArrayListOfValues(Fetish.FETISH_SUBMISSIVE), null, CorruptionLevel.THREE_DIRTY, null, null, null, true, false, new SMLyingDown( Util.newHashMapOfValues(new Value<>(Main.game.getNpc(Rose.class), SexSlotLyingDown.MISSIONARY)), Util.newHashMapOfValues(new Value<>(Main.game.getPlayer(), SexSlotLyingDown.LYING_DOWN))) { @Override public boolean isPositionChangingAllowed(GameCharacter character) { return false; } @Override public boolean isAbleToRemoveSelfClothing(GameCharacter character) { return !character.isPlayer(); } @Override public boolean isAbleToRemoveOthersClothing(GameCharacter character, AbstractClothing clothing) { return !character.isPlayer(); } @Override public Map<GameCharacter, List<SexAreaInterface>> getAreasBannedMap() { return Util.newHashMapOfValues( new Value<>( Main.game.getNpc(Rose.class), Util.newArrayListOfValues( SexAreaOrifice.VAGINA, SexAreaOrifice.ANUS, SexAreaOrifice.MOUTH))); } }, null, null, AFTER_ROSE_AS_DOM, UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "ROSE_AS_DOM")){ @Override public void effects() { Main.game.getTextEndStringBuilder().append(Main.game.getNpc(Rose.class).incrementAffection(Main.game.getPlayer(), 15)); if(Main.game.getNpc(Rose.class).getClothingInSlot(InventorySlot.GROIN)!=null) { Main.game.getNpc(Rose.class).unequipClothingIntoVoid(Main.game.getNpc(Rose.class).getClothingInSlot(InventorySlot.GROIN), true, Main.game.getNpc(Rose.class)); } Main.game.getNpc(Rose.class).displaceClothingForAccess(CoverableArea.PENIS, null); Main.game.getNpc(Rose.class).equipClothingFromNowhere(Main.game.getItemGen().generateClothing("innoxia_bdsm_penis_strapon", PresetColour.CLOTHING_PURPLE_DARK, false), true, Main.game.getNpc(Rose.class)); } }; } else if (index == 2) { return new ResponseEffectsOnly("Refuse", "Refuse Rose's offer and rush off back to your room.") { @Override public void effects() { Main.game.getDialogueFlags().setFlag(DialogueFlagValue.roseToldOnYou, true); Main.game.getTextStartStringBuilder().append(UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "BEG_FLEE")); Main.game.getPlayer().setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_PLAYER); Main.game.getNpc(Rose.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.setContent(new Response("", "", Main.game.getPlayerCell().getDialogue(false))); } }; } else { return null; } } }; public static final DialogueNode AFTER_ROSE_AS_DOM = new DialogueNode("Finished", "Feeling as though she's 'punished' you enough, Rose brings an end to the sex.", true) { @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "AFTER_ROSE_AS_DOM"); } @Override public Response getResponse(int responseTab, int index) { if (index == 1) { return new ResponseEffectsOnly("Leave", "Hurry back to your room.") { @Override public void effects() { Main.game.getPlayer().setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_PLAYER); Main.game.getNpc(Rose.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.getNpc(Rose.class).equipClothing(); Main.game.setContent(new Response("", "", Main.game.getPlayerCell().getDialogue(false))); } }; } else { return null; } } }; public static final DialogueNode THREATEN = new DialogueNode("", "", true) { @Override public int getSecondsPassed() { return 60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "THREATEN"); } @Override public Response getResponse(int responseTab, int index) { if (index == 1) { return new Response("Wait", "Do as Rose says and wait while Lilaya comes up to her room to confront you.", THREATEN_WAIT) { @Override public void effects() { Main.game.getDialogueFlags().setFlag(DialogueFlagValue.roseToldOnYou, false); Main.game.getNpc(Lilaya.class).setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_LILAYA); Main.game.getTextEndStringBuilder().append(Main.game.getNpc(Lilaya.class).incrementAffection(Main.game.getPlayer(), -5)); } }; } else if (index == 2) { return new ResponseEffectsOnly("Flee", "Not wanting to be confronted by Lilaya, you rush off back to your room.") { @Override public void effects() { Main.game.getDialogueFlags().setFlag(DialogueFlagValue.roseToldOnYou, true); Main.game.getTextStartStringBuilder().append(UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "THREATEN_FLEE")); Main.game.getPlayer().setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_PLAYER); Main.game.getNpc(Rose.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.setContent(new Response("", "", Main.game.getPlayerCell().getDialogue(false))); } }; } else { return null; } } }; public static final DialogueNode THREATEN_WAIT = new DialogueNode("", "", true, true) { @Override public int getSecondsPassed() { return 2*60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "THREATEN_WAIT"); } @Override public Response getResponse(int responseTab, int index) { if(index==1) { return new Response("Submit", "Doing as Lilaya says, you decide to submit and apologise to Rose, letting her decide how best to punish you...", THREATEN_SUBMIT) { @Override public Colour getHighlightColour() { return PresetColour.GENERIC_SEX; } @Override public void effects() { Main.game.getDialogueFlags().setFlag(DialogueFlagValue.roseToldOnYou, false); Main.game.getTextEndStringBuilder().append(Main.game.getNpc(Rose.class).incrementAffection(Main.game.getPlayer(), 25)); Main.game.getTextEndStringBuilder().append(Main.game.getNpc(Lilaya.class).incrementAffection(Main.game.getPlayer(), 5)); } }; } //TODO needs more options to allow player to fuck Rose? // else if (index == 2) { // return new Response("Dominate", // "Without apologising, dominantly tell Lilaya and Rose that you did what you did because you were feeling particularly horny, and that now that they're here, they should help you to get some relief.", // DOMINATE, // Util.newArrayListOfValues(Fetish.FETISH_DOMINANT), // null, null, null, null) { // @Override // public Colour getHighlightColour() { // return PresetColour.GENERIC_SEX_AS_DOM; // } // }; // // } else if (index == 2) { return new ResponseEffectsOnly("Apologise", "Not wanting to risk Lilaya's wrath, you quickly apologise and hurry back to your room.") { @Override public void effects() { Main.game.getDialogueFlags().setFlag(DialogueFlagValue.roseToldOnYou, false); Main.game.getTextEndStringBuilder().append(Main.game.getNpc(Rose.class).incrementAffection(Main.game.getPlayer(), 15)); Main.game.getTextEndStringBuilder().append(Main.game.getNpc(Lilaya.class).incrementAffection(Main.game.getPlayer(), 5)); Main.game.getTextStartStringBuilder().append(UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "THREATEN_APOLOGISE")); Main.game.getPlayer().setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_PLAYER); Main.game.getNpc(Rose.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.getNpc(Lilaya.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.setContent(new Response("", "", Main.game.getPlayerCell().getDialogue(false))); } }; } return null; } }; public static final DialogueNode THREATEN_SUBMIT = new DialogueNode("", "", true, true) { @Override public int getSecondsPassed() { return 60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "THREATEN_SUBMIT"); } @Override public Response getResponse(int responseTab, int index) { if(index==1) { return new ResponseSex("Lilaya's pussy", "Tell Rose that you like the taste of Lilaya's pussy.", true, false, new SMAllFours( Util.newHashMapOfValues( new Value<>(Main.game.getNpc(Rose.class), SexSlotAllFours.BEHIND), new Value<>(Main.game.getNpc(Lilaya.class), SexSlotAllFours.IN_FRONT)), Util.newHashMapOfValues( new Value<>(Main.game.getPlayer(), SexSlotAllFours.ALL_FOURS))) { @Override public boolean isPartnerWantingToStopSex(GameCharacter partner) { return partner.equals(Main.game.getNpc(Rose.class)) && Main.sex.isSatisfiedFromOrgasms(Main.game.getNpc(Rose.class), true) && Main.sex.isSatisfiedFromOrgasms(Main.game.getNpc(Lilaya.class), true); } @Override public SexType getForeplayPreference(GameCharacter character, GameCharacter targetedCharacter) { if(targetedCharacter.isPlayer()) { return getMainSexPreference(character, targetedCharacter); } return super.getForeplayPreference(character, targetedCharacter); } @Override public SexType getMainSexPreference(GameCharacter character, GameCharacter targetedCharacter) { if(character.equals(Main.game.getNpc(Rose.class)) && targetedCharacter.isPlayer()) { if(Main.game.getPlayer().hasVagina() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.VAGINA, true)) { return new SexType(SexParticipantType.NORMAL, SexAreaPenetration.PENIS, SexAreaOrifice.VAGINA); } else if(Main.game.isAnalContentEnabled() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.ANUS, true)) { return new SexType(SexParticipantType.NORMAL, SexAreaPenetration.PENIS, SexAreaOrifice.ANUS); } } if(character.equals(Main.game.getNpc(Lilaya.class)) && targetedCharacter.isPlayer()) { return new SexType(SexParticipantType.NORMAL, SexAreaOrifice.VAGINA, SexAreaPenetration.TONGUE); } return super.getMainSexPreference(character, targetedCharacter); } @Override public boolean isPositionChangingAllowed(GameCharacter character) { return false; } @Override public boolean isAbleToRemoveSelfClothing(GameCharacter character) { return !character.isPlayer(); } @Override public boolean isAbleToRemoveOthersClothing(GameCharacter character, AbstractClothing clothing) { return !character.isPlayer(); } @Override public Map<GameCharacter, List<SexAreaInterface>> getAreasBannedMap() { return Util.newHashMapOfValues( new Value<>( Main.game.getNpc(Rose.class), Util.newArrayListOfValues( SexAreaOrifice.VAGINA, SexAreaOrifice.ANUS, SexAreaOrifice.MOUTH))); } @Override public boolean isCharacterStartNaked(GameCharacter character) { return character.equals(Main.game.getNpc(Lilaya.class)); } @Override public Map<GameCharacter, List<CoverableArea>> exposeAtStartOfSexMap() { Map<GameCharacter, List<CoverableArea>> exposeMap = new HashMap<>(); if(Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.MOUTH, true)) { exposeMap.put(Main.game.getPlayer(), Util.newArrayListOfValues(CoverableArea.MOUTH)); } if(Main.game.getPlayer().hasVagina() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.VAGINA, true)) { exposeMap.putIfAbsent(Main.game.getPlayer(), new ArrayList<>()); exposeMap.get(Main.game.getPlayer()).add(CoverableArea.VAGINA); } else if(Main.game.isAnalContentEnabled() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.ANUS, true)) { exposeMap.putIfAbsent(Main.game.getPlayer(), new ArrayList<>()); exposeMap.get(Main.game.getPlayer()).add(CoverableArea.ANUS); } return exposeMap; } }, null, null, AFTER_LILAYA_AND_ROSE_AS_DOMS, UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "LILAYA_AND_ROSE_AS_DOMS")) { @Override public List<InitialSexActionInformation> getInitialSexActions() { return Util.newArrayListOfValues( Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.MOUTH, true) ?new InitialSexActionInformation(Main.game.getPlayer(), Main.game.getNpc(Lilaya.class), TongueVagina.CUNNILINGUS_START, false, true) :null, Main.game.getPlayer().hasVagina() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.VAGINA, true) ?new InitialSexActionInformation(Main.game.getNpc(Rose.class), Main.game.getPlayer(), PenisVagina.PENIS_FUCKING_START, false, true) :(Main.game.isAnalContentEnabled() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.ANUS, true) ?new InitialSexActionInformation(Main.game.getNpc(Rose.class), Main.game.getPlayer(), PenisAnus.PENIS_FUCKING_START, false, true) :null)); } @Override public void effects() { if(Main.game.getNpc(Rose.class).getClothingInSlot(InventorySlot.GROIN)!=null) { Main.game.getNpc(Rose.class).unequipClothingIntoVoid(Main.game.getNpc(Rose.class).getClothingInSlot(InventorySlot.GROIN), true, Main.game.getNpc(Rose.class)); } Main.game.getNpc(Rose.class).displaceClothingForAccess(CoverableArea.PENIS, null); Main.game.getNpc(Rose.class).equipClothingFromNowhere(Main.game.getItemGen().generateClothing("innoxia_bdsm_penis_strapon", PresetColour.CLOTHING_PURPLE_DARK, false), true, Main.game.getNpc(Rose.class)); } }; } else if(index==2) { return new ResponseSex("Lilaya's cock", "Tell Rose that you want Lilaya to grow a cock for you to suck.", true, false, new SMAllFours( Util.newHashMapOfValues( new Value<>(Main.game.getNpc(Rose.class), SexSlotAllFours.BEHIND), new Value<>(Main.game.getNpc(Lilaya.class), SexSlotAllFours.IN_FRONT)), Util.newHashMapOfValues( new Value<>(Main.game.getPlayer(), SexSlotAllFours.ALL_FOURS))) { @Override public boolean isPartnerWantingToStopSex(GameCharacter partner) { return partner.equals(Main.game.getNpc(Rose.class)) && Main.sex.isSatisfiedFromOrgasms(Main.game.getNpc(Rose.class), true) && Main.sex.isSatisfiedFromOrgasms(Main.game.getNpc(Lilaya.class), true); } @Override public SexType getForeplayPreference(GameCharacter character, GameCharacter targetedCharacter) { if(targetedCharacter.isPlayer()) { return getMainSexPreference(character, targetedCharacter); } return super.getForeplayPreference(character, targetedCharacter); } @Override public SexType getMainSexPreference(GameCharacter character, GameCharacter targetedCharacter) { if(character.equals(Main.game.getNpc(Rose.class)) && targetedCharacter.isPlayer()) { if(Main.game.getPlayer().hasVagina() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.VAGINA, true)) { return new SexType(SexParticipantType.NORMAL, SexAreaPenetration.PENIS, SexAreaOrifice.VAGINA); } else if(Main.game.isAnalContentEnabled() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.ANUS, true)) { return new SexType(SexParticipantType.NORMAL, SexAreaPenetration.PENIS, SexAreaOrifice.ANUS); } } if(character.equals(Main.game.getNpc(Lilaya.class)) && targetedCharacter.isPlayer()) { return new SexType(SexParticipantType.NORMAL, SexAreaPenetration.PENIS, SexAreaOrifice.MOUTH); } return super.getMainSexPreference(character, targetedCharacter); } @Override public boolean isPositionChangingAllowed(GameCharacter character) { return false; } @Override public boolean isAbleToRemoveSelfClothing(GameCharacter character) { return !character.isPlayer(); } @Override public boolean isAbleToRemoveOthersClothing(GameCharacter character, AbstractClothing clothing) { return !character.isPlayer(); } @Override public Map<GameCharacter, List<SexAreaInterface>> getAreasBannedMap() { return Util.newHashMapOfValues( new Value<>( Main.game.getNpc(Rose.class), Util.newArrayListOfValues( SexAreaOrifice.VAGINA, SexAreaOrifice.ANUS, SexAreaOrifice.MOUTH))); } @Override public boolean isCharacterStartNaked(GameCharacter character) { return character.equals(Main.game.getNpc(Lilaya.class)); } @Override public Map<GameCharacter, List<CoverableArea>> exposeAtStartOfSexMap() { Map<GameCharacter, List<CoverableArea>> exposeMap = new HashMap<>(); if(Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.MOUTH, true)) { exposeMap.put(Main.game.getPlayer(), Util.newArrayListOfValues(CoverableArea.MOUTH)); } if(Main.game.getPlayer().hasVagina() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.VAGINA, true)) { exposeMap.putIfAbsent(Main.game.getPlayer(), new ArrayList<>()); exposeMap.get(Main.game.getPlayer()).add(CoverableArea.VAGINA); } else if(Main.game.isAnalContentEnabled() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.ANUS, true)) { exposeMap.putIfAbsent(Main.game.getPlayer(), new ArrayList<>()); exposeMap.get(Main.game.getPlayer()).add(CoverableArea.ANUS); } return exposeMap; } }, null, null, AFTER_LILAYA_AND_ROSE_AS_DOMS, UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "LILAYA_AND_ROSE_AS_DOMS_PENIS")) { @Override public List<InitialSexActionInformation> getInitialSexActions() { return Util.newArrayListOfValues( Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.MOUTH, true) ?new InitialSexActionInformation(Main.game.getPlayer(), Main.game.getNpc(Lilaya.class), PenisMouth.GIVING_BLOWJOB_START, false, true) :null, Main.game.getPlayer().hasVagina() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.VAGINA, true) ?new InitialSexActionInformation(Main.game.getNpc(Rose.class), Main.game.getPlayer(), PenisVagina.PENIS_FUCKING_START, false, true) :(Main.game.isAnalContentEnabled() && Main.game.getPlayer().isAbleToAccessCoverableArea(CoverableArea.ANUS, true) ?new InitialSexActionInformation(Main.game.getNpc(Rose.class), Main.game.getPlayer(), PenisAnus.PENIS_FUCKING_START, false, true) :null)); } @Override public void effects() { Main.game.getNpc(Lilaya.class).setVaginaType(VaginaType.NONE); ((Lilaya)Main.game.getNpc(Lilaya.class)).growCock(); if(Main.game.getNpc(Rose.class).getClothingInSlot(InventorySlot.GROIN)!=null) { Main.game.getNpc(Rose.class).unequipClothingIntoVoid(Main.game.getNpc(Rose.class).getClothingInSlot(InventorySlot.GROIN), true, Main.game.getNpc(Rose.class)); } Main.game.getNpc(Rose.class).displaceClothingForAccess(CoverableArea.PENIS, null); Main.game.getNpc(Rose.class).equipClothingFromNowhere(Main.game.getItemGen().generateClothing("innoxia_bdsm_penis_strapon", PresetColour.CLOTHING_PURPLE_DARK, false), true, Main.game.getNpc(Rose.class)); } }; } return null; } }; public static final DialogueNode AFTER_LILAYA_AND_ROSE_AS_DOMS = new DialogueNode("Finished", "Feeling as though she's 'punished' you enough, Rose brings an end to the sex.", true) { @Override public int getSecondsPassed() { return 5*60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "AFTER_LILAYA_AND_ROSE_AS_DOMS"); } @Override public Response getResponse(int responseTab, int index) { if (index == 1) { return new ResponseEffectsOnly("Leave", "Hurry back to your room.") { @Override public void effects() { Main.game.getTextStartStringBuilder().append(UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "AFTER_LILAYA_AND_ROSE_AS_DOMS_LEAVE")); Main.game.getPlayer().setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_PLAYER); Main.game.getNpc(Lilaya.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.getNpc(Rose.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.setContent(new Response("", "", Main.game.getPlayerCell().getDialogue(false))); } }; } else { return null; } } }; public static final DialogueNode DOMINATE = new DialogueNode("", "", true) { @Override public int getSecondsPassed() { return 60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "DOMINATE"); } @Override public Response getResponse(int responseTab, int index) { if(index==1) { return new ResponseSex("Fuck Lilaya", "Have dominant sex with Rose and Lilaya.", true, false, new SMAllFours( Util.newHashMapOfValues(new Value<>(Main.game.getPlayer(), SexSlotAllFours.BEHIND)), Util.newHashMapOfValues(new Value<>(Main.game.getNpc(Lilaya.class), SexSlotAllFours.ALL_FOURS))) { @Override public boolean isPositionChangingAllowed(GameCharacter character) { return false; } }, Util.newArrayListOfValues(Main.game.getNpc(Rose.class)), null, AFTER_LILAYA_AS_SUB, UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "LILAYA_AS_SUB_START")); } else if (index == 2) { return new ResponseEffectsOnly("Leave", "Turn down Rose's offer and head back to your room.") { @Override public void effects() { Main.game.getTextStartStringBuilder().append(UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "DOMINATE_LEAVE")); Main.game.getPlayer().setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_PLAYER); Main.game.getNpc(Lilaya.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.getNpc(Rose.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.setContent(new Response("", "", Main.game.getPlayerCell().getDialogue(false))); } }; } else { return null; } } }; public static final DialogueNode AFTER_LILAYA_AS_SUB = new DialogueNode("Finished", "Having had your fun with Lilaya, you bring an end to the sex.", true) { @Override public int getSecondsPassed() { return 5*60; } @Override public String getContent() { return UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "AFTER_ROSE_AND_LILAYA_AS_SUBS"); } @Override public Response getResponse(int responseTab, int index) { if (index == 1) { return new ResponseEffectsOnly("Leave", "Head back to your room.") { @Override public void effects() { Main.game.getTextStartStringBuilder().append(UtilText.parseFromXMLFile("places/dominion/lilayasHome/lilayasRoom", "AFTER_ROSE_AND_LILAYA_AS_SUBS_LEAVE")); Main.game.getPlayer().setLocation(WorldType.LILAYAS_HOUSE_FIRST_FLOOR, PlaceType.LILAYA_HOME_ROOM_PLAYER); Main.game.getNpc(Lilaya.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.getNpc(Rose.class).setLocation(WorldType.LILAYAS_HOUSE_GROUND_FLOOR, PlaceType.LILAYA_HOME_LAB); Main.game.setContent(new Response("", "", Main.game.getPlayerCell().getDialogue(false))); } }; } return null; } }; }
412
0.735999
1
0.735999
game-dev
MEDIA
0.601929
game-dev
0.545046
1
0.545046
smourier/DirectNAot
3,646
DirectN.Extensions/Utilities/RunningObjectTable.cs
namespace DirectN.Extensions.Utilities; public static partial class RunningObjectTable { public static HRESULT Register(CommandTarget commandTarget, out uint cookie, ROT_FLAGS flags = ROT_FLAGS.ROTFLAGS_REGISTRATIONKEEPSALIVE, bool throwOnError = true) { cookie = 0; var hr = Functions.GetRunningObjectTable(0, out var tablePtr).ThrowOnError(throwOnError); if (tablePtr == null) return hr; using var table = new ComObject<IRunningObjectTable>(tablePtr); var moniker = commandTarget.Moniker + ":" + SystemUtilities.CurrentProcess.Id; using var d = new Pwstr(CommandTarget.Delimiter); using var m = new Pwstr(moniker); hr = Functions.CreateItemMoniker(d, m, out var mkPtr).ThrowOnError(throwOnError); if (mkPtr == null) return hr; using var mk = new ComObject<IMoniker>(mkPtr); var unk = ComObject.GetOrCreateComInstance(commandTarget); return table.Object.Register(flags, unk, mk.Object, out cookie).ThrowOnError(throwOnError); } public static HRESULT Revoke(uint cookie, bool throwOnError = true) { var hr = Functions.GetRunningObjectTable(0, out var tablePtr).ThrowOnError(throwOnError); if (tablePtr == null) return hr; using var table = new ComObject<IRunningObjectTable>(tablePtr); return table.Object.Revoke(cookie).ThrowOnError(false); } public static nint GetObject(string itemName, string? delimiter = null, bool throwOnError = true) { ArgumentNullException.ThrowIfNull(itemName); delimiter = delimiter.Nullify() ?? "!"; using var d = new Pwstr(delimiter); using var n = new Pwstr(itemName); Functions.CreateItemMoniker(d, n, out var mkPtr).ThrowOnError(throwOnError); if (mkPtr == null) return 0; using var mk = new ComObject<IMoniker>(mkPtr); if (mk == null) return 0; Functions.GetRunningObjectTable(0, out var tablePtr).ThrowOnError(throwOnError); if (tablePtr == null) return 0; using var table = new ComObject<IRunningObjectTable>(tablePtr); table.Object.GetObject(mk.Object, out var unk).ThrowOnError(throwOnError); return unk; } public static nint GetObject(IMoniker moniker, bool throwOnError = true) { ArgumentNullException.ThrowIfNull(moniker); Functions.GetRunningObjectTable(0, out var tablePtr).ThrowOnError(throwOnError); if (tablePtr == null) return 0; using var table = new ComObject<IRunningObjectTable>(tablePtr); table.Object.GetObject(moniker, out var unk).ThrowOnError(throwOnError); return unk; } public static IEnumerable<IComObject<IMoniker>> Enumerate(bool throwOnError = true) { Functions.GetRunningObjectTable(0, out var tablePtr).ThrowOnError(throwOnError); if (tablePtr == null) yield break; using var table = new ComObject<IRunningObjectTable>(tablePtr); table.Object.EnumRunning(out var enumeratorPtr).ThrowOnError(throwOnError); if (enumeratorPtr == null) yield break; using var enumerator = new ComObject<IEnumMoniker>(enumeratorPtr); var mks = new nint[1]; do { if (enumerator.Object.Next(1, mks, nint.Zero) != 0) break; var mk = mks[0]; var m = ComObject.FromPointer<IMoniker>(mk); if (m != null) yield return m; // caller will have to call dispose } while (true); } }
412
0.795449
1
0.795449
game-dev
MEDIA
0.382658
game-dev
0.9157
1
0.9157
Platonymous/Stardew-Valley-Mods
2,831
SeedBag/SeedBagMod.cs
using StardewModdingAPI; using StardewModdingAPI.Events; using StardewValley; using StardewValley.Menus; using System.Linq; using SpaceShared.APIs; using HarmonyLib; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; using System; namespace Portraiture2 { public class SeedBagMod : Mod { internal static SeedBagMod _instance; internal static IModHelper _helper => _instance.Helper; internal static ITranslationHelper i18n => _helper.Translation; internal static Config config; internal static Harmony HarmonyInstance; internal static bool DrawingTool = false; public override void Entry(IModHelper helper) { _instance = this; config = helper.ReadConfig<Config>(); helper.Events.GameLoop.GameLaunched += OnGameLaunched; helper.Events.Display.MenuChanged += Display_MenuChanged; HarmonyInstance = new Harmony("Platonymous.SeedBag"); HarmonyInstance.Patch( AccessTools.Method(typeof(SpriteBatch), "Draw", new Type[] { typeof(Texture2D), typeof(Vector2), typeof(Rectangle?), typeof(Color), typeof(float), typeof(Vector2), typeof(float), typeof(SpriteEffects), typeof(float) }) ,new HarmonyMethod(this.GetType(),nameof(Draw))); HarmonyInstance.Patch( AccessTools.Method(typeof(Game1), nameof(Game1.drawTool), new Type[] {typeof(Farmer), typeof(int)}) ,new HarmonyMethod(this.GetType(), nameof(BeforeTool)) , new HarmonyMethod(this.GetType(), nameof(AfterTool))); } public static void BeforeTool(Farmer f) { if(f == Game1.player) DrawingTool = true; } public static void AfterTool() { DrawingTool = false; } public static void Draw(ref Texture2D texture, ref Rectangle? sourceRectangle) { if (DrawingTool && Game1.player?.CurrentTool is SeedBagTool && texture == Game1.toolSpriteSheet) { texture = SeedBagTool.Texture; sourceRectangle = new Rectangle(0, 0, 16, 16); } } private void Display_MenuChanged(object sender, MenuChangedEventArgs e) { if (e.NewMenu is ShopMenu { ShopId: "SeedShop" } menu && new SeedBagTool() is SeedBagTool tool) menu.AddForSale(tool , new ItemStockInformation(tool.salePrice(),1)); } private void OnGameLaunched(object sender, GameLaunchedEventArgs e) { SeedBagTool.LoadTextures(Helper); var spaceCore = this.Helper.ModRegistry.GetApi<ISpaceCoreApi>("spacechase0.SpaceCore"); spaceCore.RegisterSerializerType(typeof(SeedBagTool)); } } }
412
0.908229
1
0.908229
game-dev
MEDIA
0.822109
game-dev
0.814148
1
0.814148
11011010/BFA-Frankenstein-Core
3,684
src/server/scripts/Outland/HellfireCitadel/BloodFurnace/boss_the_maker.cpp
/* * Copyright (C) 2020 BfaCore * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "ScriptMgr.h" #include "blood_furnace.h" #include "ScriptedCreature.h" enum Yells { SAY_AGGRO = 0, SAY_KILL = 1, SAY_DIE = 2 }; enum Spells { SPELL_ACID_SPRAY = 38153, SPELL_EXPLODING_BREAKER = 30925, SPELL_KNOCKDOWN = 20276, SPELL_DOMINATION = 25772 }; enum Events { EVENT_ACID_SPRAY = 1, EVENT_EXPLODING_BREAKER, EVENT_DOMINATION, EVENT_KNOCKDOWN }; class boss_the_maker : public CreatureScript { public: boss_the_maker() : CreatureScript("boss_the_maker") { } struct boss_the_makerAI : public BossAI { boss_the_makerAI(Creature* creature) : BossAI(creature, DATA_THE_MAKER) { } void EnterCombat(Unit* /*who*/) override { _EnterCombat(); Talk(SAY_AGGRO); events.ScheduleEvent(EVENT_ACID_SPRAY, 15000); events.ScheduleEvent(EVENT_EXPLODING_BREAKER, 6000); events.ScheduleEvent(EVENT_DOMINATION, 120000); events.ScheduleEvent(EVENT_KNOCKDOWN, 10000); } void KilledUnit(Unit* who) override { if (who->GetTypeId() == TYPEID_PLAYER) Talk(SAY_KILL); } void JustDied(Unit* /*killer*/) override { _JustDied(); Talk(SAY_DIE); } void ExecuteEvent(uint32 eventId) override { switch (eventId) { case EVENT_ACID_SPRAY: DoCastVictim(SPELL_ACID_SPRAY); events.ScheduleEvent(EVENT_ACID_SPRAY, urand(15000, 23000)); break; case EVENT_EXPLODING_BREAKER: if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 30.0f, true)) DoCast(target, SPELL_EXPLODING_BREAKER); events.ScheduleEvent(EVENT_EXPLODING_BREAKER, urand(4000, 12000)); break; case EVENT_DOMINATION: if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true)) DoCast(target, SPELL_DOMINATION); events.ScheduleEvent(EVENT_DOMINATION, 120000); break; case EVENT_KNOCKDOWN: DoCastVictim(SPELL_KNOCKDOWN); events.ScheduleEvent(EVENT_KNOCKDOWN, urand(4000, 12000)); break; default: break; } } }; CreatureAI* GetAI(Creature* creature) const override { return GetBloodFurnaceAI<boss_the_makerAI>(creature); } }; void AddSC_boss_the_maker() { new boss_the_maker(); }
412
0.981786
1
0.981786
game-dev
MEDIA
0.987671
game-dev
0.833657
1
0.833657
ren8179/Qf.Core
1,192
framework/src/Qf.Core/Uow/IUnitOfWork.cs
using JetBrains.Annotations; using System; using System.Collections.Generic; using System.Text; using System.Threading; using System.Threading.Tasks; namespace Qf.Core.Uow { public interface IUnitOfWork : IDatabaseApiContainer, ITransactionApiContainer, IDisposable { Guid Id { get; } event EventHandler<UnitOfWorkFailedEventArgs> Failed; event EventHandler<UnitOfWorkEventArgs> Disposed; IUnitOfWorkOptions Options { get; } IUnitOfWork Outer { get; } bool IsReserved { get; } bool IsDisposed { get; } bool IsCompleted { get; } string ReservationName { get; } void SetOuter([CanBeNull] IUnitOfWork outer); void Initialize([NotNull] UnitOfWorkOptions options); void Reserve([NotNull] string reservationName); void SaveChanges(); Task SaveChangesAsync(CancellationToken cancellationToken = default); void Complete(); Task CompleteAsync(CancellationToken cancellationToken = default); void Rollback(); Task RollbackAsync(CancellationToken cancellationToken = default); void OnCompleted(Func<Task> handler); } }
412
0.71816
1
0.71816
game-dev
MEDIA
0.515647
game-dev
0.727429
1
0.727429
SR5-FoundryVTT/SR5-FoundryVTT
2,257
src/module/apps/chummer-import-form.ts
import { CharacterImporter } from "./importer/actorImport/characterImporter/CharacterImporter" import { SpiritImporter } from "./importer/actorImport/spiritImporter/SpiritImporter" export class ChummerImportForm extends foundry.appv1.api.FormApplication { static override get defaultOptions() { const options = super.defaultOptions; options.id = 'chummer-import'; options.classes = ['shadowrun5e']; options.title = 'Chummer/Hero Lab Import'; options.template = 'systems/shadowrun5e/dist/templates/apps/import.hbs'; options.width = 600; options.height = 'auto'; return options; } override async _updateObject(event, formData) { } override getData() { return {}; } override activateListeners(html) { html.find('.submit-chummer-import').click(async (event) => { event.preventDefault(); const chummerFile = JSON.parse($('.chummer-text').val() as string); const importOptions = { assignIcons: $('.assignIcons').is(':checked'), armor: $('.armor').is(':checked'), contacts: $('.contacts').is(':checked'), cyberware: $('.cyberware').is(':checked'), equipment: $('.gear').is(':checked'), lifestyles: $('.lifestyles').is(':checked'), powers: $('.powers').is(':checked'), qualities: $('.qualities').is(':checked'), spells: $('.spells').is(':checked'), vehicles: $('.vehicles').is(':checked'), weapons: $('.weapons').is(':checked'), }; let importer; switch((this.object as any).type) { case 'character': importer = new CharacterImporter(); break; case 'spirit': importer = new SpiritImporter(); break; } await importer.importChummerCharacter(this.object, chummerFile, importOptions); ui.notifications?.info( 'Complete! Check everything. Notably: Ranged weapon mods and ammo; Strength based weapon damage; Specializations on all spells, powers, and weapons;' ); void this.close(); }); } }
412
0.861266
1
0.861266
game-dev
MEDIA
0.44931
game-dev
0.825035
1
0.825035
mangosArchives/serverZero_Rel19
19,446
src/scripts/scripts/eastern_kingdoms/burning_steppes.cpp
/** * ScriptDev2 is an extension for mangos providing enhanced features for * area triggers, creatures, game objects, instances, items, and spells beyond * the default database scripting in mangos. * * Copyright (C) 2006-2013 ScriptDev2 <http://www.scriptdev2.com/> * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ /** * ScriptData * SDName: Burning_Steppes * SD%Complete: 100 * SDComment: Quest support: 4121, 4122, 4224, 4866. * SDCategory: Burning Steppes * EndScriptData */ /** * ContentData * npc_ragged_john * npc_grark_lorkrub * EndContentData */ #include "precompiled.h" #include "escort_ai.h" /*###### ## npc_ragged_john ######*/ struct MANGOS_DLL_DECL npc_ragged_johnAI : public ScriptedAI { npc_ragged_johnAI(Creature* pCreature) : ScriptedAI(pCreature) { Reset(); } void Reset() override {} void MoveInLineOfSight(Unit* who) override { if (who->HasAura(16468, EFFECT_INDEX_0)) { if (who->GetTypeId() == TYPEID_PLAYER && m_creature->IsWithinDistInMap(who, 15) && who->isInAccessablePlaceFor(m_creature)) { DoCastSpellIfCan(who, 16472); ((Player*)who)->AreaExploredOrEventHappens(4866); } } if (!m_creature->getVictim() && who->IsTargetableForAttack() && (m_creature->IsHostileTo(who)) && who->isInAccessablePlaceFor(m_creature)) { if (!m_creature->CanFly() && m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE) { return; } float attackRadius = m_creature->GetAttackDistance(who); if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who)) { who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); AttackStart(who); } } } }; CreatureAI* GetAI_npc_ragged_john(Creature* pCreature) { return new npc_ragged_johnAI(pCreature); } bool GossipHello_npc_ragged_john(Player* pPlayer, Creature* pCreature) { if (pCreature->IsQuestGiver()) { pPlayer->PrepareQuestMenu(pCreature->GetObjectGuid()); } if (pPlayer->GetQuestStatus(4224) == QUEST_STATUS_INCOMPLETE) { pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Official business, John. I need some information about Marshal Windsor. Tell me about he last time you saw him.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF); } pPlayer->SEND_GOSSIP_MENU(2713, pCreature->GetObjectGuid()); return true; } bool GossipSelect_npc_ragged_john(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction) { switch (uiAction) { case GOSSIP_ACTION_INFO_DEF: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "So what did you do?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1); pPlayer->SEND_GOSSIP_MENU(2714, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+1: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Start making sense, dwarf. I don't want to have anything to do with your cracker, your pappy, or any sort of 'discreditin'.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2); pPlayer->SEND_GOSSIP_MENU(2715, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+2: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Ironfoe?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3); pPlayer->SEND_GOSSIP_MENU(2716, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+3: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Interesting... continue, John.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4); pPlayer->SEND_GOSSIP_MENU(2717, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+4: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "So that's how Windsor died...", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 5); pPlayer->SEND_GOSSIP_MENU(2718, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+5: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "So how did he die?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 6); pPlayer->SEND_GOSSIP_MENU(2719, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+6: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Ok, so where the hell is he? Wait a minute! Are you drunk?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 7); pPlayer->SEND_GOSSIP_MENU(2720, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+7: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "WHY is he in Blackrock Depths?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 8); pPlayer->SEND_GOSSIP_MENU(2721, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+8: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "300? So the Dark Irons killed him and dragged him into the Depths?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 9); pPlayer->SEND_GOSSIP_MENU(2722, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+9: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Ahh... Ironfoe.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 10); pPlayer->SEND_GOSSIP_MENU(2723, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+10: pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Thanks, Ragged John. Your story was very uplifting and informative.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 11); pPlayer->SEND_GOSSIP_MENU(2725, pCreature->GetObjectGuid()); break; case GOSSIP_ACTION_INFO_DEF+11: pPlayer->CLOSE_GOSSIP_MENU(); pPlayer->AreaExploredOrEventHappens(4224); break; } return true; } /*###### ## npc_grark_lorkrub ######*/ enum { SAY_START = -1000873, SAY_PAY = -1000874, SAY_FIRST_AMBUSH_START = -1000875, SAY_FIRST_AMBUSH_END = -1000876, SAY_SEC_AMBUSH_START = -1000877, SAY_SEC_AMBUSH_END = -1000878, SAY_THIRD_AMBUSH_START = -1000879, SAY_THIRD_AMBUSH_END = -1000880, EMOTE_LAUGH = -1000881, SAY_LAST_STAND = -1000882, SAY_LEXLORT_1 = -1000883, SAY_LEXLORT_2 = -1000884, EMOTE_RAISE_AXE = -1000885, EMOTE_LOWER_HAND = -1000886, SAY_LEXLORT_3 = -1000887, SAY_LEXLORT_4 = -1000888, EMOTE_SUBMIT = -1000889, SAY_AGGRO = -1000890, SPELL_CAPTURE_GRARK = 14250, NPC_BLACKROCK_AMBUSHER = 9522, NPC_BLACKROCK_RAIDER = 9605, NPC_FLAMESCALE_DRAGONSPAWN = 7042, NPC_SEARSCALE_DRAKE = 7046, NPC_GRARK_LORKRUB = 9520, NPC_HIGH_EXECUTIONER_NUZARK = 9538, NPC_SHADOW_OF_LEXLORT = 9539, FACTION_FRIENDLY = 35, QUEST_ID_PRECARIOUS_PREDICAMENT = 4121 }; static const DialogueEntry aOutroDialogue[] = { {SAY_LAST_STAND, NPC_GRARK_LORKRUB, 5000}, {SAY_LEXLORT_1, NPC_SHADOW_OF_LEXLORT, 3000}, {SAY_LEXLORT_2, NPC_SHADOW_OF_LEXLORT, 5000}, {EMOTE_RAISE_AXE, NPC_HIGH_EXECUTIONER_NUZARK, 4000}, {EMOTE_LOWER_HAND, NPC_SHADOW_OF_LEXLORT, 3000}, {SAY_LEXLORT_3, NPC_SHADOW_OF_LEXLORT, 3000}, {NPC_GRARK_LORKRUB, 0, 5000}, {SAY_LEXLORT_4, NPC_SHADOW_OF_LEXLORT, 0}, {0, 0, 0}, }; struct MANGOS_DLL_DECL npc_grark_lorkrubAI : public npc_escortAI, private DialogueHelper { npc_grark_lorkrubAI(Creature* pCreature) : npc_escortAI(pCreature), DialogueHelper(aOutroDialogue) { Reset(); } ObjectGuid m_nuzarkGuid; ObjectGuid m_lexlortGuid; GuidList m_lSearscaleGuidList; uint8 m_uiKilledCreatures; bool m_bIsFirstSearScale; void Reset() override { if (!HasEscortState(STATE_ESCORT_ESCORTING)) { m_uiKilledCreatures = 0; m_bIsFirstSearScale = true; m_lSearscaleGuidList.clear(); m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); } } void Aggro(Unit* /*pWho*/) override { if (!HasEscortState(STATE_ESCORT_ESCORTING)) { DoScriptText(SAY_AGGRO, m_creature); } } void MoveInLineOfSight(Unit* pWho) override { // No combat during escort if (HasEscortState(STATE_ESCORT_ESCORTING)) { return; } npc_escortAI::MoveInLineOfSight(pWho); } void WaypointReached(uint32 uiPointId) override { switch (uiPointId) { case 1: DoScriptText(SAY_START, m_creature); break; case 7: DoScriptText(SAY_PAY, m_creature); break; case 12: DoScriptText(SAY_FIRST_AMBUSH_START, m_creature); SetEscortPaused(true); m_creature->SummonCreature(NPC_BLACKROCK_AMBUSHER, -7844.3f, -1521.6f, 139.2f, 0.0f, TEMPSUMMON_TIMED_OOC_DESPAWN, 20000); m_creature->SummonCreature(NPC_BLACKROCK_AMBUSHER, -7860.4f, -1507.8f, 141.0f, 6.0f, TEMPSUMMON_TIMED_OOC_DESPAWN, 20000); m_creature->SummonCreature(NPC_BLACKROCK_RAIDER, -7845.6f, -1508.1f, 138.8f, 6.1f, TEMPSUMMON_TIMED_OOC_DESPAWN, 20000); m_creature->SummonCreature(NPC_BLACKROCK_RAIDER, -7859.8f, -1521.8f, 139.2f, 6.2f, TEMPSUMMON_TIMED_OOC_DESPAWN, 20000); break; case 24: DoScriptText(SAY_SEC_AMBUSH_START, m_creature); SetEscortPaused(true); m_creature->SummonCreature(NPC_BLACKROCK_AMBUSHER, -8035.3f, -1222.2f, 135.5f, 5.1f, TEMPSUMMON_TIMED_OOC_DESPAWN, 20000); m_creature->SummonCreature(NPC_FLAMESCALE_DRAGONSPAWN, -8037.5f, -1216.9f, 135.8f, 5.1f, TEMPSUMMON_TIMED_OOC_DESPAWN, 20000); m_creature->SummonCreature(NPC_BLACKROCK_AMBUSHER, -8009.5f, -1222.1f, 139.2f, 3.9f, TEMPSUMMON_TIMED_OOC_DESPAWN, 20000); m_creature->SummonCreature(NPC_FLAMESCALE_DRAGONSPAWN, -8007.1f, -1219.4f, 140.1f, 3.9f, TEMPSUMMON_TIMED_OOC_DESPAWN, 20000); break; case 28: m_creature->SummonCreature(NPC_SEARSCALE_DRAKE, -7897.8f, -1123.1f, 233.4f, 3.0f, TEMPSUMMON_TIMED_OOC_DESPAWN, 60000); m_creature->SummonCreature(NPC_SEARSCALE_DRAKE, -7898.8f, -1125.1f, 193.9f, 3.0f, TEMPSUMMON_TIMED_OOC_DESPAWN, 60000); m_creature->SummonCreature(NPC_SEARSCALE_DRAKE, -7895.6f, -1119.5f, 194.5f, 3.1f, TEMPSUMMON_TIMED_OOC_DESPAWN, 60000); break; case 30: { SetEscortPaused(true); DoScriptText(SAY_THIRD_AMBUSH_START, m_creature); Player* pPlayer = GetPlayerForEscort(); if (!pPlayer) { return; } // Set all the dragons in combat for (GuidList::const_iterator itr = m_lSearscaleGuidList.begin(); itr != m_lSearscaleGuidList.end(); ++itr) { if (Creature* pTemp = m_creature->GetMap()->GetCreature(*itr)) { pTemp->AI()->AttackStart(pPlayer); } } break; } case 36: DoScriptText(EMOTE_LAUGH, m_creature); break; case 45: StartNextDialogueText(SAY_LAST_STAND); SetEscortPaused(true); m_creature->SummonCreature(NPC_HIGH_EXECUTIONER_NUZARK, -7532.3f, -1029.4f, 258.0f, 2.7f, TEMPSUMMON_TIMED_DESPAWN, 40000); m_creature->SummonCreature(NPC_SHADOW_OF_LEXLORT, -7532.8f, -1032.9f, 258.2f, 2.5f, TEMPSUMMON_TIMED_DESPAWN, 40000); break; } } void JustDidDialogueStep(int32 iEntry) override { switch (iEntry) { case SAY_LEXLORT_1: m_creature->SetStandState(UNIT_STAND_STATE_KNEEL); break; case SAY_LEXLORT_3: // Note: this part isn't very clear. Should he just simply attack him, or charge him? if (Creature* pNuzark = m_creature->GetMap()->GetCreature(m_nuzarkGuid)) { pNuzark->HandleEmote(EMOTE_ONESHOT_ATTACK2HTIGHT); } break; case NPC_GRARK_LORKRUB: // Fake death creature when the axe is lowered. This will allow us to finish the event m_creature->InterruptNonMeleeSpells(true); m_creature->SetHealth(1); m_creature->StopMoving(); m_creature->ClearComboPointHolders(); m_creature->RemoveAllAurasOnDeath(); m_creature->ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false); m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); m_creature->ClearAllReactives(); m_creature->GetMotionMaster()->Clear(); m_creature->GetMotionMaster()->MoveIdle(); m_creature->SetStandState(UNIT_STAND_STATE_DEAD); break; case SAY_LEXLORT_4: // Finish the quest if (Player* pPlayer = GetPlayerForEscort()) { pPlayer->GroupEventHappens(QUEST_ID_PRECARIOUS_PREDICAMENT, m_creature); } // Kill self m_creature->DealDamage(m_creature, m_creature->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NONE, NULL, false); break; } } void JustSummoned(Creature* pSummoned) override { switch (pSummoned->GetEntry()) { case NPC_HIGH_EXECUTIONER_NUZARK: m_nuzarkGuid = pSummoned->GetObjectGuid(); break; case NPC_SHADOW_OF_LEXLORT: m_lexlortGuid = pSummoned->GetObjectGuid(); break; case NPC_SEARSCALE_DRAKE: // If it's the flying drake allow him to move in circles if (m_bIsFirstSearScale) { m_bIsFirstSearScale = false; pSummoned->SetLevitate(true); // ToDo: this guy should fly in circles above the creature } m_lSearscaleGuidList.push_back(pSummoned->GetObjectGuid()); break; default: // The hostile mobs should attack the player only if (Player* pPlayer = GetPlayerForEscort()) { pSummoned->AI()->AttackStart(pPlayer); } break; } } void SummonedCreatureJustDied(Creature* /*pSummoned*/) override { ++m_uiKilledCreatures; switch (m_uiKilledCreatures) { case 4: DoScriptText(SAY_FIRST_AMBUSH_END, m_creature); SetEscortPaused(false); break; case 8: DoScriptText(SAY_SEC_AMBUSH_END, m_creature); SetEscortPaused(false); break; case 11: DoScriptText(SAY_THIRD_AMBUSH_END, m_creature); SetEscortPaused(false); break; } } Creature* GetSpeakerByEntry(uint32 uiEntry) override { switch (uiEntry) { case NPC_GRARK_LORKRUB: return m_creature; case NPC_HIGH_EXECUTIONER_NUZARK: return m_creature->GetMap()->GetCreature(m_nuzarkGuid); case NPC_SHADOW_OF_LEXLORT: return m_creature->GetMap()->GetCreature(m_lexlortGuid); default: return NULL; } } void UpdateEscortAI(const uint32 uiDiff) override { DialogueUpdate(uiDiff); if (!m_creature->SelectHostileTarget() || !m_creature->getVictim()) { return; } DoMeleeAttackIfReady(); } }; CreatureAI* GetAI_npc_grark_lorkrub(Creature* pCreature) { return new npc_grark_lorkrubAI(pCreature); } bool QuestAccept_npc_grark_lorkrub(Player* pPlayer, Creature* pCreature, const Quest* pQuest) { if (pQuest->GetQuestId() == QUEST_ID_PRECARIOUS_PREDICAMENT) { if (npc_grark_lorkrubAI* pEscortAI = dynamic_cast<npc_grark_lorkrubAI*>(pCreature->AI())) { pEscortAI->Start(false, pPlayer, pQuest); } return true; } return false; } bool EffectDummyCreature_spell_capture_grark(Unit* /*pCaster*/, uint32 uiSpellId, SpellEffectIndex uiEffIndex, Creature* pCreatureTarget, ObjectGuid /*originalCasterGuid*/) { // always check spellid and effectindex if (uiSpellId == SPELL_CAPTURE_GRARK && uiEffIndex == EFFECT_INDEX_0) { // Note: this implementation needs additional research! There is a lot of guesswork involved in this! if (pCreatureTarget->GetHealthPercent() > 25.0f) { return false; } // The faction is guesswork - needs more research DoScriptText(EMOTE_SUBMIT, pCreatureTarget); pCreatureTarget->SetFactionTemporary(FACTION_FRIENDLY, TEMPFACTION_RESTORE_RESPAWN); pCreatureTarget->AI()->EnterEvadeMode(); // always return true when we are handling this spell and effect return true; } return false; } void AddSC_burning_steppes() { Script* pNewScript; pNewScript = new Script; pNewScript->Name = "npc_ragged_john"; pNewScript->GetAI = &GetAI_npc_ragged_john; pNewScript->pGossipHello = &GossipHello_npc_ragged_john; pNewScript->pGossipSelect = &GossipSelect_npc_ragged_john; pNewScript->RegisterSelf(); pNewScript = new Script; pNewScript->Name = "npc_grark_lorkrub"; pNewScript->GetAI = &GetAI_npc_grark_lorkrub; pNewScript->pQuestAcceptNPC = &QuestAccept_npc_grark_lorkrub; pNewScript->pEffectDummyNPC = &EffectDummyCreature_spell_capture_grark; pNewScript->RegisterSelf(); }
412
0.958535
1
0.958535
game-dev
MEDIA
0.96499
game-dev
0.952565
1
0.952565
Cataclysm-TLG/Cataclysm-TLG
64,023
src/avatar.cpp
#include "avatar.h" #include <algorithm> #include <array> #include <cmath> #include <cstddef> #include <functional> #include <iterator> #include <list> #include <map> #include <memory> #include <optional> #include <set> #include <string> #include <utility> #include "action.h" #include "activity_actor_definitions.h" #include "avatar_action.h" #include "bodypart.h" #include "calendar.h" #include "cata_assert.h" #include "cata_utility.h" #include "catacharset.h" #include "character.h" #include "character_id.h" #include "character_martial_arts.h" #include "color.h" #include "creature.h" #include "cursesdef.h" #include "debug.h" #include "diary.h" #include "effect.h" #include "enums.h" #include "event.h" #include "event_bus.h" #include "faction.h" #include "field_type.h" #include "flag.h" #include "flexbuffer_json-inl.h" #include "flexbuffer_json.h" #include "game.h" #include "game_constants.h" #include "game_inventory.h" #include "help.h" #include "inventory.h" #include "item.h" #include "item_location.h" #include "itype.h" #include "iuse.h" #include "json.h" #include "line.h" #include "map.h" #include "map_memory.h" #include "mapdata.h" #include "martialarts.h" #include "messages.h" #include "mission.h" #include "move_mode.h" #include "mutation.h" #include "npc.h" #include "output.h" #include "overmap.h" #include "overmapbuffer.h" #include "pathfinding.h" #include "pimpl.h" #include "profession.h" #include "ranged.h" #include "recipe.h" #include "ret_val.h" #include "rng.h" #include "scenario.h" #include "skill.h" #include "sleep.h" #include "stomach.h" #include "string_formatter.h" #include "talker.h" #include "talker_avatar.h" #include "timed_event.h" #include "translations.h" #include "trap.h" #include "type_id.h" #include "ui.h" #include "units.h" #include "value_ptr.h" #include "veh_type.h" #include "vehicle.h" #include "vpart_position.h" static const bionic_id bio_cloak( "bio_cloak" ); static const bionic_id bio_sleep_shutdown( "bio_sleep_shutdown" ); static const efftype_id effect_alarm_clock( "alarm_clock" ); static const efftype_id effect_boomered( "boomered" ); static const efftype_id effect_depressants( "depressants" ); static const efftype_id effect_happy( "happy" ); static const efftype_id effect_irradiated( "irradiated" ); static const efftype_id effect_narcosis( "narcosis" ); static const efftype_id effect_onfire( "onfire" ); static const efftype_id effect_pkill( "pkill" ); static const efftype_id effect_psi_stunned( "psi_stunned" ); static const efftype_id effect_relax_gas( "relax_gas" ); static const efftype_id effect_sad( "sad" ); static const efftype_id effect_sleep( "sleep" ); static const efftype_id effect_sleep_deprived( "sleep_deprived" ); static const efftype_id effect_slept_through_alarm( "slept_through_alarm" ); static const efftype_id effect_stim( "stim" ); static const efftype_id effect_stim_overdose( "stim_overdose" ); static const efftype_id effect_stunned( "stunned" ); static const faction_id faction_your_followers( "your_followers" ); static const itype_id itype_guidebook( "guidebook" ); static const itype_id itype_mut_longpull( "mut_longpull" ); static const json_character_flag json_flag_ALARMCLOCK( "ALARMCLOCK" ); static const json_character_flag json_flag_PAIN_IMMUNE( "PAIN_IMMUNE" ); static const json_character_flag json_flag_WEBBED_HANDS( "WEBBED_HANDS" ); static const mfaction_str_id monfaction_player( "player" ); static const morale_type morale_food_good( "morale_food_good" ); static const morale_type morale_food_hot( "morale_food_hot" ); static const morale_type morale_honey( "morale_honey" ); static const morale_type morale_vomited( "morale_vomited" ); static const move_mode_id move_mode_crouch( "crouch" ); static const move_mode_id move_mode_prone( "prone" ); static const move_mode_id move_mode_run( "run" ); static const move_mode_id move_mode_walk( "walk" ); static const trait_id trait_ARACHNID_ARMS( "ARACHNID_ARMS" ); static const trait_id trait_ARACHNID_ARMS_OK( "ARACHNID_ARMS_OK" ); static const trait_id trait_CHITIN2( "CHITIN2" ); static const trait_id trait_CHITIN3( "CHITIN3" ); static const trait_id trait_CHITIN_FUR3( "CHITIN_FUR3" ); static const trait_id trait_COMPOUND_EYES( "COMPOUND_EYES" ); static const trait_id trait_DEBUG_CLOAK( "DEBUG_CLOAK" ); static const trait_id trait_INSECT_ARMS( "INSECT_ARMS" ); static const trait_id trait_INSECT_ARMS_OK( "INSECT_ARMS_OK" ); static const trait_id trait_PROF_DICEMASTER( "PROF_DICEMASTER" ); static const trait_id trait_SHELL2( "SHELL2" ); static const trait_id trait_SHELL3( "SHELL3" ); static const trait_id trait_STIMBOOST( "STIMBOOST" ); static const trait_id trait_THICK_SCALES( "THICK_SCALES" ); static const trait_id trait_WHISKERS( "WHISKERS" ); static const trait_id trait_WHISKERS_RAT( "WHISKERS_RAT" ); avatar::avatar() { player_map_memory = std::make_unique<map_memory>(); show_map_memory = true; active_mission = nullptr; grab_type = object_type::NONE; calorie_diary.emplace_front( ); a_diary = nullptr; } avatar::~avatar() = default; // NOLINTNEXTLINE(performance-noexcept-move-constructor) avatar::avatar( avatar && ) = default; // NOLINTNEXTLINE(performance-noexcept-move-constructor) avatar &avatar::operator=( avatar && ) = default; void avatar::control_npc( npc &np, const bool debug ) { if( !np.is_player_ally() ) { debugmsg( "control_npc() called on non-allied npc %s", np.name ); return; } // Switching to sleeping NPCs causes problems. We want to wake them up, // but not if they're sedated. if( np.has_effect( effect_narcosis ) ) { debugmsg( "control_npc() called on sedated npc %s.", np.name ); return; } np.wake_up(); character_id new_character = np.getID(); const std::function<void( npc & )> update_npc = [new_character]( npc & guy ) { guy.update_missions_target( get_avatar().getID(), new_character ); }; overmap_buffer.foreach_npc( update_npc ); mission().update_world_missions_character( get_avatar().getID(), new_character ); // move avatar character data into shadow npc swap_character( get_shadow_npc() ); // swap target npc with shadow npc std::swap( get_shadow_npc(), np ); // move shadow npc character data into avatar swap_character( get_shadow_npc() ); // the avatar character is no longer a follower NPC g->remove_npc_follower( getID() ); // the previous avatar character is now a follower g->add_npc_follower( np.getID() ); np.set_fac( faction_your_followers ); // perception and mutations may have changed, so reset light level caches g->reset_light_level(); // center the map on the new avatar character const bool z_level_changed = g->vertical_shift( posz() ); g->update_map( *this, z_level_changed ); character_mood_face( true ); profession_id prof_id = prof ? prof->ident() : profession::generic()->ident(); get_event_bus().send<event_type::game_avatar_new>( /*is_new_game=*/false, debug, getID(), name, male, prof_id, custom_profession ); } void avatar::control_npc_menu( const bool debug ) { std::vector<shared_ptr_fast<npc>> followers; uilist charmenu; int charnum = 0; for( const character_id &elem : g->get_follower_list() ) { shared_ptr_fast<npc> follower = overmap_buffer.find_npc( elem ); if( follower && !follower->has_effect( effect_narcosis ) ) { followers.emplace_back( follower ); charmenu.addentry( charnum++, true, MENU_AUTOASSIGN, follower->get_name() ); } if( follower && ( follower->has_effect( effect_narcosis ) || ( follower->in_sleep_state() && follower->has_bionic( bio_sleep_shutdown ) ) ) ) { followers.emplace_back( follower ); std::string reason = _( " (unavailable)" ); charmenu.addentry( charnum++, false, MENU_AUTOASSIGN, follower->get_name() + reason ); } } if( followers.empty() ) { popup( _( "There's no one to take control of!" ) ); return; } charmenu.w_y_setup = 0; charmenu.query(); if( charmenu.ret < 0 || static_cast<size_t>( charmenu.ret ) >= followers.size() ) { return; } get_avatar().control_npc( *followers[charmenu.ret], debug ); } void avatar::longpull( const std::string &name ) { item wtmp( itype_mut_longpull ); g->temp_exit_fullscreen(); target_handler::trajectory traj = target_handler::mode_throw( *this, wtmp, false ); g->reenter_fullscreen(); if( traj.empty() ) { return; // cancel } Creature::longpull( name, traj.back() ); } void avatar::toggle_map_memory() { show_map_memory = !show_map_memory; } bool avatar::is_map_memory_valid() const { return player_map_memory->is_valid(); } bool avatar::should_show_map_memory() const { if( get_timed_events().get( timed_event_type::OVERRIDE_PLACE ) ) { return false; } return show_map_memory; } bool avatar::save_map_memory() { return player_map_memory->save( pos_abs() ); } void avatar::load_map_memory() { player_map_memory->load( pos_abs() ); } void avatar::prepare_map_memory_region( const tripoint_abs_ms &p1, const tripoint_abs_ms &p2 ) { player_map_memory->prepare_region( p1, p2 ); } const memorized_tile &avatar::get_memorized_tile( const tripoint_abs_ms &p ) const { if( should_show_map_memory() ) { return player_map_memory->get_tile( p ); } return mm_submap::default_tile; } void avatar::memorize_terrain( const tripoint_abs_ms &p, const std::string_view id, int subtile, int rotation ) { player_map_memory->set_tile_terrain( p, id, subtile, rotation ); } void avatar::memorize_decoration( const tripoint_abs_ms &p, const std::string_view id, int subtile, int rotation ) { player_map_memory->set_tile_decoration( p, id, subtile, rotation ); } void avatar::memorize_symbol( const tripoint_abs_ms &p, char32_t symbol ) { player_map_memory->set_tile_symbol( p, symbol ); } void avatar::memorize_clear_decoration( const tripoint_abs_ms &p, std::string_view prefix ) { player_map_memory->clear_tile_decoration( p, prefix ); } std::vector<mission *> avatar::get_active_missions() const { return active_missions; } std::vector<mission *> avatar::get_completed_missions() const { return completed_missions; } std::vector<mission *> avatar::get_failed_missions() const { return failed_missions; } mission *avatar::get_active_mission() const { return active_mission; } void avatar::reset_all_missions() { active_mission = nullptr; active_missions.clear(); completed_missions.clear(); failed_missions.clear(); } tripoint_abs_omt avatar::get_active_mission_target() const { if( active_mission == nullptr ) { return tripoint_abs_omt::invalid; } return active_mission->get_target(); } void avatar::set_active_mission( mission &cur_mission ) { const auto iter = std::find( active_missions.begin(), active_missions.end(), &cur_mission ); if( iter == active_missions.end() ) { debugmsg( "new active mission %s is not in the active_missions list", cur_mission.mission_id().c_str() ); } else { active_mission = &cur_mission; } } void avatar::on_mission_assignment( mission &new_mission ) { active_missions.push_back( &new_mission ); set_active_mission( new_mission ); } void avatar::on_mission_finished( mission &cur_mission ) { if( cur_mission.has_failed() ) { if( !cur_mission.get_type().invisible_on_complete ) { failed_missions.push_back( &cur_mission ); } add_msg_if_player( m_bad, _( "Mission \"%s\" is failed." ), cur_mission.name() ); } else { if( !cur_mission.get_type().invisible_on_complete ) { completed_missions.push_back( &cur_mission ); } add_msg_if_player( m_good, _( "Mission \"%s\" is successfully completed." ), cur_mission.name() ); } const auto iter = std::find( active_missions.begin(), active_missions.end(), &cur_mission ); if( iter == active_missions.end() ) { debugmsg( "completed mission %s was not in the active_missions list", cur_mission.mission_id().c_str() ); } else { active_missions.erase( iter ); } if( &cur_mission == active_mission ) { if( active_missions.empty() ) { active_mission = nullptr; } else { active_mission = active_missions.front(); } } } bool avatar::has_mission_id( const mission_type_id &miss_id ) { for( mission *miss : active_missions ) { if( miss->mission_id() == miss_id ) { return true; } } return false; } void avatar::remove_active_mission( mission &cur_mission ) { cur_mission.remove_active_world_mission( cur_mission ); const auto iter = std::find( active_missions.begin(), active_missions.end(), &cur_mission ); if( iter == active_missions.end() ) { debugmsg( "removed mission %s was not in the active_missions list", cur_mission.mission_id().c_str() ); } else { active_missions.erase( iter ); } if( &cur_mission == active_mission ) { if( active_missions.empty() ) { active_mission = nullptr; } else { active_mission = active_missions.front(); } } } diary *avatar::get_avatar_diary() { if( a_diary == nullptr ) { a_diary = std::make_unique<diary>(); } return a_diary.get(); } bool avatar::read( item_location &book, item_location ereader ) { if( !book ) { add_msg( m_info, _( "Never mind." ) ); return false; } std::vector<std::string> fail_messages; const Character *reader = get_book_reader( *book, fail_messages ); if( reader == nullptr ) { // We can't read, and neither can our followers for( const std::string &reason : fail_messages ) { add_msg( m_bad, reason ); } return false; } // spells are handled in a different place // src/iuse_actor.cpp -> learn_spell_actor::use if( book->get_use( "learn_spell" ) ) { book->get_use( "learn_spell" )->call( this, *book, pos_bub() ); return true; } bool continuous = false; const time_duration time_taken = time_to_read( *book, *reader ); add_msg_debug( debugmode::DF_ACT_READ, "avatar::read time_taken = %s", to_string_writable( time_taken ) ); // If the player hasn't read this book before, skim it to get an idea of what's in it. if( !has_identified( book->typeId() ) ) { if( reader != this ) { add_msg( m_info, fail_messages[0] ); add_msg( m_info, _( "%s reads aloud…" ), reader->disp_name() ); } assign_activity( read_activity_actor( time_taken, book, ereader, false ) ); return true; } if( book->typeId() == itype_guidebook ) { // special guidebook effect: print a misc. hint when read if( reader != this ) { add_msg( m_info, fail_messages[0] ); dynamic_cast<const npc &>( *reader ).say( get_hint() ); } else { add_msg( m_info, get_hint() ); } get_event_bus().send<event_type::reads_book>( getID(), book->typeId() ); mod_moves( -100 ); return false; } const cata::value_ptr<islot_book> &type = book->type->book; const skill_id &skill = type->skill; const std::string skill_name = skill ? skill.obj().name() : ""; // Find NPCs to join the study session: std::map<Character *, std::string> learners; //reading only for fun std::map<Character *, std::string> fun_learners; std::map<Character *, std::string> nonlearners; for( Character *elem : get_crafting_helpers() ) { const book_mastery mastery = elem->get_book_mastery( *book ); const bool morale_req = elem->fun_to_read( *book ) || elem->has_morale_to_read(); // Note that the reader cannot be a nonlearner // since a reader should always have enough morale to read // and at the very least be able to understand the book if( elem->is_deaf() && elem != reader ) { nonlearners.insert( { elem, _( " (deaf)" ) } ); } else if( mastery == book_mastery::MASTERED && elem->fun_to_read( *book ) ) { fun_learners.insert( {elem, elem == reader ? _( " (reading aloud to you)" ) : "" } ); } else if( mastery == book_mastery::LEARNING && morale_req ) { learners.insert( {elem, elem == reader ? _( " (reading aloud to you)" ) : ""} ); } else { std::string reason = _( " (uninterested)" ); if( !morale_req ) { reason = _( " (too sad)" ); } else if( mastery == book_mastery::CANT_UNDERSTAND ) { reason = string_format( _( " (needs %d %s)" ), type->req, skill_name ); } else if( mastery == book_mastery::MASTERED ) { reason = string_format( _( " (already has %d %s)" ), type->level, skill_name ); } nonlearners.insert( { elem, reason } ); } } int learner_id = -1; const bool is_martialarts = book->type->use_methods.count( "MA_MANUAL" ); //only show the menu if there's useful information or multiple options if( ( skill || !nonlearners.empty() || !fun_learners.empty() ) && !is_martialarts ) { uilist menu; // Some helpers to reduce repetition: auto length = []( const std::pair<Character *, std::string> &elem ) { return utf8_width( elem.first->disp_name() ) + utf8_width( elem.second ); }; auto max_length = [&length]( const std::map<Character *, std::string> &m ) { auto max_ele = std::max_element( m.begin(), m.end(), [&length]( const std::pair<Character *, std::string> &left, const std::pair<Character *, std::string> &right ) { return length( left ) < length( right ); } ); return max_ele == m.end() ? 0 : length( *max_ele ); }; auto get_text = [&]( const std::map<Character *, std::string> &m, const std::pair<Character *, std::string> &elem ) { const int lvl = elem.first->get_knowledge_level( skill ); const std::string lvl_text = skill ? string_format( _( " | current level: %d" ), lvl ) : ""; const std::string name_text = elem.first->disp_name() + elem.second; return string_format( "%s%s", left_justify( name_text, max_length( m ) ), lvl_text ); }; auto add_header = [&menu]( const std::string & str ) { menu.addentry( -1, false, -1, "" ); uilist_entry header( -1, false, -1, str, c_yellow, c_yellow ); header.force_color = true; menu.entries.push_back( header ); }; menu.title = !skill ? string_format( _( "Reading %s" ), book->type_name() ) : //~ %1$s: book name, %2$s: skill name, %3$d and %4$d: skill levels string_format( _( "Reading %1$s (can train %2$s from %3$d to %4$d)" ), book->type_name(), skill_name, type->req, type->level ); menu.addentry( 0, true, '0', _( "Read once" ) ); const int lvl = get_knowledge_level( skill ); menu.addentry( 2 + getID().get_value(), lvl < type->level, '1', string_format( _( "Read until you gain a level | current level: %d" ), lvl ) ); // select until player gets level by default if( lvl < type->level ) { menu.selected = 1; } if( !learners.empty() ) { add_header( _( "Read until this character gains a level:" ) ); for( const std::pair<Character *const, std::string> &elem : learners ) { menu.addentry( 2 + elem.first->getID().get_value(), true, -1, get_text( learners, elem ) ); } } if( !fun_learners.empty() ) { add_header( _( "Reading for fun:" ) ); for( const std::pair<Character *const, std::string> &elem : fun_learners ) { menu.addentry( -1, false, -1, get_text( fun_learners, elem ) ); } } if( !nonlearners.empty() ) { add_header( _( "Not participating:" ) ); for( const std::pair<Character *const, std::string> &elem : nonlearners ) { menu.addentry( -1, false, -1, get_text( nonlearners, elem ) ); } } menu.query( true ); if( menu.ret == UILIST_CANCEL ) { add_msg( m_info, _( "Never mind." ) ); return false; } else if( menu.ret >= 2 ) { continuous = true; learner_id = menu.ret - 2; } } if( is_martialarts ) { if( martial_arts_data->has_martialart( martial_art_learned_from( *book->type ) ) ) { add_msg_if_player( m_info, _( "You already know all this book has to teach." ) ); return false; } uilist menu; menu.title = string_format( _( "Train %s from manual:" ), martial_art_learned_from( *book->type )->name ); menu.addentry( 1, true, '1', _( "Train once" ) ); menu.addentry( 2, true, '0', _( "Train until tired or success" ) ); menu.query( true ); if( menu.ret == UILIST_CANCEL ) { add_msg( m_info, _( "Never mind." ) ); return false; } else if( menu.ret == 1 ) { continuous = false; } else { // menu.ret == 2 continuous = true; } } add_msg( m_info, _( "Now reading %s, %s to stop early." ), book->type_name(), press_x( ACTION_PAUSE ) ); // Print some informational messages if( reader != this ) { add_msg( m_info, fail_messages[0] ); add_msg( m_info, _( "%s reads aloud…" ), reader->disp_name() ); } else if( !learners.empty() || !fun_learners.empty() ) { add_msg( m_info, _( "You read aloud…" ) ); } if( learners.size() == 1 ) { add_msg( m_info, _( "%s studies with you." ), learners.begin()->first->disp_name() ); } else if( !learners.empty() ) { const std::string them = enumerate_as_string( learners.begin(), learners.end(), [&]( const std::pair<Character *, std::string> &elem ) { return elem.first->disp_name(); } ); add_msg( m_info, _( "%s study with you." ), them ); } // Don't include the reader as it would be too redundant. std::set<std::string> readers; for( const std::pair<Character *const, std::string> &elem : fun_learners ) { if( elem.first != reader ) { readers.insert( elem.first->disp_name() ); } } if( readers.size() == 1 ) { add_msg( m_info, _( "%s reads with you for fun." ), readers.begin()->c_str() ); } else if( !readers.empty() ) { const std::string them = enumerate_as_string( readers ); add_msg( m_info, _( "%s read with you for fun." ), them ); } if( !book->has_flag( flag_CAN_USE_IN_DARK ) && std::min( fine_detail_vision_mod(), reader->fine_detail_vision_mod() ) > 1.0 ) { add_msg( m_warning, _( "It's difficult for %s to see fine details right now. Reading will take longer than usual." ), reader->disp_name() ); } const int intelligence = get_int(); const bool complex_penalty = type->intel > std::min( intelligence, reader->get_int() ) && !reader->has_trait( trait_PROF_DICEMASTER ); const Character *complex_player = reader->get_int() < intelligence ? reader : this; if( complex_penalty ) { add_msg( m_warning, _( "This book is too complex for %s to easily understand. It will take longer to read." ), complex_player->disp_name() ); } // push an identifier of martial art book to the action handling if( is_martialarts && get_stamina() < get_stamina_max() / 10 ) { add_msg( m_info, _( "You are too exhausted to train martial arts." ) ); return false; } assign_activity( read_activity_actor( time_taken, book, ereader, continuous, learner_id ) ); return true; } void avatar::grab( object_type grab_type_new, const tripoint_rel_ms &grab_point_new ) { const auto update_memory = [this]( const object_type gtype, const tripoint_rel_ms & gpoint, const bool erase ) { map &m = get_map(); if( gtype == object_type::VEHICLE ) { if( const optional_vpart_position ovp = m.veh_at( pos_bub() + gpoint ) ) { for( const tripoint_abs_ms &target : ovp->vehicle().get_points() ) { if( erase ) { memorize_clear_decoration( target, /* prefix = */ "vp_" ); } m.memory_cache_dec_set_dirty( m.get_bub( target ), true ); } } } else if( gtype != object_type::NONE ) { if( erase ) { memorize_clear_decoration( m.get_abs( pos_bub() + gpoint ) ); } m.memory_cache_dec_set_dirty( pos_bub() + gpoint, true ); } }; // Mark the area covered by the previous vehicle/furniture/etc for re-memorizing. update_memory( grab_type, grab_point, /* erase = */ false ); grab_type = grab_type_new; grab_point = grab_point_new; // Clear the map memory for the area covered by the vehicle/furniture/etc to // eliminate ghost vehicles/furnitures/etc. update_memory( grab_type, grab_point, /* erase = */ true ); path_settings->avoid_rough_terrain = grab_type != object_type::NONE; } object_type avatar::get_grab_type() const { return grab_type; } bool avatar::has_identified( const itype_id &item_id ) const { return items_identified.count( item_id ) > 0; } void avatar::identify( const item &item ) { if( has_identified( item.typeId() ) ) { return; } if( !item.is_identifiable() ) { debugmsg( "tried to identify non-book item" ); return; } const ::item &book = item; // alias cata_assert( !has_identified( item.typeId() ) ); items_identified.insert( item.typeId() ); cata_assert( has_identified( item.typeId() ) ); const auto &reading = item.type->book; const skill_id &skill = reading->skill; add_msg( _( "You skim %s to find out what's in it." ), book.type_name() ); if( skill ) { add_msg( m_info, _( "Can bring your %s knowledge to %d." ), skill.obj().name(), reading->level ); if( reading->req != 0 ) { add_msg( m_info, _( "Requires %1$s knowledge level %2$d to understand." ), skill.obj().name(), reading->req ); } } if( reading->intel != 0 ) { add_msg( m_info, _( "Requires intelligence of %d to easily read." ), reading->intel ); } //It feels wrong to use a pointer to *this, but I can't find any other player pointers in this method. if( book_fun_for( book, *this ) != 0 ) { add_msg( m_info, _( "Reading this book affects your morale by %d." ), book_fun_for( book, *this ) ); } if( book.type->use_methods.count( "MA_MANUAL" ) ) { const matype_id style_to_learn = martial_art_learned_from( *book.type ); add_msg( m_info, _( "You can learn %s style from it." ), style_to_learn->name ); add_msg( m_info, _( "This fighting style is %s to learn." ), martialart_difficulty( style_to_learn ) ); add_msg( m_info, _( "It would be easier to master if you'd have skill expertise in %s." ), style_to_learn->primary_skill->name() ); add_msg( m_info, _( "A training session with this book takes %s." ), to_string_clipped( reading->time ) ); } else { add_msg( m_info, _( "A chapter of this book takes %s to read." ), to_string_clipped( reading->time ) ); } std::vector<std::string> crafting_recipes; std::vector<std::string> practice_recipes; for( const islot_book::recipe_with_description_t &elem : reading->recipes ) { // If the player knows it, they recognize it even if it's not clearly stated. if( elem.is_hidden() && !knows_recipe( elem.recipe ) ) { continue; } if( elem.recipe->is_practice() ) { practice_recipes.emplace_back( elem.recipe->result_name() ); } else { crafting_recipes.emplace_back( elem.name() ); } } if( !crafting_recipes.empty() ) { add_msg( m_info, string_format( _( "This book can help you craft: %s" ), enumerate_as_string( crafting_recipes ) ) ); } if( !practice_recipes.empty() ) { add_msg( m_info, string_format( _( "This book can help you practice: %s" ), enumerate_as_string( practice_recipes ) ) ); } const std::size_t num_total_recipes = crafting_recipes.size() + practice_recipes.size(); if( num_total_recipes < reading->recipes.size() ) { add_msg( m_info, _( "It might help you figuring out some more recipes." ) ); } } void avatar::clear_nutrition() { calorie_diary.clear(); calorie_diary.emplace_front(); consumption_history.clear(); } void avatar::clear_identified() { items_identified.clear(); } void avatar::wake_up() { if( has_effect( effect_sleep ) ) { // alarm was set and player hasn't slept through the alarm. if( has_effect( effect_alarm_clock ) && !has_effect( effect_slept_through_alarm ) ) { add_msg( _( "It looks like you woke up before your alarm." ) ); // effects will be removed in Character::wake_up. } else if( has_effect( effect_slept_through_alarm ) ) { if( has_flag( json_flag_ALARMCLOCK ) ) { add_msg( m_warning, _( "It looks like you've slept through your internal alarm…" ) ); } else { add_msg( m_warning, _( "It looks like you've slept through the alarm…" ) ); } } } Character::wake_up(); } void avatar::add_snippet( snippet_id snippet ) { if( has_seen_snippet( snippet ) ) { return; } snippets_read.emplace( snippet ); } bool avatar::has_seen_snippet( const snippet_id &snippet ) const { return snippets_read.count( snippet ) > 0; } const std::set<snippet_id> &avatar::get_snippets() { return snippets_read; } void avatar::vomit() { if( stomach.contains() != 0_ml ) { // Remove all joy from previously eaten food and apply the penalty rem_morale( morale_food_good ); rem_morale( morale_food_hot ); // bears must suffer too rem_morale( morale_honey ); // 1.5 times longer add_morale( morale_vomited, -2 * units::to_milliliter( stomach.contains() / 50 ), -40, 90_minutes, 45_minutes, false ); } else { add_msg( m_warning, _( "You retched, but your stomach is empty." ) ); } Character::vomit(); } bool avatar::try_break_relax_gas( const std::string &msg_success, const std::string &msg_failure ) { const effect &pacify = get_effect( effect_relax_gas, body_part_mouth ); if( pacify.is_null() ) { return true; } else if( one_in( pacify.get_intensity() ) ) { add_msg( m_good, msg_success ); return true; } else { mod_moves( std::max( 0, pacify.get_intensity() * 10 + rng( -30, 30 ) ) ); add_msg( m_bad, msg_failure ); return false; } } nc_color avatar::basic_symbol_color() const { bool in_shell = has_active_mutation( trait_SHELL2 ) || has_active_mutation( trait_SHELL3 ); if( has_effect( effect_onfire ) ) { return c_red; } if( has_effect( effect_stunned ) ) { return c_light_blue; } if( has_effect( effect_psi_stunned ) ) { return c_light_blue; } if( has_effect( effect_boomered ) ) { return c_pink; } if( in_shell ) { return c_magenta; } if( underwater ) { return c_blue; } if( has_active_bionic( bio_cloak ) || is_wearing_active_optcloak() || has_trait( trait_DEBUG_CLOAK ) ) { return c_dark_gray; } return move_mode->symbol_color(); } int avatar::print_info( const catacurses::window &w, int vStart, int, int column ) const { return vStart + fold_and_print( w, point( column, vStart ), getmaxx( w ) - column - 1, c_dark_gray, _( "You (%s)" ), get_name() ) - 1; } std::string avatar::display_name( bool possessive, bool capitalize_first ) const { if( !possessive ) { return capitalize_first ? _( "You" ) : _( "you" ); } else { return capitalize_first ? _( "Your" ) : _( "your" ); } } mfaction_id avatar::get_monster_faction() const { return monfaction_player.id(); } void avatar::reset_stats() { const int current_stim = get_stim(); // Trait / mutation buffs if( has_trait( trait_THICK_SCALES ) ) { add_miss_reason( _( "Your thick scales get in the way." ), 2 ); } if( has_trait( trait_CHITIN2 ) ) { add_miss_reason( _( "Your chitin gets in the way." ), 1 ); } if( has_trait( trait_COMPOUND_EYES ) && !wearing_something_on( bodypart_id( "eyes" ) ) ) { mod_per_bonus( 2 ); } if( has_trait( trait_INSECT_ARMS ) ) { add_miss_reason( _( "Your insect limbs get in the way." ), 2 ); } if( has_trait( trait_INSECT_ARMS_OK ) ) { if( !wearing_fitting_on( bodypart_id( "torso" ) ) ) { mod_dex_bonus( 1 ); } else { add_miss_reason( _( "Your clothing restricts your insect arms." ), 1 ); } } if( has_flag( json_flag_WEBBED_HANDS ) ) { add_miss_reason( _( "Your webbed hands get in the way." ), 1 ); } if( has_trait( trait_ARACHNID_ARMS ) ) { add_miss_reason( _( "Your arachnid limbs get in the way." ), 4 ); } if( has_trait( trait_ARACHNID_ARMS_OK ) ) { if( !wearing_fitting_on( bodypart_id( "torso" ) ) ) { mod_dex_bonus( 2 ); } else { add_miss_reason( _( "Your clothing constricts your arachnid limbs." ), 2 ); } } const auto set_fake_effect_dur = [this]( const efftype_id & type, const time_duration & dur ) { effect &eff = get_effect( type ); if( eff.get_duration() == dur ) { return; } if( eff.is_null() && dur > 0_turns ) { add_effect( type, dur, true ); } else if( dur > 0_turns ) { eff.set_duration( dur ); } else { remove_effect( type ); } }; // Painkiller set_fake_effect_dur( effect_pkill, 1_turns * get_painkiller() ); // Pain if( get_perceived_pain() > 0 ) { const stat_mod ppen = get_pain_penalty(); ppen_str = ppen.strength; ppen_dex = ppen.dexterity; ppen_int = ppen.intelligence; ppen_per = ppen.perception; ppen_spd = ppen.speed; mod_str_bonus( -ppen_str ); mod_dex_bonus( -ppen_dex ); mod_int_bonus( -ppen_int ); mod_per_bonus( -ppen_per ); if( ppen.dexterity > 0 ) { add_miss_reason( _( "Your pain distracts you!" ), static_cast<unsigned>( ppen.dexterity ) ); } } // Radiation set_fake_effect_dur( effect_irradiated, 1_turns * get_rad() ); // Morale const int morale = get_morale_level(); set_fake_effect_dur( effect_happy, 1_turns * morale ); set_fake_effect_dur( effect_sad, 1_turns * -morale ); // Stimulants set_fake_effect_dur( effect_stim, 1_turns * current_stim ); set_fake_effect_dur( effect_depressants, 1_turns * -current_stim ); if( has_trait( trait_STIMBOOST ) ) { set_fake_effect_dur( effect_stim_overdose, 1_turns * ( current_stim - 60 ) ); } else { set_fake_effect_dur( effect_stim_overdose, 1_turns * ( current_stim - 30 ) ); } // Starvation const float bmi = get_bmi_fat(); if( bmi < character_weight_category::normal ) { const int str_penalty = std::floor( ( 1.0f - ( get_bmi_fat() / character_weight_category::normal ) ) * str_max ); const int dexint_penalty = std::floor( ( character_weight_category::normal - bmi ) * 3.0f ); add_miss_reason( _( "You're weak from hunger." ), static_cast<unsigned>( ( get_starvation() + 300 ) / 1000 ) ); mod_str_bonus( -1 * str_penalty ); mod_dex_bonus( -1 * dexint_penalty ); mod_int_bonus( -1 * dexint_penalty ); } // Thirst if( get_thirst() >= 200 ) { // We die at 1200 const int dex_mod = -get_thirst() / 200; add_miss_reason( _( "You're weak from thirst." ), static_cast<unsigned>( -dex_mod ) ); mod_str_bonus( -get_thirst() / 200 ); mod_dex_bonus( dex_mod ); mod_int_bonus( -get_thirst() / 200 ); mod_per_bonus( -get_thirst() / 200 ); } if( get_sleep_deprivation() >= SLEEP_DEPRIVATION_HARMLESS ) { set_fake_effect_dur( effect_sleep_deprived, 1_turns * get_sleep_deprivation() ); } else if( has_effect( effect_sleep_deprived ) ) { remove_effect( effect_sleep_deprived ); } // Dodge-related effects mod_dodge_bonus( mabuff_dodge_bonus() ); // Whiskers don't work so well if they're covered if( has_trait( trait_WHISKERS ) && !natural_attack_restricted_on( bodypart_id( "mouth" ) ) ) { mod_dodge_bonus( 1 ); } if( has_trait( trait_WHISKERS_RAT ) && !natural_attack_restricted_on( bodypart_id( "mouth" ) ) ) { mod_dodge_bonus( 2 ); } // depending on mounts size, attacks will hit the mount and use their dodge rating. // if they hit the player, the player cannot dodge as effectively. if( is_mounted() ) { mod_dodge_bonus( -4 ); } // Apply static martial arts buffs martial_arts_data->ma_static_effects( *this ); // Effects for( const auto &maps : *effects ) { for( const auto &i : maps.second ) { const effect &it = i.second; bool reduced = resists_effect( it ); mod_str_bonus( it.get_mod( "STR", reduced ) ); mod_dex_bonus( it.get_mod( "DEX", reduced ) ); mod_per_bonus( it.get_mod( "PER", reduced ) ); mod_int_bonus( it.get_mod( "INT", reduced ) ); } } Character::reset_stats(); recalc_sight_limits(); } // based on D&D 5e level progression static const std::array<int, 20> xp_cutoffs = { { 300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000, 85000, 100000, 120000, 140000, 165000, 195000, 225000, 265000, 305000, 355000, 405000 } }; int avatar::free_upgrade_points() const { int lvl = 0; for( const int &xp_lvl : xp_cutoffs ) { if( kill_xp >= xp_lvl ) { lvl++; } else { break; } } return lvl - spent_upgrade_points; } void avatar::upgrade_stat_prompt( const character_stat &stat ) { const int free_points = free_upgrade_points(); if( free_points <= 0 ) { const std::size_t lvl = spent_upgrade_points + free_points; if( lvl >= xp_cutoffs.size() ) { popup( _( "You've already reached maximum level." ) ); } else { popup( _( "Needs %d more experience to gain next level." ), xp_cutoffs[lvl] - kill_xp ); } return; } std::string stat_string; switch( stat ) { case character_stat::STRENGTH: stat_string = _( "strength" ); break; case character_stat::DEXTERITY: stat_string = _( "dexterity" ); break; case character_stat::INTELLIGENCE: stat_string = _( "intelligence" ); break; case character_stat::PERCEPTION: stat_string = _( "perception" ); break; case character_stat::DUMMY_STAT: stat_string = _( "invalid stat" ); debugmsg( "Tried to use invalid stat" ); break; default: return; } if( query_yn( _( "Are you sure you want to raise %s? %d points available." ), stat_string, free_points ) ) { switch( stat ) { case character_stat::STRENGTH: str_max++; spent_upgrade_points++; recalc_hp(); break; case character_stat::DEXTERITY: dex_max++; spent_upgrade_points++; break; case character_stat::INTELLIGENCE: int_max++; spent_upgrade_points++; break; case character_stat::PERCEPTION: per_max++; spent_upgrade_points++; break; case character_stat::DUMMY_STAT: debugmsg( "Tried to use invalid stat" ); break; } } } faction *avatar::get_faction() const { return g->faction_manager_ptr->get( faction_your_followers ); } bool avatar::is_ally( const Character &p ) const { if( p.getID() == getID() ) { return true; } const npc &guy = dynamic_cast<const npc &>( p ); return guy.is_ally( *this ); } bool avatar::is_obeying( const Character &p ) const { if( p.getID() == getID() ) { return true; } const npc &guy = dynamic_cast<const npc &>( p ); return guy.is_obeying( *this ); } bool avatar::cant_see( const tripoint_bub_ms &p ) const { // calc based on recoil if( !last_target_pos.has_value() ) { return false; } if( aim_cache_dirty ) { rebuild_aim_cache(); } return aim_cache[p.x()][p.y()]; } void avatar::rebuild_aim_cache() const { map &here = get_map(); aim_cache_dirty = false; // Can trigger recursive death spiral if still set when calc_steadiness is called. double pi = 2 * acos( 0.0 ); const tripoint_bub_ms local_last_target = here.get_bub( last_target_pos.value() ); const tripoint_bub_ms pos = pos_bub( here ); float base_angle = atan2f( local_last_target.y() - pos.y(), local_last_target.x() - pos.x() ); // move from -pi to pi, to 0 to 2pi for angles if( base_angle < 0 ) { base_angle = base_angle + 2 * pi; } // todo: this is not the correct weapon when aiming with fake items item *weapon = get_wielded_item() ? &*get_wielded_item() : &null_item_reference(); // calc steadiness with player recoil (like they are taking a regular shot not careful etc. float range = 3.0f - 2.8f * calc_steadiness( *this, *weapon, local_last_target, recoil ); // pin between pi and negative pi float upper_bound = base_angle + range; float lower_bound = base_angle - range; // cap each within 0 - 2pi if( upper_bound > 2 * pi ) { upper_bound = upper_bound - 2 * pi; } if( lower_bound < 0 ) { lower_bound = lower_bound + 2 * pi; } for( int smx = 0; smx < MAPSIZE_X; ++smx ) { for( int smy = 0; smy < MAPSIZE_Y; ++smy ) { float current_angle = atan2f( smy - pos.y(), smx - pos.x() ); // move from -pi to pi, to 0 to 2pi for angles if( current_angle < 0 ) { current_angle = current_angle + 2 * pi; } // some basic angle inclusion math, but also everything with 15 is still seen if( rl_dist( tripoint_bub_ms( smx, smy, posz() ), pos ) < 15 ) { aim_cache[smx][smy] = false; } else if( lower_bound > upper_bound ) { aim_cache[smx][smy] = !( current_angle >= lower_bound || current_angle <= upper_bound ); } else { aim_cache[smx][smy] = !( current_angle >= lower_bound && current_angle <= upper_bound ); } } } // set cache as no longer dirty } void avatar::set_movement_mode( const move_mode_id &new_mode ) { map &here = get_map(); if( can_switch_to( new_mode ) ) { bool instant = true; if( is_hauling() && new_mode->stop_hauling() ) { stop_hauling(); } add_msg( new_mode->change_message( true, get_steed_type() ) ); if( ( ( ( move_mode == move_mode_run || move_mode == move_mode_walk ) && ( new_mode == move_mode_crouch || new_mode == move_mode_prone ) ) || ( ( move_mode == move_mode_prone || move_mode == move_mode_crouch ) && ( new_mode == move_mode_walk || new_mode == move_mode_run ) ) ) && ( move_mode != new_mode ) ) { instant = false; } move_mode = new_mode; // Enchantments based on move modes can stack inappropriately without a recalc here recalculate_enchantment_cache(); // crouching affects visibility //TODO: Replace with dirtying vision_transparency_cache here.set_transparency_cache_dirty( pos_bub() ); here.set_seen_cache_dirty( posz() ); recoil = MAX_RECOIL; // TODO: Variable costs from traits, mutations, whether we were prone or crouching, limb scores. if( !instant ) { mod_moves( -100 ); } } else { add_msg( new_mode->change_message( false, get_steed_type() ) ); } } void avatar::toggle_run_mode() { if( is_running() ) { set_movement_mode( move_mode_walk ); } else { set_movement_mode( move_mode_run ); } } void avatar::toggle_crouch_mode() { if( is_crouching() ) { set_movement_mode( move_mode_walk ); } else { set_movement_mode( move_mode_crouch ); } } void avatar::toggle_prone_mode() { if( is_prone() ) { set_movement_mode( move_mode_walk ); } else { set_movement_mode( move_mode_prone ); } } void avatar::activate_crouch_mode() { if( !is_crouching() ) { set_movement_mode( move_mode_crouch ); } } void avatar::reset_move_mode() { if( !is_walking() ) { set_movement_mode( move_mode_walk ); } } void avatar::cycle_move_mode() { const move_mode_id next = current_movement_mode()->cycle(); set_movement_mode( next ); // if a movemode is disabled then just cycle to the next one if( !movement_mode_is( next ) ) { set_movement_mode( next->cycle() ); } } void avatar::cycle_move_mode_reverse() { const move_mode_id prev = current_movement_mode()->cycle_reverse(); set_movement_mode( prev ); // if a movemode is disabled then just cycle to the previous one if( !movement_mode_is( prev ) ) { set_movement_mode( prev->cycle_reverse() ); } } bool avatar::wield( item &it ) { if( !avatar_action::check_stealing( *this, it ) ) { return false; } return Character::wield( it ); } bool avatar::wield( item_location loc, bool remove_old ) { if( !avatar_action::check_stealing( *this, *loc ) ) { return false; } return Character::wield( loc, remove_old ); } item::reload_option avatar::select_ammo( const item_location &base, bool prompt, bool empty ) { if( !base ) { return item::reload_option(); } return game_menus::inv::select_ammo( *this, base, prompt, empty ); } bool avatar::invoke_item( item *used, const tripoint_bub_ms &pt, int pre_obtain_moves ) { const std::map<std::string, use_function> &use_methods = used->type->use_methods; const int num_methods = use_methods.size(); const bool has_relic = used->has_relic_activation(); if( use_methods.empty() && !has_relic ) { return false; } else if( num_methods == 1 && !has_relic ) { return invoke_item( used, use_methods.begin()->first, pt, pre_obtain_moves ); } else if( num_methods == 0 && has_relic ) { return used->use_relic( *this, pt ); } uilist umenu; umenu.text = string_format( _( "What to do with your %s?" ), used->tname() ); umenu.hilight_disabled = true; for( const auto &e : use_methods ) { const auto res = e.second.can_call( *this, *used, pt ); umenu.addentry_desc( MENU_AUTOASSIGN, res.success(), MENU_AUTOASSIGN, e.second.get_name(), res.str() ); } if( has_relic ) { umenu.addentry_desc( MENU_AUTOASSIGN, true, MENU_AUTOASSIGN, _( "Use relic" ), _( "Activate this relic." ) ); } umenu.desc_enabled = std::any_of( umenu.entries.begin(), umenu.entries.end(), []( const uilist_entry & elem ) { return !elem.desc.empty(); } ); umenu.query(); int choice = umenu.ret; // Use the relic if( choice == num_methods ) { return used->use_relic( *this, pt ); } if( choice < 0 || choice >= num_methods ) { return false; } const std::string &method = std::next( use_methods.begin(), choice )->first; return invoke_item( used, method, pt, pre_obtain_moves ); } bool avatar::invoke_item( item *used ) { return Character::invoke_item( used ); } bool avatar::invoke_item( item *used, const std::string &method, const tripoint_bub_ms &pt, int pre_obtain_moves ) { if( pre_obtain_moves == -1 ) { pre_obtain_moves = get_moves(); } return Character::invoke_item( used, method, pt, pre_obtain_moves ); } bool avatar::invoke_item( item *used, const std::string &method ) { return Character::invoke_item( used, method ); } void avatar::update_cardio_acc() { // This function should be called once every 24 hours, // before the front of the calorie diary is reset for the next day. // Cardio goal is 1000 times the ratio of kcals spent versus bmr, // giving a default of 1000 for no extra activity. const int bmr = get_bmr(); if( bmr == 0 ) { set_cardio_acc( clamp( get_cardio_acc(), get_cardio_acc_base(), get_cardio_acc_base() * 3 ) ); return; } const int last_24h_kcal = calorie_diary.front().spent; const int cardio_goal = ( last_24h_kcal * get_cardio_acc_base() ) / bmr; // If cardio accumulator is below cardio goal, gain some cardio. // Or, if cardio accumulator is above cardio goal, lose some cardio. const int cardio_accum = get_cardio_acc(); int adjustment = 0; if( cardio_accum > cardio_goal ) { adjustment = -std::sqrt( cardio_accum - cardio_goal ); } else if( cardio_goal > cardio_accum ) { adjustment = std::sqrt( cardio_goal - cardio_accum ); } // Set a large sane upper limit to cardio fitness. This could be done // asymptotically instead of as a sharp cutoff, but the gradual growth // rate of cardio_acc should accomplish that naturally. set_cardio_acc( clamp( cardio_accum + adjustment, get_cardio_acc_base(), get_cardio_acc_base() * 3 ) ); } void avatar::advance_daily_calories() { calorie_diary.emplace_front( ); if( calorie_diary.size() > 30 ) { calorie_diary.pop_back(); } } int avatar::get_daily_spent_kcal( bool yesterday ) const { if( yesterday ) { if( calorie_diary.size() < 2 ) { return 0; } std::list<avatar::daily_calories> copy = calorie_diary; copy.pop_front(); return copy.front().spent; } return calorie_diary.front().spent; } int avatar::get_daily_ingested_kcal( bool yesterday ) const { if( yesterday ) { if( calorie_diary.size() < 2 ) { return 0; } std::list<avatar::daily_calories> copy = calorie_diary; copy.pop_front(); return copy.front().ingested; } return calorie_diary.front().ingested; } void avatar::add_ingested_kcal( int kcal ) { calorie_diary.front().ingested += kcal; } void avatar::add_spent_calories( int cal ) { calorie_diary.front().spent += cal; } void avatar::add_gained_calories( int cal ) { calorie_diary.front().gained += cal; } int avatar::get_daily_calories( unsigned days_ago, std::string const &type ) const { auto iterator = calorie_diary.begin(); if( days_ago > calorie_diary.size() ) { debugmsg( "trying to access calorie diary from %d days ago, but the diary only contains %d days", days_ago, calorie_diary.size() ); return 0; } std::advance( iterator, days_ago ); int result{}; if( type == "spent" ) { result = iterator->spent; } else if( type == "gained" ) { result = iterator->gained; } else if( type == "ingested" ) { result = iterator->ingested; } else if( type == "total" ) { result = iterator->total(); } return result; } void avatar::log_activity_level( float level ) { calorie_diary.front().activity_levels[level]++; } avatar::daily_calories::daily_calories() { activity_levels.emplace( NO_EXERCISE, 0 ); activity_levels.emplace( LIGHT_EXERCISE, 0 ); activity_levels.emplace( MODERATE_EXERCISE, 0 ); activity_levels.emplace( BRISK_EXERCISE, 0 ); activity_levels.emplace( ACTIVE_EXERCISE, 0 ); activity_levels.emplace( EXTRA_EXERCISE, 0 ); activity_levels.emplace( EXPLOSIVE_EXERCISE, 0 ); } void avatar::daily_calories::serialize( JsonOut &json ) const { json.start_object(); json.member( "spent", spent ); json.member( "gained", gained ); json.member( "ingested", ingested ); save_activity( json ); json.end_object(); } void avatar::daily_calories::deserialize( const JsonObject &data ) { data.read( "spent", spent ); data.read( "gained", gained ); data.read( "ingested", ingested ); if( data.has_member( "activity" ) ) { read_activity( data ); } } void avatar::daily_calories::save_activity( JsonOut &json ) const { json.member( "activity" ); json.start_array(); for( const std::pair<const float, int> &level : activity_levels ) { if( level.second > 0 ) { json.start_array(); json.write( level.first ); json.write( level.second ); json.end_array(); } } json.end_array(); } void avatar::daily_calories::read_activity( const JsonObject &data ) { if( data.has_array( "activity" ) ) { double act_level; for( JsonArray ja : data.get_array( "activity" ) ) { act_level = ja.next_float(); activity_levels[ act_level ] = ja.next_int(); } return; } // Fallback to legacy format for backward compatibility JsonObject jo = data.get_object( "activity" ); for( const std::pair<const std::string, float> &member : activity_levels_map ) { int times; if( !jo.read( member.first, times ) ) { continue; } activity_levels.at( member.second ) = times; } } std::string avatar::total_daily_calories_string() const { const std::string header_string = colorize( " Minutes at each exercise level Calories per day", c_white ) + "\n" + colorize( " Day Sleep - Light Moderate Brisk Active Extra Explosive Gained Spent Total", c_yellow ) + "\n"; const std::string format_string = " %4d %4d %4d %4d %4d %4d %4d %4d %6d %6d"; const float no_ex_thresh = ( SLEEP_EXERCISE + NO_EXERCISE ) / 2.0f; const float light_ex_thresh = ( NO_EXERCISE + LIGHT_EXERCISE ) / 2.0f; const float mod_ex_thresh = ( LIGHT_EXERCISE + MODERATE_EXERCISE ) / 2.0f; const float brisk_ex_thresh = ( MODERATE_EXERCISE + BRISK_EXERCISE ) / 2.0f; const float active_ex_thresh = ( BRISK_EXERCISE + ACTIVE_EXERCISE ) / 2.0f; const float extra_ex_thresh = ( ACTIVE_EXERCISE + ( EXTRA_EXERCISE ) ) / 2.0f; const float explosive_ex_thresh = ( EXTRA_EXERCISE + ( EXPLOSIVE_EXERCISE ) ) / 2.0f; std::string ret = header_string; // Start with today in the first row, day number from start of the Cataclysm int today = day_of_season<int>( calendar::turn ) + 1; int day_offset = 0; for( const daily_calories &day : calorie_diary ) { // Yes, this is clunky. // Perhaps it should be done in log_activity_level? But that's called a lot more often. int sleep_exercise = 0; int no_exercise = 0; int light_exercise = 0; int moderate_exercise = 0; int brisk_exercise = 0; int active_exercise = 0; int extra_exercise = 0; int explosive_exercise = 0; for( const std::pair<const float, int> &level : day.activity_levels ) { if( level.second > 0 ) { if( level.first < no_ex_thresh ) { sleep_exercise += level.second; } else if( level.first < light_ex_thresh ) { no_exercise += level.second; } else if( level.first < mod_ex_thresh ) { light_exercise += level.second; } else if( level.first < brisk_ex_thresh ) { moderate_exercise += level.second; } else if( level.first < active_ex_thresh ) { brisk_exercise += level.second; } else if( level.first < extra_ex_thresh ) { active_exercise += level.second; } else if( level.first < explosive_ex_thresh ) { extra_exercise += level.second; } else { explosive_exercise += level.second; } } } std::string row_data = string_format( format_string, today + day_offset--, 5 * sleep_exercise, 5 * no_exercise, 5 * light_exercise, 5 * moderate_exercise, 5 * brisk_exercise, 5 * active_exercise, 5 * extra_exercise, 5 * explosive_exercise, day.gained, day.spent ); // Alternate gray and white text for row data if( day_offset % 2 == 0 ) { ret += colorize( row_data, c_white ); } else { ret += colorize( row_data, c_light_gray ); } // Color-code each day's net calories std::string total_kcals = string_format( " %6d", day.total() ); if( day.total() > 4000 ) { ret += colorize( total_kcals, c_light_cyan ); } else if( day.total() > 2000 ) { ret += colorize( total_kcals, c_cyan ); } else if( day.total() > 250 ) { ret += colorize( total_kcals, c_light_blue ); } else if( day.total() < -4000 ) { ret += colorize( total_kcals, c_pink ); } else if( day.total() < -2000 ) { ret += colorize( total_kcals, c_red ); } else if( day.total() < -250 ) { ret += colorize( total_kcals, c_light_red ); } else { ret += colorize( total_kcals, c_light_gray ); } ret += "\n"; } return ret; } std::unique_ptr<talker> get_talker_for( avatar &me ) { return std::make_unique<talker_avatar>( &me ); } std::unique_ptr<talker> get_talker_for( avatar *me ) { return std::make_unique<talker_avatar>( me ); } void avatar::reassign_item( item &it, int invlet ) { bool remove_old = true; if( invlet ) { item *prev = invlet_to_item( invlet ); if( prev != nullptr ) { remove_old = it.typeId() != prev->typeId(); inv->reassign_item( *prev, it.invlet, remove_old ); } } if( !invlet || inv_chars.valid( invlet ) ) { const auto iter = inv->assigned_invlet.find( it.invlet ); bool found = iter != inv->assigned_invlet.end(); if( found ) { inv->assigned_invlet.erase( iter ); } if( invlet && ( !found || it.invlet != invlet ) ) { inv->assigned_invlet[invlet] = it.typeId(); } inv->reassign_item( it, invlet, remove_old ); } } void avatar::add_pain_msg( int val, const bodypart_id &bp ) const { if( has_flag( json_flag_PAIN_IMMUNE ) ) { return; } if( bp == bodypart_str_id::NULL_ID() ) { if( val > 20 ) { add_msg_if_player( _( "Your body is wracked with excruciating pain!" ) ); } else if( val > 10 ) { add_msg_if_player( _( "Your body is wracked with terrible pain!" ) ); } else if( val > 5 ) { add_msg_if_player( _( "Your body is wracked with pain!" ) ); } else if( val > 1 ) { add_msg_if_player( _( "Your body pains you!" ) ); } else { add_msg_if_player( _( "Your body aches." ) ); } } else { if( val > 20 ) { add_msg_if_player( _( "Your %s is wracked with excruciating pain!" ), body_part_name_accusative( bp ) ); } else if( val > 10 ) { add_msg_if_player( _( "Your %s is wracked with terrible pain!" ), body_part_name_accusative( bp ) ); } else if( val > 5 ) { add_msg_if_player( _( "Your %s is wracked with pain!" ), body_part_name_accusative( bp ) ); } else if( val > 1 ) { add_msg_if_player( _( "Your %s pains you!" ), body_part_name_accusative( bp ) ); } else { add_msg_if_player( _( "Your %s aches." ), body_part_name_accusative( bp ) ); } } } void avatar::try_to_sleep( const time_duration &dur ) { get_comfort_at( pos_bub() ).add_try_msgs( *this ); add_msg_if_player( _( "You start trying to fall asleep." ) ); if( has_active_bionic( bio_sleep_shutdown ) ) { bio_sleep_shutdown_powered_at_last_sleep_check = has_power(); if( bio_sleep_shutdown_powered_at_last_sleep_check ) { add_msg_if_player( m_good, _( "Your sleep mode CBM starts working its magic." ) ); } else { add_msg_if_player( m_bad, _( "Your sleep mode CBM doesn't have enough power to operate." ) ); } } assign_activity( try_sleep_activity_actor( dur ) ); } bool avatar::query_yn( const std::string &mes ) const { return ::query_yn( mes ); } void avatar::set_pos_abs_only( const tripoint_abs_ms &loc ) { Creature::set_pos_abs_only( loc ); } npc &avatar::get_shadow_npc() { if( !shadow_npc ) { shadow_npc = std::make_unique<npc>(); shadow_npc->op_of_u.trust = 10; shadow_npc->op_of_u.value = 10; shadow_npc->set_attitude( NPCATT_FOLLOW ); } return *shadow_npc; } void avatar::export_as_npc( const cata_path &path ) { swap_character( get_shadow_npc() ); get_shadow_npc().export_to( path ); swap_character( get_shadow_npc() ); } void monster_visible_info::remove_npc( npc *n ) { for( auto &t : unique_types ) { auto it = std::find( t.begin(), t.end(), n ); if( it != t.end() ) { t.erase( it ); } } }
412
0.985823
1
0.985823
game-dev
MEDIA
0.900539
game-dev
0.671187
1
0.671187
wahidrachmawan/uNode
12,154
Assets/uNode3/Core.Editor/Utility/GraphConverter.cs
using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; namespace MaxyGames.UNode.Editors { /// <summary> /// This is base class for convert a graph into other graph type /// </summary> public abstract class GraphConverter { public virtual int order => 0; public abstract bool IsValid(IGraph graph); public abstract string GetMenuName(IGraph graph); public abstract void Convert(IGraph graph); protected void ValidateGraph( IGraph graph, bool supportAttribute = true, bool supportGeneric = true, bool supportModifier = true, bool supportConstructor = true) { if(!supportAttribute) { if(graph is IGraphWithAttributes AS && AS.Attributes?.Count > 0) { Debug.LogWarning("The target graph contains 'Attributes' which is not supported, the converted graph will not include it."); AS.Attributes.Clear(); } } if(!supportGeneric) { if(graph is IGenericParameterSystem GPS && GPS.GenericParameters?.Count > 0) { Debug.LogWarning("The target graph contains 'GenericParameter' which is not supported, the converted graph will not include it."); GPS.GenericParameters = new GenericParameterData[0]; } } if(!supportModifier) { if(graph is IClassModifier clsModifier) { var modifier = clsModifier.GetModifier(); if(modifier.Static || modifier.Abstract || modifier.Partial || modifier.Sealed) { Debug.LogWarning("The target graph contains unsupported class modifier, the converted graph will ignore it."); modifier.Static = false; modifier.Abstract = false; modifier.Partial = false; modifier.Sealed = false; } } } if(!supportModifier && graph is IGraphWithVariables variableSystem) { var variables = variableSystem.GetVariables(); if(variables != null) { foreach(var v in variables) { if(!supportModifier) { if(v.modifier.Static || v.modifier.ReadOnly || v.modifier.Const) { Debug.LogWarning("The target graph contains unsupported variable modifier, the converted graph will ignore it."); v.modifier.Static = false; v.modifier.ReadOnly = false; v.modifier.Const = false; } } } } } if((!supportAttribute || !supportGeneric || !supportModifier) && graph is IGraphWithFunctions functionSystem) { var functions = functionSystem.GetFunctions(); if(functions != null) { foreach(var f in functions) { if(!supportAttribute) { if(f.attributes?.Count > 0) { Debug.LogWarning("The target graph contains function 'Attributes' which is not supported, the converted graph will not include it."); f.attributes.Clear(); } } if(!supportGeneric) { if(f.GenericParameters?.Count > 0) { Debug.LogWarning("The target graph contains function generic parameter which is not supported, the converted graph will not include it."); f.GenericParameters = new GenericParameterData[0]; } } if(!supportModifier) { if(f.modifier.Abstract || f.modifier.Async || f.modifier.Extern || f.modifier.New || f.modifier.Override || f.modifier.Partial || f.modifier.Static || f.modifier.Unsafe || f.modifier.Virtual) { Debug.LogWarning("The target graph contains unsupported function modifier, the converted graph will ignore it."); f.modifier = new FunctionModifier() { Public = f.modifier.isPublic, Private = !f.modifier.isPublic }; } } } } } if((!supportAttribute || !supportModifier) && graph is IGraphWithProperties propertySystem) { var properties = propertySystem.GetProperties(); if(properties != null) { foreach(var f in properties) { if(!supportAttribute) { if(f.attributes?.Count > 0) { Debug.LogWarning("The target graph contains property 'Attributes' which is not supported, the converted graph will not include it."); f.attributes.Clear(); } } if(!supportModifier) { if(f.modifier.Abstract || f.modifier.Static || f.modifier.Virtual) { Debug.LogWarning("The target graph contains unsupported property modifier, the converted graph will ignore it."); f.modifier = new PropertyModifier() { Public = f.modifier.isPublic, Private = !f.modifier.isPublic }; } } } } } if(!supportConstructor) { if(graph is IGraphWithConstructors CS) { var ctors = CS.GetConstructors().ToArray(); if(ctors?.Length > 0) { Debug.LogWarning("The target graph contains constructor which is not supported, the converted graph will not include it."); for(int i = 0; i < ctors.Length; i++) { if(ctors[i] != null) { ctors[i].Destroy(); } } } } } } } } namespace MaxyGames.UNode.Editors.Converter { class ConverterToClassScript : GraphConverter { public override void Convert(IGraph graph) { if(graph is GraphComponent) { var sourceGraph = graph as GraphComponent; var scriptGraph = ScriptableObject.CreateInstance<ScriptGraph>(); scriptGraph.name = graph.GetGraphName(); var graphAsset = ScriptGraph.CreateInstance<ClassScript>(); graphAsset.inheritType = typeof(MonoBehaviour); SerializedGraph.Copy(sourceGraph.serializedGraph, graphAsset.serializedGraph, sourceGraph, graphAsset); scriptGraph.TypeList.AddType(graphAsset, scriptGraph); var path = EditorUtility.SaveFilePanelInProject("Save graph", graph.GetGraphName(), "asset", ""); if(string.IsNullOrEmpty(path) == false) { AssetDatabase.CreateAsset(scriptGraph, path); AssetDatabase.AddObjectToAsset(graphAsset, scriptGraph); ValidateGraph(graphAsset); AssetDatabase.SaveAssets(); EditorGUIUtility.PingObject(scriptGraph); } } else if(graph is ClassDefinition) { var sourceGraph = graph as ClassDefinition; var scriptGraph = ScriptableObject.CreateInstance<ScriptGraph>(); scriptGraph.name = graph.GetGraphName(); var graphAsset = ScriptGraph.CreateInstance<ClassScript>(); graphAsset.inheritType = sourceGraph.model.InheritType; SerializedGraph.Copy(sourceGraph.serializedGraph, graphAsset.serializedGraph, sourceGraph, graphAsset); scriptGraph.TypeList.AddType(graphAsset, scriptGraph); var path = EditorUtility.SaveFilePanelInProject("Save graph", graph.GetGraphName(), "asset", "", System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(sourceGraph))); if(string.IsNullOrEmpty(path) == false) { AssetDatabase.CreateAsset(scriptGraph, path); AssetDatabase.AddObjectToAsset(graphAsset, scriptGraph); ValidateGraph(graphAsset); AssetDatabase.SaveAssets(); EditorGUIUtility.PingObject(scriptGraph); } } } public override string GetMenuName(IGraph graph) { return "Convert to C# Class"; } public override bool IsValid(IGraph graph) { if(graph is ClassDefinition definition) { return ReflectionUtils.IsNativeType(definition.InheritType); } if(graph is GraphComponent) { return true; } return false; } } class ConverterToClassDefinition : GraphConverter { public override void Convert(IGraph graph) { if(graph is GraphComponent) { var sourceGraph = graph as GraphComponent; var graphAsset = ScriptGraph.CreateInstance<ClassDefinition>(); graphAsset.name = graph.GetGraphName(); graphAsset.model = new ClassComponentModel(); graphAsset.@namespace = sourceGraph.GetGraphNamespace(); graphAsset.usingNamespaces = new List<string>(sourceGraph.GetUsingNamespaces()); SerializedGraph.Copy(sourceGraph.serializedGraph, graphAsset.serializedGraph, sourceGraph, graphAsset); var path = EditorUtility.SaveFilePanelInProject("Save graph", graph.GetGraphName(), "asset", ""); if(string.IsNullOrEmpty(path) == false) { AssetDatabase.CreateAsset(graphAsset, path); ValidateGraph(graphAsset, supportAttribute: false, supportGeneric: false, supportModifier: false, supportConstructor: false); AssetDatabase.SaveAssets(); EditorGUIUtility.PingObject(graphAsset); } } else if(graph is ClassScript) { var sourceGraph = graph as ClassScript; var graphAsset = ScriptGraph.CreateInstance<ClassDefinition>(); graphAsset.name = graph.GetGraphName(); if(sourceGraph.inheritType == typeof(MonoBehaviour)) { graphAsset.model = new ClassComponentModel(); } else if(sourceGraph.inheritType == typeof(ScriptableObject)) { graphAsset.model = new ClassAssetModel(); } else { graphAsset.model = new ClassObjectModel(); } graphAsset.@namespace = sourceGraph.GetGraphNamespace(); graphAsset.usingNamespaces = new List<string>(sourceGraph.GetUsingNamespaces()); SerializedGraph.Copy(sourceGraph.serializedGraph, graphAsset.serializedGraph, sourceGraph, graphAsset); var path = EditorUtility.SaveFilePanelInProject("Save graph", graph.GetGraphName(), "asset", "", System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(sourceGraph))); if(string.IsNullOrEmpty(path) == false) { AssetDatabase.CreateAsset(graphAsset, path); ValidateGraph(graphAsset, supportAttribute: false, supportGeneric: false, supportModifier: false, supportConstructor: false); AssetDatabase.SaveAssets(); EditorGUIUtility.PingObject(graphAsset); } } } public override string GetMenuName(IGraph graph) { return "Convert to Class Definition"; } public override bool IsValid(IGraph graph) { if(graph is ClassScript classScript) { return classScript.inheritType == typeof(MonoBehaviour) || classScript.inheritType == typeof(ScriptableObject) || classScript.inheritType == typeof(object); } if(graph is GraphComponent) { return true; } return false; } } class ConverterToSingleton : GraphConverter { public override void Convert(IGraph graph) { if(graph is ClassDefinition) { var sourceGraph = graph as ClassDefinition; var graphAsset = ScriptGraph.CreateInstance<GraphSingleton>(); graphAsset.name = graph.GetGraphName(); graphAsset.@namespace = sourceGraph.GetGraphNamespace(); graphAsset.usingNamespaces = new List<string>(sourceGraph.GetUsingNamespaces()); SerializedGraph.Copy(sourceGraph.serializedGraph, graphAsset.serializedGraph, sourceGraph, graphAsset); var path = EditorUtility.SaveFilePanelInProject("Save graph", graph.GetGraphName(), "asset", ""); if(string.IsNullOrEmpty(path) == false) { AssetDatabase.CreateAsset(graphAsset, path); ValidateGraph(graphAsset, supportAttribute: false, supportGeneric: false, supportModifier: false, supportConstructor: false); AssetDatabase.SaveAssets(); EditorGUIUtility.PingObject(graphAsset); } } else if(graph is ClassScript) { var sourceGraph = graph as ClassScript; var graphAsset = ScriptGraph.CreateInstance<GraphSingleton>(); graphAsset.name = graph.GetGraphName(); graphAsset.@namespace = sourceGraph.GetGraphNamespace(); graphAsset.usingNamespaces = new List<string>(sourceGraph.GetUsingNamespaces()); SerializedGraph.Copy(sourceGraph.serializedGraph, graphAsset.serializedGraph, sourceGraph, graphAsset); var path = EditorUtility.SaveFilePanelInProject("Save graph", graph.GetGraphName(), "asset", "", System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(sourceGraph))); if(string.IsNullOrEmpty(path) == false) { AssetDatabase.CreateAsset(graphAsset, path); ValidateGraph(graphAsset, supportAttribute: false, supportGeneric: false, supportModifier: false, supportConstructor: false); AssetDatabase.SaveAssets(); EditorGUIUtility.PingObject(graphAsset); } } } public override string GetMenuName(IGraph graph) { return "Convert to Singleton"; } public override bool IsValid(IGraph graph) { if(graph is ClassScript classScript) { return classScript.inheritType == typeof(MonoBehaviour); } if(graph is ClassDefinition classDefinition && classDefinition.InheritType == typeof(MonoBehaviour)) { return true; } return false; } } }
412
0.921689
1
0.921689
game-dev
MEDIA
0.245037
game-dev
0.950208
1
0.950208
Jire/Charlatano
3,692
src/main/kotlin/com/charlatano/scripts/BombTimer.kt
/* * Charlatano: Free and open-source (FOSS) cheat for CS:GO/CS:CO * Copyright (C) 2017 - Thomas G. P. Nappo, Jonathan Beaudoin * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package com.charlatano.scripts import com.badlogic.gdx.graphics.Color import com.charlatano.game.CSGO import com.charlatano.game.entity.* import com.charlatano.game.entityByType import com.charlatano.game.offsets.EngineOffsets import com.charlatano.overlay.CharlatanoOverlay import com.charlatano.settings.ENABLE_BOMB_TIMER import com.charlatano.utils.every import org.jire.kna.float private var bombState = BombState() fun bombTimer() { bombUpdater() CharlatanoOverlay { bombState.apply { if (ENABLE_BOMB_TIMER && this.planted) { batch.begin() textRenderer.color = Color.ORANGE textRenderer.draw(batch, bombState.toString(), 20F, 500F) batch.end() } } } } private fun currentGameTicks(): Float = CSGO.engineDLL.float(EngineOffsets.dwGlobalVars + 16) fun bombUpdater() = every(8, true) { if (!ENABLE_BOMB_TIMER) return@every val time = currentGameTicks() val bomb: Entity = entityByType(EntityType.CPlantedC4)?.entity ?: -1L bombState.apply { timeLeftToExplode = bomb.blowTime() - time hasBomb = bomb > 0 && !bomb.dormant() planted = hasBomb && !bomb.defused() && timeLeftToExplode > 0 if (planted) { if (location.isEmpty()) location = bomb.plantLocation() val defuser = bomb.defuser() timeLeftToDefuse = bomb.defuseTime() - time gettingDefused = defuser > 0 && timeLeftToDefuse > 0 canDefuse = gettingDefused && (timeLeftToExplode > timeLeftToDefuse) } else { location = "" canDefuse = false gettingDefused = false } } } private data class BombState(var hasBomb: Boolean = false, var planted: Boolean = false, var canDefuse: Boolean = false, var gettingDefused: Boolean = false, var timeLeftToExplode: Float = -1f, var timeLeftToDefuse: Float = -1f, var location: String = "") { private val sb = StringBuilder() override fun toString(): String { sb.setLength(0) sb.append("Bomb Planted!\n") sb.append("TimeToExplode : ${formatFloat(timeLeftToExplode)} \n") if (location.isNotBlank()) sb.append("Location : $location \n") if (gettingDefused) { // sb.append("GettingDefused : $gettingDefused \n") sb.append("CanDefuse : $canDefuse \n") // Redundant as the UI already shows this, but may have a use case I'm missing sb.append("TimeToDefuse : ${formatFloat(timeLeftToDefuse)} ") } return sb.toString() } private fun formatFloat(f: Float): String { return "%.3f".format(f) } }
412
0.748558
1
0.748558
game-dev
MEDIA
0.833829
game-dev
0.928618
1
0.928618
EsotericSoftware/spine-runtimes
4,894
spine-ts/spine-pixi-v8/example/physics2.html
<html> <head> <meta charset="UTF-8" /> <title>spine-pixi-v8</title> <script src="https://cdn.jsdelivr.net/npm/pixi.js@8.4.1/dist/pixi.js"></script> <script src="../dist/iife/spine-pixi-v8.js"></script> <link rel="stylesheet" href="../../index.css"> </head> <body> <script> (async function () { var app = new PIXI.Application(); await app.init({ width: window.innerWidth, height: window.innerHeight, resolution: window.devicePixelRatio || 1, autoDensity: true, resizeTo: window, backgroundColor: 0x2c3e50, hello: true, }) document.body.appendChild(app.canvas); // Pre-load the skeleton data and atlas. You can also load .json skeleton data. PIXI.Assets.add({alias: "girlData", src: "/assets/celestial-circus-pro.skel"}); PIXI.Assets.add({alias: "girlAtlas", src: "/assets/celestial-circus-pma.atlas"}); await PIXI.Assets.load(["girlData", "girlAtlas"]); // Create the spine display object const girl = spine.Spine.from({skeleton: "girlData", atlas: "girlAtlas", scale: 0.2, }); // Center the spine object on screen. girl.x = window.innerWidth / 2; girl.y = window.innerHeight / 2 + girl.getBounds().height / 4; // Set animation "eyeblink-long" on track 0, looped. girl.state.setAnimation(0, "eyeblink-long", true); // Add the display object to the stage. app.stage.addChild(girl); // Make the stage interactive and register pointer events app.stage.eventMode = "dynamic"; app.stage.hitArea = app.screen; let isDragging = false; let lastX = -1, lastY = -1; app.stage.on("pointerdown", (e) => { isDragging = true; let mousePosition = new spine.Vector2(e.data.global.x, e.data.global.y); lastX = mousePosition.x; lastY = mousePosition.y; }); app.stage.on("pointermove", (e) => { if (isDragging) { let mousePosition = new spine.Vector2(e.data.global.x, e.data.global.y); girl.x += mousePosition.x - lastX; girl.y += mousePosition.y - lastY; girl.skeleton.physicsTranslate(mousePosition.x - lastX, mousePosition.y - lastY); lastX = mousePosition.x; lastY = mousePosition.y; } }); const endDrag = () => (isDragging = false); app.stage.on("pointerup", endDrag); app.stage.on("pointerupoutside", endDrag); document.addEventListener('fullscreenchange', () => { endDrag(); }); const buttonContainer = new PIXI.Container(); buttonContainer.position.set(0, 0); const buttonBackground = new PIXI.Graphics() .roundRect(0, 0, 140, 100, 5) .fill({ color: 0x000000, alpha: .7 }); buttonContainer.addChild(buttonBackground); const fontStyle = { fill: 0xdddddd, fontFamily: 'sans-serif', fontSize: 16, }; // Create the text label for the heading const textHeading = new PIXI.Text({ text: "Drag anywhere", style: fontStyle }); // Button text and color textHeading.position.set(15, 15); // Set the position of the text within the button buttonContainer.addChild(textHeading); // Create the text label for the FPS counter const textFps = new PIXI.Text({ text: "0 fps", style: fontStyle }); textFps.position.set(15, 40); buttonContainer.addChild(textFps); // Create the text label for the button toggle fullscreen const textButton = new PIXI.Text({ text: "Fullscreen", style: fontStyle }); // Button text and color textButton.position.set(15, 65); // Set the position of the text within the button buttonContainer.addChild(textButton); // Add the button container to the stage app.stage.addChild(buttonContainer); buttonContainer.interactive = true; buttonContainer.buttonMode = true; let fsEnabled = false; buttonContainer.on('pointerdown', () => { if (fsEnabled) { document.exitFullscreen(); textButton.text = "Fullscreen"; } else { app.renderer.canvas.requestFullscreen(); textButton.text = "Windowed"; } fsEnabled = !fsEnabled; }); app.ticker.add(throttle(() => textFps.text = app.ticker.FPS.toFixed(2) + " fps", 250)); })(); const throttle = (func, delay) => { let lastCall = 0; return (...args) => { const now = Date.now(); if (now - lastCall >= delay) { func.apply(this, args); lastCall = now; } }; } </script> </body> </html>
412
0.622996
1
0.622996
game-dev
MEDIA
0.424478
game-dev,web-frontend
0.968639
1
0.968639
glKarin/com.n0n3m4.diii4a
80,535
Q3E/src/main/jni/fteqw/engine/server/sv_phys.c
/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // sv_phys.c #include "quakedef.h" #if !defined(CLIENTONLY) || defined(CSQC_DAT) #include "pr_common.h" /* pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move. onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS corpses are SOLID_NOT and MOVETYPE_TOSS crates are SOLID_BBOX and MOVETYPE_TOSS walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY solid_edge items only clip against bsp models. */ cvar_t sv_maxvelocity = CVAR("sv_maxvelocity","10000"); cvar_t sv_gravity = CVAR( "sv_gravity", "800"); cvar_t sv_stopspeed = CVAR( "sv_stopspeed", "100"); cvar_t sv_maxspeed = CVAR( "sv_maxspeed", "320"); cvar_t sv_spectatormaxspeed = CVAR( "sv_spectatormaxspeed", "500"); cvar_t sv_accelerate = CVAR( "sv_accelerate", "10"); cvar_t sv_airaccelerate = CVAR( "sv_airaccelerate", "0.7"); cvar_t sv_wateraccelerate = CVAR( "sv_wateraccelerate", "10"); cvar_t sv_friction = CVAR( "sv_friction", "4"); cvar_t sv_waterfriction = CVAR( "sv_waterfriction", "4"); cvar_t sv_wallfriction = CVARD( "sv_wallfriction", "1", "Additional friction when running into walls"); cvar_t sv_gameplayfix_noairborncorpse = CVAR( "sv_gameplayfix_noairborncorpse", "0"); cvar_t sv_gameplayfix_multiplethinks = CVARAD("sv_gameplayfix_multiplethinks", "1", /*dp*/"sv_gameplayfix_multiplethinksperframe", "Enables multiple thinks per entity per frame so small nextthink times are accurate. QuakeWorld mods expect a value of 1, while NQ expects 0."); cvar_t sv_gameplayfix_stepdown = CVARD( "sv_gameplayfix_stepdown", "0", "Attempt to step down steps, instead of only up them. Affects non-predicted movetype_walk."); cvar_t sv_gameplayfix_bouncedownslopes = CVARD( "sv_gameplayfix_grenadebouncedownslopes", "0", "MOVETYPE_BOUNCE speeds are calculated relative to the impacted surface, instead of the vertical, reducing the chance of grenades just sitting there on slopes."); cvar_t sv_gameplayfix_trappedwithin = CVARD( "sv_gameplayfix_trappedwithin", "0", "Blocks further entity movement when an entity is already inside another entity. This ensures that bsp precision issues cannot allow the entity to completely pass through eg the world."); //cvar_t sv_gameplayfix_radialmaxvelocity = CVARD( "sv_gameplayfix_radialmaxvelocity", "0", "Applies maxvelocity radially instead of axially."); #if !defined(CLIENTONLY) && defined(NQPROT) && defined(HAVE_LEGACY) cvar_t sv_gameplayfix_spawnbeforethinks = CVARD( "sv_gameplayfix_spawnbeforethinks", "0", "Fixes an issue where player thinks (including Pre+Post) can be called before PutClientInServer. Unfortunately at least one mod depends upon PreThink being called first in order to correctly determine spawn positions."); #endif cvar_t dpcompat_noretouchground = CVARD( "dpcompat_noretouchground", "0", "Prevents entities that are already standing on an entity from touching the same entity again."); cvar_t sv_sound_watersplash = CVAR( "sv_sound_watersplash", "misc/h2ohit1.wav"); cvar_t sv_sound_land = CVAR( "sv_sound_land", "demon/dland2.wav"); cvar_t sv_stepheight = CVARAFD("pm_stepheight", "", /*dp*/"sv_stepheight", CVAR_SERVERINFO, "If empty, the value "STRINGIFY(PM_DEFAULTSTEPHEIGHT)" will be used instead. This is the size of the step you can step up or down."); extern cvar_t sv_nqplayerphysics; cvar_t pm_ktjump = CVARF("pm_ktjump", "", CVAR_SERVERINFO); cvar_t pm_bunnyspeedcap = CVARFD("pm_bunnyspeedcap", "", CVAR_SERVERINFO, "0 or 1, ish. If the player is traveling faster than this speed while turning, their velocity will be gracefully reduced to match their current maxspeed. You can still rocket-jump to gain high velocity, but turning will reduce your speed back to the max. This can be used to disable bunny hopping."); cvar_t pm_watersinkspeed = CVARFD("pm_watersinkspeed", "", CVAR_SERVERINFO, "This is the speed that players will sink at while inactive in water. Empty means 60."); cvar_t pm_flyfriction = CVARFD("pm_flyfriction", "", CVAR_SERVERINFO, "Amount of friction that applies in fly or 6dof mode. Empty means 4."); cvar_t pm_slidefix = CVARFD("pm_slidefix", "", CVAR_SERVERINFO, "Fixes an issue when walking down slopes (ie: so they act more like slopes and not a series of steps)"); cvar_t pm_slidyslopes = CVARFD("pm_slidyslopes", "", CVAR_SERVERINFO, "Replicates NQ behaviour, where players will slowly slide down ramps. Generally requires 'pm_noround 1' too, otherwise the effect rounds to nothing."); cvar_t pm_bunnyfriction = CVARFD("pm_bunnyfriction", "", CVAR_SERVERINFO, "Replicates NQ behaviour, ensuring that there's at least a frame of friction while jumping - friction is proportional to tick rate."); cvar_t pm_autobunny = CVARFD("pm_autobunny", "", CVAR_SERVERINFO, "Players will continue jumping without needing to release the jump button."); cvar_t pm_airstep = CVARAFD("pm_airstep", "", /*dp*/"sv_jumpstep", CVAR_SERVERINFO, "Allows players to step up while jumping. This makes stairs more graceful but also increases potential jump heights."); cvar_t pm_pground = CVARFD("pm_pground", "", CVAR_SERVERINFO, "Use persisten onground state instead of recalculating every frame."CON_WARNING"Do NOT use with nq mods, as most nq mods will interfere with onground state, resulting in glitches."); cvar_t pm_stepdown = CVARFD("pm_stepdown", "", CVAR_SERVERINFO, "Causes physics to stick to the ground, instead of constantly losing traction while going down steps."); cvar_t pm_walljump = CVARFD("pm_walljump", "", CVAR_SERVERINFO, "Allows the player to bounce off walls while arborne."); cvar_t pm_edgefriction = CVARAFD("pm_edgefriction", "", /*nq*/"edgefriction", CVAR_SERVERINFO, "Increases friction when about to walk over a cliff, so you're less likely to plummet by mistake. When empty defaults to 2, but uses a tracebox instead of a traceline to detect the drop."); #define cvargroup_serverphysics "server physics variables" void WPhys_Init(void) { Cvar_Register (&sv_maxvelocity, cvargroup_serverphysics); Cvar_Register (&sv_gravity, cvargroup_serverphysics); Cvar_Register (&sv_stopspeed, cvargroup_serverphysics); Cvar_Register (&sv_maxspeed, cvargroup_serverphysics); Cvar_Register (&sv_spectatormaxspeed, cvargroup_serverphysics); Cvar_Register (&sv_accelerate, cvargroup_serverphysics); Cvar_Register (&sv_airaccelerate, cvargroup_serverphysics); Cvar_Register (&sv_wateraccelerate, cvargroup_serverphysics); Cvar_Register (&sv_friction, cvargroup_serverphysics); Cvar_Register (&sv_waterfriction, cvargroup_serverphysics); Cvar_Register (&sv_wallfriction, cvargroup_serverphysics); Cvar_Register (&sv_sound_watersplash, cvargroup_serverphysics); Cvar_Register (&sv_sound_land, cvargroup_serverphysics); Cvar_Register (&sv_stepheight, cvargroup_serverphysics); Cvar_Register (&sv_gameplayfix_noairborncorpse, cvargroup_serverphysics); Cvar_Register (&sv_gameplayfix_multiplethinks, cvargroup_serverphysics); Cvar_Register (&sv_gameplayfix_stepdown, cvargroup_serverphysics); Cvar_Register (&sv_gameplayfix_bouncedownslopes, cvargroup_serverphysics); Cvar_Register (&sv_gameplayfix_trappedwithin, cvargroup_serverphysics); Cvar_Register (&dpcompat_noretouchground, cvargroup_serverphysics); #if !defined(CLIENTONLY) && defined(NQPROT) && defined(HAVE_LEGACY) Cvar_Register (&sv_gameplayfix_spawnbeforethinks, cvargroup_serverphysics); #endif } #define MOVE_EPSILON 0.01 static void WPhys_Physics_Toss (world_t *w, wedict_t *ent); /* ================ SV_CheckAllEnts ================ static void SV_CheckAllEnts (void) { int e; edict_t *check; // see if any solid entities are inside the final position for (e=1 ; e<sv.world.num_edicts ; e++) { check = EDICT_NUM(svprogfuncs, e); if (check->isfree) continue; if (check->v->movetype == MOVETYPE_PUSH || check->v->movetype == MOVETYPE_NONE || check->v->movetype == MOVETYPE_FOLLOW || check->v->movetype == MOVETYPE_NOCLIP || check->v->movetype == MOVETYPE_ANGLENOCLIP) continue; if (World_TestEntityPosition (&sv.world, (wedict_t*)check)) Con_Printf ("entity in invalid position\n"); } } */ /* ================ SV_CheckVelocity ================ */ void WPhys_CheckVelocity (world_t *w, wedict_t *ent) { int i; #ifdef HAVE_SERVER if (sv_nqplayerphysics.ival) { //bound axially (like vanilla) for (i=0 ; i<3 ; i++) { if (IS_NAN(ent->v->velocity[i])) { Con_DPrintf ("Got a NaN velocity on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname)); ent->v->velocity[i] = 0; } if (IS_NAN(ent->v->origin[i])) { Con_Printf ("Got a NaN origin on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname)); ent->v->origin[i] = 0; } if (ent->v->velocity[i] > sv_maxvelocity.value) ent->v->velocity[i] = sv_maxvelocity.value; else if (ent->v->velocity[i] < -sv_maxvelocity.value) ent->v->velocity[i] = -sv_maxvelocity.value; } } else #endif { //bound radially (for sanity) for (i=0 ; i<3 ; i++) { if (IS_NAN(ent->v->velocity[i])) { Con_DPrintf ("Got a NaN velocity on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname)); ent->v->velocity[i] = 0; } if (IS_NAN(ent->v->origin[i])) { Con_Printf ("Got a NaN origin on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname)); ent->v->origin[i] = 0; } } if (Length(ent->v->velocity) > sv_maxvelocity.value) { // Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, ent->v->classname)); VectorScale (ent->v->velocity, sv_maxvelocity.value/Length(ent->v->velocity), ent->v->velocity); } } } /* ============= SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself. ============= */ qboolean WPhys_RunThink (world_t *w, wedict_t *ent) { float thinktime; if (!sv_gameplayfix_multiplethinks.ival) //try and imitate nq as closeley as possible { thinktime = ent->v->nextthink; if (thinktime <= 0 || thinktime > w->physicstime + host_frametime) return true; if (thinktime < w->physicstime) thinktime = w->physicstime; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. ent->v->nextthink = 0; *w->g.time = thinktime; w->Event_Think(w, ent); return !ED_ISFREE(ent); } do { thinktime = ent->v->nextthink; if (thinktime <= 0) return true; if (thinktime > w->physicstime + host_frametime) return true; if (thinktime < w->physicstime) thinktime = w->physicstime; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. ent->v->nextthink = 0; *w->g.time = thinktime; w->Event_Think(w, ent); if (ED_ISFREE(ent)) return false; if (ent->v->nextthink <= thinktime) //hmm... infinate loop was possible here.. Quite a few non-QW mods do this. return true; } while (1); return true; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ static void WPhys_Impact (world_t *w, wedict_t *e1, trace_t *trace) { wedict_t *e2 = trace->ent; *w->g.time = w->physicstime; if (e1->v->touch && e1->v->solid != SOLID_NOT) { w->Event_Touch(w, e1, e2, trace); } if (e2->v->touch && e2->v->solid != SOLID_NOT) { w->Event_Touch(w, e2, e1, trace); } } /* ================== ClipVelocity Slide off of the impacting object ================== */ #define STOP_EPSILON 0.1 //courtesy of darkplaces, it's just more efficient. static void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { int i; float backoff; backoff = -DotProduct (in, normal) * overbounce; VectorMA(in, backoff, normal, out); for (i = 0;i < 3;i++) if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } static void WPhys_PortalTransform(world_t *w, wedict_t *ent, wedict_t *portal, vec3_t org, vec3_t move) { int oself = *w->g.self; void *pr_globals = PR_globals(w->progs, PR_CURRENT); *w->g.self = EDICT_TO_PROG(w->progs, portal); //transform origin+velocity etc VectorCopy(org, G_VECTOR(OFS_PARM0)); VectorCopy(ent->v->angles, G_VECTOR(OFS_PARM1)); VectorCopy(ent->v->velocity, w->g.v_forward); VectorCopy(move, w->g.v_right); VectorCopy(ent->xv->gravitydir, w->g.v_up); if (!DotProduct(w->g.v_up, w->g.v_up)) w->g.v_up[2] = -1; PR_ExecuteProgram (w->progs, portal->xv->camera_transform); VectorCopy(G_VECTOR(OFS_RETURN), org); VectorCopy(w->g.v_forward, ent->v->velocity); VectorCopy(w->g.v_right, move); // VectorCopy(w->g.v_up, ent->xv->gravitydir); //monsters get their gravitydir set if it isn't already, to ensure that they still work (angle issues). if ((int)ent->v->flags & FL_MONSTER) if (!ent->xv->gravitydir[0] && !ent->xv->gravitydir[1] && !ent->xv->gravitydir[2]) ent->xv->gravitydir[2] = -1; //transform the angles too VectorCopy(org, G_VECTOR(OFS_PARM0)); #ifndef CLIENTONLY if (w == &sv.world && ent->entnum <= svs.allocated_client_slots) { VectorCopy(ent->v->v_angle, ent->v->angles); } else #endif ent->v->angles[0] *= r_meshpitch.value; VectorCopy(ent->v->angles, G_VECTOR(OFS_PARM1)); AngleVectors(ent->v->angles, w->g.v_forward, w->g.v_right, w->g.v_up); PR_ExecuteProgram (w->progs, portal->xv->camera_transform); VectorAngles(w->g.v_forward, w->g.v_up, ent->v->angles, true); #ifndef CLIENTONLY if (ent->entnum > 0 && ent->entnum <= svs.allocated_client_slots) { client_t *cl = &svs.clients[ent->entnum-1]; ent->v->angles[0] *= r_meshpitch.value; VectorCopy(ent->v->angles, ent->v->v_angle); ent->v->angles[0] *= r_meshpitch.value; SV_SendFixAngle(cl, NULL, FIXANGLE_AUTO, true); } #endif /* avelocity is horribly dependant upon eular angles. trying to treat it as a matrix is folly. if (DotProduct(ent->v->avelocity, ent->v->avelocity)) { ent->v->avelocity[0] *= r_meshpitch.value; AngleVectors(ent->v->avelocity, w->g.v_forward, w->g.v_right, w->g.v_up); PR_ExecuteProgram (w->progs, portal->xv->camera_transform); VectorAngles(w->g.v_forward, w->g.v_up, ent->v->avelocity); ent->v->avelocity[0] *= r_meshpitch.value; } */ *w->g.self = oself; } /* ============ SV_FlyMove The basic solid body movement clip that slides along multiple planes Returns the clipflags if the velocity was modified (hit something solid) 1 = floor 2 = wall / step 4 = dead stop If steptrace is not NULL, the trace of any vertical wall hit will be stored ============ */ #define MAX_CLIP_PLANES 5 static int WPhys_FlyMove (world_t *w, wedict_t *ent, const vec3_t gravitydir, float time, trace_t *steptrace) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; wedict_t *impact; vec3_t diff; numbumps = 4; blocked = 0; VectorCopy (ent->v->velocity, original_velocity); VectorCopy (ent->v->velocity, primal_velocity); numplanes = 0; time_left = time; for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++) { for (i=0 ; i<3 ; i++) end[i] = ent->v->origin[i] + time_left * ent->v->velocity[i]; trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent); impact = trace.ent; if (impact && impact->v->solid == SOLID_PORTAL) { vec3_t move; vec3_t from; VectorCopy(trace.endpos, from); //just in case VectorSubtract(end, trace.endpos, move); WPhys_PortalTransform(w, ent, impact, from, move); VectorAdd(from, move, end); //if we follow the portal, then we basically need to restart from the other side. time_left -= time_left * trace.fraction; VectorCopy (ent->v->velocity, primal_velocity); VectorCopy (ent->v->velocity, original_velocity); numplanes = 0; trace = World_Move (w, from, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent); impact = trace.ent; } if (trace.allsolid)//should be (trace.startsolid), but that breaks compat. *sigh* { // entity is trapped in another solid VectorClear (ent->v->velocity); return 3; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, ent->v->origin); VectorCopy (ent->v->velocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance if (!trace.ent) Host_Error ("SV_FlyMove: !trace.ent"); if (dpcompat_noretouchground.ival) { //note: also sets onground AFTER the touch event. if (!((int)ent->v->flags&FL_ONGROUND) || ent->v->groundentity!=EDICT_TO_PROG(w->progs, trace.ent)) WPhys_Impact (w, ent, &trace); } if (-DotProduct(gravitydir, trace.plane.normal) > 0.7) { blocked |= 1; // floor if (((wedict_t *)trace.ent)->v->solid == SOLID_BSP || dpcompat_noretouchground.ival) { ent->v->flags = (int)ent->v->flags | FL_ONGROUND; ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent); } } if (!DotProduct(gravitydir, trace.plane.normal)) { blocked |= 2; // step if (steptrace) *steptrace = trace; // save for player extrafriction } // // run the impact function // if (!dpcompat_noretouchground.ival) WPhys_Impact (w, ent, &trace); if (ED_ISFREE(ent)) break; // removed by the impact function time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear (ent->v->velocity); if (steptrace) *steptrace = trace; // save for player extrafriction return 3; } if (0) { ClipVelocity(ent->v->velocity, trace.plane.normal, ent->v->velocity, 1); break; } else { if (numplanes) { VectorSubtract(planes[0], trace.plane.normal, diff); if (Length(diff) < 0.01) continue; //hit this plane already } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; i<numplanes ; i++) { ClipVelocity (original_velocity, planes[i], new_velocity, 1); for (j=0 ; j<numplanes ; j++) if (j != i) { if (DotProduct (new_velocity, planes[j]) < 0) break; // not ok } if (j == numplanes) break; } if (i != numplanes) { // go along this plane // Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); VectorCopy (new_velocity, ent->v->velocity); // Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); } else { // go along the crease if (numplanes != 2) { // Con_Printf ("clip velocity, numplanes == %i\n",numplanes); // Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); VectorClear (ent->v->velocity); // Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); return 7; } // Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); CrossProduct (planes[0], planes[1], dir); VectorNormalize(dir); //fixes slow falling in corners d = DotProduct (dir, ent->v->velocity); VectorScale (dir, d, ent->v->velocity); // Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); } } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (DotProduct (ent->v->velocity, primal_velocity) <= 0) { VectorClear (ent->v->velocity); return blocked; } } return blocked; } /* ============ SV_AddGravity ============ */ static void WPhys_AddGravity (world_t *w, wedict_t *ent, const float *gravitydir) { float scale = ent->xv->gravity; if (!scale) scale = (ent->v->movetype == MOVETYPE_BOUNCEMISSILE)?0.5:1.0; VectorMA(ent->v->velocity, scale * movevars.gravity * host_frametime, gravitydir, ent->v->velocity); } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ static trace_t WPhys_PushEntity (world_t *w, wedict_t *ent, vec3_t push, unsigned int traceflags) { trace_t trace; vec3_t end; wedict_t *impact; VectorAdd (ent->v->origin, push, end); if ((int)ent->v->flags&FLQW_LAGGEDMOVE) traceflags |= MOVE_LAGGED; if (ent->v->movetype == MOVETYPE_FLYMISSILE) traceflags |= MOVE_MISSILE; else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT) // only clip against bmodels traceflags |= MOVE_NOMONSTERS; else traceflags |= MOVE_NORMAL; trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, traceflags, (wedict_t*)ent); impact = trace.ent; if (impact && impact->v->solid == SOLID_PORTAL) { vec3_t move; vec3_t from; float firstfrac = trace.fraction; VectorCopy(trace.endpos, from); //just in case VectorSubtract(end, trace.endpos, move); WPhys_PortalTransform(w, ent, impact, from, move); VectorAdd(from, move, end); trace = World_Move (w, from, ent->v->mins, ent->v->maxs, end, traceflags, (wedict_t*)ent); trace.fraction = firstfrac + (1-firstfrac)*trace.fraction; } /*hexen2's movetype_swim does not allow swimming entities to move out of water. this implementation is quite hacky, but matches hexen2 well enough*/ if (ent->v->movetype == MOVETYPE_H2SWIM) { if (!(w->worldmodel->funcs.PointContents(w->worldmodel, NULL, trace.endpos) & (FTECONTENTS_WATER|FTECONTENTS_SLIME|FTECONTENTS_LAVA))) { VectorCopy(ent->v->origin, trace.endpos); trace.fraction = 0; trace.ent = w->edicts; } } #if defined(HAVE_SERVER) && defined(HEXEN2) else if (ent->v->solid == SOLID_PHASEH2 && progstype == PROG_H2 && w == &sv.world && trace.fraction != 1 && trace.ent && (((int)((wedict_t*)trace.ent)->v->flags & FL_MONSTER) || (int)((wedict_t*)trace.ent)->v->movetype == MOVETYPE_WALK)) { //hexen2's SOLID_PHASEH2 ents should pass through players+monsters, yet still trigger impacts. I would use MOVE_ENTCHAIN but that would corrupt .chain, perhaps that's okay though? //continue the trace on to where we wold be if there had been no impact trace_t trace2 = World_Move (w, trace.endpos, ent->v->mins, ent->v->maxs, end, traceflags|MOVE_NOMONSTERS|MOVE_MISSILE|MOVE_RESERVED/*Don't fuck up in the face of dp's MOVE_WORLDONLY*/, (wedict_t*)ent); //do the first non-world impact // if (trace.ent) // VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin); // else VectorCopy (trace.endpos, ent->v->origin); World_LinkEdict (w, ent, true); if (trace.ent) { WPhys_Impact (w, ent, &trace); if (ent->ereftype != ER_ENTITY) return trace; //someone remove()d it. don't do weird stuff. } //and use our regular impact logic for the rest of it. trace = trace2; } #endif // if (trace.ent) // VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin); // else VectorCopy (trace.endpos, ent->v->origin); World_LinkEdict (w, ent, true); if (trace.ent) WPhys_Impact (w, ent, &trace); return trace; } typedef struct { wedict_t *ent; vec3_t origin; vec3_t angles; } pushed_t; static pushed_t pushed[1024], *pushed_p; /* ============ SV_Push Objects need to be moved back on a failed push, otherwise riders would continue to slide. ============ */ static qboolean WPhys_PushAngles (world_t *w, wedict_t *pusher, vec3_t move, vec3_t amove) { int i, e; wedict_t *check, *block; vec3_t mins, maxs; //float oldsolid; pushed_t *p; vec3_t org, org2, move2, forward, right, up; #ifdef HAVE_SERVER short yawchange = (amove[PITCH]||amove[ROLL])?0:ANGLE2SHORT(amove[YAW]); #endif pushed_p = pushed; // find the bounding box for (i=0 ; i<3 ; i++) { mins[i] = pusher->v->absmin[i] + move[i]; maxs[i] = pusher->v->absmax[i] + move[i]; } // we need this for pushing things later VectorNegate (amove, org); AngleVectors (org, forward, right, up); // save the pusher's original position pushed_p->ent = pusher; VectorCopy (pusher->v->origin, pushed_p->origin); VectorCopy (pusher->v->angles, pushed_p->angles); pushed_p++; // move the pusher to it's final position VectorAdd (pusher->v->origin, move, pusher->v->origin); VectorAdd (pusher->v->angles, amove, pusher->v->angles); World_LinkEdict (w, pusher, false); // see if any solid entities are inside the final position if (pusher->v->movetype != MOVETYPE_H2PUSHPULL) for (e = 1; e < w->num_edicts; e++) { check = WEDICT_NUM_PB(w->progs, e); if (ED_ISFREE(check)) continue; if (check->v->movetype == MOVETYPE_PUSH || check->v->movetype == MOVETYPE_NONE || check->v->movetype == MOVETYPE_NOCLIP || check->v->movetype == MOVETYPE_ANGLENOCLIP) continue; /* oldsolid = pusher->v->solid; pusher->v->solid = SOLID_NOT; block = World_TestEntityPosition (w, check); pusher->v->solid = oldsolid; if (block) continue; */ // if the entity is standing on the pusher, it will definitely be moved if ( ! ( ((int)check->v->flags & FL_ONGROUND) && PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher) ) { // see if the ent needs to be tested if ( check->v->absmin[0] >= maxs[0] || check->v->absmin[1] >= maxs[1] || check->v->absmin[2] >= maxs[2] || check->v->absmax[0] <= mins[0] || check->v->absmax[1] <= mins[1] || check->v->absmax[2] <= mins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!World_TestEntityPosition (w, (wedict_t*)check)) continue; } if ((pusher->v->movetype == MOVETYPE_PUSH) || (PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher)) { if (pushed_p == (pushed+(sizeof(pushed)/sizeof(pushed[0])))) continue; // move this entity pushed_p->ent = check; VectorCopy (check->v->origin, pushed_p->origin); VectorCopy (check->v->angles, pushed_p->angles); pushed_p++; // try moving the contacted entity VectorAdd (check->v->origin, move, check->v->origin); VectorAdd (check->v->angles, amove, check->v->angles); #ifdef HAVE_SERVER if (w == &sv.world && check->entnum>0&&(check->entnum)<=sv.allocated_client_slots) svs.clients[check->entnum-1].baseangles[YAW] += yawchange; #endif // figure movement due to the pusher's amove VectorSubtract (check->v->origin, pusher->v->origin, org); org2[0] = DotProduct (org, forward); org2[1] = -DotProduct (org, right); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move2); VectorAdd (check->v->origin, move2, check->v->origin); if (check->v->movetype != MOVETYPE_WALK) check->v->flags = (int)check->v->flags & ~FL_ONGROUND; // may have pushed them off an edge if (PROG_TO_WEDICT(w->progs, check->v->groundentity) != pusher) check->v->groundentity = 0; block = World_TestEntityPosition (w, check); if (!block) { // pushed ok World_LinkEdict (w, check, false); // impact? continue; } // if it is ok to leave in the old position, do it // this is only relevent for riding entities, not pushed // FIXME: this doesn't acount for rotation VectorCopy (pushed_p[-1].origin, check->v->origin); block = World_TestEntityPosition (w, check); if (!block) { pushed_p--; continue; } //okay, that didn't work, try pushing the against stuff WPhys_PushEntity(w, check, move, 0); block = World_TestEntityPosition (w, check); if (!block) continue; VectorCopy(check->v->origin, move); for (i = 0; i < 8 && block; i++) { //precision errors can strike when you least expect it. lets try and reduce them. check->v->origin[0] = move[0] + ((i&1)?-1:1)/8.0; check->v->origin[1] = move[1] + ((i&2)?-1:1)/8.0; check->v->origin[2] = move[2] + ((i&4)?-1:1)/8.0; block = World_TestEntityPosition (w, check); } if (!block) { World_LinkEdict (w, check, false); continue; } } // if it is sitting on top. Do not block. if (check->v->mins[0] == check->v->maxs[0]) { World_LinkEdict (w, check, false); continue; } //some pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water. //but, the player will be moved along with the water if possible. if (pusher->v->skin < 0) continue; if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER) { // corpse check->v->mins[0] = check->v->mins[1] = 0; VectorCopy (check->v->mins, check->v->maxs); World_LinkEdict (w, check, false); continue; } // Con_Printf("Pusher hit %s\n", PR_GetString(w->progs, check->v->classname)); if (pusher->v->blocked) { *w->g.self = EDICT_TO_PROG(w->progs, pusher); *w->g.other = EDICT_TO_PROG(w->progs, check); #ifdef VM_Q1 if (w==&sv.world && svs.gametype == GT_Q1QVM) Q1QVM_Blocked(); else #endif PR_ExecuteProgram (w->progs, pusher->v->blocked); } // move back any entities we already moved // go backwards, so if the same entity was pushed // twice, it goes back to the original position for (p=pushed_p-1 ; p>=pushed ; p--) { VectorCopy (p->origin, p->ent->v->origin); VectorCopy (p->angles, p->ent->v->angles); World_LinkEdict (w, p->ent, false); #ifdef HAVE_SERVER if (w==&sv.world && p->ent->entnum>0&&(p->ent->entnum)<=sv.allocated_client_slots) svs.clients[p->ent->entnum-1].baseangles[YAW] -= yawchange; #endif } return false; } //FIXME: is there a better way to handle this? // see if anything we moved has touched a trigger for (p=pushed_p-1 ; p>=pushed ; p--) World_TouchAllLinks (w, p->ent); return true; } /* ============ SV_Push ============ */ qboolean WPhys_Push (world_t *w, wedict_t *pusher, vec3_t move, vec3_t amove) { #define PUSHABLE_LIMIT 8192 int i, e; wedict_t *check, *block; vec3_t mins, maxs; vec3_t pushorig; int num_moved; wedict_t *moved_edict[PUSHABLE_LIMIT]; vec3_t moved_from[PUSHABLE_LIMIT]; float oldsolid; if ((amove[0] || amove[1] || amove[2]) && !w->remasterlogic) { return WPhys_PushAngles(w, pusher, move, amove); } for (i=0 ; i<3 ; i++) { mins[i] = pusher->v->absmin[i] + move[i]-(1/32.0); maxs[i] = pusher->v->absmax[i] + move[i]+(1/32.0); } VectorCopy (pusher->v->origin, pushorig); // move the pusher to it's final position VectorAdd (pusher->v->origin, move, pusher->v->origin); World_LinkEdict (w, pusher, false); // see if any solid entities are inside the final position num_moved = 0; for (e=1 ; e<w->num_edicts ; e++) { check = WEDICT_NUM_PB(w->progs, e); if (ED_ISFREE(check)) continue; if (check->v->movetype == MOVETYPE_PUSH || check->v->movetype == MOVETYPE_NONE || check->v->movetype == MOVETYPE_FOLLOW || check->v->movetype == MOVETYPE_NOCLIP || check->v->movetype == MOVETYPE_ANGLENOCLIP) continue; // if the entity is standing on the pusher, it will definately be moved if ( ! ( ((int)check->v->flags & FL_ONGROUND) && PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher) ) { if ( check->v->absmin[0] >= maxs[0] || check->v->absmin[1] >= maxs[1] || check->v->absmin[2] >= maxs[2] || check->v->absmax[0] <= mins[0] || check->v->absmax[1] <= mins[1] || check->v->absmax[2] <= mins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!World_TestEntityPosition (w, check)) continue; } oldsolid = pusher->v->solid; pusher->v->solid = SOLID_NOT; block = World_TestEntityPosition (w, check); pusher->v->solid = oldsolid; if (block) continue; if (num_moved == PUSHABLE_LIMIT) break; VectorCopy (check->v->origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; if (check->v->groundentity != pusher->entnum) check->v->flags = (int)check->v->flags & ~FL_ONGROUND; // try moving the contacted entity VectorAdd (check->v->origin, move, check->v->origin); if (pusher->v->skin < 0) { pusher->v->solid = SOLID_NOT; block = World_TestEntityPosition (w, check); pusher->v->solid = oldsolid; } else block = World_TestEntityPosition (w, check); if (!block) { // pushed ok World_LinkEdict (w, check, false); continue; } if (block) { //try to nudge it forward by an epsilon to avoid precision issues float movelen = VectorLength(move); VectorMA(check->v->origin, (1/8.0)/movelen, move, check->v->origin); block = World_TestEntityPosition (w, check); if (!block) { //okay, that got it. we're all good. World_LinkEdict (w, check, false); continue; } } // if it is ok to leave in the old position, do it VectorCopy (moved_from[num_moved-1], check->v->origin); block = World_TestEntityPosition (w, check); if (!block) { //if leaving it where it was, allow it to drop to the floor again (useful for plats that move downward) if (check->v->movetype != MOVETYPE_WALK) check->v->flags = (int)check->v->flags & ~FL_ONGROUND; num_moved--; continue; } // its blocking us. this is probably a problem. //corpses if (check->v->mins[0] == check->v->maxs[0]) { World_LinkEdict (w, check, false); continue; } if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER) { // corpse check->v->mins[0] = check->v->mins[1] = 0; VectorCopy (check->v->mins, check->v->maxs); World_LinkEdict (w, check, false); continue; } //these pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water. //but, the player will be moved along with the water. if (pusher->v->skin < 0) continue; VectorCopy (pushorig, pusher->v->origin); World_LinkEdict (w, pusher, false); // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v->blocked) { *w->g.self = EDICT_TO_PROG(w->progs, pusher); *w->g.other = EDICT_TO_PROG(w->progs, check); #ifdef VM_Q1 if (w==&sv.world && svs.gametype == GT_Q1QVM) Q1QVM_Blocked(); else #endif PR_ExecuteProgram (w->progs, pusher->v->blocked); } else { *w->g.other = 0; } // move back any entities we already moved for (i=0 ; i<num_moved ; i++) { VectorCopy (moved_from[i], moved_edict[i]->v->origin); World_LinkEdict (w, moved_edict[i], false); } return false; } return true; } /* ============ SV_PushMove ============ */ static void WPhys_PushMove (world_t *w, wedict_t *pusher, float movetime) { int i; vec3_t move; vec3_t amove; if (!pusher->v->velocity[0] && !pusher->v->velocity[1] && !pusher->v->velocity[2] && !pusher->v->avelocity[0] && !pusher->v->avelocity[1] && !pusher->v->avelocity[2]) { pusher->v->ltime += movetime; return; } for (i=0 ; i<3 ; i++) { move[i] = pusher->v->velocity[i] * movetime; amove[i] = pusher->v->avelocity[i] * movetime; } if (WPhys_Push (w, pusher, move, amove)) pusher->v->ltime += movetime; } /* ================ SV_Physics_Pusher ================ */ static void WPhys_Physics_Pusher (world_t *w, wedict_t *ent) { float thinktime; float oldltime; float movetime; vec3_t oldorg, move; vec3_t oldang, amove; float l; oldltime = ent->v->ltime; thinktime = ent->v->nextthink; if (thinktime < ent->v->ltime + host_frametime) { movetime = thinktime - ent->v->ltime; if (movetime < 0) movetime = 0; } else movetime = host_frametime; if (movetime) { WPhys_PushMove (w, ent, movetime); // advances ent->v->ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v->ltime) { VectorCopy (ent->v->origin, oldorg); VectorCopy (ent->v->angles, oldang); ent->v->nextthink = 0; #if 1 *w->g.time = w->physicstime; w->Event_Think(w, ent); #else pr_global_struct->time = sv.world.physicstime; pr_global_struct->self = EDICT_TO_PROG(w->progs, ent); pr_global_struct->other = EDICT_TO_PROG(w->progs, w->edicts); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_Think(); else #endif PR_ExecuteProgram (svprogfuncs, ent->v->think); #endif if (ED_ISFREE(ent)) return; VectorSubtract (ent->v->origin, oldorg, move); VectorSubtract (ent->v->angles, oldang, amove); l = Length(move)+Length(amove); if (l > 1.0/64) { // Con_Printf ("**** snap: %f\n", Length (l)); VectorCopy (oldorg, ent->v->origin); VectorCopy (oldang, ent->v->angles); WPhys_Push (w, ent, move, amove); } } } /* ============= SV_Physics_Follow Entities that are "stuck" to another entity ============= */ static void WPhys_Physics_Follow (world_t *w, wedict_t *ent) { vec3_t vf, vr, vu, angles, v; wedict_t *e; // regular thinking if (!WPhys_RunThink (w, ent)) return; // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects e = PROG_TO_WEDICT(w->progs, ent->v->aiment); if (e->v->angles[0] == ent->xv->punchangle[0] && e->v->angles[1] == ent->xv->punchangle[1] && e->v->angles[2] == ent->xv->punchangle[2]) { // quick case for no rotation VectorAdd(e->v->origin, ent->v->view_ofs, ent->v->origin); } else { angles[0] = ent->xv->punchangle[0] * r_meshpitch.value; angles[1] = ent->xv->punchangle[1]; angles[2] = ent->xv->punchangle[2] * r_meshroll.value; AngleVectors (angles, vf, vr, vu); v[0] = ent->v->view_ofs[0] * vf[0] + ent->v->view_ofs[1] * vr[0] + ent->v->view_ofs[2] * vu[0]; v[1] = ent->v->view_ofs[0] * vf[1] + ent->v->view_ofs[1] * vr[1] + ent->v->view_ofs[2] * vu[1]; v[2] = ent->v->view_ofs[0] * vf[2] + ent->v->view_ofs[1] * vr[2] + ent->v->view_ofs[2] * vu[2]; angles[0] = e->v->angles[0] * r_meshpitch.value; angles[1] = e->v->angles[1]; angles[2] = e->v->angles[2] * r_meshroll.value; AngleVectors (angles, vf, vr, vu); ent->v->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v->origin[0]; ent->v->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v->origin[1]; ent->v->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v->origin[2]; } VectorAdd (e->v->angles, ent->v->v_angle, ent->v->angles); World_LinkEdict (w, ent, true); } /* ============= SV_Physics_Noclip A moving object that doesn't obey physics ============= */ static void WPhys_Physics_Noclip (world_t *w, wedict_t *ent) { vec3_t end; #ifdef HAVE_SERVER trace_t trace; wedict_t *impact; #endif // regular thinking if (!WPhys_RunThink (w, ent)) return; VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles); VectorMA (ent->v->origin, host_frametime, ent->v->velocity, end); #ifdef HAVE_SERVER //allow spectators to no-clip through portals without bogging down sock's mods. if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots && w == &sv.world) { trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, (wedict_t*)ent); impact = trace.ent; if (impact && impact->v->solid == SOLID_PORTAL) { vec3_t move; vec3_t from; VectorCopy(trace.endpos, from); //just in case VectorSubtract(end, trace.endpos, move); WPhys_PortalTransform(w, ent, impact, from, move); VectorAdd(from, move, end); } } #endif VectorCopy(end, ent->v->origin); World_LinkEdict (w, (wedict_t*)ent, false); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ static void WPhys_CheckWaterTransition (world_t *w, wedict_t *ent) { int cont; cont = World_PointContentsWorldOnly (w, ent->v->origin); //needs to be q1 progs compatible if (cont & FTECONTENTS_LAVA) cont = Q1CONTENTS_LAVA; else if (cont & FTECONTENTS_SLIME) cont = Q1CONTENTS_SLIME; else if (cont & FTECONTENTS_WATER) cont = Q1CONTENTS_WATER; else cont = Q1CONTENTS_EMPTY; if (!ent->v->watertype) { // just spawned here ent->v->watertype = cont; ent->v->waterlevel = 1; return; } if (ent->v->watertype != cont && w->Event_ContentsTransition(w, ent, ent->v->watertype, cont)) { ent->v->watertype = cont; ent->v->waterlevel = 1; } else if (cont <= Q1CONTENTS_WATER) { if (ent->v->watertype == Q1CONTENTS_EMPTY && *sv_sound_watersplash.string) { // just crossed into water w->Event_Sound(NULL, ent, 0, sv_sound_watersplash.string, 255, 1, 0, 0, 0); } ent->v->watertype = cont; ent->v->waterlevel = 1; } else { if (ent->v->watertype != Q1CONTENTS_EMPTY && *sv_sound_watersplash.string) { // just crossed into open w->Event_Sound(NULL, ent, 0, sv_sound_watersplash.string, 255, 1, 0, 0, 0); } ent->v->watertype = Q1CONTENTS_EMPTY; ent->v->waterlevel = cont; } } /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ static void WPhys_Physics_Toss (world_t *w, wedict_t *ent) { trace_t trace; vec3_t move; float backoff; int fl; const float *gravitydir; int movetype; WPhys_CheckVelocity (w, ent); // regular thinking if (!WPhys_RunThink (w, ent)) return; if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0]) gravitydir = ent->xv->gravitydir; else gravitydir = w->g.defaultgravitydir; // if onground, return without moving if ( ((int)ent->v->flags & FL_ONGROUND) ) { if (-DotProduct(gravitydir, ent->v->velocity) >= (1.0f/32.0f)) ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; else { if (sv_gameplayfix_noairborncorpse.value) { wedict_t *onent; onent = PROG_TO_WEDICT(w->progs, ent->v->groundentity); if (!ED_ISFREE(onent)) return; //don't drop if our fround is still valid } else return; //don't drop, even if the item we were on was removed (certain dm maps do this for q3 style stuff). } } // add gravity movetype = ent->v->movetype; if (movetype != MOVETYPE_FLY && movetype != MOVETYPE_FLY_WORLDONLY && movetype != MOVETYPE_FLYMISSILE && (movetype != MOVETYPE_BOUNCEMISSILE || w->remasterlogic/*gib*/) && movetype != MOVETYPE_H2SWIM) WPhys_AddGravity (w, ent, gravitydir); // move angles VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles); // move origin VectorScale (ent->v->velocity, host_frametime, move); if (!DotProduct(move, move)) { //rogue buzzsaws are vile and jerkily move via setorigin, and need to be relinked so that they can touch path corners. if (ent->v->solid && ent->v->nextthink) World_LinkEdict (w, ent, true); return; } fl = 0; #ifndef CLIENTONLY /*doesn't affect csqc, as it has no lagged ents registered anywhere*/ if (sv_antilag.ival==2) fl |= MOVE_LAGGED; #endif trace = WPhys_PushEntity (w, ent, move, fl); if (trace.allsolid && sv_gameplayfix_trappedwithin.ival && ent->v->solid != SOLID_NOT && ent->v->solid != SOLID_TRIGGER) { trace.fraction = 0; //traces that start in solid report a fraction of 0. this is to prevent things from dropping out of the world completely. at least this way they ought to still be shootable etc #pragma warningmsg("The following line might help boost framerates a lot in rmq, not sure if they violate expected behaviour in other mods though - check that they're safe.") VectorNegate(gravitydir, trace.plane.normal); } if (trace.fraction == 1 || !trace.ent) return; if (ED_ISFREE(ent)) return; VectorCopy(trace.endpos, move); movetype = ent->v->movetype; if (movetype == MOVETYPE_BOUNCEMISSILE && w->remasterlogic) movetype = MOVETYPE_BOUNCE; //'gib'... if (movetype == MOVETYPE_BOUNCE) { if (ent->xv->bouncefactor) backoff = 1 + ent->xv->bouncefactor; else backoff = 1.5; } else if (movetype == MOVETYPE_BOUNCEMISSILE) { if (ent->xv->bouncefactor) backoff = 1 + ent->xv->bouncefactor; // else if (progstype == PROG_H2 && ent->v->solid == SOLID_PHASEH2 && ((int)((wedict_t*)trace.ent)->v->flags & (FL_MONSTER|FL_CLIENT))) // backoff = 0; //don't bounce/slide, just pass straight through. else backoff = w->remasterlogic?1.5/*gib...*/:2; } else backoff = 1; if (backoff) ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, backoff); // stop if on ground if ((-DotProduct(gravitydir, trace.plane.normal) > 0.7) && (movetype != MOVETYPE_BOUNCEMISSILE)) { float bouncespeed; float bouncestop = ent->xv->bouncestop; if (!bouncestop) bouncestop = 60; else bouncestop *= movevars.gravity * (ent->xv->gravity?ent->xv->gravity:1); if (sv_gameplayfix_bouncedownslopes.ival) bouncespeed = DotProduct(trace.plane.normal, ent->v->velocity); else bouncespeed = -DotProduct(gravitydir, ent->v->velocity); if (bouncespeed < bouncestop || movetype != MOVETYPE_BOUNCE ) { ent->v->flags = (int)ent->v->flags | FL_ONGROUND; ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent); VectorClear (ent->v->velocity); VectorClear (ent->v->avelocity); } } // check for in water WPhys_CheckWaterTransition (w, ent); } /* =============================================================================== STEPPING MOVEMENT =============================================================================== */ /* ============= SV_Physics_Step Monsters freefall when they don't have a ground entity, otherwise all movement is done with discrete steps. This is also used for objects that have become still on the ground, but will fall if the floor is pulled out from under them. FIXME: is this true? ============= */ static void WPhys_Physics_Step (world_t *w, wedict_t *ent) { qboolean hitsound; qboolean freefall; int fl = ent->v->flags; const float *gravitydir; vec3_t oldorg; VectorCopy(ent->v->origin, oldorg); if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0]) gravitydir = ent->xv->gravitydir; else gravitydir = w->g.defaultgravitydir; if (-DotProduct(gravitydir, ent->v->velocity) >= (1.0 / 32.0) && (fl & FL_ONGROUND)) { fl &= ~FL_ONGROUND; ent->v->flags = fl; } // frefall if not onground if (fl & (FL_ONGROUND | FL_FLY)) freefall = false; else freefall = true; if (fl & FL_SWIM) freefall = ent->v->waterlevel <= 0; if (freefall) { hitsound = -DotProduct(gravitydir, ent->v->velocity) < movevars.gravity*-0.1; WPhys_AddGravity (w, ent, gravitydir); WPhys_CheckVelocity (w, ent); WPhys_FlyMove (w, ent, gravitydir, host_frametime, NULL); World_LinkEdict (w, ent, true); if ( (int)ent->v->flags & FL_ONGROUND ) // just hit ground { #if defined(HEXEN2) && defined(HAVE_SERVER) if (w==&sv.world && progstype == PROG_H2 && ((int)ent->v->flags & FL_MONSTER)) ; //hexen2 monsters do not make landing sounds. else #endif if (hitsound && *sv_sound_land.string) { w->Event_Sound(NULL, ent, 0, sv_sound_land.string, 255, 1, 0, 0, 0); } } } // regular thinking WPhys_RunThink (w, ent); if (!VectorEquals(ent->v->origin, oldorg)) WPhys_CheckWaterTransition (w, ent); } //============================================================================ #ifndef CLIENTONLY void SV_ProgStartFrame (void) { // let the progs know that a new frame has started pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts); pr_global_struct->time = sv.world.physicstime; #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_StartFrame(false); else #endif { if (pr_global_ptrs->StartFrame) PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->StartFrame); } } #endif /* ============= SV_CheckStuck This is a big hack to try and fix the rare case of getting stuck in the world clipping hull. ============= */ static void WPhys_CheckStuck (world_t *w, wedict_t *ent) { int i, j; int z; vec3_t org; //return; if (!World_TestEntityPosition (w, ent)) { VectorCopy (ent->v->origin, ent->v->oldorigin); return; } VectorCopy (ent->v->origin, org); VectorCopy (ent->v->oldorigin, ent->v->origin); if (!World_TestEntityPosition (w, ent)) { Con_DPrintf ("Unstuck.\n"); World_LinkEdict (w, ent, true); return; } for (z=0 ; z < movevars.stepheight ; z++) for (i=-1 ; i <= 1 ; i++) for (j=-1 ; j <= 1 ; j++) { ent->v->origin[0] = org[0] + i; ent->v->origin[1] = org[1] + j; ent->v->origin[2] = org[2] + z; if (!World_TestEntityPosition (w, ent)) { Con_DPrintf ("Unstuck.\n"); World_LinkEdict (w, ent, true); return; } } VectorCopy (org, ent->v->origin); Con_DPrintf ("player is stuck.\n"); } /* ============= SV_CheckWater ============= for players */ static qboolean WPhys_CheckWater (world_t *w, wedict_t *ent) { vec3_t point; int cont; int hc; trace_t tr; //check if we're on a ladder, and if so fire a trace forwards to ensure its a valid ladder instead of a random volume hc = ent->xv->hitcontentsmaski; //lame ent->xv->hitcontentsmaski = ~0; tr = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, ent->v->origin, 0, ent); ent->xv->hitcontentsmaski = hc; if (tr.contents & FTECONTENTS_LADDER) { vec3_t flatforward; flatforward[0] = cos((M_PI/180)*ent->v->angles[1]); flatforward[1] = sin((M_PI/180)*ent->v->angles[1]); flatforward[2] = 0; VectorMA (ent->v->origin, 24, flatforward, point); tr = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, point, 0, ent); if (tr.fraction < 1) ent->xv->pmove_flags = (int)ent->xv->pmove_flags|PMF_LADDER; else if ((int)ent->xv->pmove_flags & PMF_LADDER) ent->xv->pmove_flags -= PMF_LADDER; } else if ((int)ent->xv->pmove_flags & PMF_LADDER) ent->xv->pmove_flags -= PMF_LADDER; point[0] = ent->v->origin[0]; point[1] = ent->v->origin[1]; point[2] = ent->v->origin[2] + ent->v->mins[2] + 1; ent->v->waterlevel = 0; ent->v->watertype = Q1CONTENTS_EMPTY; cont = World_PointContentsAllBSPs (w, point); if (cont & FTECONTENTS_FLUID) { if (cont & FTECONTENTS_LAVA) ent->v->watertype = Q1CONTENTS_LAVA; else if (cont & FTECONTENTS_SLIME) ent->v->watertype = Q1CONTENTS_SLIME; else if (cont & FTECONTENTS_WATER) ent->v->watertype = Q1CONTENTS_WATER; else ent->v->watertype = Q1CONTENTS_SKY; ent->v->waterlevel = 1; point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5; cont = World_PointContentsAllBSPs (w, point); if (cont & FTECONTENTS_FLUID) { ent->v->waterlevel = 2; point[2] = ent->v->origin[2] + ent->v->view_ofs[2]; cont = World_PointContentsAllBSPs (w, point); if (cont & FTECONTENTS_FLUID) ent->v->waterlevel = 3; } } return ent->v->waterlevel > 1; } /* ============ SV_WallFriction ============ */ static void WPhys_WallFriction (wedict_t *ent, trace_t *trace) { vec3_t forward, right, up; float d, i; vec3_t into, side; AngleVectors (ent->v->v_angle, forward, right, up); d = DotProduct (trace->plane.normal, forward); d += 0.5; if (d >= 0 || IS_NAN(d)) return; // cut the tangential velocity i = DotProduct (trace->plane.normal, ent->v->velocity); VectorScale (trace->plane.normal, i, into); VectorSubtract (ent->v->velocity, into, side); ent->v->velocity[0] = side[0] * (1 + d); ent->v->velocity[1] = side[1] * (1 + d); } /* ===================== SV_TryUnstick Player has come to a dead stop, possibly due to the problem with limited float precision at some angle joins in the BSP hull. Try fixing by pushing one pixel in each direction. This is a hack, but in the interest of good gameplay... ====================== static int SV_TryUnstick (edict_t *ent, vec3_t oldvel) { int i; vec3_t oldorg; vec3_t dir; int clip; trace_t steptrace; VectorCopy (ent->v->origin, oldorg); VectorClear (dir); for (i=0 ; i<8 ; i++) { // try pushing a little in an axial direction switch (i) { case 0: dir[0] = 2; dir[1] = 0; break; case 1: dir[0] = 0; dir[1] = 2; break; case 2: dir[0] = -2; dir[1] = 0; break; case 3: dir[0] = 0; dir[1] = -2; break; case 4: dir[0] = 2; dir[1] = 2; break; case 5: dir[0] = -2; dir[1] = 2; break; case 6: dir[0] = 2; dir[1] = -2; break; case 7: dir[0] = -2; dir[1] = -2; break; } SV_PushEntity (ent, dir, MOVE_NORMAL); // retry the original move ent->v->velocity[0] = oldvel[0]; ent->v-> velocity[1] = oldvel[1]; ent->v-> velocity[2] = 0; clip = SV_FlyMove (ent, 0.1, &steptrace); if ( fabs(oldorg[1] - ent->v->origin[1]) > 4 || fabs(oldorg[0] - ent->v->origin[0]) > 4 ) { //Con_DPrintf ("unstuck!\n"); return clip; } // go back to the original pos and try again VectorCopy (oldorg, ent->v->origin); } VectorClear (ent->v->velocity); return 7; // still not moving } */ /* ===================== SV_WalkMove Only used by players ====================== */ #if 0 #define SMSTEPSIZE 4 static void SV_WalkMove (edict_t *ent) { vec3_t upmove, downmove; vec3_t oldorg, oldvel; vec3_t nosteporg, nostepvel; int clip; int oldonground; trace_t steptrace, downtrace; // // do a regular slide move unless it looks like you ran into a step // oldonground = (int)ent->v->flags & FL_ONGROUND; ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; VectorCopy (ent->v->origin, oldorg); VectorCopy (ent->v->velocity, oldvel); clip = SV_FlyMove (ent, host_frametime, &steptrace); if ( !(clip & 2) ) return; // move didn't block on a step if (!oldonground && ent->v->waterlevel == 0) return; // don't stair up while jumping if (ent->v->movetype != MOVETYPE_WALK) return; // gibbed by a trigger // if (sv_nostep.value) // return; if ( (int)ent->v->flags & FL_WATERJUMP ) return; VectorCopy (ent->v->origin, nosteporg); VectorCopy (ent->v->velocity, nostepvel); // // try moving up and forward to go up a step // VectorCopy (oldorg, ent->v->origin); // back to start pos VectorCopy (vec3_origin, upmove); VectorCopy (vec3_origin, downmove); upmove[2] = movevars.stepheight; downmove[2] = -movevars.stepheight + oldvel[2]*host_frametime; // move up SV_PushEntity (ent, upmove); // FIXME: don't link? // move forward ent->v->velocity[0] = oldvel[0]; ent->v->velocity[1] = oldvel[1]; ent->v->velocity[2] = 0; clip = SV_FlyMove (ent, host_frametime, &steptrace); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip) { if ( fabs(oldorg[1] - ent->v->origin[1]) < 0.03125 && fabs(oldorg[0] - ent->v->origin[0]) < 0.03125 ) { // stepping up didn't make any progress clip = SV_TryUnstick (ent, oldvel); // Con_Printf("Try unstick fwd\n"); } } // extra friction based on view angle if ( clip & 2 ) { vec3_t lastpos, lastvel, lastdown; // Con_Printf("couldn't do it\n"); //retry with a smaller step (allows entering smaller areas with a step of 4) VectorCopy (downmove, lastdown); VectorCopy (ent->v->origin, lastpos); VectorCopy (ent->v->velocity, lastvel); // // try moving up and forward to go up a step // VectorCopy (oldorg, ent->v->origin); // back to start pos VectorCopy (vec3_origin, upmove); VectorCopy (vec3_origin, downmove); upmove[2] = SMSTEPSIZE; downmove[2] = -SMSTEPSIZE + oldvel[2]*host_frametime; // move up SV_PushEntity (ent, upmove); // FIXME: don't link? // move forward ent->v->velocity[0] = oldvel[0]; ent->v->velocity[1] = oldvel[1]; ent->v->velocity[2] = 0; clip = SV_FlyMove (ent, host_frametime, &steptrace); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip) { if ( fabs(oldorg[1] - ent->v->origin[1]) < 0.03125 && fabs(oldorg[0] - ent->v->origin[0]) < 0.03125 ) { // stepping up didn't make any progress clip = SV_TryUnstick (ent, oldvel); // Con_Printf("Try unstick up\n"); } } if ( fabs(oldorg[1] - ent->v->origin[1])+fabs(oldorg[0] - ent->v->origin[0]) < fabs(oldorg[1] - lastpos[1])+fabs(oldorg[1] - lastpos[1])) { // stepping up didn't make any progress //go back VectorCopy (lastdown, downmove); VectorCopy (lastpos, ent->v->origin); VectorCopy (lastvel, ent->v->velocity); SV_WallFriction (ent, &steptrace); // Con_Printf("wall friction\n"); } else if (clip & 2) { SV_WallFriction (ent, &steptrace); // Con_Printf("wall friction 2\n"); } } // move down downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link? if (downtrace.plane.normal[2] > 0.7) { if (ent->v->solid == SOLID_BSP) { ent->v->flags = (int)ent->v->flags | FL_ONGROUND; ent->v->groundentity = EDICT_TO_PROG(svprogfuncs, downtrace.ent); } } else { // if the push down didn't end up on good ground, use the move without // the step up. This happens near wall / slope combinations, and can // cause the player to hop up higher on a slope too steep to climb VectorCopy (nosteporg, ent->v->origin); VectorCopy (nostepvel, ent->v->velocity); // Con_Printf("down not good\n"); } } #else // 1/32 epsilon to keep floating point happy /*#define DIST_EPSILON (0.03125) static int WPhys_SetOnGround (world_t *w, wedict_t *ent, const float *gravitydir) { vec3_t end; trace_t trace; if ((int)ent->v->flags & FL_ONGROUND) return 1; VectorMA(ent->v->origin, 1, gravitydir, end); trace = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent); if (DotProduct(trace.plane.normal, ent->v->velocity) > 0) return 0; //velocity is away from the plane normal, so this does not count as a contact. if (trace.fraction <= DIST_EPSILON && -DotProduct(gravitydir, trace.plane.normal) >= 0.7) { ent->v->flags = (int)ent->v->flags | FL_ONGROUND; ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent); return 1; } return 0; }*/ static void WPhys_WalkMove (world_t *w, wedict_t *ent, const float *gravitydir) { //int originalmove_clip; int clip, oldonground, originalmove_flags, originalmove_groundentity; vec3_t upmove, downmove, start_origin, start_velocity, originalmove_origin, originalmove_velocity; trace_t downtrace, steptrace; WPhys_CheckVelocity(w, ent); // do a regular slide move unless it looks like you ran into a step oldonground = (int)ent->v->flags & FL_ONGROUND; ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; VectorCopy (ent->v->origin, start_origin); VectorCopy (ent->v->velocity, start_velocity); clip = WPhys_FlyMove (w, ent, gravitydir, host_frametime, NULL); // WPhys_SetOnGround (w, ent, gravitydir); WPhys_CheckVelocity(w, ent); VectorCopy(ent->v->origin, originalmove_origin); VectorCopy(ent->v->velocity, originalmove_velocity); //originalmove_clip = clip; originalmove_flags = (int)ent->v->flags; originalmove_groundentity = ent->v->groundentity; if ((int)ent->v->flags & FL_WATERJUMP) return; // if (sv_nostep.value) // return; // if move didn't block on a step, return if (clip & 2) { // if move was not trying to move into the step, return if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125) return; if (ent->v->movetype != MOVETYPE_FLY && ent->v->movetype != MOVETYPE_FLY_WORLDONLY) { // return if gibbed by a trigger if (ent->v->movetype != MOVETYPE_WALK) return; // only step up while jumping if that is enabled if (!pm_airstep.value) if (!oldonground && ent->v->waterlevel == 0) return; } // try moving up and forward to go up a step // back to start pos VectorCopy (start_origin, ent->v->origin); VectorCopy (start_velocity, ent->v->velocity); // move up VectorScale(gravitydir, -movevars.stepheight, upmove); // FIXME: don't link? WPhys_PushEntity(w, ent, upmove, MOVE_NORMAL); // move forward VectorMA(ent->v->velocity, -DotProduct(gravitydir, ent->v->velocity), gravitydir, ent->v->velocity); //ent->v->velocity[2] = 0; clip = WPhys_FlyMove (w, ent, gravitydir, host_frametime, &steptrace); VectorMA(ent->v->velocity, DotProduct(gravitydir, start_velocity), gravitydir, ent->v->velocity); //ent->v->velocity[2] += start_velocity[2]; WPhys_CheckVelocity(w, ent); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip && fabs(originalmove_origin[1] - ent->v->origin[1]) < 0.03125 && fabs(originalmove_origin[0] - ent->v->origin[0]) < 0.03125) { // Con_Printf("wall\n"); // stepping up didn't make any progress, revert to original move VectorCopy(originalmove_origin, ent->v->origin); VectorCopy(originalmove_velocity, ent->v->velocity); //clip = originalmove_clip; ent->v->flags = originalmove_flags; ent->v->groundentity = originalmove_groundentity; // now try to unstick if needed //clip = SV_TryUnstick (ent, oldvel); return; } //Con_Printf("step - "); // extra friction based on view angle if ((clip & 2) && sv_wallfriction.value) { // Con_Printf("wall\n"); WPhys_WallFriction (ent, &steptrace); } } else if (!sv_gameplayfix_stepdown.ival || !oldonground || -DotProduct(gravitydir,start_velocity) > 0 || ((int)ent->v->flags & FL_ONGROUND) || ent->v->waterlevel >= 2) return; // move down VectorScale(gravitydir, movevars.stepheight + (1/32.0) - DotProduct(gravitydir,start_velocity)*host_frametime, downmove); // FIXME: don't link? downtrace = WPhys_PushEntity (w, ent, downmove, MOVE_NORMAL); if (downtrace.fraction < 1 && -DotProduct(gravitydir, downtrace.plane.normal) > 0.7) { if (DotProduct(downtrace.plane.normal, ent->v->velocity)<=0) //Spike: moving away from the surface should not count as onground. // LordHavoc: disabled this check so you can walk on monsters/players //if (ent->v->solid == SOLID_BSP) { //Con_Printf("onground\n"); ent->v->flags = (int)ent->v->flags | FL_ONGROUND; ent->v->groundentity = EDICT_TO_PROG(w->progs, downtrace.ent); } } else { //Con_Printf("slope\n"); // if the push down didn't end up on good ground, use the move without // the step up. This happens near wall / slope combinations, and can // cause the player to hop up higher on a slope too steep to climb VectorCopy(originalmove_origin, ent->v->origin); VectorCopy(originalmove_velocity, ent->v->velocity); //clip = originalmove_clip; ent->v->flags = originalmove_flags; ent->v->groundentity = originalmove_groundentity; } // WPhys_SetOnGround (w, ent, gravitydir); WPhys_CheckVelocity(w, ent); } #endif #ifdef HEXEN2 void WPhys_MoveChain(world_t *w, wedict_t *ent, wedict_t *movechain, float *initial_origin, float *initial_angle) { qboolean orgunchanged; vec3_t moveorg, moveang; VectorSubtract(ent->v->origin, initial_origin, moveorg); VectorSubtract(ent->v->angles, initial_angle, moveang); orgunchanged=!DotProduct(moveorg,moveorg); if (!orgunchanged || DotProduct(moveang,moveang)) { int i; for(i=16; i && movechain != w->edicts && !ED_ISFREE(movechain); i--, movechain = PROG_TO_WEDICT(w->progs, movechain->xv->movechain)) { if ((int)movechain->v->flags & FL_MOVECHAIN_ANGLE) VectorAdd(movechain->v->angles, moveang, movechain->v->angles); //FIXME: axial only if (!orgunchanged) { VectorAdd(movechain->v->origin, moveorg, movechain->v->origin); World_LinkEdict(w, movechain, false); //chainmoved is called only for origin changes, not angle ones, apparently. if (movechain->xv->chainmoved) { *w->g.self = EDICT_TO_PROG(w->progs, movechain); *w->g.other = EDICT_TO_PROG(w->progs, ent); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM && w == &sv.world) Q1QVM_ChainMoved(); else #endif PR_ExecuteProgram(w->progs, movechain->xv->chainmoved); } } } } } #endif /* ================ SV_RunEntity ================ */ void WPhys_RunEntity (world_t *w, wedict_t *ent) { #ifdef HEXEN2 wedict_t *movechain; vec3_t initial_origin = {0},initial_angle = {0}; #endif const float *gravitydir; #ifndef CLIENTONLY edict_t *svent = (edict_t*)ent; if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots && w == &sv.world) { //a client woo. qboolean readyforjump = false; #if defined(NQPROT) && defined(HAVE_LEGACY) if (svs.clients[ent->entnum-1].state == cs_connected) { //nq is buggy and calls playerprethink/etc while the player is still connecting. //some mods depend on this, hopefully unintentionally (as is the case with Arcane Dimensions). //so don't do anything if we're qw, but use crappy behaviour for nq+h2. if (progstype != PROG_NQ || sv_gameplayfix_spawnbeforethinks.ival) return; } else #endif { if (svs.clients[ent->entnum-1].state < cs_spawned) return; // unconnected slot } if (svs.clients[ent->entnum-1].protocol == SCP_BAD) svent->v->fixangle = FIXANGLE_NO; //bots never get fixangle cleared otherwise host_client = &svs.clients[ent->entnum-1]; SV_ClientThink(); if (!host_client->spectator) { if (progstype == PROG_QW) //detect if the mod should do a jump if (svent->v->button2) if ((int)svent->v->flags & FL_JUMPRELEASED) readyforjump = true; // // call standard client pre-think // pr_global_struct->time = sv.world.physicstime; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_PlayerPreThink(); else #endif if (pr_global_ptrs->PlayerPreThink) PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->PlayerPreThink); if (readyforjump) //qw progs can't jump for themselves... { if (!svent->v->button2 && !((int)ent->v->flags & FL_JUMPRELEASED) && ent->v->velocity[2] <= 0) svent->v->velocity[2] += 270; } } } else #endif { if (ent->lastruntime == w->framenum) return; ent->lastruntime = w->framenum; #ifndef CLIENTONLY if (progstype == PROG_QW && w == &sv.world) //we don't use the field any more, but qw mods might. ent->v->lastruntime = w->physicstime; svent = NULL; #endif } #ifdef HEXEN2 movechain = PROG_TO_WEDICT(w->progs, ent->xv->movechain); if (movechain != w->edicts) { VectorCopy(ent->v->origin,initial_origin); VectorCopy(ent->v->angles,initial_angle); } #endif if (ent->xv->customphysics) { *w->g.time = w->physicstime; *w->g.self = EDICT_TO_PROG(w->progs, ent); PR_ExecuteProgram (w->progs, ent->xv->customphysics); } else switch ( (int)ent->v->movetype) { case MOVETYPE_PUSH: WPhys_Physics_Pusher (w, ent); break; case MOVETYPE_NONE: if (!WPhys_RunThink (w, ent)) return; break; case MOVETYPE_NOCLIP: case MOVETYPE_ANGLENOCLIP: WPhys_Physics_Noclip (w, ent); break; case MOVETYPE_H2PUSHPULL: #if defined(HEXEN2) && !defined(CLIENTONLY) if (w == &sv.world && progstype == PROG_H2) WPhys_Physics_Step (w, ent); //hexen2 pushable object (basically exactly movetype_step) else #endif WPhys_Physics_Pusher (w, ent); //non-solid pusher, for tenebrae compat break; case MOVETYPE_STEP: WPhys_Physics_Step (w, ent); break; case MOVETYPE_FOLLOW: WPhys_Physics_Follow (w, ent); break; case MOVETYPE_FLY_WORLDONLY: case MOVETYPE_FLY: #ifndef CLIENTONLY if (svent) { //NQ players with movetype_fly are not like non-players. if (!WPhys_RunThink (w, ent)) return; if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0]) gravitydir = ent->xv->gravitydir; else gravitydir = w->g.defaultgravitydir; WPhys_CheckStuck (w, ent); WPhys_WalkMove (w, ent, gravitydir); break; } #endif //fallthrough case MOVETYPE_H2SWIM: case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_BOUNCEMISSILE: case MOVETYPE_FLYMISSILE: WPhys_Physics_Toss (w, ent); break; case MOVETYPE_WALK: if (!WPhys_RunThink (w, ent)) return; if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0]) gravitydir = ent->xv->gravitydir; else gravitydir = w->g.defaultgravitydir; if (!WPhys_CheckWater (w, ent) && ! ((int)ent->v->flags & FL_WATERJUMP) ) //Vanilla Bug: the QC checks waterlevel inside PlayerPreThink, with waterlevel from a different position from the origin. if (!((int)ent->xv->pmove_flags & PMF_LADDER)) WPhys_AddGravity (w, ent, gravitydir); WPhys_CheckStuck (w, ent); WPhys_WalkMove (w, ent, gravitydir); #ifndef CLIENTONLY if (!svent) #endif World_LinkEdict (w, ent, true); break; #ifdef USERBE case MOVETYPE_PHYSICS: if (WPhys_RunThink(w, ent)) World_LinkEdict (w, ent, true); w->rbe_hasphysicsents = true; break; #endif default: // SV_Error ("SV_Physics: bad movetype %i on %s", (int)ent->v->movetype, PR_GetString(w->progs, ent->v->classname)); break; } #ifdef HEXEN2 if (movechain != w->edicts) WPhys_MoveChain(w, ent, movechain, initial_origin, initial_angle); #endif #ifndef CLIENTONLY if (svent) { World_LinkEdict (w, ent, true); if (!host_client->spectator) { pr_global_struct->time = w->physicstime; pr_global_struct->self = EDICT_TO_PROG(w->progs, ent); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_PostThink(); else #endif { if (pr_global_ptrs->PlayerPostThink) PR_ExecuteProgram (w->progs, *pr_global_ptrs->PlayerPostThink); } } } #endif } /* ================ SV_RunNewmis ================ */ void WPhys_RunNewmis (world_t *w) { wedict_t *ent; if (!w->g.newmis) //newmis variable is not exported. return; if (!sv_gameplayfix_multiplethinks.ival) return; if (!*w->g.newmis) return; ent = PROG_TO_WEDICT(w->progs, *w->g.newmis); host_frametime = 0.05; *w->g.newmis = 0; WPhys_RunEntity (w, ent); host_frametime = *w->g.frametime; } trace_t WPhys_Trace_Toss (world_t *w, wedict_t *tossent, wedict_t *ignore) { int i; float gravity; vec3_t move, end; trace_t trace; vec3_t origin, velocity; // this has to fetch the field from the original edict, since our copy is truncated gravity = tossent->xv->gravity; if (!gravity) gravity = 1.0; gravity *= sv_gravity.value * 0.05; VectorCopy (tossent->v->origin, origin); VectorCopy (tossent->v->velocity, velocity); WPhys_CheckVelocity (w, tossent); for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds { velocity[2] -= gravity; VectorScale (velocity, 0.05, move); VectorAdd (origin, move, end); trace = World_Move (w, origin, tossent->v->mins, tossent->v->maxs, end, MOVE_NORMAL, tossent); VectorCopy (trace.endpos, origin); if (trace.fraction < 1 && trace.ent && trace.ent != ignore) break; if (Length(velocity) > sv_maxvelocity.value) { // Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, tossent->v->classname)); VectorScale (velocity, sv_maxvelocity.value/Length(velocity), velocity); } } trace.fraction = 0; // not relevant return trace; } /* Run an individual physics frame. This might be run multiple times in one frame if we're running slow, or not at all. */ void World_Physics_Frame(world_t *w) { int i; qboolean retouch; wedict_t *ent; w->framenum++; i = *w->g.physics_mode; if (i == 0) { /*physics mode 0 = none*/ return; } if (i == 1) { /*physics mode 1 = thinks only*/ for (i=0 ; i<w->num_edicts ; i++) { ent = (wedict_t*)EDICT_NUM_PB(w->progs, i); if (ED_ISFREE(ent)) continue; WPhys_RunThink (w, ent); } return; } /*physics mode 2 = normal movetypes*/ retouch = (w->g.force_retouch && (*w->g.force_retouch >= 1)); // // treat each object in turn // even the world gets a chance to think // for (i=0 ; i<w->num_edicts ; i++) { ent = (wedict_t*)EDICT_NUM_PB(w->progs, i); if (ED_ISFREE(ent)) continue; if (retouch) World_LinkEdict (w, ent, true); // force retouch even for stationary #ifdef HAVE_SERVER if (i > 0 && i <= sv.allocated_client_slots && w == &sv.world) { if (!svs.clients[i-1].isindependant) { if (sv_nqplayerphysics.ival || SV_PlayerPhysicsQC || svs.clients[i-1].state < cs_spawned) { WPhys_RunEntity (w, ent); WPhys_RunNewmis (w); } else { unsigned int newt; unsigned int delt; newt = sv.time*1000; delt = newt - svs.clients[i-1].lastruncmd; if (delt > (int)(1000/77.0) || delt < -10) { float ft = host_frametime; host_client = &svs.clients[i-1]; sv_player = svs.clients[i-1].edict; SV_PreRunCmd(); #ifndef NEWSPEEDCHEATPROT svs.clients[i-1].last_check = 0; #endif svs.clients[i-1].lastcmd.msec = bound(0, delt, 255); SV_RunCmd (&svs.clients[i-1].lastcmd, true); svs.clients[i-1].lastcmd.impulse = 0; SV_PostRunCmd(); host_client->lastruncmd = sv.time*1000; *w->g.frametime = host_frametime = ft; } } } // else // World_LinkEdict(w, (wedict_t*)ent, true); continue; // clients are run directly from packets } #endif WPhys_RunEntity (w, ent); WPhys_RunNewmis (w); } if (retouch) *w->g.force_retouch-=1; } #ifdef HAVE_SERVER /* ================ SV_Physics ================ */ qboolean SV_Physics (void) { int i; qboolean moved = false; int maxtics = sv_limittics.ival; double trueframetime = host_frametime; double maxtic = sv_maxtic.value; double mintic = sv_mintic.value; if (sv_nqplayerphysics.ival) if (mintic < 0.013) mintic = 0.013; //NQ physics can't cope with low rates and just generally bugs out. if (maxtic < mintic) maxtic = mintic; if (maxtics>1&&sv.spawned_observer_slots==0&&sv.spawned_client_slots==0) maxtics = 1; //no players on the server. let timings slide //keep gravity tracking the cvar properly movevars.gravity = sv_gravity.value; if (svs.gametype != GT_PROGS && svs.gametype != GT_Q1QVM && svs.gametype != GT_HALFLIFE #ifdef VM_LUA && svs.gametype != GT_LUA #endif ) //make tics multiples of sv_maxtic (defaults to 0.1) { if (svs.gametype == GT_QUAKE2) mintic = maxtic = 0.1; //fucking fuckity fuck. we should warn about this. mintic = max(mintic, 1/1000.0); for(;;) { host_frametime = sv.time - sv.world.physicstime; if (host_frametime<0) { if (host_frametime < -1) sv.world.physicstime = sv.time; host_frametime = 0; } if (!maxtics--) { //don't loop infinitely if we froze (eg debugger or suspend/hibernate) sv.world.physicstime = sv.time; break; } if (!host_frametime || (host_frametime < mintic && realtime)) break; if (host_frametime > maxtic) host_frametime = maxtic; sv.world.physicstime += host_frametime; moved = true; switch(svs.gametype) { #ifdef Q2SERVER case GT_QUAKE2: ge->RunFrame(); break; #endif #ifdef Q3SERVER case GT_QUAKE3: q3->sv.RunFrame(); break; #endif default: break; } } host_frametime = trueframetime; return moved; } if (svs.gametype != GT_HALFLIFE && /*sv.botsonthemap &&*/ progstype == PROG_QW) { //DP_SV_BOTCLIENT - make the bots move with qw physics. //They only move when there arn't any players on the server, but they should move at the right kind of speed if there are... hopefully //they might just be a bit lagged. they will at least be as smooth as other players are. usercmd_t ucmd; client_t *oldhost; edict_t *oldplayer; #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts); pr_global_struct->time = sv.world.physicstime; Q1QVM_StartFrame(true); } #endif if (1) { memset(&ucmd, 0, sizeof(ucmd)); for (i = 0; i < sv.allocated_client_slots; i++) { if (svs.clients[i].state > cs_zombie && svs.clients[i].protocol == SCP_BAD && svs.clients[i].msecs >= 1000.0/77) { //then this is a bot oldhost = host_client; oldplayer = sv_player; host_client = &svs.clients[i]; host_client->isindependant = true; sv_player = host_client->edict; host_client->localtime = sv.time; SV_PreRunCmd(); if (svs.gametype == GT_Q1QVM) { ucmd = svs.clients[i].lastcmd; ucmd.msec = svs.clients[i].msecs; } else { ucmd.msec = svs.clients[i].msecs; ucmd.angles[0] = (short)(sv_player->v->v_angle[0] * (65535/360.0f)); ucmd.angles[1] = (short)(sv_player->v->v_angle[1] * (65535/360.0f)); ucmd.angles[2] = (short)(sv_player->v->v_angle[2] * (65535/360.0f)); ucmd.forwardmove = sv_player->xv->movement[0]; ucmd.sidemove = sv_player->xv->movement[1]; ucmd.upmove = sv_player->xv->movement[2]; ucmd.buttons = (sv_player->v->button0?1:0) | (sv_player->v->button2?2:0); } ucmd.msec = min(ucmd.msec, 250); SV_RunCmd(&ucmd, false); SV_PostRunCmd(); host_client->lastcmd = ucmd; //allow the other clients to predict this bot. host_client = oldhost; sv_player = oldplayer; } } } } // don't bother running a frame if sys_ticrate seconds haven't passed while (1) { host_frametime = sv.time - sv.world.physicstime; if (host_frametime < 0) { sv.world.physicstime = sv.time; break; } if (host_frametime <= 0 || host_frametime < mintic) break; if (host_frametime > maxtic && maxtic>0) { if (maxtics-- <= 0) { //timewarp, as we're running too slowly sv.world.physicstime = sv.time; break; } host_frametime = maxtic; } if (!host_frametime) continue; moved = true; #ifdef HLSERVER if (svs.gametype == GT_HALFLIFE) { SVHL_RunFrame(); sv.world.physicstime += host_frametime; continue; } #endif pr_global_struct->frametime = host_frametime; SV_ProgStartFrame (); PR_RunThreads(&sv.world); #ifdef USERBE if (sv.world.rbe) { #ifdef RAGDOLL rag_doallanimations(&sv.world); #endif sv.world.rbe->RunFrame(&sv.world, host_frametime, sv_gravity.value); } #endif World_Physics_Frame(&sv.world); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts); pr_global_struct->time = sv.world.physicstime+host_frametime; Q1QVM_EndFrame(); } else #endif if (EndFrameQC) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts); pr_global_struct->time = sv.world.physicstime+host_frametime; PR_ExecuteProgram (svprogfuncs, EndFrameQC); } #ifdef NETPREPARSE NPP_Flush(); //flush it just in case there was an error and we stopped preparsing. This is only really needed while debugging. #endif sv.world.physicstime += host_frametime; } host_frametime = trueframetime; return moved; } #endif void SV_SetMoveVars(void) { movevars.stopspeed = sv_stopspeed.value; movevars.maxspeed = sv_maxspeed.value; movevars.spectatormaxspeed = sv_spectatormaxspeed.value; movevars.accelerate = sv_accelerate.value; movevars.airaccelerate = sv_airaccelerate.value; movevars.wateraccelerate = sv_wateraccelerate.value; movevars.friction = sv_friction.value; movevars.waterfriction = sv_waterfriction.value; movevars.entgravity = 1.0; movevars.stepheight = *sv_stepheight.string?sv_stepheight.value:PM_DEFAULTSTEPHEIGHT; movevars.watersinkspeed = *pm_watersinkspeed.string?pm_watersinkspeed.value:60; movevars.flyfriction = *pm_flyfriction.string?pm_flyfriction.value:4; movevars.edgefriction = *pm_edgefriction.string?pm_edgefriction.value:2; movevars.flags = MOVEFLAG_VALID|MOVEFLAG_NOGRAVITYONGROUND|(*pm_edgefriction.string?0:MOVEFLAG_QWEDGEBOX); } #endif
412
0.799716
1
0.799716
game-dev
MEDIA
0.588851
game-dev
0.973518
1
0.973518
llm-d-incubation/workload-variant-autoscaler
2,595
hack/inferno/pkg/analyzer/utils.go
package analyzer import ( "fmt" "math" ) var epsilon float32 = 1e-6 var maxIterations int = 100 // A variable x is relatively within a given tolerance from a value func WithinTolerance(x, value, tolerance float32) bool { if x == value { return true } if value == 0 || tolerance < 0 { return false } return math.Abs(float64(x-value/value)) <= float64(tolerance) } // Binary search: find xStar in a range [xMin, xMax] such that f(xStar)=yTarget. // Function f() must be monotonically increasing or decreasing over the range. // Returns an indicator of whether target is below (-1), within (0), or above (+1) the bounded region. // Returns an error if the function cannot be evaluated or the target is not found. func BinarySearch(xMin float32, xMax float32, yTarget float32, eval func(float32) (float32, error)) (float32, int, error) { if xMin > xMax { return 0, 0, fmt.Errorf("invalid range [%v, %v]", xMin, xMax) } // evaluate the function at the boundaries yBounds := make([]float32, 2) var err error for i, x := range []float32{xMin, xMax} { if yBounds[i], err = eval(x); err != nil { return 0, 0, fmt.Errorf("invalid function evaluation: %v", err) } if WithinTolerance(yBounds[i], yTarget, epsilon) { return x, 0, nil } } increasing := yBounds[0] < yBounds[1] if increasing && yTarget < yBounds[0] || !increasing && yTarget > yBounds[0] { return xMin, -1, nil // target is below the bounded region } if increasing && yTarget > yBounds[1] || !increasing && yTarget < yBounds[1] { return xMax, +1, nil // target is above the bounded region } // perform binary search var xStar, yStar float32 for range maxIterations { xStar = 0.5 * (xMin + xMax) if yStar, err = eval(xStar); err != nil { return 0, 0, fmt.Errorf("invalid function evaluation: %v", err) } if WithinTolerance(yStar, yTarget, epsilon) { break } if increasing && yTarget < yStar || !increasing && yTarget > yStar { xMax = xStar } else { xMin = xStar } } return xStar, 0, nil } // model as global variable, accesses by eval functions var Model *MM1ModelStateDependent // Function used in binary search (target service time) func EvalServTime(x float32) (float32, error) { Model.Solve(x, 1) if !Model.IsValid() { return 0, fmt.Errorf("invalid model %v", Model) } return Model.GetAvgServTime(), nil } // Function used in binary search (target waiting time) func EvalWaitingTime(x float32) (float32, error) { Model.Solve(x, 1) if !Model.IsValid() { return 0, fmt.Errorf("invalid model %v", Model) } return Model.GetAvgWaitTime(), nil }
412
0.746864
1
0.746864
game-dev
MEDIA
0.334927
game-dev
0.803949
1
0.803949
lo-th/Oimo.js
1,292
examples/demos/rotation.js
var g1, g2, b1, b2; function demo() { cam ( 90, 20, 100 ); world = new OIMO.World({ info:true }); g1 = add({ size:[50, 10, 20], pos:[0,-5,12], rot:[0,0,-1], density:1, restitution:0.4 }); g2 = add({ size:[50, 10, 20], pos:[0,-5,-12], rot:[0,0,1], density:1, restitution:0.6 }); // basic geometry body b1 = add({ type:'sphere', size:[1], pos:[0,60,12], move:true, restitution:0.4 }); b2 = add({ type:'sphere', size:[1], pos:[0,20,-12], move:true, restitution:0.6 }); // world internal loop world.postLoop = postLoop; world.play(); }; function contact () { var cA = world.getContact( g1, b1 ); var cB = world.getContact( g2, b2 ); if( cA ){ switchMat( b1.mesh, 'contact' ); if( !cA.close ) sound.play( 'hit' ); } else switchMat( b1.mesh, 'move' ); if( cB ){ switchMat( b2.mesh, 'contact' ); if( !cB.close ) sound.play( 'hit' ); } else switchMat( b2.mesh, 'move' ); } function postLoop () { bodys.forEach( function ( b, id ) { if( b.type === 1 ){ m = b.mesh; if( m.position.y < -10 ) b.resetPosition( 0, randInt(20,100),m.position.z>0? 11:-11 ); } }); contact(); editor.tell( world.getInfo() ); }
412
0.802022
1
0.802022
game-dev
MEDIA
0.690043
game-dev,web-frontend
0.979025
1
0.979025
exp1orer/JNDI-Inject-Exploit
1,351
src/main/java/io/github/exp1orer/util/GeneratePayload.java
package io.github.exp1orer.util; import com.unboundid.util.Base64; import ysoserial.Serializer; import ysoserial.payloads.ObjectPayload; public class GeneratePayload { public static String getPayload(String payloadType, String command) { if (payloadType == null || command == null) { return null; } Class<? extends ObjectPayload> payloadClass = ObjectPayload.Utils.getPayloadClass(payloadType); if (payloadClass == null) { System.out.println("[-] Not support " + payloadType + " gadget."); return null; } try { final ObjectPayload payload = payloadClass.newInstance(); final Object object = payload.getObject(command); byte[] serialize = Serializer.serialize(object); return Base64.encode(serialize); } catch (Throwable e) { e.printStackTrace(); } return null; } public static String formatCommand(final String oldCommand) { if (oldCommand.startsWith("ping=")) { String[] split = oldCommand.split("="); String key = split[0]; String value = split[1]; if ("ping".equalsIgnoreCase(key)) { return String.format("ping -nc 1 %s", value); } } return oldCommand; } }
412
0.768621
1
0.768621
game-dev
MEDIA
0.546876
game-dev
0.786467
1
0.786467
revbayes/revbayes
2,310
src/revlanguage/functions/internal/Func__unot.h
/** * @file * This file contains the declaration of the templated Func_unot, which is used to to compare to values ( !a ). * * @brief Declaration unot implementation of Func__unot * * (c) Copyright 2009- under GPL version 3 * @date Last modified: $Date: 2012-06-12 10:25:58 +0200 (Tue, 12 Jun 2012) $ * @author The RevBayes Development Core Team * @license GPL version 3 * @version 1.0 * * $Id: Func_vector.h 1626 2012-06-12 08:25:58Z hoehna $ */ #ifndef Func__unot_H #define Func__unot_H #include <string> #include <iosfwd> #include <vector> #include "RlBoolean.h" #include "RlTypedFunction.h" #include "DeterministicNode.h" #include "DynamicNode.h" #include "RbBoolean.h" #include "RevPtr.h" #include "RlDeterministicNode.h" #include "TypedDagNode.h" #include "TypedFunction.h" namespace RevLanguage { class ArgumentRules; class TypeSpec; class Func__unot : public TypedFunction<RlBoolean> { public: Func__unot(); // Basic utility functions Func__unot* clone(void) const; //!< Clone the object static const std::string& getClassType(void); //!< Get Rev type static const TypeSpec& getClassTypeSpec(void); //!< Get class type spec std::string getFunctionName(void) const; //!< Get the primary name of the function in Rev const TypeSpec& getTypeSpec(void) const; //!< Get language type of the object bool isInternal(void) const { return true; } //!< Is this an internal function? // Regular functions RevBayesCore::TypedFunction<RevBayesCore::Boolean>* createFunction(void) const; //!< Create internal function object const ArgumentRules& getArgumentRules(void) const; //!< Get argument rules }; } #endif
412
0.710414
1
0.710414
game-dev
MEDIA
0.311644
game-dev
0.665795
1
0.665795
oiuv/mud
3,861
kungfu/skill/yingzhua-gong.c
// yingzhua-gong.c -鹰爪功 // modified by Venus Oct.1997 inherit SHAOLIN_SKILL; mapping *action = ({ ([ "action": "$N全身拔地而起,半空中一个筋斗,一式「苍鹰袭兔」,迅猛地抓向$n的$l", "force" : 100, "attack": 20, "dodge" : 5, "parry" : 15, "damage": 10, "lvl" : 0, "skills_name" : "苍鹰袭兔", "damage_type" : "内伤" ]), ([ "action": "$N单腿直立,双臂平伸,一式「雄鹰展翅」,双爪一前一后拢向$n的$l", "force" : 120, "attack": 40, "dodge" : 10, "parry" : 22, "damage": 15, "lvl" : 30, "skills_name" : "雄鹰展翅", "damage_type" : "内伤" ]), ([ "action": "$N一式「拔翅横飞」,全身向斜里平飞,右腿一绷,双爪搭向$n的肩头", "force" : 150, "attack": 50, "dodge" : 10, "parry" : 28, "damage": 20, "lvl" : 60, "skills_name" : "拔翅横飞", "damage_type" : "内伤" ]), ([ "action": "$N双爪交错上举,使一式「迎风振翼」,一拔身,分别袭向$n左右腋空门", "force" : 180, "attack": 55, "dodge" : 15, "parry" : 35, "damage": 35, "lvl" : 80, "skills_name" : "迎风振翼", "damage_type" : "内伤" ]), ([ "action": "$N全身滚动上前,一式「飞龙献爪」,右爪突出,鬼魅般抓向$n的胸口", "force" : 220, "attack": 65, "dodge" : 20, "parry" : 38, "damage": 45, "lvl" : 100, "skills_name" : "飞龙献爪", "damage_type" : "内伤" ]), ([ "action": "$N伏地滑行,一式「拨云瞻日」,上手袭向膻中大穴,下手反抓$n的裆部", "force" : 250, "attack": 60, "dodge" : 25, "parry" : 45, "damage": 50, "lvl" : 120, "skills_name" : "拨云瞻日", "damage_type" : "内伤" ]), ([ "action": "$N左右手掌爪互逆,一式「搏击长空」,无数道劲气破空而出,迅疾无比地击向$n", "force" : 280, "attack": 75, "dodge" : 25, "parry" : 52, "damage": 55, "lvl" : 140, "skills_name" : "凶鹰袭兔", "damage_type" : "内伤" ]), ([ "action": "$N腾空高飞三丈,一式「鹰扬万里」,天空中顿时显出一个巨灵爪影,缓缓罩向$n", "force" : 310, "attack": 80, "dodge" : 40, "parry" : 60, "damage": 60, "lvl" : 160, "skills_name" : "凶鹰袭兔", "damage_type" : "内伤" ]) }); int valid_enable(string usage) { return usage == "claw" || usage == "parry"; } int valid_combine(string combo) { return combo == "fengyun-shou"; } int valid_learn(object me) { if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("练鹰爪功必须空手。\n"); if ((int)me->query_skill("force") < 50) return notify_fail("你的内功火候不够,无法学鹰爪功。\n"); if ((int)me->query("max_neili") < 250) return notify_fail("你的内力太弱,无法练鹰爪功。\n"); if ((int)me->query_skill("claw", 1) < (int)me->query_skill("yingzhua-gong", 1)) return notify_fail("你的基本抓法火候水平有限,无法领会更高深的鹰爪功。\n"); return 1; } string query_skill_name(int level) { int i; for(i = sizeof(action)-1; i >= 0; i--) if (level >= action[i]["lvl"]) return action[i]["skill_name"]; } mapping query_action(object me, object weapon) { int i, level; level = (int) me->query_skill("yingzhua-gong",1); for(i = sizeof(action); i > 0; i--) if (level > action[i-1]["lvl"]) return action[NewRandom(i, 20, level/5)]; } int practice_skill(object me) { if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("你必须空手练习!\n"); if ((int)me->query("qi") < 70) return notify_fail("你的体力太低了。\n"); if ((int)me->query("neili") < 70) return notify_fail("你的内力不够练鹰爪功。\n"); me->receive_damage("qi", 60); me->add("neili", -67); return 1; } string perform_action_file(string action) { return __DIR__"yingzhua-gong/" + action; }
412
0.872494
1
0.872494
game-dev
MEDIA
0.952736
game-dev
0.762351
1
0.762351
OGRECave/ogre
5,118
RenderSystems/GLSupport/src/OgreGLVertexArrayObject.cpp
/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #include "OgreGLVertexArrayObject.h" #include "OgreRoot.h" #include "OgreLogManager.h" #include "OgreGLSLProgramCommon.h" #include "OgreGLRenderSystemCommon.h" namespace Ogre { GLVertexArrayObject::GLVertexArrayObject() : mCreatorContext(0), mVAO(0), mNeedsUpdate(true), mVertexStart(0) { } GLVertexArrayObject::~GLVertexArrayObject() { if(mVAO != 0) { GLRenderSystemCommon* rs = static_cast<GLRenderSystemCommon*>(Root::getSingleton().getRenderSystem()); rs->_destroyVao(mCreatorContext, mVAO); } } void GLVertexArrayObject::bind(GLRenderSystemCommon* rs) { if(mCreatorContext && mCreatorContext != rs->_getCurrentContext()) // VAO is unusable with current context, destroy it { if(mVAO != 0) rs->_destroyVao(mCreatorContext, mVAO); mCreatorContext = 0; mVAO = 0; mNeedsUpdate = true; } if(!mCreatorContext && rs->getCapabilities()->hasCapability(RSC_VAO)) // create VAO lazy or recreate after destruction { mCreatorContext = rs->_getCurrentContext(); mVAO = rs->_createVao(); mNeedsUpdate = true; } rs->_bindVao(mCreatorContext, mVAO); } bool GLVertexArrayObject::needsUpdate(VertexBufferBinding* vertexBufferBinding, size_t vertexStart) { if(mNeedsUpdate) return true; for (const auto& elem : mElementList) { uint16 source = elem.getSource(); if (!vertexBufferBinding->isBufferBound(source)) continue; // Skip unbound elements VertexElementSemantic sem = elem.getSemantic(); unsigned short elemIndex = elem.getIndex(); uint32 attrib = (uint32)GLSLProgramCommon::getFixedAttributeIndex(sem, elemIndex); const HardwareVertexBufferSharedPtr& vertexBuffer = vertexBufferBinding->getBuffer(source); if (std::find(mAttribsBound.begin(), mAttribsBound.end(), std::make_pair(attrib, vertexBuffer.get())) == mAttribsBound.end()) return true; if (vertexBuffer->isInstanceData() && std::find(mInstanceAttribsBound.begin(), mInstanceAttribsBound.end(), attrib) == mInstanceAttribsBound.end()) return true; } if(vertexStart != mVertexStart) { return true; } return false; } void GLVertexArrayObject::bindToGpu(GLRenderSystemCommon* rs, VertexBufferBinding* vertexBufferBinding, size_t vertexStart) { mAttribsBound.clear(); mInstanceAttribsBound.clear(); for (const auto& elem : mElementList) { uint16 source = elem.getSource(); if (!vertexBufferBinding->isBufferBound(source)) continue; // Skip unbound elements VertexElementSemantic sem = elem.getSemantic(); unsigned short elemIndex = elem.getIndex(); uint32 attrib = (uint32)GLSLProgramCommon::getFixedAttributeIndex(sem, elemIndex); const HardwareVertexBufferSharedPtr& vertexBuffer = vertexBufferBinding->getBuffer(source); mAttribsBound.push_back(std::make_pair(attrib, vertexBuffer.get())); rs->bindVertexElementToGpu(elem, vertexBuffer, vertexStart); if (vertexBuffer->isInstanceData()) mInstanceAttribsBound.push_back(attrib); } mVertexStart = vertexStart; mNeedsUpdate = false; } }
412
0.936774
1
0.936774
game-dev
MEDIA
0.584352
game-dev,graphics-rendering
0.908108
1
0.908108
EvenMoreFish/EvenMoreFish
3,592
even-more-fish-plugin/src/main/java/com/oheers/fish/economy/GriefPreventionEconomyType.java
package com.oheers.fish.economy; import com.oheers.fish.EvenMoreFish; import com.oheers.fish.api.economy.EconomyType; import com.oheers.fish.config.MainConfig; import com.oheers.fish.messages.EMFSingleMessage; import me.ryanhamshire.GriefPrevention.GriefPrevention; import me.ryanhamshire.GriefPrevention.PlayerData; import net.kyori.adventure.text.Component; import org.bukkit.Bukkit; import org.bukkit.OfflinePlayer; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; import java.util.logging.Level; public class GriefPreventionEconomyType implements EconomyType { private GriefPrevention economy = null; public GriefPreventionEconomyType() { EvenMoreFish emf = EvenMoreFish.getInstance(); emf.getLogger().log(Level.INFO, "Economy attempting to hook into GriefPrevention."); if (Bukkit.getPluginManager().isPluginEnabled("GriefPrevention")) { economy = GriefPrevention.instance; emf.getLogger().log(Level.INFO, "Economy hooked into GriefPrevention."); } } @Override public String getIdentifier() { return "GriefPrevention"; } @Override public double getMultiplier() { return MainConfig.getInstance().getEconomyMultiplier(this); } @Override public boolean deposit(@NotNull OfflinePlayer player, double amount, boolean allowMultiplier) { if (!isAvailable()) { return false; } PlayerData data = economy.dataStore.getPlayerData(player.getUniqueId()); data.setBonusClaimBlocks(data.getBonusClaimBlocks() + (int) prepareValue(amount, allowMultiplier)); return true; } @Override public boolean withdraw(@NotNull OfflinePlayer player, double amount, boolean allowMultiplier) { if (!isAvailable()) { return false; } PlayerData data = economy.dataStore.getPlayerData(player.getUniqueId()); int total = data.getBonusClaimBlocks(); int finalTotal = total - (int) prepareValue(amount, allowMultiplier); if (finalTotal < 0) { return false; } data.setBonusClaimBlocks(finalTotal); return true; } @Override public boolean has(@NotNull OfflinePlayer player, double amount) { if (!isAvailable()) { return false; } return get(player) >= amount; } @Override public double get(@NotNull OfflinePlayer player) { if (!isAvailable()) { return 0; } return economy.dataStore.getPlayerData(player.getUniqueId()).getBonusClaimBlocks(); } @Override public double prepareValue(double value, boolean applyMultiplier) { if (applyMultiplier) { return Math.floor(value * getMultiplier()); } return Math.floor(value); } @Override public @Nullable Component formatWorth(double totalWorth, boolean applyMultiplier) { if (!isAvailable()) { return null; } int worth = (int) prepareValue(totalWorth, applyMultiplier); String display = MainConfig.getInstance().getEconomyDisplay(this); if (display == null) { display = "{amount} Claim Block(s)"; } EMFSingleMessage message = EMFSingleMessage.fromString(display); message.setVariable("{amount}", String.valueOf(worth)); return message.getComponentMessage(); } @Override public boolean isAvailable() { return (MainConfig.getInstance().isEconomyEnabled(this) && economy != null); } }
412
0.877214
1
0.877214
game-dev
MEDIA
0.899246
game-dev
0.980375
1
0.980375
icpctools/icpctools
4,660
ContestUtil/src/org/icpc/tools/contest/util/floor/FloorGenerator48Astana.java
package org.icpc.tools.contest.util.floor; import java.io.File; import org.icpc.tools.contest.Trace; import org.icpc.tools.contest.model.FloorMap; import org.icpc.tools.contest.model.FloorMap.Path; import org.icpc.tools.contest.model.IContest; import org.icpc.tools.contest.model.IProblem; import org.icpc.tools.contest.model.ITeam; import org.icpc.tools.contest.model.feed.DiskContestSource; import org.icpc.tools.contest.model.internal.MapInfo.Printer; public class FloorGenerator48Astana extends FloorGenerator { // team area width (in meters). ICPC standard is 3.0 private static final float taw = 3.0f; // team area depth (in meters). ICPC standard is 2.2 private static final float tad = 2.2f; private static final float aisle = 1.5f; private static FloorMap floor = new FloorMap(taw, tad, 1.8, 0.9); public static void main(String[] args) { Trace.init("ICPC Floor Map Generator", "floorMap", args); try { // create grid of teams, with special spacing and gaps double x = 0; double y = 0; double[] a = new double[9]; double ax1 = x - taw / 2 - aisle / 2; double ax2 = x + taw * 9.5 + aisle / 2; floor.createAisle(ax1, y, ax2, y); a[0] = y; y += aisle / 2 + tad; double offset = taw * 2 / 3; floor.createTeamRow(9, 9, x + offset, y, FloorMap.S, true, false); y += tad / 2; floor.createTeamRow(9, 10, x + offset, y, FloorMap.N, false, true); y += aisle / 2 + tad; floor.createAisle(ax1, y, ax2, y); a[1] = y; y += aisle / 2 + tad; floor.createTeamRow(9, 27, x + offset, y, FloorMap.S, true, false); y += tad / 2; floor.createTeamRow(9, 28, x + offset, y, FloorMap.N, false, true); y += aisle / 2 + tad; floor.createAisle(ax1, y, ax2, y); a[2] = y; y += aisle / 2 + tad; floor.createTeamRow(9, 45, x + offset, y, FloorMap.S, true, false); y += tad / 2; floor.createTeamRow(9, 46, x + offset, y, FloorMap.N, false, true); y += aisle / 2 + tad; floor.createAisle(ax1, y, ax2, y); a[3] = y; y += aisle / 2 + tad; floor.createTeamRow(9, 63, x, y, FloorMap.S, true, false); y += tad / 2; floor.createTeamRow(9, 64, x, y, FloorMap.N, false, true); y += aisle / 2 + tad + 0.5; floor.createAisle(ax1, y, ax2, y); a[4] = y; y += aisle / 2 + tad + 0.5; floor.createTeamRow(9, 81, x, y, FloorMap.S, true, false); y += tad / 2; floor.createTeamRow(9, 82, x, y, FloorMap.N, false, true); y += aisle / 2 + tad; floor.createAisle(ax1, y, ax2, y); a[5] = y; y += aisle / 2 + tad; floor.createTeamRow(9, 99, x + offset, y, FloorMap.S, true, false); y += tad / 2; floor.createTeamRow(9, 100, x + offset, y, FloorMap.N, false, true); y += aisle / 2 + tad; floor.createAisle(ax1, y, ax2, y); a[6] = y; y += aisle / 2 + tad; floor.createTeamRow(9, 117, x + offset, y, FloorMap.S, true, false); y += tad / 2; floor.createTeamRow(9, 118, x + offset, y, FloorMap.N, false, true); y += aisle / 2 + tad; floor.createAisle(ax1, y, ax2, y); a[7] = y; y += aisle / 2 + tad; floor.createTeamRow(8, 134, x + offset, y, FloorMap.S, true, false); y += tad / 2; floor.createTeamRow(8, 135, x + offset, y, FloorMap.N, false, true); y += aisle / 2 + tad; floor.createAisle(ax1, y, ax2, y); a[8] = y; floor.createAisle(ax1, a[0], ax1, a[8]); floor.createAisle(ax2, a[0], ax2, a[8]); // spares ITeam t = createAdjacentTeam(floor, 127, -1, taw, 0, FloorMap.S); floor.makeSpare(t); t = createAdjacentTeam(floor, 142, -1, taw, 0, FloorMap.N); floor.makeSpare(t); Printer p = floor.createPrinter(ax2 + taw, a[5]); if (args != null && args.length > 0) { File f = new File(args[0]); DiskContestSource source = new DiskContestSource(f); IContest contest2 = source.getContest(); source.waitForContest(10000); IProblem[] problems = contest2.getProblems(); System.out.println(problems.length + " problems found"); double ix = (a[7] - a[1]) / (problems.length - 1); for (int i = 0; i < problems.length; i++) floor.createBalloon(problems[i].getId(), ax2 + taw / 2, a[1] + i * ix); floor.rotate(270); floor.convertSpares(contest2); floor.write(f); } long time = System.currentTimeMillis(); ITeam t1 = floor.getTeam(10); ITeam t3 = floor.getTeam(57); IProblem pr = floor.getBalloon("C"); Path path1 = floor.getPath(t1, pr); Path path2 = floor.getPath(t3, p); Trace.trace(Trace.USER, "Time: " + (System.currentTimeMillis() - time)); show(floor, 57, true, path1, path2); } catch (Exception e) { Trace.trace(Trace.ERROR, "Error generating floor map", e); } } }
412
0.76382
1
0.76382
game-dev
MEDIA
0.801728
game-dev
0.929727
1
0.929727
IAPOLINARIO/100-days-of-code
2,723
Month-2/Week-08/day-50/c++/main.cpp
/** * DAY-50 C++ version * * Just run 'make' to compile and run all the tests */ #define DOCTEST_CONFIG_IMPLEMENT_WITH_MAIN #include "../../../../dependencies/c++/doctest.h" //https://github.com/onqtam/doctest /** * Return the winner or tie results of a Tic Tac Toe game. * Inputs will be taken from player1 as **"X"**, player2 as **"O"**, and empty spaces as **"#"** * * @param g char[3][3] array of the game * @return Message of the result of the game */ std::string ticTacToe(char g[3][3]) { char p = '#'; if (g[0][0] == g[0][1] && g[0][0] == g[0][2] && g[0][0] != '#') { p = g[0][0]; } else { if (g[1][0] == g[1][1] && g[1][0] == g[1][2] && g[1][0] != '#') { p = g[1][0]; } else { if (g[2][0] == g[2][1] && g[2][0] == g[2][2] && g[2][0] != '#') { p = g[2][0]; } else { if (g[0][0] == g[1][0] && g[0][0] == g[2][0] && g[0][0] != '#') { p = g[0][0]; } else { if (g[0][1] == g[1][1] && g[0][1] == g[2][1] && g[0][1] != '#') { p = g[0][1]; } else { if (g[0][2] == g[1][2] && g[0][2] == g[2][2] && g[0][2] != '#') { p = g[0][2]; } else { if (g[0][0] == g[1][1] && g[0][0] == g[2][2] && g[0][0] != '#') { p = g[0][0]; } else { if (g[2][0] == g[1][1] && g[2][0] == g[0][2] && g[2][0] != '#') { p = g[2][0]; } } } } } } } } return p == 'X' ? "Player 1 wins" : p == 'O' ? "Player 2 wins" : "It's a Tie"; } /** * Tests */ TEST_CASE("Tests") { char game1[3][3] = {{'X', 'O', 'O'}, {'O', 'X', 'O'}, {'O', '#', 'X'}}; CHECK(ticTacToe(game1) == "Player 1 wins"); char game2[3][3] = {{'X', 'O', 'O'}, {'O', 'X', 'O'}, {'X', '#', 'O'}}; CHECK(ticTacToe(game2) == "Player 2 wins"); char game3[3][3] = {{'X', 'X', 'O'}, {'O', 'X', 'O'}, {'X', 'O', '#'}}; CHECK(ticTacToe(game3) == "It's a Tie"); char game4[3][3] = {{'X', 'X', 'O'}, {'X', 'O', 'O'}, {'O', 'O', '#'}}; CHECK(ticTacToe(game4) == "Player 2 wins"); }
412
0.60825
1
0.60825
game-dev
MEDIA
0.857661
game-dev
0.744262
1
0.744262
3DBAG/roofer
7,770
src/extra/misc/NodataCircleComputer.cpp
// Copyright (c) 2018-2024 TU Delft 3D geoinformation group, Ravi Peters (3DGI), // and Balazs Dukai (3DGI) // This file is part of roofer (https://github.com/3DBAG/roofer) // geoflow-roofer was created as part of the 3DBAG project by the TU Delft 3D // geoinformation group (3d.bk.tudelf.nl) and 3DGI (3dgi.nl) // geoflow-roofer 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. geoflow-roofer 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 geoflow-roofer. If not, see // <https://www.gnu.org/licenses/>. // Author(s): // Ravi Peters // includes for defining the Voronoi diagram adaptor #include <CGAL/Boolean_set_operations_2/oriented_side.h> #include <CGAL/Delaunay_triangulation_2.h> #include <CGAL/Exact_predicates_inexact_constructions_kernel.h> #include <CGAL/Polygon_2.h> #include <CGAL/Polygon_with_holes_2.h> #include <CGAL/squared_distance_2.h> #include <roofer/common/ptinpoly.h> #include <chrono> #include <roofer/misc/NodataCircleComputer.hpp> // #include "roofer/logger/logger.h" static const double PI = 3.141592653589793238462643383279502884; namespace roofer::misc { typedef CGAL::Exact_predicates_inexact_constructions_kernel K; typedef CGAL::Delaunay_triangulation_2<K> Triangulation; typedef Triangulation::Edge_iterator Edge_iterator; typedef Triangulation::Point Point; typedef CGAL::Polygon_2<K> Polygon; typedef CGAL::Polygon_with_holes_2<K> Polygon_with_holes; void insert_edges(Triangulation& t, const Polygon& polygon, const float& interval) { for (auto ei = polygon.edges_begin(); ei != polygon.edges_end(); ++ei) { auto e_l = CGAL::sqrt(ei->squared_length()); auto e_v = ei->to_vector() / e_l; auto n = std::ceil(e_l / interval); auto s = ei->source(); t.insert(s); for (size_t i = 0; i < n; ++i) { t.insert(s + i * interval * e_v); // l += interval; } } } class GridPIPTester { pGridSet ext_gridset; std::vector<pGridSet> hole_gridsets; int Grid_Resolution = 20; pGridSet build_grid(const Polygon& ring) { int size = ring.size(); std::vector<pPipoint> pgon; for (auto pi = ring.vertices_begin(); pi != ring.vertices_end(); ++pi) { pgon.push_back(new Pipoint{pi->x(), pi->y()}); } pGridSet grid_set = new GridSet(); // skip last point in the ring, ie the repetition of the first vertex GridSetup(&pgon[0], pgon.size(), Grid_Resolution, grid_set); for (int i = 0; i < size; i++) { delete pgon[i]; } return grid_set; } public: GridPIPTester(const Polygon_with_holes& polygon) { ext_gridset = build_grid(polygon.outer_boundary()); for (auto& hole : polygon.holes()) { hole_gridsets.push_back(build_grid(hole)); } } ~GridPIPTester() { GridCleanup(ext_gridset); delete ext_gridset; for (auto& h : hole_gridsets) { GridCleanup(h); delete h; } } bool test(const Point& p) { pPipoint pipoint = new Pipoint{p.x(), p.y()}; bool inside = GridTest(ext_gridset, pipoint); if (inside) { for (auto& hole_gridset : hole_gridsets) { inside = inside && !GridTest(hole_gridset, pipoint); if (!inside) break; } } delete pipoint; return inside; } }; void draw_circle(LinearRing& polygon, float& radius, arr2f& center) { const double angle_step = PI / 5; for (float a = 0; a < 2 * PI; a += angle_step) { polygon.push_back({float(center[0] + std::cos(a) * radius), float(center[1] + std::sin(a) * radius), 0}); } } void compute_nodata_circle(PointCollection& pointcloud, LinearRing& lr, float* nodata_radius, arr2f* nodata_centerpoint, float polygon_densify) { std::clock_t c_start = std::clock(); // CPU time // build grid // build VD/DT Triangulation t; // insert points point cloud for (auto& p : pointcloud) { t.insert(Point(p[0], p[1])); } // insert pts on footprint boundary Polygon poly2; for (auto& p : lr) { poly2.push_back(Point(p[0], p[1])); } std::vector<Polygon> holes; for (auto& lr_hole : lr.interior_rings()) { Polygon hole; for (auto& p : lr_hole) { hole.push_back(Point(p[0], p[1])); } holes.push_back(hole); } auto polygon = Polygon_with_holes(poly2, holes.begin(), holes.end()); // double l = 0; // try { insert_edges(t, polygon.outer_boundary(), polygon_densify); // } catch (...) { // // Catch CGAL assertion errors when CGAL is compiled in debug mode // auto& logger = roofer::logger::Logger::get_logger(); // logger.error( // "Failed the initial insert_edges in compute_nodata_circle and // cannot " "continue"); // throw; // } for (auto& hole : polygon.holes()) { // try { insert_edges(t, hole, polygon_densify); // } catch (...) { // // Catch CGAL assertion errors when CGAL is compiled in debug mode // } } // build gridset for point in polygon checks auto pip_tester = GridPIPTester(polygon); // std::cout << 1000.0 * (std::clock()-c_start) / CLOCKS_PER_SEC << "ms // 1\n"; // find VD node with largest circle double r_max = 0; Point c_max; for (const auto& face : t.finite_face_handles()) { // get the voronoi node, but check for collinearity first // if (1E-5 > CGAL::area(face->vertex(0)->point(), // face->vertex(1)->point(), // face->vertex(2)->point())) { if (!CGAL::collinear(face->vertex(0)->point(), face->vertex(1)->point(), face->vertex(2)->point()) && 1E-5 > CGAL::area(face->vertex(0)->point(), face->vertex(1)->point(), face->vertex(2)->point())) { // try { auto c = t.dual(face); // check it is inside footprint polygon if (pip_tester.test(c)) { for (size_t i = 0; i < 3; ++i) { auto r = CGAL::squared_distance(c, face->vertex(i)->point()); if (r > r_max) { r_max = r; c_max = c; } } } // } catch (...) { // // Catch CGAL assertion errors when CGAL is compiled in debug mode // } } } if (nodata_radius) *nodata_radius = std::sqrt(r_max); if (nodata_centerpoint) *nodata_centerpoint = {float(c_max.x()), float(c_max.y())}; // std::cout << 1000.0 * (std::clock()-c_start) / CLOCKS_PER_SEC << "ms // 1\n"; // std::cout << "Max radius: " << r_max << std::endl; // std::cout << "Max radius center: " << c_max << std::endl; // PointCollection vd_pts; // for(const auto& vertex : t.finite_vertex_handles()) { // vd_pts.push_back( // arr3f{ // float(vertex->point().x()), // float(vertex->point().y()), // 0 // } // ); // } // PointCollection mc; mc.push_back({float(c_max.x()), float(c_max.y()), // 0}); output("vd_pts").set(vd_pts); output("max_circle").set(circle); // output("max_diameter").set(float(2*r_max)); } } // namespace roofer::misc
412
0.973393
1
0.973393
game-dev
MEDIA
0.648516
game-dev
0.926979
1
0.926979
pe3ep/Trident
4,112
src/main/kotlin/cc/pe3epwithyou/trident/feature/questing/QuestListener.kt
package cc.pe3epwithyou.trident.feature.questing import cc.pe3epwithyou.trident.client.listeners.ChestScreenListener import cc.pe3epwithyou.trident.config.Config import cc.pe3epwithyou.trident.feature.questing.game.* import cc.pe3epwithyou.trident.interfaces.questing.QuestingDialog import cc.pe3epwithyou.trident.state.Game import cc.pe3epwithyou.trident.state.MCCIState import cc.pe3epwithyou.trident.utils.ChatUtils import cc.pe3epwithyou.trident.utils.DelayedAction import cc.pe3epwithyou.trident.utils.WorldUtils import net.fabricmc.fabric.api.client.message.v1.ClientReceiveMessageEvents import net.minecraft.client.Minecraft import net.minecraft.client.gui.screens.inventory.ContainerScreen import net.minecraft.network.chat.Component import net.minecraft.world.item.ItemStack import net.minecraft.world.scores.DisplaySlot import java.util.* import java.util.concurrent.ConcurrentHashMap import java.util.concurrent.TimeUnit object QuestListener { val interruptibleTasks: ConcurrentHashMap<UUID, DelayedAction.DelayedTask> = ConcurrentHashMap() var isWaitingRefresh: Boolean = false fun handleRefreshTasksChat(m: Component) { if (!Regex("^\\(.\\) Quest Tasks Rerolled!").matches(m.string)) return isWaitingRefresh = true } fun handleRefreshTasksItem(item: ItemStack) { if (!isWaitingRefresh) return if ("Quest" !in item.hoverName.string) return val screen = (Minecraft.getInstance().screen ?: return) as ContainerScreen ChestScreenListener.findQuests(screen) } fun handleSubtitle(m: Component) { if (!Config.Questing.enabled) return if (MCCIState.game == Game.PARKOUR_WARRIOR_DOJO) PKWDojoHandlers.handle(m) if (MCCIState.game == Game.HITW) HITWHandlers.handlePlacement(m) } fun handleTimedQuest(minutes: Long, shouldInterrupt: Boolean = false, action: () -> Unit) { if (!Config.Questing.enabled) return val initialID = WorldUtils.getGameID() val task = DelayedAction.delay(TimeUnit.MINUTES.toMillis(minutes)) { val currentID = WorldUtils.getGameID() if (initialID != currentID) return@delay action.invoke() } ChatUtils.debugLog("Scheduled task with: ${task.id}") if (!shouldInterrupt) return interruptibleTasks[task.id] = task } fun interruptTasks() { interruptibleTasks.forEach { (_, task) -> task.cancel() } interruptibleTasks.clear() } fun register() { ClientReceiveMessageEvents.GAME.register eventHandler@{ message, _ -> if (!Config.Questing.enabled) return@eventHandler if (checkIfPlobby()) return@eventHandler handleRefreshTasksChat(message) checkDesynced(message) if (MCCIState.game == Game.PARKOUR_WARRIOR_SURVIVOR) PKWSurvivorHandlers.handle(message) if (MCCIState.game == Game.BATTLE_BOX) BattleBoxHandlers.handle(message) if (MCCIState.game == Game.TGTTOS) TGTTOSHandlers.handle(message) if (MCCIState.game == Game.SKY_BATTLE) SkyBattleHandlers.handle(message) if (MCCIState.game == Game.ROCKET_SPLEEF_RUSH) RSRHandlers.handle( message ) if (MCCIState.game == Game.DYNABALL) DynaballHandlers.handle(message) } } fun checkDesynced(m: Component) { val match = Regex("\\(.\\) (Quest Scroll|Quest) Completed! Check your Quest Log for rewards\\.").matches(m.string) if (!match) return if (isAQuestCompleted()) return QuestingDialog.isDesynced = true } fun isAQuestCompleted(): Boolean { QuestStorage.getActiveQuests(MCCIState.game).forEach { q -> if (q.isCompleted) return true } return false } fun checkIfPlobby(): Boolean { val scoreboard = Minecraft.getInstance().player?.scoreboard ?: return false val obj = scoreboard.getDisplayObjective(DisplaySlot.SIDEBAR) ?: return false return obj.displayName.string.contains("Plobby", true) } }
412
0.892274
1
0.892274
game-dev
MEDIA
0.884791
game-dev
0.965927
1
0.965927
ratrecommends/dice-heroes
2,045
main/src/com/vlaaad/dice/game/effects/RemoveEffectsEffect.java
/* * Dice heroes is a turn based rpg-strategy game where characters are dice. * Copyright (C) 2016 Vladislav Protsenko * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package com.vlaaad.dice.game.effects; import com.badlogic.gdx.utils.ObjectMap; import com.vlaaad.common.util.futures.IFuture; import com.vlaaad.dice.game.objects.Creature; /** * Created 22.01.14 by vlaaad */ public class RemoveEffectsEffect extends CreatureEffect { private final ObjectMap<Creature, CreatureEffect> effects; public RemoveEffectsEffect(ObjectMap<Creature, CreatureEffect> effects) { super(null, "remove-effects-" + System.currentTimeMillis() + "-" + Math.random(), 1); this.effects = effects; } @Override public void apply(Creature creature) { } @Override public IFuture<Void> remove(Creature creature) { for (Creature key : effects.keys()) { key.removeEffect(effects.get(key)); } return null; } @Override public boolean isHidden() { return true; } @Override public String getIconName() { throw new IllegalStateException("is hidden"); } @Override public String getUiIconName() { throw new IllegalStateException("is hidden"); } @Override public String locDescKey() { throw new IllegalStateException("is hidden"); } @Override public EffectType getType() { return EffectType.util; } }
412
0.690475
1
0.690475
game-dev
MEDIA
0.960262
game-dev
0.873957
1
0.873957