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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SourceEngine-CommunityEdition/source | 15,338 | game/shared/cstrike/bot/bot_util.cpp | //========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
#include "cbase.h"
#include "cs_shareddefs.h"
#include "engine/IEngineSound.h"
#include "KeyValues.h"
#include "bot.h"
#include "bot_util.h"
#include "bot_profile.h"
#include "cs_bot.h"
#include <ctype.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static int s_iBeamSprite = 0;
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given name is already in use by another player
*/
bool UTIL_IsNameTaken( const char *name, bool ignoreHumans )
{
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
if (player->IsPlayer() && player->IsBot())
{
// bots can have prefixes so we need to check the name
// against the profile name instead.
CCSBot *bot = dynamic_cast<CCSBot *>(player);
if ( bot && bot->GetProfile()->GetName() && FStrEq(name, bot->GetProfile()->GetName()))
{
return true;
}
}
else
{
if (!ignoreHumans)
{
if (FStrEq( name, player->GetPlayerName() ))
return true;
}
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
int UTIL_ClientsInGame( void )
{
int count = 0;
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBaseEntity *player = UTIL_PlayerByIndex( i );
if (player == NULL)
continue;
count++;
}
return count;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the number of non-bots on the given team
*/
int UTIL_HumansOnTeam( int teamID, bool isAlive )
{
int count = 0;
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBaseEntity *entity = UTIL_PlayerByIndex( i );
if ( entity == NULL )
continue;
CBasePlayer *player = static_cast<CBasePlayer *>( entity );
if (player->IsBot())
continue;
if (player->GetTeamNumber() != teamID)
continue;
if (isAlive && !player->IsAlive())
continue;
count++;
}
return count;
}
//--------------------------------------------------------------------------------------------------------------
int UTIL_BotsInGame( void )
{
int count = 0;
for (int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>(UTIL_PlayerByIndex( i ));
if ( player == NULL )
continue;
if ( !player->IsBot() )
continue;
count++;
}
return count;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Kick a bot from the given team. If no bot exists on the team, return false.
*/
bool UTIL_KickBotFromTeam( int kickTeam )
{
int i;
// try to kick a dead bot first
for ( i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
if (!player->IsBot())
continue;
if (!player->IsAlive() && player->GetTeamNumber() == kickTeam)
{
// its a bot on the right team - kick it
engine->ServerCommand( UTIL_VarArgs( "kick \"%s\"\n", player->GetPlayerName() ) );
return true;
}
}
// no dead bots, kick any bot on the given team
for ( i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
if (!player->IsBot())
continue;
if (player->GetTeamNumber() == kickTeam)
{
// its a bot on the right team - kick it
engine->ServerCommand( UTIL_VarArgs( "kick \"%s\"\n", player->GetPlayerName() ) );
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if all of the members of the given team are bots
*/
bool UTIL_IsTeamAllBots( int team )
{
int botCount = 0;
for( int i=1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
// skip players on other teams
if (player->GetTeamNumber() != team)
continue;
// if not a bot, fail the test
if (!player->IsBot())
return false;
// is a bot on given team
++botCount;
}
// if team is empty, there are no bots
return (botCount) ? true : false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the closest active player to the given position.
* If 'distance' is non-NULL, the distance to the closest player is returned in it.
*/
extern CBasePlayer *UTIL_GetClosestPlayer( const Vector &pos, float *distance )
{
CBasePlayer *closePlayer = NULL;
float closeDistSq = 999999999999.9f;
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (!IsEntityValid( player ))
continue;
if (!player->IsAlive())
continue;
Vector playerOrigin = GetCentroid( player );
float distSq = (playerOrigin - pos).LengthSqr();
if (distSq < closeDistSq)
{
closeDistSq = distSq;
closePlayer = static_cast<CBasePlayer *>( player );
}
}
if (distance)
*distance = (float)sqrt( closeDistSq );
return closePlayer;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the closest active player on the given team to the given position.
* If 'distance' is non-NULL, the distance to the closest player is returned in it.
*/
extern CBasePlayer *UTIL_GetClosestPlayer( const Vector &pos, int team, float *distance )
{
CBasePlayer *closePlayer = NULL;
float closeDistSq = 999999999999.9f;
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (!IsEntityValid( player ))
continue;
if (!player->IsAlive())
continue;
if (player->GetTeamNumber() != team)
continue;
Vector playerOrigin = GetCentroid( player );
float distSq = (playerOrigin - pos).LengthSqr();
if (distSq < closeDistSq)
{
closeDistSq = distSq;
closePlayer = static_cast<CBasePlayer *>( player );
}
}
if (distance)
*distance = (float)sqrt( closeDistSq );
return closePlayer;
}
//--------------------------------------------------------------------------------------------------------------
// Takes the bot pointer and constructs the net name using the current bot name prefix.
void UTIL_ConstructBotNetName( char *name, int nameLength, const BotProfile *profile )
{
if (profile == NULL)
{
name[0] = 0;
return;
}
// if there is no bot prefix just use the profile name.
if ((cv_bot_prefix.GetString() == NULL) || (strlen(cv_bot_prefix.GetString()) == 0))
{
Q_strncpy( name, profile->GetName(), nameLength );
return;
}
// find the highest difficulty
const char *diffStr = BotDifficultyName[0];
for ( int i=BOT_EXPERT; i>0; --i )
{
if ( profile->IsDifficulty( (BotDifficultyType)i ) )
{
diffStr = BotDifficultyName[i];
break;
}
}
const char *weaponStr = NULL;
if ( profile->GetWeaponPreferenceCount() )
{
weaponStr = profile->GetWeaponPreferenceAsString( 0 );
const char *translatedAlias = GetTranslatedWeaponAlias( weaponStr );
char wpnName[128];
Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", translatedAlias );
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName );
if ( hWpnInfo != GetInvalidWeaponInfoHandle() )
{
CCSWeaponInfo *pWeaponInfo = dynamic_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
if ( pWeaponInfo )
{
CSWeaponType weaponType = pWeaponInfo->m_WeaponType;
weaponStr = WeaponClassAsString( weaponType );
}
}
}
if ( !weaponStr )
{
weaponStr = "";
}
char skillStr[16];
Q_snprintf( skillStr, sizeof( skillStr ), "%.0f", profile->GetSkill()*100 );
char temp[MAX_PLAYER_NAME_LENGTH*2];
char prefix[MAX_PLAYER_NAME_LENGTH*2];
Q_strncpy( temp, cv_bot_prefix.GetString(), sizeof( temp ) );
Q_StrSubst( temp, "<difficulty>", diffStr, prefix, sizeof( prefix ) );
Q_StrSubst( prefix, "<weaponclass>", weaponStr, temp, sizeof( temp ) );
Q_StrSubst( temp, "<skill>", skillStr, prefix, sizeof( prefix ) );
Q_snprintf( name, nameLength, "%s %s", prefix, profile->GetName() );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if anyone on the given team can see the given spot
*/
bool UTIL_IsVisibleToTeam( const Vector &spot, int team )
{
for( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
if (!player->IsAlive())
continue;
if (player->GetTeamNumber() != team)
continue;
trace_t result;
UTIL_TraceLine( player->EyePosition(), spot, CONTENTS_SOLID, player, COLLISION_GROUP_NONE, &result );
if (result.fraction == 1.0f)
return true;
}
return false;
}
//------------------------------------------------------------------------------------------------------------
void UTIL_DrawBeamFromEnt( int i, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue )
{
/* BOTPORT: What is the replacement for MESSAGE_BEGIN?
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecEnd ); // vecEnd = origin???
WRITE_BYTE( TE_BEAMENTPOINT );
WRITE_SHORT( i );
WRITE_COORD( vecEnd.x );
WRITE_COORD( vecEnd.y );
WRITE_COORD( vecEnd.z );
WRITE_SHORT( s_iBeamSprite );
WRITE_BYTE( 0 ); // startframe
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( iLifetime ); // life
WRITE_BYTE( 10 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( bRed ); // r, g, b
WRITE_BYTE( bGreen ); // r, g, b
WRITE_BYTE( bBlue ); // r, g, b
WRITE_BYTE( 255 ); // brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
*/
}
//------------------------------------------------------------------------------------------------------------
void UTIL_DrawBeamPoints( Vector vecStart, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue )
{
NDebugOverlay::Line( vecStart, vecEnd, bRed, bGreen, bBlue, true, 0.1f );
/*
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecStart );
WRITE_BYTE( TE_BEAMPOINTS );
WRITE_COORD( vecStart.x );
WRITE_COORD( vecStart.y );
WRITE_COORD( vecStart.z );
WRITE_COORD( vecEnd.x );
WRITE_COORD( vecEnd.y );
WRITE_COORD( vecEnd.z );
WRITE_SHORT( s_iBeamSprite );
WRITE_BYTE( 0 ); // startframe
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( iLifetime ); // life
WRITE_BYTE( 10 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( bRed ); // r, g, b
WRITE_BYTE( bGreen ); // r, g, b
WRITE_BYTE( bBlue ); // r, g, b
WRITE_BYTE( 255 ); // brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
*/
}
//------------------------------------------------------------------------------------------------------------
void CONSOLE_ECHO( const char * pszMsg, ... )
{
va_list argptr;
static char szStr[1024];
va_start( argptr, pszMsg );
vsprintf( szStr, pszMsg, argptr );
va_end( argptr );
Msg( "%s", szStr );
}
//------------------------------------------------------------------------------------------------------------
void BotPrecache( void )
{
s_iBeamSprite = CBaseEntity::PrecacheModel( "sprites/smoke.spr" );
}
//------------------------------------------------------------------------------------------------------------
#define COS_TABLE_SIZE 256
static float cosTable[ COS_TABLE_SIZE ];
void InitBotTrig( void )
{
for( int i=0; i<COS_TABLE_SIZE; ++i )
{
float angle = (float)(2.0f * M_PI * i / (float)(COS_TABLE_SIZE-1));
cosTable[i] = (float)cos( angle );
}
}
float BotCOS( float angle )
{
angle = AngleNormalizePositive( angle );
int i = (int)( angle * (COS_TABLE_SIZE-1) / 360.0f );
return cosTable[i];
}
float BotSIN( float angle )
{
angle = AngleNormalizePositive( angle - 90 );
int i = (int)( angle * (COS_TABLE_SIZE-1) / 360.0f );
return cosTable[i];
}
//--------------------------------------------------------------------------------------------------------------
/**
* Send a "hint" message to all players, dead or alive.
*/
void HintMessageToAllPlayers( const char *message )
{
hudtextparms_t textParms;
textParms.x = -1.0f;
textParms.y = -1.0f;
textParms.fadeinTime = 1.0f;
textParms.fadeoutTime = 5.0f;
textParms.holdTime = 5.0f;
textParms.fxTime = 0.0f;
textParms.r1 = 100;
textParms.g1 = 255;
textParms.b1 = 100;
textParms.r2 = 255;
textParms.g2 = 255;
textParms.b2 = 255;
textParms.effect = 0;
textParms.channel = 0;
UTIL_HudMessageAll( textParms, message );
}
//--------------------------------------------------------------------------------------------------------------------
/**
* Return true if moving from "start" to "finish" will cross a player's line of fire.
* The path from "start" to "finish" is assumed to be a straight line.
* "start" and "finish" are assumed to be points on the ground.
*/
bool IsCrossingLineOfFire( const Vector &start, const Vector &finish, CBaseEntity *ignore, int ignoreTeam )
{
for ( int p=1; p <= gpGlobals->maxClients; ++p )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( p ) );
if (!IsEntityValid( player ))
continue;
if (player == ignore)
continue;
if (!player->IsAlive())
continue;
if (ignoreTeam && player->GetTeamNumber() == ignoreTeam)
continue;
// compute player's unit aiming vector
Vector viewForward;
AngleVectors( player->EyeAngles() + player->GetPunchAngle(), &viewForward );
const float longRange = 5000.0f;
Vector playerOrigin = GetCentroid( player );
Vector playerTarget = playerOrigin + longRange * viewForward;
Vector result( 0, 0, 0 );
if (IsIntersecting2D( start, finish, playerOrigin, playerTarget, &result ))
{
// simple check to see if intersection lies in the Z range of the path
float loZ, hiZ;
if (start.z < finish.z)
{
loZ = start.z;
hiZ = finish.z;
}
else
{
loZ = finish.z;
hiZ = start.z;
}
if (result.z >= loZ && result.z <= hiZ + HumanHeight)
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Performs a simple case-insensitive string comparison, honoring trailing * wildcards
*/
bool WildcardMatch( const char *query, const char *test )
{
if ( !query || !test )
return false;
while ( *test && *query )
{
char nameChar = *test;
char queryChar = *query;
if ( tolower(nameChar) != tolower(queryChar) ) // case-insensitive
break;
++test;
++query;
}
if ( *query == 0 && *test == 0 )
return true;
// Support trailing *
if ( *query == '*' )
return true;
return false;
}
| 1 | 0.81809 | 1 | 0.81809 | game-dev | MEDIA | 0.798016 | game-dev,networking | 0.966593 | 1 | 0.966593 |
folgerwang/UnrealEngine | 16,154 | Engine/Source/Editor/BlueprintGraph/Private/K2Node_DynamicCast.cpp | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "K2Node_DynamicCast.h"
#include "UObject/Interface.h"
#include "Engine/Blueprint.h"
#include "Framework/Commands/UIAction.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "EdGraphSchema_K2.h"
#include "BlueprintEditorSettings.h"
#include "Kismet2/CompilerResultsLog.h"
#include "DynamicCastHandler.h"
#include "EditorCategoryUtils.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "K2Node_DynamicCast"
namespace UK2Node_DynamicCastImpl
{
static const FName CastSuccessPinName("bSuccess");
}
UK2Node_DynamicCast::UK2Node_DynamicCast(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, bIsPureCast(false)
{
}
void UK2Node_DynamicCast::AllocateDefaultPins()
{
const bool bReferenceObsoleteClass = TargetType && TargetType->HasAnyClassFlags(CLASS_NewerVersionExists);
if (bReferenceObsoleteClass)
{
Message_Error(FString::Printf(TEXT("Node '%s' references obsolete class '%s'"), *GetPathName(), *TargetType->GetPathName()));
}
ensure(!bReferenceObsoleteClass);
const UEdGraphSchema_K2* K2Schema = Cast<UEdGraphSchema_K2>(GetSchema());
check(K2Schema != nullptr);
if (!K2Schema->DoesGraphSupportImpureFunctions(GetGraph()))
{
bIsPureCast = true;
}
if (!bIsPureCast)
{
// Input - Execution Pin
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute);
// Output - Execution Pins
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_CastSucceeded);
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_CastFailed);
}
// Input - Source type Pin
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, UObject::StaticClass(), UEdGraphSchema_K2::PN_ObjectToCast);
// Output - Data Pin
if (TargetType)
{
const FString CastResultPinName = UEdGraphSchema_K2::PN_CastedValuePrefix + TargetType->GetDisplayNameText().ToString();
if (TargetType->IsChildOf(UInterface::StaticClass()))
{
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Interface, *TargetType, *CastResultPinName);
}
else
{
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Object, *TargetType, *CastResultPinName);
}
}
UEdGraphPin* BoolSuccessPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Boolean, UK2Node_DynamicCastImpl::CastSuccessPinName);
BoolSuccessPin->bHidden = !bIsPureCast;
Super::AllocateDefaultPins();
}
FLinearColor UK2Node_DynamicCast::GetNodeTitleColor() const
{
return FLinearColor(0.0f, 0.55f, 0.62f);
}
FSlateIcon UK2Node_DynamicCast::GetIconAndTint(FLinearColor& OutColor) const
{
static FSlateIcon Icon("EditorStyle", "GraphEditor.Cast_16x");
return Icon;
}
FText UK2Node_DynamicCast::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (TargetType == nullptr)
{
return NSLOCTEXT("K2Node_DynamicCast", "BadCastNode", "Bad cast node");
}
else if (CachedNodeTitle.IsOutOfDate(this))
{
// If casting to BP class, use BP name not class name (ie. remove the _C)
FString TargetName;
UBlueprint* CastToBP = UBlueprint::GetBlueprintFromClass(TargetType);
if (CastToBP != NULL)
{
TargetName = CastToBP->GetName();
}
else
{
TargetName = TargetType->GetName();
}
FFormatNamedArguments Args;
Args.Add(TEXT("TargetName"), FText::FromString(TargetName));
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle.SetCachedText(FText::Format(NSLOCTEXT("K2Node_DynamicCast", "CastTo", "Cast To {TargetName}"), Args), this);
}
return CachedNodeTitle;
}
void UK2Node_DynamicCast::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
Super::GetContextMenuActions(Context);
if (!Context.bIsDebugging)
{
Context.MenuBuilder->BeginSection("K2NodeDynamicCast", LOCTEXT("DynamicCastHeader", "Cast"));
{
FText MenuEntryTitle = LOCTEXT("MakePureTitle", "Convert to pure cast");
FText MenuEntryTooltip = LOCTEXT("MakePureTooltip", "Removes the execution pins to make the node more versatile (NOTE: the cast could still fail, resulting in an invalid output).");
bool bCanTogglePurity = true;
auto CanExecutePurityToggle = [](bool const bInCanTogglePurity)->bool
{
return bInCanTogglePurity;
};
if (bIsPureCast)
{
MenuEntryTitle = LOCTEXT("MakeImpureTitle", "Convert to impure cast");
MenuEntryTooltip = LOCTEXT("MakeImpureTooltip", "Adds in branching execution pins so that you can separatly handle when the cast fails/succeeds.");
const UEdGraphSchema_K2* K2Schema = Cast<UEdGraphSchema_K2>(GetSchema());
check(K2Schema != nullptr);
bCanTogglePurity = K2Schema->DoesGraphSupportImpureFunctions(GetGraph());
if (!bCanTogglePurity)
{
MenuEntryTooltip = LOCTEXT("CannotMakeImpureTooltip", "This graph does not support impure calls (and you should therefore test the cast's result for validity).");
}
}
Context.MenuBuilder->AddMenuEntry(
MenuEntryTitle,
MenuEntryTooltip,
FSlateIcon(),
FUIAction(
FExecuteAction::CreateUObject(this, &UK2Node_DynamicCast::TogglePurity),
FCanExecuteAction::CreateStatic(CanExecutePurityToggle, bCanTogglePurity),
FIsActionChecked()
)
);
}
Context.MenuBuilder->EndSection();
}
}
void UK2Node_DynamicCast::PostReconstructNode()
{
Super::PostReconstructNode();
// update the pin name (to "Interface" if an interface is connected)
NotifyPinConnectionListChanged(GetCastSourcePin());
}
void UK2Node_DynamicCast::PostPlacedNewNode()
{
Super::PostPlacedNewNode();
const UBlueprintEditorSettings* BlueprintSettings = GetDefault<UBlueprintEditorSettings>();
SetPurity(BlueprintSettings->bFavorPureCastNodes);
}
UEdGraphPin* UK2Node_DynamicCast::GetValidCastPin() const
{
UEdGraphPin* Pin = FindPin(UEdGraphSchema_K2::PN_CastSucceeded);
check((Pin != nullptr) || bIsPureCast);
check((Pin == nullptr) || (Pin->Direction == EGPD_Output));
return Pin;
}
UEdGraphPin* UK2Node_DynamicCast::GetInvalidCastPin() const
{
UEdGraphPin* Pin = FindPin(UEdGraphSchema_K2::PN_CastFailed);
check((Pin != nullptr) || bIsPureCast);
check((Pin == nullptr) || (Pin->Direction == EGPD_Output));
return Pin;
}
UEdGraphPin* UK2Node_DynamicCast::GetCastResultPin() const
{
if(TargetType != nullptr)
{
for (int32 PinIdx = 0; PinIdx < Pins.Num(); PinIdx++)
{
if (Pins[PinIdx]->PinType.PinSubCategoryObject == *TargetType
&& Pins[PinIdx]->Direction == EGPD_Output
&& Pins[PinIdx]->PinName.ToString().StartsWith(UEdGraphSchema_K2::PN_CastedValuePrefix))
{
return Pins[PinIdx];
}
}
}
return nullptr;
}
UEdGraphPin* UK2Node_DynamicCast::GetCastSourcePin() const
{
UEdGraphPin* Pin = FindPin(UEdGraphSchema_K2::PN_ObjectToCast);
check(Pin);
check(Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_DynamicCast::GetBoolSuccessPin() const
{
UEdGraphPin* Pin = FindPin(UK2Node_DynamicCastImpl::CastSuccessPinName);
check((Pin == nullptr) || (Pin->Direction == EGPD_Output));
return Pin;
}
void UK2Node_DynamicCast::SetPurity(bool bNewPurity)
{
if (bNewPurity != bIsPureCast)
{
bIsPureCast = bNewPurity;
bool const bHasBeenConstructed = (Pins.Num() > 0);
if (bHasBeenConstructed)
{
ReconstructNode();
}
}
}
void UK2Node_DynamicCast::TogglePurity()
{
const FText TransactionTitle = bIsPureCast ? LOCTEXT("TogglePurityToImpure", "Convert to Impure Cast") : LOCTEXT("TogglePurityToPure", "Convert to Pure Cast");
const FScopedTransaction Transaction( TransactionTitle );
Modify();
SetPurity(!bIsPureCast);
}
UK2Node::ERedirectType UK2Node_DynamicCast::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
{
ERedirectType RedirectType = Super::DoPinsMatchForReconstruction(NewPin, NewPinIndex, OldPin, OldPinIndex);
if((ERedirectType_None == RedirectType) && (NULL != NewPin) && (NULL != OldPin))
{
const bool bProperPrefix =
NewPin->PinName.ToString().StartsWith(UEdGraphSchema_K2::PN_CastedValuePrefix, ESearchCase::CaseSensitive) &&
OldPin->PinName.ToString().StartsWith(UEdGraphSchema_K2::PN_CastedValuePrefix, ESearchCase::CaseSensitive);
const bool bClassMatch = NewPin->PinType.PinSubCategoryObject.IsValid() &&
(NewPin->PinType.PinSubCategoryObject == OldPin->PinType.PinSubCategoryObject);
if(bProperPrefix && bClassMatch)
{
RedirectType = ERedirectType_Name;
}
}
return RedirectType;
}
FNodeHandlingFunctor* UK2Node_DynamicCast::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_DynamicCast(CompilerContext, KCST_DynamicCast);
}
bool UK2Node_DynamicCast::HasExternalDependencies(TArray<class UStruct*>* OptionalOutput) const
{
const UBlueprint* SourceBlueprint = GetBlueprint();
UClass* SourceClass = *TargetType;
const bool bResult = (SourceClass != NULL) && (SourceClass->ClassGeneratedBy != SourceBlueprint);
if (bResult && OptionalOutput)
{
OptionalOutput->AddUnique(SourceClass);
}
const bool bSuperResult = Super::HasExternalDependencies(OptionalOutput);
return bSuperResult || bResult;
}
FText UK2Node_DynamicCast::GetMenuCategory() const
{
static FNodeTextCache CachedCategory;
if (CachedCategory.IsOutOfDate(this))
{
// FText::Format() is slow, so we cache this to save on performance
CachedCategory.SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Utilities, LOCTEXT("ActionMenuCategory", "Casting")), this);
}
return CachedCategory;
}
FBlueprintNodeSignature UK2Node_DynamicCast::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddSubObject(TargetType);
return NodeSignature;
}
bool UK2Node_DynamicCast::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
{
bool bIsDisallowed = Super::IsConnectionDisallowed(MyPin, OtherPin, OutReason);
if (MyPin == GetCastSourcePin())
{
const FEdGraphPinType& OtherPinType = OtherPin->PinType;
const FText OtherPinName = OtherPin->PinFriendlyName.IsEmpty() ? FText::FromName(OtherPin->PinName) : OtherPin->PinFriendlyName;
if (OtherPinType.IsContainer())
{
bIsDisallowed = true;
OutReason = LOCTEXT("CannotContainerCast", "You cannot cast containers of objects.").ToString();
}
else if (TargetType == nullptr)
{
bIsDisallowed = true;
OutReason = LOCTEXT("InvalidTargetType", "This cast has an invalid target type (was the class deleted without a redirect?).").ToString();
}
else if ((OtherPinType.PinCategory == UEdGraphSchema_K2::PC_Interface) || TargetType->HasAnyClassFlags(CLASS_Interface))
{
// allow all interface casts
}
else if (OtherPinType.PinCategory == UEdGraphSchema_K2::PC_Object)
{
// let's handle wasted cast inputs with warnings in ValidateNodeDuringCompilation() instead
}
else
{
bIsDisallowed = true;
OutReason = LOCTEXT("NonObjectCast", "You can only cast objects/interfaces.").ToString();
}
}
return bIsDisallowed;
}
void UK2Node_DynamicCast::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
Super::NotifyPinConnectionListChanged(Pin);
if (Pin == GetCastSourcePin())
{
Pin->PinFriendlyName = FText::GetEmpty();
FEdGraphPinType& InputPinType = Pin->PinType;
if (Pin->LinkedTo.Num() == 0)
{
InputPinType.PinCategory = UEdGraphSchema_K2::PC_Wildcard;
InputPinType.PinSubCategory = NAME_None;
InputPinType.PinSubCategoryObject = nullptr;
}
else
{
const FEdGraphPinType& ConnectedPinType = Pin->LinkedTo[0]->PinType;
if (ConnectedPinType.PinCategory == UEdGraphSchema_K2::PC_Interface)
{
Pin->PinFriendlyName = LOCTEXT("InterfaceInputName", "Interface");
InputPinType.PinCategory = UEdGraphSchema_K2::PC_Interface;
InputPinType.PinSubCategoryObject = ConnectedPinType.PinSubCategoryObject;
}
else if (ConnectedPinType.PinCategory == UEdGraphSchema_K2::PC_Object)
{
InputPinType.PinCategory = UEdGraphSchema_K2::PC_Object;
InputPinType.PinSubCategoryObject = UObject::StaticClass();
}
}
}
}
void UK2Node_DynamicCast::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
Super::ReallocatePinsDuringReconstruction(OldPins);
// Update exec pins if we converted from impure to pure
ReconnectPureExecPins(OldPins);
}
void UK2Node_DynamicCast::ValidateNodeDuringCompilation(FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
UEdGraphPin* SourcePin = GetCastSourcePin();
if (SourcePin->LinkedTo.Num() > 0)
{
UClass* SourceType = *TargetType;
if (SourceType == nullptr)
{
return;
}
SourceType = SourceType->GetAuthoritativeClass();
for (UEdGraphPin* CastInput : SourcePin->LinkedTo)
{
const FEdGraphPinType& SourcePinType = CastInput->PinType;
if (SourcePinType.PinCategory != UEdGraphSchema_K2::PC_Object)
{
// all other types should have been rejected by IsConnectionDisallowed()
continue;
}
UClass* SourceClass = Cast<UClass>(SourcePinType.PinSubCategoryObject.Get());
if ((SourceClass == nullptr) && (SourcePinType.PinSubCategory == UEdGraphSchema_K2::PSC_Self))
{
if (UK2Node* K2Node = Cast<UK2Node>(CastInput->GetOwningNode()))
{
SourceClass = K2Node->GetBlueprint()->GeneratedClass;
}
}
if (SourceClass == nullptr)
{
const FString SourcePinName = CastInput->PinFriendlyName.IsEmpty() ? CastInput->PinName.ToString() : CastInput->PinFriendlyName.ToString();
FText const ErrorFormat = LOCTEXT("BadCastInputFmt", "'{0}' does not have a clear object type (invalid input into @@).");
MessageLog.Error( *FText::Format(ErrorFormat, FText::FromString(SourcePinName)).ToString(), this );
continue;
}
SourceClass = SourceClass->GetAuthoritativeClass();
if (SourceClass == SourceType)
{
const FString SourcePinName = CastInput->PinFriendlyName.IsEmpty() ? CastInput->PinName.ToString() : CastInput->PinFriendlyName.ToString();
FText const WarningFormat = LOCTEXT("EqualObjectCastFmt", "'{0}' is already a '{1}', you don't need @@.");
MessageLog.Note( *FText::Format(WarningFormat, FText::FromString(SourcePinName), TargetType->GetDisplayNameText()).ToString(), this );
}
else if (SourceClass->IsChildOf(SourceType))
{
const FString SourcePinName = CastInput->PinFriendlyName.IsEmpty() ? CastInput->PinName.ToString() : CastInput->PinFriendlyName.ToString();
FText const WarningFormat = LOCTEXT("UnneededObjectCastFmt", "'{0}' is already a '{1}' (which inherits from '{2}'), so you don't need @@.");
MessageLog.Note( *FText::Format(WarningFormat, FText::FromString(SourcePinName), SourceClass->GetDisplayNameText(), TargetType->GetDisplayNameText()).ToString(), this );
}
else if (!SourceType->IsChildOf(SourceClass) && !FKismetEditorUtilities::IsClassABlueprintInterface(SourceType))
{
FText const WarningFormat = LOCTEXT("DisallowedObjectCast", "'{0}' does not inherit from '{1}' (@@ would always fail).");
MessageLog.Warning( *FText::Format(WarningFormat, TargetType->GetDisplayNameText(), SourceClass->GetDisplayNameText()).ToString(), this );
}
}
}
}
bool UK2Node_DynamicCast::ReconnectPureExecPins(TArray<UEdGraphPin*>& OldPins)
{
if (bIsPureCast)
{
// look for an old exec pin
UEdGraphPin* PinExec = nullptr;
for (UEdGraphPin* Pin : OldPins)
{
if (Pin->PinName == UEdGraphSchema_K2::PN_Execute)
{
PinExec = Pin;
break;
}
}
if (PinExec)
{
// look for old then pin
UEdGraphPin* PinThen = nullptr;
for (UEdGraphPin* Pin : OldPins)
{
if (Pin->PinName == UEdGraphSchema_K2::PN_Then)
{
PinThen = Pin;
break;
}
}
if (PinThen)
{
// reconnect all incoming links to old exec pin to the far end of the old then pin.
if (PinThen->LinkedTo.Num() > 0)
{
UEdGraphPin* PinThenLinked = PinThen->LinkedTo[0];
while (PinExec->LinkedTo.Num() > 0)
{
UEdGraphPin* PinExecLinked = PinExec->LinkedTo[0];
PinExecLinked->BreakLinkTo(PinExec);
PinExecLinked->MakeLinkTo(PinThenLinked);
}
return true;
}
}
}
}
return false;
}
#undef LOCTEXT_NAMESPACE
| 1 | 0.853679 | 1 | 0.853679 | game-dev | MEDIA | 0.489104 | game-dev | 0.810408 | 1 | 0.810408 |
SolidAlloy/ExtEvents | 1,995 | Runtime/Events/ExtEvent`3.cs | namespace ExtEvents
{
using System;
using System.Runtime.CompilerServices;
using JetBrains.Annotations;
[Serializable]
public class ExtEvent<T1, T2, T3> : BaseExtEvent
{
private readonly unsafe void*[] _arguments = new void*[3];
private Type[] _eventParamTypes;
protected override Type[] EventParamTypes => _eventParamTypes ??= new Type[] { typeof(T1), typeof(T2), typeof(T3) };
/// <summary>
/// The dynamic listeners list that you can add your listener to.
/// </summary>
[PublicAPI]
public event Action<T1, T2, T3> DynamicListeners;
internal override Delegate _dynamicListeners => DynamicListeners;
/// <summary>
/// Invokes all listeners of the event.
/// </summary>
[PublicAPI]
public void Invoke(T1 arg1, T2 arg2, T3 arg3)
{
unsafe
{
_arguments[0] = Unsafe.AsPointer(ref arg1);
_arguments[1] = Unsafe.AsPointer(ref arg2);
_arguments[2] = Unsafe.AsPointer(ref arg3);
// ReSharper disable once ForCanBeConvertedToForeach
for (int index = 0; index < _persistentListeners.Length; index++)
{
_persistentListeners[index].Invoke(_arguments);
}
}
DynamicListeners?.Invoke(arg1, arg2, arg3);
}
public static ExtEvent<T1, T2, T3> operator +(ExtEvent<T1, T2, T3> extEvent, Action<T1, T2, T3> listener)
{
if (extEvent == null)
return null;
extEvent.DynamicListeners += listener;
return extEvent;
}
public static ExtEvent<T1, T2, T3> operator -(ExtEvent<T1, T2, T3> extEvent, Action<T1, T2, T3> listener)
{
if (extEvent == null)
return null;
extEvent.DynamicListeners -= listener;
return extEvent;
}
}
} | 1 | 0.944138 | 1 | 0.944138 | game-dev | MEDIA | 0.489784 | game-dev | 0.915476 | 1 | 0.915476 |
maiple/opengml | 2,746 | src/interpreter/library/fn_joystick.cpp | #include "libpre.h"
#include "fn_joystick.h"
#include "libpost.h"
#include "ogm/interpreter/Variable.hpp"
#include "ogm/common/error.hpp"
#include "ogm/common/util.hpp"
#include "ogm/interpreter/Executor.hpp"
#include "ogm/interpreter/execute.hpp"
#include "ogm/interpreter/display/Display.hpp"
#include <string>
#include "ogm/common/error.hpp"
#include <cctype>
#include <cstdlib>
using namespace ogm::interpreter;
using namespace ogm::interpreter::fn;
#define frame staticExecutor.m_frame
void ogm::interpreter::fn::gamepad_is_supported(VO out)
{
out = frame.m_display->get_joysticks_supported();
}
void ogm::interpreter::fn::gamepad_get_device_count(VO out)
{
out = static_cast<real_t>(frame.m_display->get_joystick_max());
}
void ogm::interpreter::fn::gamepad_is_connected(VO out, V i)
{
out = frame.m_display->get_joystick_connected(i.castCoerce<int32_t>());
}
void ogm::interpreter::fn::gamepad_get_description(VO out, V i)
{
out = frame.m_display->get_joystick_name(i.castCoerce<int32_t>());
}
void ogm::interpreter::fn::gamepad_axis_count(VO out, V i)
{
out = static_cast<real_t>(frame.m_display->get_joystick_axis_count(i.castCoerce<int32_t>()));
}
void ogm::interpreter::fn::gamepad_axis_value(VO out, V i, V a)
{
// OGM constants for axes begin at 15.
out = static_cast<real_t>(frame.m_display->get_joystick_axis_value(i.castCoerce<int32_t>(), a.castCoerce<int32_t>() - 15));
}
void ogm::interpreter::fn::gamepad_button_count(VO out, V i)
{
out = frame.m_display->get_joystick_button_count(i.castCoerce<int32_t>());
}
void ogm::interpreter::fn::gamepad_button_value(VO out, V i, V j)
{
// OGM constants for axes begin at 15.
real_t r = static_cast<real_t>(frame.m_display->get_joystick_axis_value(i.castCoerce<int32_t>(), j.castCoerce<int32_t>() - 15));
r *= -1;
r += 1;
r *= 0.5;
r = std::clamp(r, 0.0, 1.0);
out = r;
}
void ogm::interpreter::fn::gamepad_button_check(VO out, V j, V i)
{
out = frame.m_display->get_joystick_button_down(j.castCoerce<int32_t>(), i.castCoerce<int32_t>());
}
void ogm::interpreter::fn::gamepad_button_check_pressed(VO out, V j, V i)
{
out = frame.m_display->get_joystick_button_pressed(j.castCoerce<int32_t>(), i.castCoerce<int32_t>());
}
void ogm::interpreter::fn::gamepad_button_check_released(VO out, V j, V i)
{
out = frame.m_display->get_joystick_button_released(j.castCoerce<int32_t>(), i.castCoerce<int32_t>());
}
void ogm::interpreter::fn::joystick_exists(VO out, V i)
{
out = frame.m_display->get_joystick_connected(i.castCoerce<int32_t>() + 1);
}
void ogm::interpreter::fn::joystick_has_pov(VO out, V i)
{
out = false;
}
void ogm::interpreter::fn::joystick_pov(VO out, V i)
{
out = 0;
}
| 1 | 0.852534 | 1 | 0.852534 | game-dev | MEDIA | 0.494683 | game-dev | 0.618648 | 1 | 0.618648 |
Eaglercraft-Archive/EaglercraftX-1.8-workspace | 3,360 | src/game/java/net/minecraft/client/model/ModelZombieVillager.java | package net.minecraft.client.model;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
/**+
* This portion of EaglercraftX contains deobfuscated Minecraft 1.8 source code.
*
* Minecraft 1.8.8 bytecode is (c) 2015 Mojang AB. "Do not distribute!"
* Mod Coder Pack v9.18 deobfuscation configs are (c) Copyright by the MCP Team
*
* EaglercraftX 1.8 patch files (c) 2022-2025 lax1dude, ayunami2000. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
public class ModelZombieVillager extends ModelBiped {
public ModelZombieVillager() {
this(0.0F, 0.0F, false);
}
public ModelZombieVillager(float parFloat1, float parFloat2, boolean parFlag) {
super(parFloat1, 0.0F, 64, parFlag ? 32 : 64);
if (parFlag) {
this.bipedHead = new ModelRenderer(this, 0, 0);
this.bipedHead.addBox(-4.0F, -10.0F, -4.0F, 8, 8, 8, parFloat1);
this.bipedHead.setRotationPoint(0.0F, 0.0F + parFloat2, 0.0F);
} else {
this.bipedHead = new ModelRenderer(this);
this.bipedHead.setRotationPoint(0.0F, 0.0F + parFloat2, 0.0F);
this.bipedHead.setTextureOffset(0, 32).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, parFloat1);
this.bipedHead.setTextureOffset(24, 32).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, parFloat1);
}
}
/**+
* Sets the model's various rotation angles. For bipeds, par1
* and par2 are used for animating the movement of arms and
* legs, where par1 represents the time(so that arms and legs
* swing back and forth) and par2 represents how "far" arms and
* legs can swing at most.
*/
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) {
super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
float f6 = MathHelper.sin(this.swingProgress * 3.1415927F);
float f7 = MathHelper.sin((1.0F - (1.0F - this.swingProgress) * (1.0F - this.swingProgress)) * 3.1415927F);
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightArm.rotateAngleY = -(0.1F - f6 * 0.6F);
this.bipedLeftArm.rotateAngleY = 0.1F - f6 * 0.6F;
this.bipedRightArm.rotateAngleX = -1.5707964F;
this.bipedLeftArm.rotateAngleX = -1.5707964F;
this.bipedRightArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
this.bipedLeftArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
this.bipedRightArm.rotateAngleZ += MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(f2 * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(f2 * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(f2 * 0.067F) * 0.05F;
}
} | 1 | 0.819885 | 1 | 0.819885 | game-dev | MEDIA | 0.911238 | game-dev | 0.986247 | 1 | 0.986247 |
Mojang/DataFixerUpper | 1,596 | src/main/java/com/mojang/datafixers/types/families/ListAlgebra.java | // Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT license.
package com.mojang.datafixers.types.families;
import com.mojang.datafixers.RewriteResult;
import com.mojang.datafixers.functions.PointFree;
import java.util.List;
import java.util.Objects;
import java.util.stream.Collectors;
public final class ListAlgebra implements Algebra {
private final String name;
private final List<RewriteResult<?, ?>> views;
private int hashCode;
public ListAlgebra(final String name, final List<RewriteResult<?, ?>> views) {
this.name = name;
this.views = views;
}
@Override
public RewriteResult<?, ?> apply(final int index) {
return views.get(index);
}
@Override
public String toString() {
return toString(0);
}
@Override
public String toString(final int level) {
final String wrap = "\n" + PointFree.indent(level + 1);
return "Algebra[" + name + wrap + views.stream().map(view -> view.view().function().toString(level + 1)).collect(Collectors.joining(wrap)) + "\n" + PointFree.indent(level) + "]";
}
@Override
public boolean equals(final Object o) {
if (this == o) {
return true;
}
if (!(o instanceof ListAlgebra)) {
return false;
}
final ListAlgebra that = (ListAlgebra) o;
return Objects.equals(views, that.views);
}
@Override
public int hashCode() {
if (hashCode == 0) {
hashCode = views.hashCode();
}
return hashCode;
}
}
| 1 | 0.853711 | 1 | 0.853711 | game-dev | MEDIA | 0.250197 | game-dev | 0.950178 | 1 | 0.950178 |
Mogara/QSanguosha-v2 | 16,236 | src/core/structs.h | #ifndef _STRUCTS_H
#define _STRUCTS_H
class Room;
class TriggerSkill;
class Card;
class Slash;
#include "serverplayer.h"
struct DamageStruct
{
enum Nature
{
Normal, // normal slash, duel and most damage caused by skill
Fire, // fire slash, fire attack and few damage skill (Yeyan, etc)
Thunder // lightning, thunder slash, and few damage skill (Leiji, etc)
};
DamageStruct();
DamageStruct(const Card *card, ServerPlayer *from, ServerPlayer *to, int damage = 1, Nature nature = Normal);
DamageStruct(const QString &reason, ServerPlayer *from, ServerPlayer *to, int damage = 1, Nature nature = Normal);
ServerPlayer *from;
ServerPlayer *to;
const Card *card;
int damage;
Nature nature;
bool chain;
bool transfer;
bool by_user;
QString reason;
QString transfer_reason;
bool prevented;
QString getReason() const;
};
struct CardEffectStruct
{
CardEffectStruct();
const Card *card;
ServerPlayer *from;
ServerPlayer *to;
bool multiple; // helper to judge whether the card has multiple targets
// does not make sense if the card inherits SkillCard
bool nullified;
};
struct SlashEffectStruct
{
SlashEffectStruct();
int jink_num;
const Card *slash;
const Card *jink;
ServerPlayer *from;
ServerPlayer *to;
int drank;
DamageStruct::Nature nature;
bool nullified;
};
struct CardUseStruct
{
enum CardUseReason
{
CARD_USE_REASON_UNKNOWN = 0x00,
CARD_USE_REASON_PLAY = 0x01,
CARD_USE_REASON_RESPONSE = 0x02,
CARD_USE_REASON_RESPONSE_USE = 0x12
};
CardUseStruct();
CardUseStruct(const Card *card, ServerPlayer *from, QList<ServerPlayer *> to, bool isOwnerUse = true);
CardUseStruct(const Card *card, ServerPlayer *from, ServerPlayer *target, bool isOwnerUse = true);
bool isValid(const QString &pattern) const;
void parse(const QString &str, Room *room);
bool tryParse(const QVariant &usage, Room *room);
const Card *card;
ServerPlayer *from;
QList<ServerPlayer *> to;
bool m_isOwnerUse;
bool m_addHistory;
bool m_isHandcard;
QStringList nullified_list;
};
class CardMoveReason
{
public:
int m_reason;
QString m_playerId; // the cause (not the source) of the movement, such as "lusu" when "dimeng", or "zhanghe" when "qiaobian"
QString m_targetId; // To keep this structure lightweight, currently this is only used for UI purpose.
// It will be set to empty if multiple targets are involved. NEVER use it for trigger condition
// judgement!!! It will not accurately reflect the real reason.
QString m_skillName; // skill that triggers movement of the cards, such as "longdang", "dimeng"
QString m_eventName; // additional arg such as "lebusishu" on top of "S_REASON_JUDGE"
QVariant m_extraData; // additional data and will not be parsed to clients
inline CardMoveReason()
{
m_reason = S_REASON_UNKNOWN;
}
inline CardMoveReason(int moveReason, QString playerId)
{
m_reason = moveReason;
m_playerId = playerId;
}
inline CardMoveReason(int moveReason, QString playerId, QString skillName, QString eventName)
{
m_reason = moveReason;
m_playerId = playerId;
m_skillName = skillName;
m_eventName = eventName;
}
inline CardMoveReason(int moveReason, QString playerId, QString targetId, QString skillName, QString eventName)
{
m_reason = moveReason;
m_playerId = playerId;
m_targetId = targetId;
m_skillName = skillName;
m_eventName = eventName;
}
bool tryParse(const QVariant &);
QVariant toVariant() const;
inline bool operator == (const CardMoveReason &other) const
{
return m_reason == other.m_reason
&& m_playerId == other.m_playerId && m_targetId == other.m_targetId
&& m_skillName == other.m_skillName
&& m_eventName == other.m_eventName;
}
static const int S_REASON_UNKNOWN = 0x00;
static const int S_REASON_USE = 0x01;
static const int S_REASON_RESPONSE = 0x02;
static const int S_REASON_DISCARD = 0x03;
static const int S_REASON_RECAST = 0x04; // ironchain etc.
static const int S_REASON_PINDIAN = 0x05;
static const int S_REASON_DRAW = 0x06;
static const int S_REASON_GOTCARD = 0x07;
static const int S_REASON_SHOW = 0x08;
static const int S_REASON_TRANSFER = 0x09;
static const int S_REASON_PUT = 0x0A;
//subcategory of use
static const int S_REASON_LETUSE = 0x11; // use a card when self is not current
//subcategory of response
static const int S_REASON_RETRIAL = 0x12;
//subcategory of discard
static const int S_REASON_RULEDISCARD = 0x13; // discard at one's Player::Discard for gamerule
static const int S_REASON_THROW = 0x23; /* gamerule(dying or punish)
as the cost of some skills */
static const int S_REASON_DISMANTLE = 0x33; // one throw card of another
//subcategory of gotcard
static const int S_REASON_GIVE = 0x17; // from one hand to another hand
static const int S_REASON_EXTRACTION = 0x27; // from another's place to one's hand
static const int S_REASON_GOTBACK = 0x37; // from placetable to hand
static const int S_REASON_RECYCLE = 0x47; // from discardpile to hand
static const int S_REASON_ROB = 0x57; // got a definite card from other's hand
static const int S_REASON_PREVIEWGIVE = 0x67; // give cards after previewing, i.e. Yiji & Miji
//subcategory of show
static const int S_REASON_TURNOVER = 0x18; // show n cards from drawpile
static const int S_REASON_JUDGE = 0x28; // show a card from drawpile for judge
static const int S_REASON_PREVIEW = 0x38; // Not done yet, plan for view some cards for self only(guanxing yiji miji)
static const int S_REASON_DEMONSTRATE = 0x48; // show a card which copy one to move to table
//subcategory of transfer
static const int S_REASON_SWAP = 0x19; // exchange card for two players
static const int S_REASON_OVERRIDE = 0x29; // exchange cards from cards in game
static const int S_REASON_EXCHANGE_FROM_PILE = 0x39;// exchange cards from cards moved out of game (for qixing only)
//subcategory of put
static const int S_REASON_NATURAL_ENTER = 0x1A; // a card with no-owner move into discardpile
// e.g. delayed trick enters discardpile
static const int S_REASON_REMOVE_FROM_PILE = 0x2A; // cards moved out of game go back into discardpile
static const int S_REASON_JUDGEDONE = 0x3A; // judge card move into discardpile
static const int S_REASON_CHANGE_EQUIP = 0x4A; // replace existed equip
static const int S_MASK_BASIC_REASON = 0x0F;
};
struct CardsMoveOneTimeStruct
{
QList<int> card_ids;
QList<Player::Place> from_places;
Player::Place to_place;
CardMoveReason reason;
Player *from, *to;
QStringList from_pile_names;
QString to_pile_name;
QList<bool> open; // helper to prevent sending card_id to unrelevant clients
bool is_last_handcard;
inline void removeCardIds(const QList<int> &to_remove)
{
foreach (int id, to_remove) {
int index = card_ids.indexOf(id);
if (index != -1) {
card_ids.removeAt(index);
from_places.removeAt(index);
from_pile_names.removeAt(index);
open.removeAt(index);
}
}
}
};
struct CardsMoveStruct
{
inline CardsMoveStruct()
{
from_place = Player::PlaceUnknown;
to_place = Player::PlaceUnknown;
from = NULL;
to = NULL;
is_last_handcard = false;
}
inline CardsMoveStruct(const QList<int> &ids, Player *from, Player *to, Player::Place from_place,
Player::Place to_place, CardMoveReason reason)
{
this->card_ids = ids;
this->from_place = from_place;
this->to_place = to_place;
this->from = from;
this->to = to;
this->reason = reason;
this->is_last_handcard = false;
if (from) this->from_player_name = from->objectName();
if (to) this->to_player_name = to->objectName();
}
inline CardsMoveStruct(const QList<int> &ids, Player *to, Player::Place to_place, CardMoveReason reason)
{
this->card_ids = ids;
this->from_place = Player::PlaceUnknown;
this->to_place = to_place;
this->from = NULL;
this->to = to;
this->reason = reason;
this->is_last_handcard = false;
if (to) this->to_player_name = to->objectName();
}
inline CardsMoveStruct(int id, Player *from, Player *to, Player::Place from_place,
Player::Place to_place, CardMoveReason reason)
{
this->card_ids << id;
this->from_place = from_place;
this->to_place = to_place;
this->from = from;
this->to = to;
this->reason = reason;
this->is_last_handcard = false;
if (from) this->from_player_name = from->objectName();
if (to) this->to_player_name = to->objectName();
}
inline CardsMoveStruct(int id, Player *to, Player::Place to_place, CardMoveReason reason)
{
this->card_ids << id;
this->from_place = Player::PlaceUnknown;
this->to_place = to_place;
this->from = NULL;
this->to = to;
this->reason = reason;
this->is_last_handcard = false;
if (to) this->to_player_name = to->objectName();
}
inline bool operator == (const CardsMoveStruct &other) const
{
return from == other.from && from_place == other.from_place
&& from_pile_name == other.from_pile_name && from_player_name == other.from_player_name;
}
inline bool operator < (const CardsMoveStruct &other) const
{
return from < other.from || from_place < other.from_place
|| from_pile_name < other.from_pile_name || from_player_name < other.from_player_name;
}
QList<int> card_ids;
Player::Place from_place, to_place;
QString from_player_name, to_player_name;
QString from_pile_name, to_pile_name;
Player *from, *to;
CardMoveReason reason;
bool open; // helper to prevent sending card_id to unrelevant clients
bool is_last_handcard;
bool tryParse(const QVariant &arg);
QVariant toVariant() const;
inline bool isRelevant(const Player *player)
{
return player != NULL && (from == player || (to == player && to_place != Player::PlaceSpecial));
}
};
struct DyingStruct
{
DyingStruct();
ServerPlayer *who; // who is ask for help
DamageStruct *damage; // if it is NULL that means the dying is caused by losing hp
};
struct DeathStruct
{
DeathStruct();
ServerPlayer *who; // who is dead
DamageStruct *damage; // if it is NULL that means the dying is caused by losing hp
};
struct RecoverStruct
{
RecoverStruct(ServerPlayer *who = NULL, const Card *card = NULL, int recover = 1);
int recover;
ServerPlayer *who;
const Card *card;
};
struct PindianStruct
{
PindianStruct();
bool isSuccess() const;
ServerPlayer *from;
ServerPlayer *to;
const Card *from_card;
const Card *to_card;
int from_number;
int to_number;
QString reason;
bool success;
};
struct JudgeStruct
{
JudgeStruct();
bool isGood() const;
bool isBad() const;
bool isEffected() const;
void updateResult();
bool isGood(const Card *card) const; // For AI
ServerPlayer *who;
const Card *card;
QString pattern;
bool good;
QString reason;
bool time_consuming;
bool negative;
bool play_animation;
ServerPlayer *retrial_by_response; // record whether the current judge card is provided by a response retrial
private:
enum TrialResult
{
TRIAL_RESULT_UNKNOWN,
TRIAL_RESULT_GOOD,
TRIAL_RESULT_BAD
} _m_result;
};
struct PhaseChangeStruct
{
PhaseChangeStruct();
Player::Phase from;
Player::Phase to;
};
struct PhaseStruct
{
inline PhaseStruct()
{
phase = Player::PhaseNone;
skipped = 0;
}
Player::Phase phase;
int skipped; // 0 - not skipped; 1 - skipped by effect; -1 - skipped by cost
};
struct CardResponseStruct
{
inline CardResponseStruct()
{
m_card = NULL;
m_who = NULL;
m_isUse = false;
m_isRetrial = false;
}
inline CardResponseStruct(const Card *card)
{
m_card = card;
m_who = NULL;
m_isUse = false;
m_isRetrial = false;
}
inline CardResponseStruct(const Card *card, ServerPlayer *who)
{
m_card = card;
m_who = who;
m_isUse = false;
m_isRetrial = false;
}
inline CardResponseStruct(const Card *card, bool isUse)
{
m_card = card;
m_who = NULL;
m_isUse = isUse;
m_isRetrial = false;
}
inline CardResponseStruct(const Card *card, ServerPlayer *who, bool isUse)
{
m_card = card;
m_who = who;
m_isUse = isUse;
m_isRetrial = false;
}
const Card *m_card;
ServerPlayer *m_who;
bool m_isUse;
bool m_isHandcard;
bool m_isRetrial;
};
enum TriggerEvent
{
NonTrigger,
GameStart,
TurnStart,
EventPhaseStart,
EventPhaseProceeding,
EventPhaseEnd,
EventPhaseChanging,
EventPhaseSkipping,
DrawNCards,
AfterDrawNCards,
DrawInitialCards,
AfterDrawInitialCards,
PreHpRecover,
HpRecover,
PreHpLost,
HpLost,
HpChanged,
MaxHpChanged,
EventLoseSkill,
EventAcquireSkill,
StartJudge,
AskForRetrial,
FinishRetrial,
FinishJudge,
PindianVerifying,
Pindian,
TurnedOver,
ChainStateChanged,
ConfirmDamage, // confirm the damage's count and damage's nature
Predamage, // trigger the certain skill -- jueqing
DamageForseen, // the first event in a damage -- kuangfeng dawu
DamageCaused, // the moment for -- qianxi..
DamageInflicted, // the moment for -- tianxiang..
PreDamageDone, // before reducing Hp
DamageDone, // it's time to do the damage
Damage, // the moment for -- lieren..
Damaged, // the moment for -- yiji..
DamageComplete, // the moment for trigger iron chain
EnterDying,
Dying,
QuitDying,
AskForPeaches,
AskForPeachesDone,
Death,
BuryVictim,
BeforeGameOverJudge,
GameOverJudge,
GameFinished,
SlashEffected,
SlashProceed,
SlashHit,
SlashMissed,
JinkEffect,
NullificationEffect,
CardAsked,
PreCardResponded,
CardResponded,
BeforeCardsMove, // sometimes we need to record cards before the move
CardsMoveOneTime,
PreCardUsed, // for AI to filter events only.
CardUsed,
TargetSpecifying,
TargetConfirming,
TargetSpecified,
TargetConfirmed,
CardEffect, // for AI to filter events only
CardEffected,
PostCardEffected,
CardFinished,
TrickCardCanceling,
TrickEffect,
ChoiceMade,
StageChange, // For hulao pass only
FetchDrawPileCard, // For miniscenarios only
ActionedReset, // For 3v3 only
Debut, // For 1v1 only
TurnBroken, // For the skill 'DanShou'. Do not use it to trigger events
NumOfEvents
};
Q_DECLARE_METATYPE(DamageStruct)
Q_DECLARE_METATYPE(CardEffectStruct)
Q_DECLARE_METATYPE(SlashEffectStruct)
Q_DECLARE_METATYPE(CardUseStruct)
Q_DECLARE_METATYPE(CardsMoveStruct)
Q_DECLARE_METATYPE(CardsMoveOneTimeStruct)
Q_DECLARE_METATYPE(DyingStruct)
Q_DECLARE_METATYPE(DeathStruct)
Q_DECLARE_METATYPE(RecoverStruct)
Q_DECLARE_METATYPE(PhaseChangeStruct)
Q_DECLARE_METATYPE(CardResponseStruct)
Q_DECLARE_METATYPE(const Card *)
Q_DECLARE_METATYPE(ServerPlayer *)
Q_DECLARE_METATYPE(JudgeStruct *)
Q_DECLARE_METATYPE(PindianStruct *)
#endif
| 1 | 0.977689 | 1 | 0.977689 | game-dev | MEDIA | 0.669424 | game-dev | 0.889036 | 1 | 0.889036 |
ProjectIgnis/CardScripts | 2,403 | unofficial/c511369001.lua | --嵐闘機ストームライダーグリフォール
--Stormrider Griffore
--Scripted by Belisk
local s,id=GetID()
function s.initial_effect(c)
--Special Summon
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_IGNITION)
e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetCountLimit(1,id)
e1:SetRange(LOCATION_HAND)
e1:SetCondition(s.spcon)
e1:SetTarget(s.sptg)
e1:SetOperation(s.spop)
c:RegisterEffect(e1)
--Set & Special Summon
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(id,0))
e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetRange(LOCATION_HAND)
e2:SetCountLimit(1,id,EFFECT_COUNT_CODE_DUEL)
e2:SetCondition(s.spcon2)
e2:SetTarget(s.sptg2)
e2:SetOperation(s.spop2)
c:RegisterEffect(e2)
end
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
return Duel.IsExistingMatchingCard(aux.TRUE,tp,0,LOCATION_MZONE,1,nil)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,c,1,0,0)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:IsRelateToEffect(e) then
Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)
end
end
function s.spcon2(e,c)
if c==nil then return true end
return Duel.GetFieldGroupCount(0,LOCATION_ONFIELD,LOCATION_ONFIELD)==0
end
function s.sptg2(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
if chk==0 then return Duel.GetFieldGroupCount(tp,0,LOCATION_HAND)>0 and Duel.GetLocationCount(1-tp,LOCATION_SZONE)>0
and Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,c,1,tp,LOCATION_HAND)
end
function s.filter(c)
return c:IsSpellTrap() and c:IsSSetable()
end
function s.spop2(e,tp,eg,ep,ev,re,r,rp)
local hg=Duel.GetFieldGroup(tp,0,LOCATION_HAND)
if #hg==0 then return end
Duel.ConfirmCards(tp,hg)
if Duel.GetLocationCount(1-tp,LOCATION_SZONE)>0
and hg:IsExists(s.filter,1,nil) then
local st=hg:Filter(s.filter,nil)
if #st>0 then
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SET)
local set=st:Select(tp,1,1,nil):GetFirst()
Duel.SSet(tp,set,1-tp)
if set:IsLocation(LOCATION_SZONE) then
Duel.SpecialSummon(e:GetHandler(),0,tp,tp,false,false,POS_FACEUP)
end
end
end
Duel.ShuffleHand(1-tp)
end | 1 | 0.836332 | 1 | 0.836332 | game-dev | MEDIA | 0.984688 | game-dev | 0.943703 | 1 | 0.943703 |
jsettlers/settlers-remake | 2,507 | jsettlers.logic/src/main/java/jsettlers/logic/map/grid/objects/IMapObjectsManagerGrid.java | /*******************************************************************************
* Copyright (c) 2015 - 2017
*
* 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.
*******************************************************************************/
package jsettlers.logic.map.grid.objects;
import java.io.Serializable;
import jsettlers.common.landscape.ELandscapeType;
import jsettlers.common.landscape.EResourceType;
import jsettlers.common.mapobject.EMapObjectType;
import jsettlers.common.position.ShortPoint2D;
import jsettlers.logic.objects.arrow.IArrowAttackableGrid;
import jsettlers.logic.player.Player;
public interface IMapObjectsManagerGrid extends Serializable, IArrowAttackableGrid {
AbstractHexMapObject getMapObject(int x, int y, EMapObjectType mapObjectType);
void setLandscape(int x, int y, ELandscapeType landscapeType);
void addMapObject(int x, int y, AbstractHexMapObject mapObject);
boolean isBlocked(int x, int y);
void setBlocked(int x, int y, boolean blocked);
boolean isProtected(int x, int y);
void setProtected(int x, int y, boolean protect);
boolean removeMapObject(int x, int y, AbstractHexMapObject mapObject);
short getWidth();
short getHeight();
boolean isInBounds(int x, int y);
EResourceType getResourceTypeAt(int x, int y);
byte getResourceAmountAt(int x, int y);
boolean isBuildingAreaAt(short x, short y);
boolean hasMapObjectType(int x, int y, EMapObjectType... mapObjectTypes);
void spawnDonkey(ShortPoint2D position, Player player);
}
| 1 | 0.86644 | 1 | 0.86644 | game-dev | MEDIA | 0.667543 | game-dev,graphics-rendering | 0.972565 | 1 | 0.972565 |
Meridaw/Vanilla-Macros | 2,925 | Warlock/Graguk's Warlock Macros.md | ## 3rd February 2006:
## ZHC and TOEP (Thanks Cominagetcha):
```
/script if GetInventoryItemCooldown("player", 13) == 0 then UseInventoryItem(13); SpellStopCasting(); end
/script if GetInventoryItemCooldown("player", 14) == 0 then UseInventoryItem(14); SpellStopCasting(); end
/cast Shadow Bolt
```
## 13th October 2005:
## Updated Siphon Life macro:
```
/script z=0;for i=1,16 do GameTooltipTextLeft1:SetText(nil);GameTooltip:SetUnitDebuff("target",i);if GameTooltipTextLeft1:GetText()=="Siphon Life" then z=1;end;end;if z==1 then TargetNearestEnemy();else CastSpellByName("Siphon Life");end
```
## ToEP and Shadow Bolt macro
using Astryl's method so it doesn't require 2 presses of the button - it will only activate if your target's health is above 30%, *or* it's a player. It assumes the lower trinket slot - use Trinket0Slot if you have it in the upper slot:
```
/script local a=GetInventorySlotInfo("Trinket1Slot");local b,c=GetInventoryItemCooldown("player",a);if c <= 0 and (UnitHealth("target") > 30 or UnitIsPlayer("target")) then UseInventoryItem(a);SpellStopCasting();end CastSpellByName("Shadow Bolt(rank 9)");
```
## Amplify Curse and Curse of Agony macro
Updated Amplify Curse if it's up (you need to use the "SCAN SPELLBOOK" macro to find the ID in *your* spellbook - change 16 to your ID), then immediately also cast the highest rank of Curse of Agony.
```
/script local e, f, g = GetSpellCooldown(16, SpellBookFrame.bookType); if (f <= 0) then CastSpellByName("Amplify Curse"); SpellStopCasting();end; CastSpellByName("Curse of Agony");
```
## Updated Amplify Curse, else Curse of Exhaustion:
```
/script local e, f, g = GetSpellCooldown(16, SpellBookFrame.bookType); if (f <= 0) then CastSpellByName("Amplify Curse");SpellStopCasting();end; CastSpellByName("Curse of Exhaustion");
```
## Updated Sacrifice, Fel Domination, Summon Voidwalker macro:
First press will Sac a voidwalker (only if it's up), second press activate Fel Domination if it's up and then summon a voidwalker (use the "SCAN SPELLBOOK" macro to find the ID of Fel Domination and Summon Voidwalker in *your* spellbook and replace 16 and 100 respectively with your ID):
```
/script local e,f=GetSpellCooldown(16, SpellBookFrame.bookType);if UnitCreatureFamily("pet") == "Voidwalker" then CastPetAction(5); elseif f<=0 then CastSpellByName("Fel Domination");SpellStopCasting();end; CastSpell(100, SpellBookFrame.bookType);
```
## SCAN SPELLBOOK:
How to find the location of Fel Domination or Amplify Curse etc.
Change "Fel Domination" to "Amplify Curse" if that's what you are looking for. Use this ID in GetSpellCooldown instead of 16 that I use in the examples.
```
/script for id = 1, 180, 1 do local spellName, subSpellName = GetSpellName(id, SpellBookFrame.bookType);if spellName and string.find(spellName, "Fel Domination", 1, true) then ChatFrame1:AddMessage("ID is "..id, 1.0, 1.0, 0.5); end; end;
```
Made by Graguk | 1 | 0.910365 | 1 | 0.910365 | game-dev | MEDIA | 0.958723 | game-dev | 0.946327 | 1 | 0.946327 |
iccb1013/Sheng.Winform.IDE | 3,658 | SourceCode/Source/Kernal/Reflection/ReflectionAttributeHelper.cs | /*********************************************
作者:曹旭升
QQ:279060597
访问博客了解详细介绍及更多内容:
http://blog.shengxunwei.com
**********************************************/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Reflection;
namespace Sheng.SailingEase.Kernal
{
public static class ReflectionAttributeHelper
{
public static List<T> GetCustomAttributes<T>(Assembly assembly, bool inherit) where T : Attribute
{
List<T> list = new List<T>();
Type[] exportedTypes = assembly.GetTypes();
for (int i = 0; i < exportedTypes.Length; i++)
{
if (exportedTypes[i].IsClass)
{
object[] attObjs =
exportedTypes[i].GetCustomAttributes(typeof(T), inherit);
if (attObjs.Length > 0)
{
list.AddRange(attObjs.Cast<T>());
}
}
}
return list;
}
public static List<Type> GetCompriseCustomAttributeTypes<T>(Assembly assembly, bool inherit) where T : Attribute
{
List<Type> list = new List<Type>();
Type[] exportedTypes = assembly.GetTypes();
for (int i = 0; i < exportedTypes.Length; i++)
{
if (exportedTypes[i].IsClass)
{
object[] attObjs =
exportedTypes[i].GetCustomAttributes(typeof(T), inherit);
if (attObjs.Length > 0)
{
list.Add(exportedTypes[i]);
}
}
}
return list;
}
public static List<AttributeAndTypeRelation> GetAttributeAndTypeRelation<T>(Assembly assembly, bool inherit) where T : Attribute
{
List<AttributeAndTypeRelation> list = new List<AttributeAndTypeRelation>();
Type[] exportedTypes = assembly.GetTypes();
for (int i = 0; i < exportedTypes.Length; i++)
{
if (exportedTypes[i].IsClass)
{
object[] attObjs =
exportedTypes[i].GetCustomAttributes(typeof(T), inherit);
foreach (Attribute item in attObjs)
{
list.Add(new AttributeAndTypeRelation(item, exportedTypes[i]));
}
}
}
return list;
}
public static List<Type> GetImplementInterfaceTypes<T>(Assembly assembly)
{
string interfaceName = typeof(T).Name;
List<Type> list = new List<Type>();
Type[] exportedTypes = assembly.GetTypes();
for (int i = 0; i < exportedTypes.Length; i++)
{
if (exportedTypes[i].IsClass)
{
if(exportedTypes[i].GetInterface(interfaceName) != null)
{
list.Add(exportedTypes[i]);
}
}
}
return list;
}
}
public class AttributeAndTypeRelation
{
private Attribute _attribute;
public Attribute Attribute
{
get { return _attribute; }
}
private Type _type;
public Type Type
{
get { return _type; }
}
public AttributeAndTypeRelation(Attribute attribute, Type type)
{
_attribute = attribute;
_type = type;
}
}
}
| 1 | 0.802425 | 1 | 0.802425 | game-dev | MEDIA | 0.166179 | game-dev | 0.888568 | 1 | 0.888568 |
laomo404/GameplayMessageRouter | 2,131 | GameplayMessageRouter/Source/GameplayMessageNodes/Public/K2Node_AsyncAction_ListenForGameplayMessages.h | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_AsyncAction.h"
#include "Containers/Array.h"
#include "K2Node_BaseAsyncTask.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_AsyncAction_ListenForGameplayMessages.generated.h"
class FBlueprintActionDatabaseRegistrar;
class FKismetCompilerContext;
class FMulticastDelegateProperty;
class FString;
class UEdGraph;
class UEdGraphPin;
class UObject;
/**
* Blueprint node which is spawned to handle the async logic for UAsyncAction_RegisterGameplayMessageReceiver
*/
UCLASS()
class UK2Node_AsyncAction_ListenForGameplayMessages : public UK2Node_AsyncAction
{
GENERATED_BODY()
//~UEdGraphNode interface
virtual void PostReconstructNode() override;
virtual void PinDefaultValueChanged(UEdGraphPin* ChangedPin) override;
virtual void GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const override;
//~End of UEdGraphNode interface
//~UK2Node interface
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual void AllocateDefaultPins() override;
//~End of UK2Node interface
protected:
virtual bool HandleDelegates(
const TArray<FBaseAsyncTaskHelper::FOutputPinAndLocalVariable>& VariableOutputs, UEdGraphPin* ProxyObjectPin,
UEdGraphPin*& InOutLastThenPin, UEdGraph* SourceGraph, FKismetCompilerContext& CompilerContext) override;
private:
// Add the GetPayload flow to the end of the delegate handler's logic chain
bool HandlePayloadImplementation(
FMulticastDelegateProperty* CurrentProperty,
const FBaseAsyncTaskHelper::FOutputPinAndLocalVariable& ProxyObjectVar,
const FBaseAsyncTaskHelper::FOutputPinAndLocalVariable& PayloadVar,
const FBaseAsyncTaskHelper::FOutputPinAndLocalVariable& ActualChannelVar,
UEdGraphPin*& InOutLastActivatedThenPin, UEdGraph* SourceGraph, FKismetCompilerContext& CompilerContext);
// Make sure the output Payload wildcard matches the input PayloadType
void RefreshOutputPayloadType();
UEdGraphPin* GetPayloadPin() const;
UEdGraphPin* GetPayloadTypePin() const;
UEdGraphPin* GetOutputChannelPin() const;
};
| 1 | 0.769723 | 1 | 0.769723 | game-dev | MEDIA | 0.633876 | game-dev | 0.511929 | 1 | 0.511929 |
AtomicGameEngine/AtomicGameEngine | 2,692 | Source/ThirdParty/Bullet/src/BulletCollision/CollisionShapes/btSphereShape.h | /*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_SPHERE_MINKOWSKI_H
#define BT_SPHERE_MINKOWSKI_H
#include "btConvexInternalShape.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" // for the types
///The btSphereShape implements an implicit sphere, centered around a local origin with radius.
ATTRIBUTE_ALIGNED16(class) btSphereShape : public btConvexInternalShape
{
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
btSphereShape (btScalar radius) : btConvexInternalShape ()
{
m_shapeType = SPHERE_SHAPE_PROXYTYPE;
m_implicitShapeDimensions.setX(radius);
m_collisionMargin = radius;
}
virtual btVector3 localGetSupportingVertex(const btVector3& vec)const;
virtual btVector3 localGetSupportingVertexWithoutMargin(const btVector3& vec)const;
//notice that the vectors should be unit length
virtual void batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3* vectors,btVector3* supportVerticesOut,int numVectors) const;
virtual void calculateLocalInertia(btScalar mass,btVector3& inertia) const;
virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
btScalar getRadius() const { return m_implicitShapeDimensions.getX() * m_localScaling.getX();}
void setUnscaledRadius(btScalar radius)
{
m_implicitShapeDimensions.setX(radius);
btConvexInternalShape::setMargin(radius);
}
//debugging
virtual const char* getName()const {return "SPHERE";}
virtual void setMargin(btScalar margin)
{
btConvexInternalShape::setMargin(margin);
}
virtual btScalar getMargin() const
{
//to improve gjk behaviour, use radius+margin as the full margin, so never get into the penetration case
//this means, non-uniform scaling is not supported anymore
return getRadius();
}
};
#endif //BT_SPHERE_MINKOWSKI_H
| 1 | 0.870951 | 1 | 0.870951 | game-dev | MEDIA | 0.994699 | game-dev | 0.847366 | 1 | 0.847366 |
lua9520/source-engine-2018-hl2_src | 4,134 | game/client/tf2/playeroverlayname.cpp | //========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include <KeyValues.h>
#include "playeroverlay.h"
#include "playeroverlayname.h"
#include <KeyValues.h>
#include "commanderoverlay.h"
#include "hud_commander_statuspanel.h"
#include <vgui/IVGui.h>
#include <vgui/IScheme.h>
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CHudPlayerOverlayName::CHudPlayerOverlayName( CHudPlayerOverlay *baseOverlay, const char *name ) :
vgui::Label( (vgui::Panel *)NULL, "OverlayName", name )
{
m_pBaseOverlay = baseOverlay;
Q_strncpy( m_szName, name, sizeof( m_szName ) );
SetPaintBackgroundEnabled( false );
// Send mouse inputs (but not cursorenter/exit for now) up to parent
SetReflectMouse( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudPlayerOverlayName::~CHudPlayerOverlayName( void )
{
}
bool CHudPlayerOverlayName::Init( KeyValues* pInitData )
{
if (!pInitData)
return false;
if (!ParseRGBA(pInitData, "fgcolor", m_fgColor ))
return false;
if (!ParseRGBA(pInitData, "bgcolor", m_bgColor ))
return false;
int x, y, w, h;
if (!ParseRect(pInitData, "position", x, y, w, h ))
return false;
SetPos( x, y );
SetSize( w, h );
SetContentAlignment( vgui::Label::a_west );
return true;
}
void CHudPlayerOverlayName::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
SetFont( pScheme->GetFont( "primary" ) );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
void CHudPlayerOverlayName::SetName( const char *name )
{
Q_strncpy( m_szName, name, sizeof( m_szName ) );
SetText( name );
}
void CHudPlayerOverlayName::Paint()
{
m_pBaseOverlay->SetColorLevel( this, m_fgColor, m_bgColor );
BaseClass::Paint();
}
void CHudPlayerOverlayName::SetReflectMouse( bool reflect )
{
m_bReflectMouse = true;
}
void CHudPlayerOverlayName::OnCursorMoved(int x,int y)
{
if ( !m_bReflectMouse )
return;
if ( !GetParent() )
return;
LocalToScreen( x, y );
vgui::ivgui()->PostMessage(
GetParent()->GetVPanel(),
new KeyValues( "CursorMoved", "xpos", x, "ypos", y ),
GetVPanel() );
}
void CHudPlayerOverlayName::OnMousePressed(vgui::MouseCode code)
{
if ( !m_bReflectMouse )
return;
if ( !GetParent() )
return;
vgui::ivgui()->PostMessage(
GetParent()->GetVPanel(),
new KeyValues( "MousePressed", "code", code ),
GetVPanel() );
}
void CHudPlayerOverlayName::OnMouseDoublePressed(vgui::MouseCode code)
{
if ( !m_bReflectMouse )
return;
if ( !GetParent() )
return;
vgui::ivgui()->PostMessage(
GetParent()->GetVPanel(),
new KeyValues( "MouseDoublePressed", "code", code ),
GetVPanel() );
}
void CHudPlayerOverlayName::OnMouseReleased(vgui::MouseCode code)
{
if ( !m_bReflectMouse )
return;
if ( !GetParent() )
return;
vgui::ivgui()->PostMessage(
GetParent()->GetVPanel(),
new KeyValues( "MouseReleased", "code", code ),
GetVPanel() );
}
void CHudPlayerOverlayName::OnMouseWheeled(int delta)
{
if ( !m_bReflectMouse )
return;
if ( !GetParent() )
return;
vgui::ivgui()->PostMessage(
GetParent()->GetVPanel(),
new KeyValues( "MouseWheeled", "delta", delta ),
GetVPanel() );
}
void CHudPlayerOverlayName::OnCursorEntered()
{
if ( m_pBaseOverlay->GetMouseOverText() )
{
StatusPrint( TYPE_HINT, "%s", m_pBaseOverlay->GetMouseOverText() );
}
}
void CHudPlayerOverlayName::OnCursorExited()
{
if ( m_pBaseOverlay->GetMouseOverText() )
{
StatusClear();
}
} | 1 | 0.872704 | 1 | 0.872704 | game-dev | MEDIA | 0.640019 | game-dev,desktop-app | 0.983301 | 1 | 0.983301 |
ggez/good-web-game | 12,221 | src/lib.rs | //! # Good Web Game
//!
//! [](https://discord.gg/jum3Fjek2A)
//! [](https://docs.rs/good-web-game)
//! [](https://github.com/ggez/good-web-game/blob/master/LICENSE)
//! [](https://crates.io/crates/good-web-game)
//!
//! good-web-game is a wasm32-unknown-unknown implementation of a [ggez](https://github.com/ggez/ggez) subset on top of [miniquad](https://github.com/not-fl3/miniquad/). Originally built to run [Zemeroth](https://github.com/ozkriff/zemeroth) on the web.
//!
//! It has been recently updated to support much of the ggez 0.6.1 API. If you're already working with ggez you might use this library to port your game to the web (or perhaps even mobile).
//! Since it also runs well on desktop it also offers an alternative implementation of ggez, which might always come in handy.
//!
//! If you are just looking for a well supported minimal high-level engine on top of miniquad you might want to take a look at [macroquad](https://github.com/not-fl3/macroquad/).
//!
//! ## Status
//!
//! "good-web-game" implements most of the ggez 0.6.1 API.
//!
//! ### Differences
//!
//! * boilerplate code differs slightly, [as shown here](https://github.com/PSteinhaus/PSteinhaus.github.io/tree/main/ggez/web-examples#ggez-animation-example)
//! * audio API differs slightly due to use of `quad-snd` instead of `rodio` for easy portability
//! * shaders have to be written in GLSL100, due to support for WebGL1
//! * API for creation of shaders and their corresponding uniform structs differs slightly, but the workflow remains the same, see [the `shader` example](examples/shader.rs)
//!
//! ### Missing / Not available:
//!
//! * filesystem with writing access (if you need it take a look at [`quad-storage`](https://github.com/optozorax/quad-storage))
//! * writing your own event loop (doesn't make much sense on callback-only platforms like HTML5)
//! * spatial audio (overall audio support is still relatively limited)
//! * resolution control in fullscreen mode
//! * setting window position / size (the latter is available on Windows, but buggy)
//! * screenshot function
//! * window icon
//! * gamepad support on WASM (as `gilrs` depends on wasm-bindgen)
//!
//! ### On blurry graphics
//!
//! You may run into somewhat blurry graphics. This is caused by high-dpi rendering:
//!
//! When run on a system with a scaling factor unequal to 1 the graphics may appear blurry, due to the drawbuffer being scaled up, to achieve a window of the size requested by your OS.
//! This size is usually "the size you specified in `Conf`" * "your OS scaling factor".
//!
//! To avoid this set `Conf::high_dpi` to `true`. This leads to the drawbuffer being the size of your actual physical window. It also means though that you can't be sure how big your drawable space will actually be, as this will then depend on where the program is being run.
//!
//! We aim towards changing this, so that windows are always created with the physical size specified in `Conf`, but that's not directly supported by miniquad currently.
#![doc(
html_logo_url = "https://raw.githubusercontent.com/ggez/good-web-game/master/about/logo.png"
)]
pub mod audio;
pub mod conf;
pub mod error;
pub mod event;
pub mod filesystem;
pub mod goodies;
pub mod graphics;
pub mod input;
pub mod timer;
mod context;
#[macro_use]
extern crate log;
#[macro_use]
extern crate serde_derive;
pub use crate::context::Context;
pub use crate::error::*;
pub use cgmath;
// re-exported for those who want/need even more control
pub extern crate miniquad;
pub extern crate mint;
use crate::event::ErrorOrigin;
use crate::filesystem::Filesystem;
#[cfg(not(any(target_arch = "wasm32", target_os = "ios", target_os = "android",)))]
use crate::input::gamepad::GamepadId;
use crate::input::mouse;
use miniquad::GraphicsContext;
#[cfg(feature = "log-impl")]
pub use miniquad::{debug, info, log, warn};
struct EventHandlerWrapper<E: std::error::Error> {
event_handler: Box<dyn event::EventHandler<E>>,
context: Context,
}
impl<E: std::error::Error> miniquad::EventHandler for EventHandlerWrapper<E> {
fn update(&mut self, quad_ctx: &mut GraphicsContext) {
// if the program is to quit, quit
// (in ggez this is done before looking at any of the events of this frame, but this isn't
// possible here, so this is the closest it can get)
if !self.context.continuing {
quad_ctx.order_quit();
// TODO: Even after this has been called the app might continue on executing into `EventHandler::update`
// starting another game logic cycle. This could be pretty bad...
// for now we somewhat fix this by yielding the time slice and simply returning
std::thread::yield_now();
return;
}
// in ggez tick is called before update, so I moved this to the front
self.context.timer_context.tick();
// release all buffers that were kept alive for the previous frame
graphics::release_dropped_bindings();
// before running the game logic update the gamepad state
#[cfg(not(any(target_arch = "wasm32", target_os = "ios", target_os = "android",)))]
{
while let Some(gilrs::Event { id, event, .. }) =
self.context.gamepad_context.next_event()
{
match event {
gilrs::EventType::ButtonPressed(button, _) => {
self.event_handler.gamepad_button_down_event(
&mut self.context,
quad_ctx,
button,
GamepadId(id),
);
}
gilrs::EventType::ButtonReleased(button, _) => {
self.event_handler.gamepad_button_up_event(
&mut self.context,
quad_ctx,
button,
GamepadId(id),
);
}
gilrs::EventType::AxisChanged(axis, value, _) => {
self.event_handler.gamepad_axis_event(
&mut self.context,
quad_ctx,
axis,
value,
GamepadId(id),
);
}
_ => {}
}
}
}
// do ggez 0.6 style error handling
if let Err(e) = self.event_handler.update(&mut self.context, quad_ctx) {
error!("Error on EventHandler::update(): {:?}", e); // TODO: maybe use miniquad-logging here instead, but I haven't looked into it yet
eprintln!("Error on EventHandler::update(): {:?}", e);
if self
.event_handler
.on_error(&mut self.context, quad_ctx, ErrorOrigin::Update, e)
{
event::quit(&mut self.context);
}
}
}
fn draw(&mut self, quad_ctx: &mut GraphicsContext) {
// do ggez 0.6 style error handling
if let Err(e) = self.event_handler.draw(&mut self.context, quad_ctx) {
error!("Error on EventHandler::draw(): {:?}", e);
eprintln!("Error on EventHandler::draw(): {:?}", e);
if self
.event_handler
.on_error(&mut self.context, quad_ctx, ErrorOrigin::Draw, e)
{
event::quit(&mut self.context);
}
}
// reset the mouse frame delta value
self.context.mouse_context.reset_delta();
}
fn resize_event(&mut self, quad_ctx: &mut GraphicsContext, width: f32, height: f32) {
self.event_handler
.resize_event(&mut self.context, quad_ctx, width, height);
}
fn mouse_motion_event(&mut self, quad_ctx: &mut GraphicsContext, x: f32, y: f32) {
self.context
.mouse_context
.input_handler
.handle_mouse_move(x, y);
let old_pos = mouse::last_position(&self.context);
let dx = x - old_pos.x;
let dy = y - old_pos.y;
// update the frame delta value
let old_delta = mouse::delta(&self.context);
self.context
.mouse_context
.set_delta((old_delta.x + dx, old_delta.y + dy).into());
self.context.mouse_context.set_last_position((x, y).into());
self.event_handler
.mouse_motion_event(&mut self.context, quad_ctx, x, y, dx, dy);
}
fn mouse_button_down_event(
&mut self,
quad_ctx: &mut GraphicsContext,
button: miniquad::MouseButton,
x: f32,
y: f32,
) {
self.context
.mouse_context
.input_handler
.handle_mouse_down(button);
self.event_handler.mouse_button_down_event(
&mut self.context,
quad_ctx,
button.into(),
x,
y,
);
}
fn mouse_button_up_event(
&mut self,
quad_ctx: &mut GraphicsContext,
button: miniquad::MouseButton,
x: f32,
y: f32,
) {
self.context
.mouse_context
.input_handler
.handle_mouse_up(button);
self.event_handler
.mouse_button_up_event(&mut self.context, quad_ctx, button.into(), x, y);
}
fn char_event(
&mut self,
quad_ctx: &mut GraphicsContext,
character: char,
_keymods: miniquad::KeyMods,
_repeat: bool,
) {
self.event_handler
.text_input_event(&mut self.context, quad_ctx, character);
}
fn key_down_event(
&mut self,
quad_ctx: &mut GraphicsContext,
keycode: miniquad::KeyCode,
keymods: miniquad::KeyMods,
repeat: bool,
) {
// first update the keyboard context state
self.context.keyboard_context.set_key(keycode, true);
// then hand it to the user
self.event_handler.key_down_event(
&mut self.context,
quad_ctx,
keycode,
keymods.into(),
repeat,
);
}
fn key_up_event(
&mut self,
quad_ctx: &mut GraphicsContext,
keycode: miniquad::KeyCode,
keymods: miniquad::KeyMods,
) {
self.context.keyboard_context.set_key(keycode, false);
self.event_handler
.key_up_event(&mut self.context, quad_ctx, keycode, keymods.into());
}
fn touch_event(
&mut self,
quad_ctx: &mut GraphicsContext,
phase: miniquad::TouchPhase,
id: u64,
x: f32,
y: f32,
) {
self.event_handler
.touch_event(&mut self.context, quad_ctx, phase, id, x, y);
}
}
/// Starts the game. Takes a start configuration, allowing you to specify additional options like
/// high-dpi behavior, as well as a function specifying how to create the event handler from the
/// new context.
pub fn start<F, E>(conf: conf::Conf, f: F) -> GameResult
where
E: std::error::Error + 'static,
F: 'static
+ FnOnce(&mut Context, &mut miniquad::GraphicsContext) -> Box<dyn event::EventHandler<E>>,
{
let fs = Filesystem::new(&conf);
let quad_conf = conf.into();
miniquad::start(quad_conf, |ctx| {
let mut context = Context::new(ctx, fs);
// uncommenting this leads to wrong window sizes as `set_window_size` is currently buggy
//context.quad_ctx.set_window_size(800 as u32, 600 as u32);
let (d_w, d_h) = ctx.screen_size();
context
.gfx_context
.set_screen_coordinates(graphics::Rect::new(0., 0., d_w, d_h));
let event_handler = f(&mut context, ctx);
Box::new(EventHandlerWrapper {
event_handler,
context,
})
});
Ok(())
}
| 1 | 0.863774 | 1 | 0.863774 | game-dev | MEDIA | 0.826384 | game-dev | 0.910178 | 1 | 0.910178 |
kolmafia/kolmafia | 1,941 | src/net/sourceforge/kolmafia/request/coinmaster/shop/GotporkPDRequest.java | package net.sourceforge.kolmafia.request.coinmaster.shop;
import java.util.regex.Pattern;
import net.sourceforge.kolmafia.AdventureResult;
import net.sourceforge.kolmafia.CoinmasterData;
import net.sourceforge.kolmafia.KoLCharacter;
import net.sourceforge.kolmafia.objectpool.ItemPool;
import net.sourceforge.kolmafia.session.BatManager;
import net.sourceforge.kolmafia.session.InventoryManager;
import net.sourceforge.kolmafia.session.LimitMode;
public abstract class GotporkPDRequest extends CoinMasterShopRequest {
public static final String master = "Gotpork P. D.";
public static final String SHOPID = "batman_pd";
private static final Pattern TOKEN_PATTERN =
Pattern.compile("<td>([\\d,]+) incriminating evidence");
public static final AdventureResult COIN = ItemPool.get(ItemPool.INCRIMINATING_EVIDENCE, 1);
public static final CoinmasterData GOTPORK_PD =
new CoinmasterData(master, "Gotpork P. D.", GotporkPDRequest.class)
.withToken("incriminating evidence")
.withTokenPattern(TOKEN_PATTERN)
.withItem(COIN)
.withShopRowFields(master, SHOPID)
.withItemBuyPrice(GotporkPDRequest::itemBuyPrice)
.withAccessible(GotporkPDRequest::accessible);
private static AdventureResult itemBuyPrice(final Integer itemId) {
int price = GOTPORK_PD.getBuyPrice(itemId);
if (price == 1) {
return COIN;
}
// price increased by 3 each time you buy one
int count = InventoryManager.getCount(itemId);
if (count > 0) {
price = 3 * (count + 1);
}
return COIN.getInstance(price);
}
public static String accessible() {
if (KoLCharacter.getLimitMode() != LimitMode.BATMAN) {
return "Only Batfellow can go to the Gotpork P. D.";
}
if (BatManager.currentBatZone() != BatManager.DOWNTOWN) {
return "Batfellow can only visit the Gotpork Police Department while Downtown.";
}
return null;
}
}
| 1 | 0.732841 | 1 | 0.732841 | game-dev | MEDIA | 0.977036 | game-dev | 0.851291 | 1 | 0.851291 |
leethomason/MicroPather | 6,567 | dungeon.cpp | /*
Copyright (c) 2000-2012 Lee Thomason (www.grinninglizard.com)
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#define USE_PATHER
#include <ctype.h>
#include <stdio.h>
#include <memory.h>
#include <math.h>
#include <vector>
#include <iostream>
#ifdef USE_PATHER
#include "micropather.h"
using namespace micropather;
#endif
const int MAPX = 30;
const int MAPY = 10;
const char gMap[MAPX*MAPY+1] =
//"012345678901234567890123456789"
" | | |"
" | |----+ | +"
"---+ +---DD-+ +--+--+ "
" | +-- +"
" +----+ +---+ "
"---+ + D D | "
" | | +----+ +----+ +--+"
" D | | | "
" | +-------+ +-+ |--+ "
"---+ | +";
class Dungeon
#ifdef USE_PATHER
: public Graph
#endif
{
private:
Dungeon( const Dungeon& );
void operator=( const Dungeon& );
int playerX, playerY;
MPVector<void*> path;
bool doorsOpen;
bool showConsidered;
MicroPather* pather;
public:
Dungeon() : playerX( 0 ), playerY( 0 ), doorsOpen( false ), showConsidered( false ), pather( 0 )
{
pather = new MicroPather( this, 20 ); // Use a very small memory block to stress the pather
}
virtual ~Dungeon() {
delete pather;
}
int X() { return playerX; }
int Y() { return playerY; }
void ClearPath()
{
#ifdef USE_PATHER
path.resize( 0 );
#endif
}
void ToggleTouched() { showConsidered = !showConsidered;
pather->Reset();
}
void ToggleDoor()
{
doorsOpen = !doorsOpen;
#ifdef USE_PATHER
pather->Reset();
#endif
}
int Passable( int nx, int ny )
{
if ( nx >= 0 && nx < MAPX
&& ny >= 0 && ny < MAPY )
{
int index = ny*MAPX+nx;
char c = gMap[ index ];
if ( c == ' ' )
return 1;
else if ( c == 'D' )
return 2;
}
return 0;
}
int SetPos( int nx, int ny )
{
int result = 0;
if ( Passable( nx, ny ) == 1 )
{
#ifdef USE_PATHER
float totalCost;
if ( showConsidered )
pather->Reset();
result = pather->Solve( XYToNode( playerX, playerY ), XYToNode( nx, ny ), &path, &totalCost );
if ( result == MicroPather::SOLVED ) {
playerX = nx;
playerY = ny;
}
printf( "Pather returned %d\n", result );
#else
playerX = nx;
playerY = ny;
#endif
}
return result;
}
void Print()
{
char buf[ MAPX+1 ];
MPVector< void* > stateVec;
if ( showConsidered )
pather->StatesInPool( &stateVec );
printf( " doors %s\n", doorsOpen ? "open" : "closed" );
printf( " 0 10 20\n" );
printf( " 012345678901234567890123456789\n" );
for( int j=0; j<MAPY; ++j ) {
// Copy in the line.
memcpy( buf, &gMap[MAPX*j], MAPX+1 );
buf[MAPX]=0;
#ifdef USE_PATHER
unsigned k;
// Wildly inefficient demo code.
unsigned size = path.size();
for( k=0; k<size; ++k ) {
int x, y;
NodeToXY( path[k], &x, &y );
if ( y == j )
buf[x] = '0' + k%10;
}
if ( showConsidered )
{
for( k=0; k<stateVec.size(); ++k ) {
int x, y;
NodeToXY( stateVec[k], &x, &y );
if ( y == j )
buf[x] = 'x';
}
}
#endif
// Insert the player
if ( j==playerY )
buf[playerX] = 'i';
printf( "%d%s\n", j%10, buf );
}
}
#ifdef USE_PATHER
void NodeToXY( void* node, int* x, int* y )
{
intptr_t index = (intptr_t)node;
*y = index / MAPX;
*x = index - *y * MAPX;
}
void* XYToNode( int x, int y )
{
return (void*) ( y*MAPX + x );
}
virtual float LeastCostEstimate( void* nodeStart, void* nodeEnd )
{
int xStart, yStart, xEnd, yEnd;
NodeToXY( nodeStart, &xStart, &yStart );
NodeToXY( nodeEnd, &xEnd, &yEnd );
/* Compute the minimum path cost using distance measurement. It is possible
to compute the exact minimum path using the fact that you can move only
on a straight line or on a diagonal, and this will yield a better result.
*/
int dx = xStart - xEnd;
int dy = yStart - yEnd;
return (float) sqrt( (double)(dx*dx) + (double)(dy*dy) );
}
virtual void AdjacentCost( void* node, micropather::MPVector< StateCost > *neighbors )
{
int x, y;
const int dx[8] = { 1, 1, 0, -1, -1, -1, 0, 1 };
const int dy[8] = { 0, 1, 1, 1, 0, -1, -1, -1 };
const float cost[8] = { 1.0f, 1.41f, 1.0f, 1.41f, 1.0f, 1.41f, 1.0f, 1.41f };
NodeToXY( node, &x, &y );
for( int i=0; i<8; ++i ) {
int nx = x + dx[i];
int ny = y + dy[i];
int pass = Passable( nx, ny );
if ( pass > 0 ) {
if ( pass == 1 || doorsOpen )
{
// Normal floor
StateCost nodeCost = { XYToNode( nx, ny ), cost[i] };
neighbors->push_back( nodeCost );
}
else
{
// Normal floor
StateCost nodeCost = { XYToNode( nx, ny ), FLT_MAX };
neighbors->push_back( nodeCost );
}
}
}
}
virtual void PrintStateInfo( void* node )
{
int x, y;
NodeToXY( node, &x, &y );
printf( "(%d,%d)", x, y );
}
#endif
};
int main( int /*argc*/, const char** /*argv*/ )
{
Dungeon dungeon;
bool done = false;
char buf[ 256 ];
while ( !done ) {
dungeon.Print();
printf( "\n# # to move, q to quit, r to redraw, d to toggle doors, t for touched\n" );
//gets( buf );
//printf( "\n" );
std::cin.getline( buf, 256 );
if ( *buf )
{
if ( buf[0] == 'q' ) {
done = true;
}
else if ( buf[0] == 'd' ) {
dungeon.ToggleDoor();
dungeon.ClearPath();
}
else if ( buf[0] == 't' ) {
dungeon.ToggleTouched();
}
else if ( buf[0] == 'r' ) {
dungeon.ClearPath();
}
else if ( isdigit( buf[0] ) ) {
int x, y;
sscanf( buf, "%d %d", &x, &y ); // sleazy, I know
dungeon.SetPos( x, y );
}
}
else
{
dungeon.ClearPath();
}
}
return 0;
}
| 1 | 0.924121 | 1 | 0.924121 | game-dev | MEDIA | 0.905538 | game-dev | 0.953954 | 1 | 0.953954 |
jabuwu/shanty-quest | 1,569 | src/game/quests/plank/trigger.rs | use crate::common::prelude::*;
use crate::game::prelude::*;
use bevy::prelude::*;
use super::{Plank1Cutscene, PlankQuestStage};
pub struct PlankTriggerPlugin;
impl Plugin for PlankTriggerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (plank_trigger_world_spawn, plank_trigger_check));
}
}
#[derive(Component)]
pub struct PlankTrigger;
fn plank_trigger_world_spawn(
mut ev_spawn: EventReader<WorldLocationsSpawnEvent>,
mut commands: Commands,
world_locations: Res<WorldLocations>,
) {
for _ in ev_spawn.iter() {
let triggers = world_locations.get_multiple_rect("PlankTrigger");
for trigger in triggers {
commands.spawn((
TransformBundle::default(),
Transform2::from_translation(trigger.position).with_depth((DepthLayer::Entity, 0.)),
Trigger::new(CollisionShape::Rect { size: trigger.size }),
PlankTrigger,
));
}
}
}
fn plank_trigger_check(
query: Query<&Trigger, With<PlankTrigger>>,
mut game_state: ResMut<GameState>,
mut ev_cutscene_plank1: EventWriter<CutsceneStartEvent<Plank1Cutscene>>,
) {
for trigger in query.iter() {
if trigger.triggered() {
if let Quest::Plank(quest) = &mut game_state.quests.active_quest {
if matches!(quest.stage, PlankQuestStage::TalkedToMayor) {
ev_cutscene_plank1.send_default();
quest.stage = PlankQuestStage::Dialogue1;
}
}
}
}
}
| 1 | 0.878363 | 1 | 0.878363 | game-dev | MEDIA | 0.987082 | game-dev | 0.756306 | 1 | 0.756306 |
blizzhackers/kolbot-SoloPlay | 6,116 | BuildFiles/druid/druid.WolfBuild.js | /**
* @filename druid.WolfBuild.js
* @author theBGuy
* @desc Fury wolf final build
*
*/
(function (module) {
module.exports = (function () {
const build = {
caster: false,
skillstab: sdk.skills.tabs.ShapeShifting,
wantedskills: [sdk.skills.Werewolf, sdk.skills.Lycanthropy, sdk.skills.Fury],
usefulskills: [sdk.skills.HeartofWolverine, sdk.skills.Grizzly],
precastSkills: [sdk.skills.Werewolf, sdk.skills.HeartofWolverine, sdk.skills.Grizzly],
wantedMerc: MercData[sdk.skills.Might],
stats: [
["strength", 103], ["dexterity", 35], ["vitality", "all"]
],
skills: [
[sdk.skills.Werewolf, 20, true],
[sdk.skills.Lycanthropy, 20, true],
[sdk.skills.Fury, 20, true],
[sdk.skills.Grizzly, 1, false],
[sdk.skills.HeartofWolverine, 20, true],
[sdk.skills.FeralRage, 10, false],
[sdk.skills.Grizzly, 15],
],
charms: {
ResLife: {
max: 3,
have: [],
classid: sdk.items.SmallCharm,
/** @param {ItemUnit} check */
stats: function (check) {
return (
!check.unique
&& check.classid === this.classid
&& check.allRes === 5
&& check.getStat(sdk.stats.MaxHp) === 20
);
}
},
ResMf: {
max: 2,
have: [],
classid: sdk.items.SmallCharm,
/** @param {ItemUnit} check */
stats: function (check) {
return (
!check.unique
&& check.classid === this.classid
&& check.allRes === 5
&& check.getStat(sdk.stats.MagicBonus) === 7
);
}
},
ResFHR: {
max: 1,
have: [],
classid: sdk.items.SmallCharm,
/** @param {ItemUnit} check */
stats: function (check) {
return (
!check.unique
&& check.classid === this.classid
&& check.allRes === 5
&& check.getStat(sdk.stats.FHR) === 5
);
}
},
Skiller: {
max: 2,
have: [],
classid: sdk.items.GrandCharm,
/** @param {ItemUnit} check */
stats: function (check) {
return (
!check.unique
&& check.classid === this.classid
&& check.getStat(sdk.stats.AddSkillTab, sdk.skills.tabs.ShapeShifting) === 1
&& check.getStat(sdk.stats.MaxHp) >= 40
);
}
},
},
AutoBuildTemplate: {
1: {
Update: function () {
Config.AttackSkill = [
-1,
sdk.skills.Fury, sdk.skills.FeralRage,
sdk.skills.Fury, sdk.skills.FeralRage,
sdk.skills.Rabies, -1
];
Config.LowManaSkill = [0, 0];
Config.Wereform = "Werewolf";
Config.SummonAnimal = "Grizzly";
Config.SummonSpirit = "Heart of Wolverine";
}
},
},
respec: function () {
return (
me.checkItem({ name: sdk.locale.items.Ribcracker, classid: sdk.items.Stalagmite }).have
&& me.checkItem({ name: sdk.locale.items.ChainsofHonor, }).have
);
},
active: function () {
return this.respec() && me.getSkill(sdk.skills.Werewolf, sdk.skills.subindex.HardPoints) === 20;
},
};
let finalGear = [ // autoequip final gear
// Weapon - Upp'ed Ribcracker
"[name] == stalagmite && [quality] == unique # [enhanceddamage] >= 300 && [ias] >= 50 # [tier] == 110000",
// Helmet - Jalal's Mane
"[name] == totemicmask && [quality] == unique # [druidskills] == 2 && [shapeshiftingskilltab] == 2 # [tier] == tierscore(item, 110000)",
// Belt - Verdungo's
"[name] == mithrilcoil && [quality] == unique && [flag] != ethereal # [enhanceddefense] >= 90 # [tier] == tierscore(item, 110000)",
// Armor - CoH
"[type] == armor && [flag] == runeword && [flag] != ethereal # [fireresist] == 65 && [hpregen] == 7 # [tier] == 110000",
// Gloves - Dracul's
"[name] == vampirebonegloves && [quality] == unique && [flag] != ethereal # [enhanceddefense] >= 90 # [tier] == tierscore(item, 110000)",
// Amulet - Maras
"[type] == amulet && [quality] == unique # [strength] == 5 && [coldresist] >= 30 # [tier] == tierscore(item, 110000)",
// Final Rings - Perfect Wisp & Bul-Kathos' Wedding Band
"[type] == ring && [quality] == unique # [itemabsorblightpercent] == 20 # [tier] == tierscore(item, 110000)",
"[type] == ring && [quality] == unique # [maxstamina] == 50 && [lifeleech] == 5 # [tier] == tierscore(item, 110000)",
// Rings - Wisp & Bul-Kathos' Wedding Band
"[type] == ring && [quality] == unique # [itemabsorblightpercent] >= 10 # [tier] == tierscore(item, 110000)",
"[type] == ring && [quality] == unique # [maxstamina] == 50 && [lifeleech] >= 3 # [tier] == tierscore(item, 110000)",
// Merc Final Armor - Fortitude
"[type] == armor && [flag] == runeword # [enhanceddefense] >= 200 && [enhanceddamage] >= 300 # [merctier] == 100000",
// Merc Armor - Treachery
"[type] == armor && [flag] == runeword # [ias] == 45 && [coldresist] == 30 # [merctier] == 50000 + mercscore(item)",
// Merc Final Helmet - Eth Andy's
"[name] == demonhead && [quality] == unique && [flag] == ethereal # [strength] >= 25 && [enhanceddefense] >= 100 # [merctier] == 50000 + mercscore(item)",
// Merc Helmet - Andy's
"[name] == demonhead && [quality] == unique && [flag] != ethereal # [strength] >= 25 && [enhanceddefense] >= 100 # [merctier] == 40000 + mercscore(item)",
// Merc Weapon - Reaper's Toll
"[name] == thresher && [quality] == unique # [enhanceddamage] >= 190 && [lifeleech] >= 11 # [merctier] == 100000 + mercscore(item)",
];
NTIP.buildList(finalGear);
NTIP.buildFinalGear(finalGear);
return build;
})();
})(module);
| 1 | 0.764434 | 1 | 0.764434 | game-dev | MEDIA | 0.781546 | game-dev | 0.917304 | 1 | 0.917304 |
TheMade4/Relictium | 1,107 | src/main/java/me/jellysquid/mods/sodium/client/model/quad/blender/BlockColorSettings.java | package me.jellysquid.mods.sodium.client.model.quad.blender;
import net.minecraft.block.state.IBlockState;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
public interface BlockColorSettings<T> {
/**
* Configures whether biome colors from a color provider will be interpolated for this block. You should only
* enable this functionality if your color provider returns values based upon a pair of coordinates in the world,
* and not if it needs access to the block state itself.
*
* @return True if interpolation should be used, otherwise false.
*/
boolean useSmoothColorBlending(IBlockAccess view, T state, BlockPos pos);
@SuppressWarnings("unchecked")
static boolean isSmoothBlendingEnabled(IBlockAccess world, IBlockState state, BlockPos pos) {
if (state.getBlock() instanceof BlockColorSettings) {
BlockColorSettings<IBlockState> settings = (BlockColorSettings<IBlockState>) state.getBlock();
return settings.useSmoothColorBlending(world, state, pos);
}
return false;
}
} | 1 | 0.787583 | 1 | 0.787583 | game-dev | MEDIA | 0.933985 | game-dev | 0.784612 | 1 | 0.784612 |
GregTech6/gregtech6 | 4,676 | src/main/java/gregtech/items/tools/electric/GT_Tool_JackHammer_HV.java | /**
* Copyright (c) 2023 GregTech-6 Team
*
* This file is part of GregTech.
*
* GregTech is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* GregTech is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with GregTech. If not, see <http://www.gnu.org/licenses/>.
*/
package gregtech.items.tools.electric;
import gregapi.data.RM;
import gregapi.item.multiitem.MultiItemTool;
import gregapi.item.multiitem.behaviors.Behavior_Switch_Metadata;
import gregapi.old.Textures;
import gregapi.recipes.Recipe;
import gregapi.render.IIconContainer;
import gregapi.util.ST;
import net.minecraft.block.Block;
import net.minecraft.block.BlockSilverfish;
import net.minecraft.block.material.Material;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraftforge.event.world.BlockEvent;
import java.util.List;
import static gregapi.data.CS.*;
public class GT_Tool_JackHammer_HV extends GT_Tool_MiningDrill_LV {
public final int mSwitchIndex;
public GT_Tool_JackHammer_HV(int aSwitchIndex) {
mSwitchIndex = aSwitchIndex;
}
@Override
public int getToolDamagePerBlockBreak() {
return 200;
}
@Override
public int getToolDamagePerDropConversion() {
return 200;
}
@Override
public int getToolDamagePerContainerCraft() {
return 3200;
}
@Override
public int getToolDamagePerEntityAttack() {
return 800;
}
@Override
public int getBaseQuality() {
return 1;
}
@Override
public float getBaseDamage() {
return 3.0F;
}
@Override
public float getSpeedMultiplier() {
return 12.0F;
}
@Override
public float getMaxDurabilityMultiplier() {
return 2.0F;
}
@Override
public String getCraftingSound() {
return SFX.IC_DRILL_HARD;
}
@Override
public String getEntityHitSound() {
return SFX.IC_DRILL_HARD;
}
@Override
public String getMiningSound() {
return SFX.IC_DRILL_HARD;
}
@Override public boolean canCollect() {return F;}
@Override
public boolean isMinableBlock(Block aBlock, byte aMetaData) {
return TOOL_pickaxe.equalsIgnoreCase(aBlock.getHarvestTool(aMetaData)) || aBlock instanceof BlockSilverfish || aBlock.getMaterial() == Material.rock || aBlock.getMaterial() == Material.glass || aBlock.getMaterial() == Material.ice || aBlock.getMaterial() == Material.packedIce;
}
@Override
public int convertBlockDrops(List<ItemStack> aDrops, ItemStack aStack, EntityPlayer aPlayer, Block aBlock, long aAvailableDurability, int aX, int aY, int aZ, byte aMetaData, int aFortune, boolean aSilkTouch, BlockEvent.HarvestDropsEvent aEvent) {
int rConversions = 0;
Recipe tRecipe;
if (aBlock.hasTileEntity(aMetaData) || null == (tRecipe = RM.Hammer.findRecipe(null, null, true, Integer.MAX_VALUE, null, ZL_FS, ST.make(aBlock, 1, aMetaData)))) {
List<ItemStack> tDrops = ST.arraylist();
for (int i = 0; i < aDrops.size(); i++) {
tRecipe = RM.Hammer.findRecipe(null, null, true, Integer.MAX_VALUE, null, ZL_FS, ST.amount(1, aDrops.get(i)));
if (tRecipe != null) {
byte tStackSize = (byte)aDrops.get(i).stackSize;
rConversions += tStackSize;
aDrops.remove(i--);
if (tRecipe.mOutputs.length > 0) for (byte j = 0; j < tStackSize; j++) {
ItemStack[] tHammeringOutput = tRecipe.getOutputs();
for (int k = 0; k < tHammeringOutput.length; k++) if (tHammeringOutput[k] != null) tDrops.add(tHammeringOutput[k]);
}
}
}
aDrops.addAll(tDrops);
} else {
aDrops.clear();
ItemStack[] tHammeringOutput = tRecipe.getOutputs(RNGSUS);
for (int k = 0; k < tHammeringOutput.length; k++) if (tHammeringOutput[k] != null) aDrops.add(tHammeringOutput[k]);
rConversions++;
}
return rConversions;
}
@Override
public void onStatsAddedToTool(MultiItemTool aItem, int aID) {
aItem.addItemBehavior(aID, new Behavior_Switch_Metadata(mSwitchIndex, T, T));
super.onStatsAddedToTool(aItem, aID);
}
@Override
public IIconContainer getIcon(boolean aIsToolHead, ItemStack aStack) {
return aIsToolHead ? Textures.ItemIcons.VOID : Textures.ItemIcons.JACKHAMMER;
}
@Override
public String getDeathMessage() {
return "[VICTIM] has been jackhammered into pieces by [KILLER]";
}
}
| 1 | 0.880448 | 1 | 0.880448 | game-dev | MEDIA | 0.963691 | game-dev | 0.94035 | 1 | 0.94035 |
gamingdotme/opensource-casino-v10 | 43,579 | casino/app/Games/MagicOwlAM/SlotSettings.php | <?php
namespace VanguardLTE\Games\MagicOwlAM
{
class SlotSettings
{
public $playerId = null;
public $splitScreen = null;
public $reelStrip1 = null;
public $reelStrip2 = null;
public $reelStrip3 = null;
public $reelStrip4 = null;
public $reelStrip5 = null;
public $reelStrip6 = null;
public $reelStripBonus1 = null;
public $reelStripBonus2 = null;
public $reelStripBonus3 = null;
public $reelStripBonus4 = null;
public $reelStripBonus5 = null;
public $reelStripBonus6 = null;
public $slotId = '';
public $slotDBId = '';
public $Line = null;
public $scaleMode = null;
public $numFloat = null;
public $gameLine = null;
public $Bet = null;
public $isBonusStart = null;
public $Balance = null;
public $SymbolGame = null;
public $GambleType = null;
public $lastEvent = null;
public $Jackpots = [];
public $keyController = null;
public $slotViewState = null;
public $hideButtons = null;
public $slotReelsConfig = null;
public $slotFreeCount = null;
public $slotFreeMpl = null;
public $slotWildMpl = null;
public $slotExitUrl = null;
public $slotBonus = null;
public $slotBonusType = null;
public $slotScatterType = null;
public $slotGamble = null;
public $Paytable = [];
public $slotSounds = [];
private $jpgs = null;
private $Bank = null;
private $Percent = null;
private $WinLine = null;
private $WinGamble = null;
private $Bonus = null;
private $shop_id = null;
public $currency = null;
public $user = null;
public $game = null;
public $shop = null;
public $jpgPercentZero = false;
public $count_balance = null;
public function __construct($sid, $playerId)
{
$this->slotId = $sid;
$this->playerId = $playerId;
$user = \VanguardLTE\User::lockForUpdate()->find($this->playerId);
$this->user = $user;
$this->shop_id = $user->shop_id;
$gamebank = \VanguardLTE\GameBank::where(['shop_id' => $this->shop_id])->lockForUpdate()->get();
$game = \VanguardLTE\Game::where([
'name' => $this->slotId,
'shop_id' => $this->shop_id
])->lockForUpdate()->first();
$this->shop = \VanguardLTE\Shop::find($this->shop_id);
$this->game = $game;
$this->MaxWin = $this->shop->max_win;
if( $game->stat_in > 0 )
{
$this->currentRTP = $game->stat_out / $game->stat_in * 100;
}
else
{
$this->currentRTP = 0;
}
$this->increaseRTP = 1;
$this->CurrentDenom = $this->game->denomination;
$this->scaleMode = 0;
$this->numFloat = 0;
$this->Paytable['SYM_0'] = [
0,
0,
0,
50,
200,
500
];
$this->Paytable['SYM_1'] = [
0,
0,
0,
25,
100,
250
];
$this->Paytable['SYM_2'] = [
0,
0,
0,
20,
50,
150
];
$this->Paytable['SYM_3'] = [
0,
0,
0,
15,
30,
100
];
$this->Paytable['SYM_4'] = [
0,
0,
0,
15,
30,
100
];
$this->Paytable['SYM_5'] = [
0,
0,
0,
10,
20,
75
];
$this->Paytable['SYM_6'] = [
0,
0,
0,
10,
20,
75
];
$this->Paytable['SYM_7'] = [
0,
0,
0,
5,
10,
50
];
$this->Paytable['SYM_8'] = [
0,
0,
0,
5,
10,
50
];
$this->Paytable['SYM_9'] = [
0,
0,
0,
2,
2,
2
];
$reel = new GameReel();
foreach( [
'reelStrip1',
'reelStrip2',
'reelStrip3',
'reelStrip4',
'reelStrip5',
'reelStrip6'
] as $reelStrip )
{
if( count($reel->reelsStrip[$reelStrip]) )
{
$this->$reelStrip = $reel->reelsStrip[$reelStrip];
}
}
foreach( [
'reelStripBonus1',
'reelStripBonus2',
'reelStripBonus3',
'reelStripBonus4',
'reelStripBonus5',
'reelStripBonus6'
] as $reelStrip )
{
if( count($reel->reelsStripBonus[$reelStrip]) )
{
$this->$reelStrip = $reel->reelsStripBonus[$reelStrip];
}
}
$this->keyController = [
'13' => 'uiButtonSpin,uiButtonSkip',
'49' => 'uiButtonInfo',
'50' => 'uiButtonCollect',
'51' => 'uiButtonExit2',
'52' => 'uiButtonLinesMinus',
'53' => 'uiButtonLinesPlus',
'54' => 'uiButtonBetMinus',
'55' => 'uiButtonBetPlus',
'56' => 'uiButtonGamble',
'57' => 'uiButtonRed',
'48' => 'uiButtonBlack',
'189' => 'uiButtonAuto',
'187' => 'uiButtonSpin'
];
$this->slotReelsConfig = [
[
425,
142,
3
],
[
669,
142,
3
],
[
913,
142,
3
],
[
1157,
142,
3
],
[
1401,
142,
3
]
];
$this->slotBonusType = 1;
$this->slotScatterType = 0;
$this->splitScreen = false;
$this->slotBonus = true;
$this->slotGamble = true;
$this->slotFastStop = 1;
$this->slotExitUrl = '/';
$this->slotWildMpl = 1;
$this->GambleType = 1;
$this->slotFreeCount = 5;
$this->slotFreeMpl = 1;
$this->slotViewState = ($game->slotViewState == '' ? 'Normal' : $game->slotViewState);
$this->hideButtons = [];
$this->jpgs = \VanguardLTE\JPG::where('shop_id', $this->shop_id)->lockForUpdate()->get();
$this->Line = [
1,
2,
3,
4,
5,
6,
7,
8,
9,
10
];
$this->gameLine = [
1,
2,
3,
4,
5,
6,
7,
8,
9,
10,
11,
12,
13,
14,
15
];
$this->Bet = explode(',', $game->bet);
if( $this->Bet[0] < 0.01 )
{
foreach( $this->Bet as &$bt )
{
$bt = $bt * 10;
}
}
$this->Balance = $user->balance;
$this->SymbolGame = [
'0',
'1',
2,
3,
4,
5,
6,
7,
8,
9,
10,
11,
12
];
$this->Bank = $game->get_gamebank();
$this->Percent = $this->shop->percent;
$this->WinGamble = $game->rezerv;
$this->slotDBId = $game->id;
$this->slotCurrency = $user->shop->currency;
$this->count_balance = $user->count_balance;
if( $user->address > 0 && $user->count_balance == 0 )
{
$this->Percent = 0;
$this->jpgPercentZero = true;
}
else if( $user->count_balance == 0 )
{
$this->Percent = 100;
}
if( !isset($this->user->session) || strlen($this->user->session) <= 0 )
{
$this->user->session = serialize([]);
}
$this->gameData = unserialize($this->user->session);
if( count($this->gameData) > 0 )
{
foreach( $this->gameData as $key => $vl )
{
if( $vl['timelife'] <= time() )
{
unset($this->gameData[$key]);
}
}
}
if( !isset($this->game->advanced) || strlen($this->game->advanced) <= 0 )
{
$this->game->advanced = serialize([]);
}
$this->gameDataStatic = unserialize($this->game->advanced);
$this->gameDataStatic = unserialize($this->game->advanced);
if( count($this->gameDataStatic) > 0 )
{
foreach( $this->gameDataStatic as $key => $vl )
{
if( $vl['timelife'] <= time() )
{
unset($this->gameDataStatic[$key]);
}
}
}
}
public function is_active()
{
if( $this->game && $this->shop && $this->user && (!$this->game->view || $this->shop->is_blocked || $this->user->is_blocked || $this->user->status == \VanguardLTE\Support\Enum\UserStatus::BANNED) )
{
\VanguardLTE\Session::where('user_id', $this->user->id)->delete();
$this->user->update(['remember_token' => null]);
return false;
}
if( !$this->game->view )
{
return false;
}
if( $this->shop->is_blocked )
{
return false;
}
if( $this->user->is_blocked )
{
return false;
}
if( $this->user->status == \VanguardLTE\Support\Enum\UserStatus::BANNED )
{
return false;
}
return true;
}
public function SetGameData($key, $value)
{
$timeLife = 86400;
$this->gameData[$key] = [
'timelife' => time() + $timeLife,
'payload' => $value
];
}
public function GetGameData($key)
{
if( isset($this->gameData[$key]) )
{
return $this->gameData[$key]['payload'];
}
else
{
return 0;
}
}
public function FormatFloat($num)
{
$str0 = explode('.', $num);
if( isset($str0[1]) )
{
if( strlen($str0[1]) > 4 )
{
return round($num * 100) / 100;
}
else if( strlen($str0[1]) > 2 )
{
return floor($num * 100) / 100;
}
else
{
return $num;
}
}
else
{
return $num;
}
}
public function SaveGameData()
{
$this->user->session = serialize($this->gameData);
$this->user->save();
}
public function CheckBonusWin()
{
$allRateCnt = 0;
$allRate = 0;
foreach( $this->Paytable as $vl )
{
foreach( $vl as $vl2 )
{
if( $vl2 > 0 )
{
$allRateCnt++;
$allRate += $vl2;
break;
}
}
}
return $allRate / $allRateCnt;
}
public function GetRandomPay()
{
$allRate = [];
foreach( $this->Paytable as $vl )
{
foreach( $vl as $vl2 )
{
if( $vl2 > 0 )
{
$allRate[] = $vl2;
}
}
}
shuffle($allRate);
if( $this->game->stat_in < ($this->game->stat_out + ($allRate[0] * $this->AllBet)) )
{
$allRate[0] = 0;
}
return $allRate[0];
}
public function HasGameDataStatic($key)
{
if( isset($this->gameDataStatic[$key]) )
{
return true;
}
else
{
return false;
}
}
public function SaveGameDataStatic()
{
$this->game->advanced = serialize($this->gameDataStatic);
$this->game->save();
$this->game->refresh();
}
public function SetGameDataStatic($key, $value)
{
$timeLife = 86400;
$this->gameDataStatic[$key] = [
'timelife' => time() + $timeLife,
'payload' => $value
];
}
public function GetGameDataStatic($key)
{
if( isset($this->gameDataStatic[$key]) )
{
return $this->gameDataStatic[$key]['payload'];
}
else
{
return 0;
}
}
public function HasGameData($key)
{
if( isset($this->gameData[$key]) )
{
return true;
}
else
{
return false;
}
}
public function HexFormat($num)
{
$str = strlen(dechex($num)) . dechex($num);
return $str;
}
public function FormatReelStrips($pf)
{
$resultReelStrips = '';
foreach( [
'reelStrip' . $pf . '1',
'reelStrip' . $pf . '2',
'reelStrip' . $pf . '3',
'reelStrip' . $pf . '4',
'reelStrip' . $pf . '5',
'reelStrip' . $pf . '6'
] as $reelStrip )
{
if( $this->$reelStrip != '' )
{
$data = $this->$reelStrip;
foreach( $data as &$item )
{
$item = str_replace('"', '', $item);
$item = trim($item);
$item = dechex($item);
}
$rLength = dechex(count($data));
$resultReelStrips .= (strlen($rLength) . $rLength . implode('', $data));
}
}
return $resultReelStrips;
}
public function GetRandomReels()
{
$reelsPos1 = rand(0, count($this->reelStrip1) - 1);
$reelsPos2 = rand(0, count($this->reelStrip2) - 1);
$reelsPos3 = rand(0, count($this->reelStrip3) - 1);
$reelsPos4 = rand(0, count($this->reelStrip4) - 1);
$reelsPos5 = rand(0, count($this->reelStrip5) - 1);
return $this->HexFormat($reelsPos1) . $this->HexFormat($reelsPos2) . $this->HexFormat($reelsPos3) . $this->HexFormat($reelsPos4) . $this->HexFormat($reelsPos5);
}
public function GetHistory()
{
$history = \VanguardLTE\GameLog::whereRaw('game_id=? and user_id=? ORDER BY id DESC LIMIT 10', [
$this->slotDBId,
$this->playerId
])->get();
$this->lastEvent = 'NULL';
foreach( $history as $log )
{
$tmpLog = json_decode($log->str);
if( $tmpLog->responseEvent != 'gambleResult' )
{
$this->lastEvent = $log->str;
break;
}
}
if( isset($tmpLog) )
{
return $tmpLog;
}
else
{
return 'NULL';
}
}
public function UpdateJackpots($bet)
{
$bet = $bet * $this->CurrentDenom;
$count_balance = $this->count_balance;
$jsum = [];
$payJack = 0;
for( $i = 0; $i < count($this->jpgs); $i++ )
{
if( $count_balance == 0 || $this->jpgPercentZero )
{
$jsum[$i] = $this->jpgs[$i]->balance;
}
else if( $count_balance < $bet )
{
$jsum[$i] = $count_balance / 100 * $this->jpgs[$i]->percent + $this->jpgs[$i]->balance;
}
else
{
$jsum[$i] = $bet / 100 * $this->jpgs[$i]->percent + $this->jpgs[$i]->balance;
}
if( $this->jpgs[$i]->get_pay_sum() < $jsum[$i] && $this->jpgs[$i]->get_pay_sum() > 0 )
{
if( $this->jpgs[$i]->user_id && $this->jpgs[$i]->user_id != $this->user->id )
{
}
else
{
$payJack = $this->jpgs[$i]->get_pay_sum() / $this->CurrentDenom;
$jsum[$i] = $jsum[$i] - $this->jpgs[$i]->get_pay_sum();
$this->SetBalance($this->jpgs[$i]->get_pay_sum() / $this->CurrentDenom);
if( $this->jpgs[$i]->get_pay_sum() > 0 )
{
\VanguardLTE\StatGame::create([
'user_id' => $this->playerId,
'balance' => $this->Balance * $this->CurrentDenom,
'bet' => 0,
'win' => $this->jpgs[$i]->get_pay_sum(),
'game' => $this->game->name . ' JPG ' . $this->jpgs[$i]->id,
'in_game' => 0,
'in_jpg' => 0,
'in_profit' => 0,
'shop_id' => $this->shop_id,
'date_time' => \Carbon\Carbon::now()
]);
}
}
$i++;
}
$this->jpgs[$i]->balance = $jsum[$i];
$this->jpgs[$i]->save();
if( $this->jpgs[$i]->balance < $this->jpgs[$i]->get_min('start_balance') )
{
$summ = $this->jpgs[$i]->get_start_balance();
if( $summ > 0 )
{
$this->jpgs[$i]->add_jpg('add', $summ);
}
}
}
if( $payJack > 0 )
{
$payJack = sprintf('%01.2f', $payJack);
$this->Jackpots['jackPay'] = $payJack;
}
}
public function GetBank($slotState = '')
{
if( $this->isBonusStart || $slotState == 'bonus' || $slotState == 'freespin' || $slotState == 'respin' )
{
$slotState = 'bonus';
}
else
{
$slotState = '';
}
$game = $this->game;
$this->Bank = $game->get_gamebank($slotState);
return $this->Bank / $this->CurrentDenom;
}
public function GetPercent()
{
return $this->Percent;
}
public function GetCountBalanceUser()
{
return $this->user->count_balance;
}
public function InternalErrorSilent($errcode)
{
$strLog = '';
$strLog .= "\n";
$strLog .= ('{"responseEvent":"error","responseType":"' . $errcode . '","serverResponse":"InternalError","request":' . json_encode($_REQUEST) . ',"requestRaw":' . file_get_contents('php://input') . '}');
$strLog .= "\n";
$strLog .= ' ############################################### ';
$strLog .= "\n";
$slg = '';
if( file_exists(storage_path('logs/') . $this->slotId . 'Internal.log') )
{
$slg = file_get_contents(storage_path('logs/') . $this->slotId . 'Internal.log');
}
file_put_contents(storage_path('logs/') . $this->slotId . 'Internal.log', $slg . $strLog);
}
public function InternalError($errcode)
{
$strLog = '';
$strLog .= "\n";
$strLog .= ('{"responseEvent":"error","responseType":"' . $errcode . '","serverResponse":"InternalError","request":' . json_encode($_REQUEST) . ',"requestRaw":' . file_get_contents('php://input') . '}');
$strLog .= "\n";
$strLog .= ' ############################################### ';
$strLog .= "\n";
$slg = '';
if( file_exists(storage_path('logs/') . $this->slotId . 'Internal.log') )
{
$slg = file_get_contents(storage_path('logs/') . $this->slotId . 'Internal.log');
}
file_put_contents(storage_path('logs/') . $this->slotId . 'Internal.log', $slg . $strLog);
exit( '' );
}
public function SetBank($slotState = '', $sum, $slotEvent = '')
{
if( $this->isBonusStart || $slotState == 'bonus' || $slotState == 'freespin' || $slotState == 'respin' )
{
$slotState = 'bonus';
}
else
{
$slotState = '';
}
if( $this->GetBank($slotState) + $sum < 0 )
{
$this->InternalError('Bank_ ' . $sum . ' CurrentBank_ ' . $this->GetBank($slotState) . ' CurrentState_ ' . $slotState . ' Trigger_ ' . ($this->GetBank($slotState) + $sum));
}
$sum = $sum * $this->CurrentDenom;
$game = $this->game;
$bankBonusSum = 0;
if( $sum > 0 && $slotEvent == 'bet' )
{
$this->toGameBanks = 0;
$this->toSlotJackBanks = 0;
$this->toSysJackBanks = 0;
$this->betProfit = 0;
$prc = $this->GetPercent();
$prc_b = 10;
if( $prc <= $prc_b )
{
$prc_b = 0;
}
$count_balance = $this->count_balance;
$gameBet = $sum / $this->GetPercent() * 100;
if( $count_balance < $gameBet && $count_balance > 0 )
{
$firstBid = $count_balance;
$secondBid = $gameBet - $firstBid;
if( isset($this->betRemains0) )
{
$secondBid = $this->betRemains0;
}
$bankSum = $firstBid / 100 * $this->GetPercent();
$sum = $bankSum + $secondBid;
$bankBonusSum = $firstBid / 100 * $prc_b;
}
else if( $count_balance > 0 )
{
$bankBonusSum = $gameBet / 100 * $prc_b;
}
for( $i = 0; $i < count($this->jpgs); $i++ )
{
if( !$this->jpgPercentZero )
{
if( $count_balance < $gameBet && $count_balance > 0 )
{
$this->toSlotJackBanks += ($count_balance / 100 * $this->jpgs[$i]->percent);
}
else if( $count_balance > 0 )
{
$this->toSlotJackBanks += ($gameBet / 100 * $this->jpgs[$i]->percent);
}
}
}
$this->toGameBanks = $sum;
$this->betProfit = $gameBet - $this->toGameBanks - $this->toSlotJackBanks - $this->toSysJackBanks;
}
if( $sum > 0 )
{
$this->toGameBanks = $sum;
}
if( $bankBonusSum > 0 )
{
$sum -= $bankBonusSum;
$game->set_gamebank($bankBonusSum, 'inc', 'bonus');
}
if( $sum == 0 && $slotEvent == 'bet' && isset($this->betRemains) )
{
$sum = $this->betRemains;
}
$game->set_gamebank($sum, 'inc', $slotState);
$game->save();
return $game;
}
public function SetBalance($sum, $slotEvent = '')
{
if( $this->GetBalance() + $sum < 0 )
{
$this->InternalError('Balance_ ' . $sum);
}
$sum = $sum * $this->CurrentDenom;
if( $sum < 0 && $slotEvent == 'bet' )
{
$user = $this->user;
if( $user->count_balance == 0 )
{
$remains = [];
$this->betRemains = 0;
$sm = abs($sum);
if( $user->address < $sm && $user->address > 0 )
{
$remains[] = $sm - $user->address;
}
for( $i = 0; $i < count($remains); $i++ )
{
if( $this->betRemains < $remains[$i] )
{
$this->betRemains = $remains[$i];
}
}
}
if( $user->count_balance > 0 && $user->count_balance < abs($sum) )
{
$remains0 = [];
$sm = abs($sum);
$tmpSum = $sm - $user->count_balance;
$this->betRemains0 = $tmpSum;
if( $user->address > 0 )
{
$this->betRemains0 = 0;
if( $user->address < $tmpSum && $user->address > 0 )
{
$remains0[] = $tmpSum - $user->address;
}
for( $i = 0; $i < count($remains0); $i++ )
{
if( $this->betRemains0 < $remains0[$i] )
{
$this->betRemains0 = $remains0[$i];
}
}
}
}
$sum0 = abs($sum);
if( $user->count_balance == 0 )
{
$sm = abs($sum);
if( $user->address < $sm && $user->address > 0 )
{
$user->address = 0;
}
else if( $user->address > 0 )
{
$user->address -= $sm;
}
}
else if( $user->count_balance > 0 && $user->count_balance < $sum0 )
{
$sm = $sum0 - $user->count_balance;
if( $user->address < $sm && $user->address > 0 )
{
$user->address = 0;
}
else if( $user->address > 0 )
{
$user->address -= $sm;
}
}
$this->user->count_balance = $this->user->updateCountBalance($sum, $this->count_balance);
$this->user->count_balance = $this->FormatFloat($this->user->count_balance);
}
$this->user->increment('balance', $sum);
$this->user->balance = $this->FormatFloat($this->user->balance);
$this->user->save();
return $this->user;
}
public function GetBalance()
{
$user = $this->user;
$this->Balance = $user->balance / $this->CurrentDenom;
return $this->Balance;
}
public function SaveLogReport($spinSymbols, $bet, $lines, $win, $slotState)
{
$reportName = $this->slotId . ' ' . $slotState;
if( $slotState == 'freespin' )
{
$reportName = $this->slotId . ' FG';
}
else if( $slotState == 'bet' )
{
$reportName = $this->slotId . '';
}
else if( $slotState == 'slotGamble' )
{
$reportName = $this->slotId . ' DG';
}
$game = $this->game;
if( $slotState == 'bet' )
{
$this->user->update_level('bet', $bet * $lines * $this->CurrentDenom);
}
if( $slotState != 'freespin' )
{
$game->increment('stat_in', $bet * $lines * $this->CurrentDenom);
}
$game->increment('stat_out', $win * $this->CurrentDenom);
$game->tournament_stat($slotState, $this->user->id, $bet * $lines * $this->CurrentDenom, $win * $this->CurrentDenom);
$this->user->update(['last_bid' => \Carbon\Carbon::now()]);
if( !isset($this->betProfit) )
{
$this->betProfit = 0;
$this->toGameBanks = 0;
$this->toSlotJackBanks = 0;
$this->toSysJackBanks = 0;
}
if( !isset($this->toGameBanks) )
{
$this->toGameBanks = 0;
}
$this->game->increment('bids');
$this->game->refresh();
$gamebank = \VanguardLTE\GameBank::where(['shop_id' => $game->shop_id])->first();
if( $gamebank )
{
list($slotsBank, $bonusBank, $fishBank, $tableBank, $littleBank) = \VanguardLTE\Lib\Banker::get_all_banks($game->shop_id);
}
else
{
$slotsBank = $game->get_gamebank('', 'slots');
$bonusBank = $game->get_gamebank('bonus', 'bonus');
$fishBank = $game->get_gamebank('', 'fish');
$tableBank = $game->get_gamebank('', 'table_bank');
$littleBank = $game->get_gamebank('', 'little');
}
$totalBank = $slotsBank + $bonusBank + $fishBank + $tableBank + $littleBank;
\VanguardLTE\GameLog::create([
'game_id' => $this->slotDBId,
'user_id' => $this->playerId,
'ip' => $_SERVER['REMOTE_ADDR'],
'str' => $spinSymbols,
'shop_id' => $this->shop_id
]);
\VanguardLTE\StatGame::create([
'user_id' => $this->playerId,
'balance' => $this->Balance * $this->CurrentDenom,
'bet' => $bet * $lines * $this->CurrentDenom,
'win' => $win * $this->CurrentDenom,
'game' => $reportName,
'in_game' => $this->toGameBanks,
'in_jpg' => $this->toSlotJackBanks,
'in_profit' => $this->betProfit,
'denomination' => $this->CurrentDenom,
'shop_id' => $this->shop_id,
'slots_bank' => (double)$slotsBank,
'bonus_bank' => (double)$bonusBank,
'fish_bank' => (double)$fishBank,
'table_bank' => (double)$tableBank,
'little_bank' => (double)$littleBank,
'total_bank' => (double)$totalBank,
'date_time' => \Carbon\Carbon::now()
]);
}
public function GetSpinSettings($garantType = 'bet', $bet, $lines)
{
$curField = 10;
switch( $lines )
{
case 10:
$curField = 10;
break;
case 9:
case 8:
$curField = 9;
break;
case 7:
case 6:
$curField = 7;
break;
case 5:
case 4:
$curField = 5;
break;
case 3:
case 2:
$curField = 3;
break;
case 1:
$curField = 1;
break;
default:
$curField = 10;
break;
}
if( $garantType != 'bet' )
{
$pref = '_bonus';
}
else
{
$pref = '';
}
$this->AllBet = $bet * $lines;
$linesPercentConfigSpin = $this->game->get_lines_percent_config('spin');
$linesPercentConfigBonus = $this->game->get_lines_percent_config('bonus');
$currentPercent = $this->shop->percent;
$currentSpinWinChance = 0;
$currentBonusWinChance = 0;
$percentLevel = '';
foreach( $linesPercentConfigSpin['line' . $curField . $pref] as $k => $v )
{
$l = explode('_', $k);
$l0 = $l[0];
$l1 = $l[1];
if( $l0 <= $currentPercent && $currentPercent <= $l1 )
{
$percentLevel = $k;
break;
}
}
$currentSpinWinChance = $linesPercentConfigSpin['line' . $curField . $pref][$percentLevel];
$currentBonusWinChance = $linesPercentConfigBonus['line' . $curField . $pref][$percentLevel];
$RtpControlCount = 200;
if( !$this->HasGameDataStatic('SpinWinLimit') )
{
$this->SetGameDataStatic('SpinWinLimit', 0);
}
if( !$this->HasGameDataStatic('RtpControlCount') )
{
$this->SetGameDataStatic('RtpControlCount', $RtpControlCount);
}
if( $this->game->stat_in > 0 )
{
$rtpRange = $this->game->stat_out / $this->game->stat_in * 100;
}
else
{
$rtpRange = 0;
}
if( $this->GetGameDataStatic('RtpControlCount') == 0 )
{
if( $currentPercent + rand(1, 2) < $rtpRange && $this->GetGameDataStatic('SpinWinLimit') <= 0 )
{
$this->SetGameDataStatic('SpinWinLimit', rand(25, 50));
}
if( $pref == '' && $this->GetGameDataStatic('SpinWinLimit') > 0 )
{
$currentBonusWinChance = 5000;
$currentSpinWinChance = 20;
$this->MaxWin = rand(1, 5);
if( $rtpRange < ($currentPercent - 1) )
{
$this->SetGameDataStatic('SpinWinLimit', 0);
$this->SetGameDataStatic('RtpControlCount', $this->GetGameDataStatic('RtpControlCount') - 1);
}
}
}
else if( $this->GetGameDataStatic('RtpControlCount') < 0 )
{
if( $currentPercent + rand(1, 2) < $rtpRange && $this->GetGameDataStatic('SpinWinLimit') <= 0 )
{
$this->SetGameDataStatic('SpinWinLimit', rand(25, 50));
}
$this->SetGameDataStatic('RtpControlCount', $this->GetGameDataStatic('RtpControlCount') - 1);
if( $pref == '' && $this->GetGameDataStatic('SpinWinLimit') > 0 )
{
$currentBonusWinChance = 5000;
$currentSpinWinChance = 10;
$this->MaxWin = rand(1, 5);
if( $rtpRange < ($currentPercent - 1) )
{
$this->SetGameDataStatic('SpinWinLimit', 0);
}
}
if( $this->GetGameDataStatic('RtpControlCount') < (-1 * $RtpControlCount) && $currentPercent - 1 <= $rtpRange && $rtpRange <= ($currentPercent + 2) )
{
$this->SetGameDataStatic('RtpControlCount', $RtpControlCount);
}
}
else
{
$this->SetGameDataStatic('RtpControlCount', $this->GetGameDataStatic('RtpControlCount') - 1);
}
$bonusWin = rand(1, $currentBonusWinChance);
$spinWin = rand(1, $currentSpinWinChance);
$return = [
'none',
0
];
if( $bonusWin == 1 && $this->slotBonus )
{
$this->isBonusStart = true;
$garantType = 'bonus';
$winLimit = $this->GetBank($garantType);
$return = [
'bonus',
$winLimit
];
if( $this->game->stat_in < ($this->CheckBonusWin() * $bet + $this->game->stat_out) || $winLimit < ($this->CheckBonusWin() * $bet) )
{
$return = [
'none',
0
];
}
}
else if( $spinWin == 1 )
{
$winLimit = $this->GetBank($garantType);
$return = [
'win',
$winLimit
];
}
if( $garantType == 'bet' && $this->GetBalance() <= (2 / $this->CurrentDenom) )
{
$randomPush = rand(1, 10);
if( $randomPush == 1 )
{
$winLimit = $this->GetBank('');
$return = [
'win',
$winLimit
];
}
}
return $return;
}
public function GetRandomScatterPos($rp)
{
$rpResult = [];
for( $i = 0; $i < count($rp); $i++ )
{
if( $rp[$i] == '9' )
{
if( $i == 0 )
{
array_push($rpResult, $i);
array_push($rpResult, $i + 1);
}
else if( $i == (count($rp) - 1) )
{
array_push($rpResult, $i - 1);
}
else
{
array_push($rpResult, $i);
array_push($rpResult, $i + 1);
array_push($rpResult, $i - 1);
}
}
}
shuffle($rpResult);
if( !isset($rpResult[0]) )
{
$rpResult[0] = rand(2, count($rp) - 3);
}
return $rpResult[0];
}
public function GetGambleSettings()
{
$spinWin = rand(1, $this->WinGamble);
return $spinWin;
}
public function GetReelStrips($winType, $slotEvent)
{
$game = $this->game;
if( $slotEvent == 'freespin' )
{
$reel = new GameReel();
$fArr = $reel->reelsStripBonus;
foreach( [
'reelStrip1',
'reelStrip2',
'reelStrip3',
'reelStrip4',
'reelStrip5',
'reelStrip6'
] as $reelStrip )
{
$curReel = array_shift($fArr);
if( count($curReel) )
{
$this->$reelStrip = $curReel;
}
}
}
if( $winType != 'bonus' )
{
$prs = [];
foreach( [
'reelStrip1',
'reelStrip2',
'reelStrip3',
'reelStrip4',
'reelStrip5',
'reelStrip6'
] as $index => $reelStrip )
{
if( is_array($this->$reelStrip) && count($this->$reelStrip) > 0 )
{
$prs[$index + 1] = mt_rand(0, count($this->$reelStrip) - 3);
}
}
}
else
{
$reelsId = [];
$scattersCnt = 3;
$reelsId = [
1,
2,
3,
4,
5
];
for( $i = 0; $i < count($reelsId); $i++ )
{
if( $i == 0 || $i == 2 || $i == 4 )
{
$prs[$reelsId[$i]] = $this->GetRandomScatterPos($this->{'reelStrip' . $reelsId[$i]});
}
else
{
$prs[$reelsId[$i]] = rand(0, count($this->{'reelStrip' . $reelsId[$i]}) - 3);
}
}
}
$reel = [
'rp' => []
];
foreach( $prs as $index => $value )
{
$key = $this->{'reelStrip' . $index};
$cnt = count($key);
$key[-1] = $key[$cnt - 1];
$key[$cnt] = $key[0];
$reel['reel' . $index][0] = $key[$value - 1];
$reel['reel' . $index][1] = $key[$value];
$reel['reel' . $index][2] = $key[$value + 1];
$reel['reel' . $index][3] = $key[$value + 2];
$reel['reel' . $index][4] = '';
$reel['rp'][] = $value;
}
return $reel;
}
}
}
| 1 | 0.609711 | 1 | 0.609711 | game-dev | MEDIA | 0.510978 | game-dev | 0.800522 | 1 | 0.800522 |
steos/php-quickcheck | 22,022 | src/QuickCheck/Generator.php | <?php
namespace QuickCheck;
/**
* A monadic generator that produces lazy shrink trees.
* Based on clojure.test.check.generators.
*
* @package QuickCheck
*/
class Generator
{
private $gen;
private function __construct(callable $gen)
{
$this->gen = $gen;
}
/**
* invokes the generator with the given RNG and size
*
* @param Random $rng
* @param int $size
* @return ShrinkTreeNode
*/
public function call(Random $rng, $size)
{
return call_user_func($this->gen, $rng, $size);
}
public static function pure($value)
{
return new self(function ($rng, $size) use ($value) {
return $value;
});
}
public function fmap(callable $k)
{
return new self(function ($rng, $size) use ($k) {
return call_user_func($k, call_user_func($this->gen, $rng, $size));
});
}
/**
* Creates a new generator by mapping $k over the value of this generator
*
* @param callable $k must return a new Generator
* @return Generator
*/
public function flatMap(callable $k)
{
return new self(function ($rng, $size) use ($k) {
return call_user_func($k, $this->call($rng, $size))->call($rng, $size);
});
}
/**
* turns a list of generators into a generator of a list
*
* @param Generator[]|\Iterator $xs
* @return Generator
*/
private static function sequence($xs)
{
return Lazy::reduce(
function (Generator $acc, Generator $elem) {
return $acc->flatMap(function ($xs) use ($elem) {
return $elem->flatMap(function ($y) use ($xs) {
return self::pure(Arrays::append($xs, $y));
});
});
},
$xs,
self::pure([])
);
}
/**
* maps function f over the values produced by this generator
*
* @param callable $f
* @return Generator
*/
public function map(callable $f)
{
return $this->fmap(function (ShrinkTreeNode $node) use ($f) {
return $node->map($f);
});
}
/**
* creates a new generator that passes the result of this generator
* to the callable $k which should return a new generator.
*
* @param callable $k
* @return Generator
*/
public function chain(callable $k)
{
return $this->flatMap(
function (ShrinkTreeNode $rose) use ($k) {
$gen = new self(function ($rng, $size) use ($rose, $k) {
return $rose->map($k)->map(
function (self $g) use ($rng, $size) {
return $g->call($rng, $size);
}
);
});
return $gen->fmap(function (ShrinkTreeNode $node) {
return $node->join();
});
}
);
}
/**
* creates a generator that always returns $value and never shrinks
*
* @param mixed $value
* @return Generator
*/
public static function unit($value)
{
return self::pure(ShrinkTreeNode::pure($value));
}
// helpers
// --------------------------------------------------
public static function sizes($maxSize)
{
return Lazy::cycle(function () use ($maxSize) {
return Lazy::range(0, $maxSize);
});
}
/**
* returns an infinite sequence of random samples from this generator bounded by $maxSize
*
* @param int $maxSize
* @return \Generator
*/
public function samples($maxSize = 100)
{
$rng = new Random();
return Lazy::map(
function ($size) use ($rng) {
return $this->call($rng, $size)->getValue();
},
self::sizes($maxSize)
);
}
/**
* returns an array of $num random samples from this generator
*
* @param int $num
* @return array
*/
public function takeSamples($num = 10)
{
return Lazy::realize(Lazy::take($num, $this->samples()));
}
// internal helpers
// --------------------------------------------------
private static function halfs($n)
{
while (0 != $n) {
yield $n;
$n = intval($n / 2);
}
}
private static function shrinkInt($i)
{
return Lazy::map(
function ($val) use ($i) {
return $i - $val;
},
self::halfs($i)
);
}
private static function intRoseTree($val)
{
return new ShrinkTreeNode($val, function () use ($val) {
return Lazy::map(
function ($x) {
return self::intRoseTree($x);
},
self::shrinkInt($val)
);
});
}
private static function sized(callable $sizedGen)
{
return new self(function ($rng, $size) use ($sizedGen) {
$gen = call_user_func($sizedGen, $size);
return $gen->call($rng, $size);
});
}
private static function randRange(Random $rng, $lower, $upper)
{
if ($lower > $upper) {
throw new \InvalidArgumentException();
}
$factor = $rng->nextDouble();
return (int)floor($lower + ($factor * (1.0 + $upper) - $factor * $lower));
}
private static function getArgs(array $args)
{
if (count($args) == 1 && is_array($args[0])) {
return $args[0];
}
return $args;
}
// combinators and helpers
// --------------------------------------------------
/**
* creates a generator that returns numbers in the range $lower to $upper, inclusive
*
* @param int $lower
* @param int $upper
* @return Generator
*/
public static function choose($lower, $upper)
{
return new self(function (Random $rng, $size) use ($lower, $upper) {
$val = self::randRange($rng, $lower, $upper);
$tree = self::intRoseTree($val);
return $tree->filter(function ($x) use ($lower, $upper) {
return $x >= $lower && $x <= $upper;
});
});
}
/**
* creates a new generator based on this generator with size always bound to $n
*
* @param int $n
* @return Generator
*/
public function resize($n)
{
return new self(function ($rng, $size) use ($n) {
return $this->call($rng, $n);
});
}
/**
* creates a new generator that returns an array whose elements are chosen
* from the list of given generators. Individual elements shrink according to
* their generator but the array will never shrink in count.
*
* Accepts either a variadic number of args or a single array of generators.
*
* Example:
* Gen::tuples(Gen::booleans(), Gen::ints())
* Gen::tuples([Gen::booleans(), Gen::ints()])
*
* @return Generator
*/
public static function tuples()
{
$seq = self::sequence(self::getArgs(func_get_args()));
return $seq->flatMap(function ($roses) {
return self::pure(ShrinkTreeNode::zip(
function (...$xs) {
return $xs;
},
$roses
));
});
}
/**
* creates a generator that returns a positive or negative integer bounded
* by the generators size parameter.
*
* @return Generator
*/
public static function ints()
{
return self::sized(function ($size) {
return self::choose(-$size, $size);
});
}
/**
* creates a generator that produces arrays whose elements
* are chosen from $gen.
*
* If no $min or $max are specified the array size will be bounded by the
* generators maxSize argument and shrink to the empty array.
*
* If $min and $max is specified the array size will be bounded by $min and $max (inclusive)
* and will not shrink below $min.
*
* If $min is specified without $max the generated arrays will always be of size $min
* and don't shrink in size at all (equivalent to tuple).
*
* @param Generator $gen
* @param int $min
* @param int $max
* @return Generator
*/
public static function arraysOf(self $gen, int $min = null, int $max = null)
{
if ($min !== null && $max === null) {
return self::tuples(Lazy::realize(Lazy::repeat($min, $gen)));
} else if ($min !== null && $max !== null) {
return self::choose($min, $max)->flatMap(function(ShrinkTreeNode $num) use ($gen, $min, $max) {
$seq = self::sequence(Lazy::repeat($num->getValue(), $gen));
return $seq->flatMap(function($roses) use ($min, $max) {
return self::pure(ShrinkTreeNode::shrink(function (...$xs) {
return $xs;
}, $roses))->flatMap(function(ShrinkTreeNode $rose) use ($min, $max) {
return self::pure($rose->filter(function($x) use ($min, $max) {
return count($x) >= $min && count($x) <= $max;
}));
});
});
});
} else {
$sized = self::sized(function ($s) {
return self::choose(0, $s);
});
return $sized->flatMap(function (ShrinkTreeNode $numRose) use ($gen) {
$seq = self::sequence(Lazy::repeat($numRose->getValue(), $gen));
return $seq->flatMap(function ($roses) {
return self::pure(ShrinkTreeNode::shrink(function (...$xs) {
return $xs;
}, $roses));
});
});
}
}
/**
* creates a generator that produces arrays whose elements
* are chosen from this generator.
*
* @return Generator
*/
public function intoArrays(int $min = null, int $max = null)
{
return self::arraysOf($this, $min, $max);
}
/**
* creates a generator that produces characters from 0-255
*
* @return Generator
*/
public static function chars()
{
return self::choose(0, 255)->map('chr');
}
/**
* creates a generator that produces only ASCII characters
*
* @return Generator
*/
public static function asciiChars()
{
return self::choose(32, 126)->map('chr');
}
/**
* creates a generator that produces alphanumeric characters
*
* @return Generator
*/
public static function alphaNumChars()
{
return self::oneOf(
self::choose(48, 57),
self::choose(65, 90),
self::choose(97, 122)
)->map('chr');
}
/**
* creates a generator that produces only alphabetic characters
*
* @return Generator
*/
public static function alphaChars()
{
return self::oneOf(
self::choose(65, 90),
self::choose(97, 122)
)->map('chr');
}
public function dontShrink()
{
return $this->flatMap(function (ShrinkTreeNode $x) {
return self::unit($x->getRoot());
});
}
public function toStrings()
{
return $this->map(function ($x) {
return is_array($x) ? implode('', $x) : (string)$x;
});
}
/**
* creates a generator that produces strings; may contain unprintable chars
*
* @return Generator
*/
public static function strings()
{
return self::chars()->intoArrays()->toStrings();
}
/**
* creates a generator that produces ASCII strings
*
* @return Generator
*/
public static function asciiStrings()
{
return self::asciiChars()->intoArrays()->toStrings();
}
/**
* creates a generator that produces alphanumeric strings
*
* @return Generator
*/
public static function alphaNumStrings()
{
return self::alphaNumChars()->intoArrays()->toStrings();
}
/**
* creates a generator that produces alphabetic strings
*
* @return Generator
*/
public static function alphaStrings()
{
return self::alphaChars()->intoArrays()->toStrings();
}
/**
* creates a generator that produces arrays with keys chosen from $keygen
* and values chosen from $valgen.
*
* @param Generator $keygen
* @param Generator $valgen
*
* @return Generator
*/
public static function maps(self $keygen, self $valgen)
{
return self::tuples($keygen, $valgen)
->intoArrays()
->map(function ($tuples) {
$map = [];
foreach ($tuples as $tuple) {
[$key, $val] = $tuple;
$map[$key] = $val;
}
return $map;
});
}
/**
* creates a generator that produces arrays with keys chosen from
* this generator and values chosen from $valgen.
*
* @param Generator $valgen
* @return Generator
*/
public function mapsTo(self $valgen)
{
return self::maps($this, $valgen);
}
/**
* creates a generator that produces arrays with keys chosen from
* $keygen and values chosen from this generator.
*
* @param Generator $keygen
* @return Generator
*/
public function mapsFrom(self $keygen)
{
return self::maps($keygen, $this);
}
/**
* creates a generator that produces arrays with the same keys as in $map
* where each corresponding value is chosen from a specified generator.
*
* Example:
* Gen::mapsWith(
* 'foo' => Gen::booleans(),
* 'bar' => Gen::ints()
* )
*
* @param array $map
* @return Generator
*/
public static function mapsWith(array $map)
{
return self::tuples($map)->map(function ($vals) use ($map) {
return array_combine(array_keys($map), $vals);
});
}
/**
* creates a new generator that randomly chooses a value from the list
* of provided generators. Shrinks toward earlier generators as well as shrinking
* the generated value itself.
*
* Accepts either a variadic number of args or a single array of generators.
*
* Example:
* Gen::oneOf(Gen::booleans(), Gen::ints())
* Gen::oneOf([Gen::booleans(), Gen::ints()])
*
* @return Generator
*/
public static function oneOf()
{
$generators = self::getArgs(func_get_args());
$num = count($generators);
if ($num < 2) {
throw new \InvalidArgumentException();
}
return self::choose(0, $num - 1)
->chain(function ($index) use ($generators) {
return $generators[$index];
});
}
/**
* creates a generator that randomly chooses from the specified values
*
* Accepts either a variadic number of args or a single array of values.
*
* Example:
* Gen::elements('foo', 'bar', 'baz')
* Gen::elements(['foo', 'bar', 'baz'])
*
* @return Generator
*/
public static function elements()
{
$coll = self::getArgs(func_get_args());
if (empty($coll)) {
throw new \InvalidArgumentException();
}
return self::choose(0, count($coll) - 1)
->flatMap(function (ShrinkTreeNode $rose) use ($coll) {
return self::pure($rose->map(
function ($index) use ($coll) {
return $coll[$index];
}
));
});
}
/**
* creates a new generator that generates values from this generator such that they
* satisfy callable $pred.
* At most $maxTries attempts will be made to generate a value that satisfies the
* predicate. At every retry the size parameter will be increased. In case of failure
* an exception will be thrown.
*
* @param callable $pred
* @param int $maxTries
* @return Generator
* @throws \RuntimeException
*/
public function suchThat(callable $pred, $maxTries = 10)
{
return new self(function ($rng, $size) use ($pred, $maxTries) {
for ($i = 0; $i < $maxTries; ++$i) {
$value = $this->call($rng, $size);
if (call_user_func($pred, $value->getValue())) {
return $value->filter($pred);
}
$size++;
}
throw new \RuntimeException(
"couldn't satisfy such-that predicate after $maxTries tries."
);
});
}
public function notEmpty($maxTries = 10)
{
return $this->suchThat(function ($x) {
return !empty($x);
}, $maxTries);
}
/**
* creates a generator that produces true or false. Shrinks to false.
*
* @return Generator
*/
public static function booleans()
{
return self::elements(false, true);
}
/**
* creates a generator that produces positive integers bounded by
* the generators size parameter.
*
* @return Generator
*/
public static function posInts()
{
return self::ints()->map(function ($x) {
return abs($x);
});
}
/**
* creates a generator that produces negative integers bounded by
* the generators size parameter.
*
* @return Generator
*/
public static function negInts()
{
return self::ints()->map(function ($x) {
return -abs($x);
});
}
/**
* creates a generator that produces strictly positive integers bounded by
* the generators size parameter.
*
* @return Generator
*/
public static function strictlyPosInts()
{
return self::ints()->map(function ($x) {
return abs($x)+1;
});
}
/**
* creates a generator that produces strictly negative integers bounded by
* the generators size parameter.
*
* @return Generator
*/
public static function strictlyNegInts()
{
return self::ints()->map(function ($x) {
return -abs($x)-1;
});
}
/**
* creates a generator that produces values from specified generators based on
* likelihoods. The likelihood of a generator being chosen is its likelihood divided
* by the sum of all likelihoods.
*
* Example:
* Gen::frequency(
* 5, Gen::ints(),
* 3, Gen::booleans(),
* 2, Gen::alphaStrings()
* )
*
* @return Generator
*/
public static function frequency()
{
$args = func_get_args();
$argc = count($args);
if ($argc < 2 || $argc % 2 != 0) {
throw new \InvalidArgumentException();
}
$total = array_sum(Lazy::realize(Lazy::takeNth(2, $args)));
$pairs = Lazy::realize(Lazy::partition(2, $args));
return self::choose(1, $total)->flatMap(
function (ShrinkTreeNode $rose) use ($pairs) {
$n = $rose->getValue();
foreach ($pairs as $pair) {
[$chance, $gen] = $pair;
if ($n <= $chance) {
return $gen;
}
$n = $n - $chance;
}
}
);
}
public static function simpleTypes()
{
return self::oneOf(
self::ints(),
self::chars(),
self::strings(),
self::booleans()
);
}
public static function simplePrintableTypes()
{
return self::oneOf(
self::ints(),
self::asciiChars(),
self::asciiStrings(),
self::booleans()
);
}
public static function containerTypes(self $innerType)
{
return self::oneOf(
$innerType->intoArrays(),
$innerType->mapsFrom(self::oneOf(self::ints(), self::strings()))
);
}
private static function recursiveHelper($container, $scalar, $scalarSize, $childrenSize, $height)
{
if ($height == 0) {
return $scalar->resize($scalarSize);
} else {
return call_user_func(
$container,
self::recursiveHelper(
$container,
$scalar,
$scalarSize,
$childrenSize,
$height - 1
)
);
}
}
public static function recursive(callable $container, self $scalar)
{
return self::sized(function ($size) use ($container, $scalar) {
return self::choose(1, 5)->chain(
function ($height) use ($container, $scalar, $size) {
$childrenSize = pow($size, 1 / $height);
return self::recursiveHelper(
$container,
$scalar,
$size,
$childrenSize,
$height
);
}
);
});
}
public static function any()
{
return self::recursive(
[__CLASS__, 'containerTypes'],
self::simpleTypes()
);
}
public static function anyPrintable()
{
return self::recursive(
[__CLASS__, 'containerTypes'],
self::simplePrintableTypes()
);
}
}
| 1 | 0.845271 | 1 | 0.845271 | game-dev | MEDIA | 0.573017 | game-dev | 0.954333 | 1 | 0.954333 |
magmafoundation/Magma-Neo | 2,188 | patches/net/minecraft/client/renderer/entity/layers/ElytraLayer.java.patch | --- a/net/minecraft/client/renderer/entity/layers/ElytraLayer.java
+++ b/net/minecraft/client/renderer/entity/layers/ElytraLayer.java
@@ -45,7 +_,7 @@
float p_116960_
) {
ItemStack itemstack = p_116954_.getItemBySlot(EquipmentSlot.CHEST);
- if (itemstack.is(Items.ELYTRA)) {
+ if (shouldRender(itemstack, p_116954_)) {
ResourceLocation resourcelocation;
if (p_116954_ instanceof AbstractClientPlayer abstractclientplayer) {
PlayerSkin playerskin = abstractclientplayer.getSkin();
@@ -54,10 +_,10 @@
} else if (playerskin.capeTexture() != null && abstractclientplayer.isModelPartShown(PlayerModelPart.CAPE)) {
resourcelocation = playerskin.capeTexture();
} else {
- resourcelocation = WINGS_LOCATION;
+ resourcelocation = getElytraTexture(itemstack, p_116954_);
}
} else {
- resourcelocation = WINGS_LOCATION;
+ resourcelocation = getElytraTexture(itemstack, p_116954_);
}
p_116951_.pushPose();
@@ -68,5 +_,30 @@
this.elytraModel.renderToBuffer(p_116951_, vertexconsumer, p_116953_, OverlayTexture.NO_OVERLAY);
p_116951_.popPose();
}
+ }
+
+ /**
+ * Determines if the ElytraLayer should render.
+ * ItemStack and Entity are provided for modder convenience,
+ * For example, using the same ElytraLayer for multiple custom Elytra.
+ *
+ * @param stack The Elytra ItemStack
+ * @param entity The entity being rendered.
+ * @return If the ElytraLayer should render.
+ */
+ public boolean shouldRender(ItemStack stack, T entity) {
+ return stack.getItem() == Items.ELYTRA;
+ }
+
+ /**
+ * Gets the texture to use with this ElytraLayer.
+ * This assumes the vanilla Elytra model.
+ *
+ * @param stack The Elytra ItemStack.
+ * @param entity The entity being rendered.
+ * @return The texture.
+ */
+ public ResourceLocation getElytraTexture(ItemStack stack, T entity) {
+ return WINGS_LOCATION;
}
}
| 1 | 0.641718 | 1 | 0.641718 | game-dev | MEDIA | 0.889901 | game-dev,graphics-rendering | 0.660642 | 1 | 0.660642 |
Particular/NServiceBus | 4,416 | src/NServiceBus.Core/Sagas/Sagas.cs | namespace NServiceBus.Features;
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Extensions.DependencyInjection;
using NServiceBus.Sagas;
/// <summary>
/// Used to configure saga.
/// </summary>
public class Sagas : Feature
{
internal Sagas()
{
EnableByDefault();
Defaults(s =>
{
conventions = s.Get<Conventions>();
var sagas = s.GetAvailableTypes().Where(IsSagaType).ToList();
if (sagas.Count > 0)
{
conventions.AddSystemMessagesConventions(t => IsTypeATimeoutHandledByAnySaga(t, sagas));
}
s.EnableFeatureByDefault<SynchronizedStorage>();
});
Defaults(s => s.Set(new SagaMetadataCollection()));
Prerequisite(context => !context.Settings.GetOrDefault<bool>("Endpoint.SendOnly"), "Sagas are only relevant for endpoints receiving messages.");
Prerequisite(config => config.Settings.GetAvailableTypes().Any(IsSagaType), "No sagas were found in the scanned types");
DependsOn<SynchronizedStorage>();
}
/// <summary>
/// See <see cref="Feature.Setup" />.
/// </summary>
protected internal override void Setup(FeatureConfigurationContext context)
{
if (!context.Settings.HasSupportFor<StorageType.Sagas>())
{
throw new Exception("The selected persistence doesn't have support for saga storage. Select another persistence or disable the sagas feature using endpointConfiguration.DisableFeature<Sagas>()");
}
var sagaIdGenerator = context.Settings.GetOrDefault<ISagaIdGenerator>() ?? new DefaultSagaIdGenerator();
var sagaMetaModel = context.Settings.Get<SagaMetadataCollection>();
sagaMetaModel.Initialize(context.Settings.GetAvailableTypes(), conventions);
var verifyIfEntitiesAreShared = !context.Settings.GetOrDefault<bool>(SagaSettings.DisableVerifyingIfEntitiesAreShared);
if (verifyIfEntitiesAreShared)
{
sagaMetaModel.VerifyIfEntitiesAreShared();
}
RegisterCustomFindersInContainer(context.Services, sagaMetaModel);
foreach (var t in context.Settings.GetAvailableTypes())
{
if (IsSagaNotFoundHandler(t))
{
context.Services.AddTransient(typeof(IHandleSagaNotFound), t);
}
}
// Register the Saga related behaviors for incoming messages
context.Pipeline.Register("InvokeSaga", b => new SagaPersistenceBehavior(b.GetRequiredService<ISagaPersister>(), sagaIdGenerator, sagaMetaModel), "Invokes the saga logic");
context.Pipeline.Register("InvokeSagaNotFound", new InvokeSagaNotFoundBehavior(), "Invokes saga not found logic");
context.Pipeline.Register("AttachSagaDetailsToOutGoingMessage", new AttachSagaDetailsToOutGoingMessageBehavior(), "Makes sure that outgoing messages have saga info attached to them");
}
static void RegisterCustomFindersInContainer(IServiceCollection container, IEnumerable<SagaMetadata> sagaMetaModel)
{
foreach (var finder in sagaMetaModel.SelectMany(m => m.Finders))
{
container.AddTransient(finder.Type);
if (finder.Properties.TryGetValue("custom-finder-clr-type", out var customFinderType))
{
container.AddTransient((Type)customFinderType);
}
}
}
static bool IsSagaType(Type t)
{
return IsCompatible(t, typeof(Saga));
}
static bool IsSagaNotFoundHandler(Type t)
{
return IsCompatible(t, typeof(IHandleSagaNotFound));
}
static bool IsCompatible(Type t, Type source)
{
return source.IsAssignableFrom(t) && t != source && !t.IsAbstract && !t.IsInterface && !t.IsGenericType;
}
static bool IsTypeATimeoutHandledByAnySaga(Type type, IEnumerable<Type> sagas)
{
// MakeGenericType() throws an exception if passed a ref struct type
// Messages cannot be ref struct types
if (type.IsByRefLike)
{
return false;
}
var timeoutHandler = typeof(IHandleTimeouts<>).MakeGenericType(type);
var messageHandler = typeof(IHandleMessages<>).MakeGenericType(type);
return sagas.Any(t => timeoutHandler.IsAssignableFrom(t) && !messageHandler.IsAssignableFrom(t));
}
Conventions conventions;
} | 1 | 0.885954 | 1 | 0.885954 | game-dev | MEDIA | 0.809661 | game-dev | 0.827463 | 1 | 0.827463 |
SebLague/Tiny-Chess-Bot-Challenge-Results | 3,463 | Bots/Bot_298.cs | namespace auto_Bot_298;
using ChessChallenge.API;
using System;
using System.Collections.Generic;
using System.Linq;
public class Bot_298 : IChessBot
{
public Dictionary<string, int> eve = new();
public Dictionary<string, int> cck = new();
public int width = 1;
public int timerestrict = 1300;
public Move Think(Board board, Timer timer)
{
if (timer.MillisecondsRemaining < 12000)
{
width = 4;
return SmallCheck(board, 0, 3).Key;
}
Move x = SmallCheck(board, 0, 4).Key;
DivertedConsole.Write((width, timer.MillisecondsElapsedThisTurn, "evaluate:", Evaluate(board)));
if (timer.MillisecondsElapsedThisTurn > timerestrict + 200)
{
width -= 1;
}
else if (timer.MillisecondsElapsedThisTurn < timerestrict - 200)
{
width += 1;
}
return x;
}
public KeyValuePair<Move, int> SmallCheck(Board board, int frames, int limit)
{
Move[] moves = board.GetLegalMoves();
Dictionary<Move, int> hihi = new();
for (int i = 0; i < moves.Length; i++)
{
board.MakeMove(moves[i]);
string f = board.GetFenString();
if (frames < limit && board.GetLegalMoves().Length > 0)
{
if (!cck.ContainsKey(f))
{
cck[f] = -SmallCheck(board, 0, 0).Value;
}
hihi[moves[i]] = cck[f];
}
else
{
if (!eve.ContainsKey(f))
{
eve[f] = Evaluate(board);
}
hihi[moves[i]] = eve[f];
}
board.UndoMove(moves[i]);
}
if (frames < limit)
{
List<KeyValuePair<Move, int>> sorted = hihi.OrderBy(kv => kv.Value).ToList();
for (int i = 0; i < Math.Min(width, hihi.Count); i++)
{
board.MakeMove(sorted[i].Key);
if (board.GetLegalMoves().Length > 0)
{
hihi[sorted[i].Key] = -SmallCheck(board, frames + 1, limit).Value;
}
board.UndoMove(sorted[i].Key);
}
}
KeyValuePair<Move, int> hehe = hihi.Aggregate((l, r) => l.Value < r.Value ? l : r);
return hehe; //returns how good the position is for the next player
}
readonly PieceType[] piece_types =
{ PieceType.Pawn, PieceType.Knight, PieceType.Bishop, PieceType.Rook, PieceType.Queen };
readonly int[] piece_values = { 94, 281, 297, 512, 936 };
public int Evaluate(Board board)
{
if (board.IsInCheckmate())
{
return -9000000;
}
if (board.IsDraw())
{
return 0;
}
if (board.IsInCheck())
{
return -SmallCheck(board, 0, 0).Value;
}
bool white = board.IsWhiteToMove;
int value = 0;
for (int i = 0; i < piece_types.Length; i++)
{
int count = board.GetPieceList(piece_types[i], white).Count
- board.GetPieceList(piece_types[i], !white).Count;
value += piece_values[i] * count;
}
//value += board.GetLegalMoves().Length;
board.TrySkipTurn();
value -= board.GetLegalMoves().Length;
board.UndoSkipTurn();
return value;
}
} | 1 | 0.814258 | 1 | 0.814258 | game-dev | MEDIA | 0.480276 | game-dev | 0.905069 | 1 | 0.905069 |
ntorm1/Atlas | 1,333 | modules/model/XGBoost.hpp | #pragma once
#ifdef ATLAS_EXPORTS
#define ATLAS_API __declspec(dllexport)
#else
#define ATLAS_API __declspec(dllimport)
#endif
#include "AtlasFeature.hpp"
#ifdef ATLAS_XGBOOST
import ModelBaseModule;
#include "standard/AtlasLinAlg.hpp"
#include "standard/AtlasCore.hpp"
namespace Atlas
{
namespace Model
{
class XGBoostModel;
//============================================================================
class XGBoostModelConfig
{
friend class XGBoostModel;
private:
SharedPtr<ModelConfig> m_base_config;
public:
ATLAS_API XGBoostModelConfig(
SharedPtr<ModelConfig> base_config
) noexcept;
ATLAS_API ~XGBoostModelConfig() noexcept = default;
};
struct XGBoostModelImpl;
//============================================================================
class XGBoostModel : public ModelBase
{
private:
XGBoostModelImpl* m_impl;
SharedPtr<const XGBoostModelConfig> m_xgb_config;
public:
ATLAS_API XGBoostModel(
String id,
Vector<SharedPtr<AST::StrategyBufferOpNode>> features,
SharedPtr<ModelTarget> target,
SharedPtr<const XGBoostModelConfig> config
) noexcept;
ATLAS_API ~XGBoostModel() noexcept;
void train() noexcept override;
void reset() noexcept override;
void predict() noexcept override;
[[nodiscard]] bool isSame(StrategyBufferOpNode const* other) const noexcept override;
};
}
}
#endif
| 1 | 0.813928 | 1 | 0.813928 | game-dev | MEDIA | 0.336131 | game-dev | 0.500599 | 1 | 0.500599 |
MicrosoftDocs/cpp-docs | 10,732 | docs/parallel/concrt/reference/concurrency-namespace-operators.md | ---
description: "Learn more about: concurrency namespace Operators"
title: "concurrency namespace Operators"
ms.date: "11/04/2016"
f1_keywords: ["concrt/concurrency::operator!=", "concrt/concurrency::operator&&"]
ms.assetid: 8e373f23-fc8e-49f7-82e6-ba0c57b822f8
---
# concurrency namespace Operators
:::row:::
:::column span="":::
[`operator||`](#operator_lor)\
[`operator&&`](#operator_amp_amp)
:::column-end:::
:::column span="":::
[`operator==`](#operator_eq_eq)\
[`operator!=`](#operator_neq)
:::column-end:::
:::column span="":::
[`operator<`](#operator_lt)\
[`operator<=`](#operator_lt_eq)
:::column-end:::
:::column span="":::
[`operator>`](#operator_gt)\
[`operator>=`](#operator_gt_eq)
:::column-end:::
:::row-end:::
## <a name="operator_lor"></a> `operator||` Operator
Creates a task that will complete successfully when either of the tasks supplied as arguments completes successfully.
```cpp
template<typename ReturnType>
task<ReturnType> operator||(
const task<ReturnType>& lhs,
const task<ReturnType>& rhs);
template<typename ReturnType>
task<std::vector<ReturnType>> operator||(
const task<std::vector<ReturnType>>& lhs,
const task<ReturnType>& rhs);
template<typename ReturnType>
task<std::vector<ReturnType>> operator||(
const task<ReturnType>& lhs,
const task<std::vector<ReturnType>>& rhs);
inline task<void> operator||(
const task<void>& lhs,
const task<void>& rhs);
```
### Parameters
*ReturnType*<br/>
The type of the returned task.
*lhs*<br/>
The first task to combine into the resulting task.
*rhs*<br/>
The second task to combine into the resulting task.
### Return Value
A task that completes successfully when either of the input tasks has completed successfully. If the input tasks are of type `T`, the output of this function will be a `task<std::vector<T>`. If the input tasks are of type **`void`** the output task will also be a `task<void>`.
### Remarks
If both of the tasks are canceled or throw exceptions, the returned task will complete in the canceled state, and one of the exceptions, if any are encountered, will be thrown when you call `get()` or `wait()` on that task.
## <a name="operator_amp_amp"></a> `operator&&` Operator
Creates a task that will complete successfully when both of the tasks supplied as arguments complete successfully.
```cpp
template<typename ReturnType>
task<std::vector<ReturnType>> operator&&(
const task<ReturnType>& lhs,
const task<ReturnType>& rhs);
template<typename ReturnType>
task<std::vector<ReturnType>> operator&&(
const task<std::vector<ReturnType>>& lhs,
const task<ReturnType>& rhs);
template<typename ReturnType>
task<std::vector<ReturnType>> operator&&(
const task<ReturnType>& lhs,
const task<std::vector<ReturnType>>& rhs);
template<typename ReturnType>
task<std::vector<ReturnType>> operator&&(
const task<std::vector<ReturnType>>& lhs,
const task<std::vector<ReturnType>>& rhs);
inline task<void> operator&&(
const task<void>& lhs,
const task<void>& rhs);
```
### Parameters
*ReturnType*<br/>
The type of the returned task.
*lhs*<br/>
The first task to combine into the resulting task.
*rhs*<br/>
The second task to combine into the resulting task.
### Return Value
A task that completes successfully when both of the input tasks have completed successfully. If the input tasks are of type `T`, the output of this function will be a `task<std::vector<T>>`. If the input tasks are of type **`void`** the output task will also be a `task<void>`.
### Remarks
If one of the tasks is canceled or throws an exception, the returned task will complete early, in the canceled state, and the exception, if one occurs, will be thrown if you call `get()` or `wait()` on that task.
## <a name="operator_eq_eq"></a> operator== Operator
Tests if the `concurrent_vector` object on the left side of the operator is equal to the `concurrent_vector` object on the right side.
```cpp
template<typename T, class A1, class A2>
inline bool operator== (
const concurrent_vector<T, A1>& _A,
const concurrent_vector<T, A2>& _B);
```
### Parameters
*T*<br/>
The data type of the elements stored in the concurrent vectors.
*A1*<br/>
The allocator type of the first `concurrent_vector` object.
*A2*<br/>
The allocator type of the second `concurrent_vector` object.
*_A*<br/>
An object of type `concurrent_vector`.
*_B*<br/>
An object of type `concurrent_vector`.
### Return Value
**`true`** if the concurrent vector on the left side of the operator is equal to the concurrent vector on the right side of the operator; otherwise **`false`**.
### Remarks
Two concurrent vectors are equal if they have the same number of elements and their respective elements have the same values. Otherwise, they are unequal.
This method is not concurrency-safe with respect to other methods that could modify either of the concurrent vectors `_A` or `_B`.
## <a name="operator_neq"></a> operator!= Operator
Tests if the `concurrent_vector` object on the left side of the operator is not equal to the `concurrent_vector` object on the right side.
```cpp
template<typename T, class A1, class A2>
inline bool operator!= (
const concurrent_vector<T, A1>& _A,
const concurrent_vector<T, A2>& _B);
```
### Parameters
*T*<br/>
The data type of the elements stored in the concurrent vectors.
*A1*<br/>
The allocator type of the first `concurrent_vector` object.
*A2*<br/>
The allocator type of the second `concurrent_vector` object.
*_A*<br/>
An object of type `concurrent_vector`.
*_B*<br/>
An object of type `concurrent_vector`.
### Return Value
**`true`** if the concurrent vectors are not equal; **`false`** if the concurrent vectors are equal.
### Remarks
Two concurrent vectors are equal if they have the same number of elements and their respective elements have the same values. Otherwise, they are unequal.
This method is not concurrency-safe with respect to other methods that could modify either of the concurrent vectors `_A` or `_B`.
## <a name="operator_lt"></a> `operator<` Operator
Tests if the `concurrent_vector` object on the left side of the operator is less than the `concurrent_vector` object on the right side.
```cpp
template<typename T, class A1, class A2>
inline bool operator<(
const concurrent_vector<T, A1>& _A,
const concurrent_vector<T, A2>& _B);
```
### Parameters
*T*<br/>
The data type of the elements stored in the concurrent vectors.
*A1*<br/>
The allocator type of the first `concurrent_vector` object.
*A2*<br/>
The allocator type of the second `concurrent_vector` object.
*_A*<br/>
An object of type `concurrent_vector`.
*_B*<br/>
An object of type `concurrent_vector`.
### Return Value
**`true`** if the concurrent vector on the left side of the operator is less than the concurrent vector on the right side of the operator; otherwise **`false`**.
### Remarks
The behavior of this operator is identical to the equivalent operator for the `vector` class in the `std` namespace.
This method is not concurrency-safe with respect to other methods that could modify either of the concurrent vectors `_A` or `_B`.
## <a name="operator_lt_eq"></a> `operator<=` Operator
Tests if the `concurrent_vector` object on the left side of the operator is less than or equal to the `concurrent_vector` object on the right side.
```cpp
template<typename T, class A1, class A2>
inline bool operator<= (
const concurrent_vector<T, A1>& _A,
const concurrent_vector<T, A2>& _B);
```
### Parameters
*T*<br/>
The data type of the elements stored in the concurrent vectors.
*A1*<br/>
The allocator type of the first `concurrent_vector` object.
*A2*<br/>
The allocator type of the second `concurrent_vector` object.
*_A*<br/>
An object of type `concurrent_vector`.
*_B*<br/>
An object of type `concurrent_vector`.
### Return Value
**`true`** if the concurrent vector on the left side of the operator is less than or equal to the concurrent vector on the right side of the operator; otherwise **`false`**.
### Remarks
The behavior of this operator is identical to the equivalent operator for the `vector` class in the `std` namespace.
This method is not concurrency-safe with respect to other methods that could modify either of the concurrent vectors `_A` or `_B`.
## <a name="operator_gt"></a> `operator>` Operator
Tests if the `concurrent_vector` object on the left side of the operator is greater than the `concurrent_vector` object on the right side.
```cpp
template<typename T, class A1, class A2>
inline bool operator>(
const concurrent_vector<T, A1>& _A,
const concurrent_vector<T, A2>& _B);
```
### Parameters
*T*<br/>
The data type of the elements stored in the concurrent vectors.
*A1*<br/>
The allocator type of the first `concurrent_vector` object.
*A2*<br/>
The allocator type of the second `concurrent_vector` object.
*_A*<br/>
An object of type `concurrent_vector`.
*_B*<br/>
An object of type `concurrent_vector`.
### Return Value
**`true`** if the concurrent vector on the left side of the operator is greater than the concurrent vector on the right side of the operator; otherwise **`false`**.
### Remarks
The behavior of this operator is identical to the equivalent operator for the `vector` class in the `std` namespace.
This method is not concurrency-safe with respect to other methods that could modify either of the concurrent vectors `_A` or `_B`.
## <a name="operator_gt_eq"></a> `operator>=` Operator
Tests if the `concurrent_vector` object on the left side of the operator is greater than or equal to the `concurrent_vector` object on the right side.
```cpp
template<typename T, class A1, class A2>
inline bool operator>= (
const concurrent_vector<T, A1>& _A,
const concurrent_vector<T, A2>& _B);
```
### Parameters
*T*<br/>
The data type of the elements stored in the concurrent vectors.
*A1*<br/>
The allocator type of the first `concurrent_vector` object.
*A2*<br/>
The allocator type of the second `concurrent_vector` object.
*_A*<br/>
An object of type `concurrent_vector`.
*_B*<br/>
An object of type `concurrent_vector`.
### Return Value
**`true`** if the concurrent vector on the left side of the operator is greater than or equal to the concurrent vector on the right side of the operator; otherwise **`false`**.
### Remarks
The behavior of this operator is identical to the equivalent operator for the `vector` class in the `std` namespace.
This method is not concurrency-safe with respect to other methods that could modify either of the concurrent vectors `_A` or `_B`.
## See also
[concurrency Namespace](concurrency-namespace.md)
| 1 | 0.854041 | 1 | 0.854041 | game-dev | MEDIA | 0.268563 | game-dev | 0.933588 | 1 | 0.933588 |
AntaresSimulatorTeam/Antares_Simulator | 1,117 | src/tests/resources/modeler/1_6/input/model-libraries/lib_example_1_6.yml | library:
id: lib_example_1_6
description: test model library
models:
- id: node_2gen_1load
description: A simple node with two generators and one load
parameters:
- id: load
time-dependent: false
scenario-dependent: false
- id: gen1_max_p
time-dependent: false
scenario-dependent: false
- id: gen1_prop_cost
time-dependent: true
scenario-dependent: false
- id: gen2_max_p
time-dependent: true
scenario-dependent: false
- id: gen2_prop_cost
time-dependent: false
scenario-dependent: false
variables:
- id: gen1_p
lower-bound: 0
upper-bound: gen1_max_p
variable-type: continuous
- id: gen2_p
lower-bound: 0
upper-bound: gen2_max_p
variable-type: continuous
constraints:
- id: balance
expression: gen1_p + gen2_p - load = 0
objective-contributions:
- id: objective
expression: gen1_p * gen1_prop_cost + gen2_p * gen2_prop_cost
| 1 | 0.618365 | 1 | 0.618365 | game-dev | MEDIA | 0.840661 | game-dev | 0.645555 | 1 | 0.645555 |
SimFlowCFD/RapidCFD-dev | 6,325 | src/OpenFOAM/meshes/primitiveShapes/objectHit/PointIndexHit.H | /*---------------------------------------------------------------------------*\
========= |
\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
\\ / O peration |
\\ / A nd | Copyright (C) 2011 OpenFOAM Foundation
\\/ M anipulation |
-------------------------------------------------------------------------------
License
This file is part of OpenFOAM.
OpenFOAM 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.
OpenFOAM 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 OpenFOAM. If not, see <http://www.gnu.org/licenses/>.
Class
Foam::PointIndexHit
Description
This class describes the interaction of (usually) a face and a point.
It carries the info of a successful hit and (if successful),
returns the interaction point.
like pointHit but carries face (or cell, edge etc.) index
SourceFiles
\*---------------------------------------------------------------------------*/
#ifndef PointIndexHit_H
#define PointIndexHit_H
#include "bool.H"
#include "point.H"
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
namespace Foam
{
/*---------------------------------------------------------------------------*\
Class PointIndexHit Declaration
\*---------------------------------------------------------------------------*/
template<class Point>
class PointIndexHit
{
// Private data
//- Hit success
bool hit_;
//- Point of hit; invalid for misses
Point hitPoint_;
//- label of face hit
label index_;
public:
// Constructors
//- Construct from components
PointIndexHit(const bool success, const Point& p, const label index)
:
hit_(success),
hitPoint_(p),
index_(index)
{}
//- Construct from point. Hit and distance set later
PointIndexHit(const Point& p)
:
hit_(false),
hitPoint_(p),
index_(-1)
{}
//- Construct null
PointIndexHit()
:
hit_(false),
hitPoint_(vector::zero),
index_(-1)
{}
//- Construct from Istream
PointIndexHit(Istream& is)
{
is >> *this;
}
// Member Functions
//- Is there a hit
bool hit() const
{
return hit_;
}
//- Return index
label index() const
{
return index_;
}
//- Return hit point
const Point& hitPoint() const
{
if (!hit_)
{
FatalErrorIn("PointIndexHit::hitPoint() const")
<< "requested a hit point for a miss"
<< abort(FatalError);
}
return hitPoint_;
}
//- Return miss point
const Point& missPoint() const
{
if (hit_)
{
FatalErrorIn("PointIndexHit::missPoint() const")
<< "requested a miss point for a hit"
<< abort(FatalError);
}
return hitPoint_;
}
//- Return point with no checking
const Point& rawPoint() const
{
return hitPoint_;
}
Point& rawPoint()
{
return hitPoint_;
}
void setHit()
{
hit_ = true;
}
void setMiss()
{
hit_ = false;
}
void setPoint(const Point& p)
{
hitPoint_ = p;
}
void setIndex(const label index)
{
index_ = index;
}
bool operator==(const PointIndexHit& rhs) const
{
return
hit_ == rhs.hit()
&& hitPoint_ == rhs.rawPoint()
&& index_ == rhs.index();
}
bool operator!=(const PointIndexHit& rhs) const
{
return !operator==(rhs);
}
void write(Ostream& os)
{
if (hit())
{
os << "hit:" << hitPoint() << " index:" << index();
}
else
{
os << "miss:" << missPoint() << " index:" << index();
}
}
friend Ostream& operator<< (Ostream& os, const PointIndexHit& pHit)
{
if (os.format() == IOstream::ASCII)
{
os << pHit.hit_ << token::SPACE << pHit.hitPoint_
<< token::SPACE << pHit.index_;
}
else
{
os.write
(
reinterpret_cast<const char*>(&pHit),
sizeof(PointIndexHit)
);
}
// Check state of Ostream
os.check("Ostream& operator<<(Ostream&, const PointIndexHit&)");
return os;
}
friend Istream& operator>>(Istream& is, PointIndexHit& pHit)
{
if (is.format() == IOstream::ASCII)
{
return is >> pHit.hit_ >> pHit.hitPoint_ >> pHit.index_;
}
else
{
is.read
(
reinterpret_cast<char*>(&pHit),
sizeof(PointIndexHit)
);
}
// Check state of Istream
is.check("Istream& operator>>(Istream&, PointIndexHit&)");
return is;
}
};
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
} // End namespace Foam
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
#endif
// ************************************************************************* //
| 1 | 0.914178 | 1 | 0.914178 | game-dev | MEDIA | 0.547516 | game-dev | 0.945092 | 1 | 0.945092 |
Prograda/Skybolt | 1,808 | src/Skybolt/SkyboltCommon/Event.h | /* Copyright Matthew Reid
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
#pragma once
#include <vector>
#include <map>
#include <memory>
#include <set>
#include <typeindex>
namespace skybolt {
class Event
{
public:
virtual ~Event() {}
};
class EventEmitter;
//! Receives Events emitted by EventEmitter
class EventListener
{
public:
EventListener();
virtual ~EventListener();
virtual void onEvent(const Event&) = 0;
private:
void _addEmitter(EventEmitter*);
void _removeEmitter(EventEmitter*);
std::set<EventEmitter*> mEmitters;
bool mDestroying;
friend class EventEmitter;
};
//! Class for emitting events which can be received by EventListener
class EventEmitter
{
public:
virtual ~EventEmitter();
template <class EventT>
void addEventListener(EventListener* listener)
{
listener->_addEmitter(this);
mListenerMap[typeid(EventT)].insert(listener);
}
//! Call this to explicitally remove a listener.
//! Otherwise listener will be removed automatically when the listener is destroyed.
void removeEventListener(EventListener*);
template <class EventT>
void emitEvent(const EventT& event) const
{
auto it = mListenerMap.find(typeid(event));
if (it != mListenerMap.end())
{
// Take copy of listeners before calling onEvent(),
// incase the listeners list changes as a result of onEvent().
std::set<EventListener*> listeners = it->second;
for (const auto& item : listeners)
{
item->onEvent(event);
}
}
}
private:
typedef std::set<EventListener*> EventListeners;
typedef std::map<std::type_index, EventListeners> ListenerMap;
ListenerMap mListenerMap;
};
} // namespace skybolt | 1 | 0.912658 | 1 | 0.912658 | game-dev | MEDIA | 0.218079 | game-dev | 0.933802 | 1 | 0.933802 |
microsoft/Win2D-Samples | 11,941 | ExampleGallery/Particles/ParticleSystem.cs | // Copyright (c) Microsoft Corporation. All rights reserved.
//
// Licensed under the MIT License. See LICENSE.txt in the project root for license information.
using Microsoft.Graphics.Canvas;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Threading.Tasks;
using Windows.Foundation;
namespace ExampleGallery
{
// ParticleSystem is an abstract class that provides the basic functionality to
// create a particle effect. Different subclasses will have different effects,
// such as fire, explosions, and plumes of smoke. To use these subclasses,
// simply call AddParticles, and pass in where the particles should be created.
public abstract class ParticleSystem
{
// The texture this particle system will use.
protected CanvasBitmap bitmap;
Vector2 bitmapCenter;
Rect bitmapBounds;
// The particles currently in use by this system. These are reused,
// so calling AddParticles will not normally cause any allocations.
List<Particle> activeParticles = new List<Particle>();
// Keeps track of particles that are not curently being used by an effect.
// When new particles are requested, particles are taken from here.
// When particles are finished they are transferred back to here.
static Stack<Particle> freeParticles = new Stack<Particle>();
// This region of values control the "look" of the particle system, and should
// be set by derived particle systems in the InitializeConstants method. The
// values are then used by the virtual function InitializeParticle. Subclasses
// can override InitializeParticle for further customization.
#region Constants to be set by subclasses
// minNumParticles and maxNumParticles control the number of particles that are
// added when AddParticles is called. The number of particles will be a random
// number between minNumParticles and maxNumParticles.
protected int minNumParticles;
protected int maxNumParticles;
// This controls the bitmap that the particle system uses.
protected string bitmapFilename;
// minInitialSpeed and maxInitialSpeed are used to control the initial velocity
// of the particles. The particle's initial speed will be a random number between these two.
// The direction is determined by the function PickRandomDirection, which can be overriden.
protected float minInitialSpeed;
protected float maxInitialSpeed;
// minAcceleration and maxAcceleration are used to control the acceleration of the particles.
// The particle's acceleration will be a random number between these two. By default, the
// direction of acceleration is the same as the direction of the initial velocity.
protected float minAcceleration;
protected float maxAcceleration;
// minRotationSpeed and maxRotationSpeed control the particles' angular velocity: the
// speed at which particles will rotate. Each particle's rotation speed will be a random
// number between minRotationSpeed and maxRotationSpeed. Use smaller numbers to make
// particle systems look calm and wispy, and large numbers for more violent effects.
protected float minRotationSpeed;
protected float maxRotationSpeed;
// minLifetime and maxLifetime are used to control the lifetime. Each particle's lifetime
// will be a random number between these two. Lifetime is used to determine how long a
// particle "lasts." Also, in the base implementation of Draw, lifetime is also used to
// calculate alpha and scale values to avoid particles suddenly "popping" into view
protected float minLifetime;
protected float maxLifetime;
// to get some additional variance in the appearance of the particles, we give them all
// random scales. the scale is a value between minScale and maxScale, and is additionally
// affected by the particle's lifetime to avoid particles "popping" into view.
protected float minScale;
protected float maxScale;
// Different effects can use different blend states.
// Fire and explosions work well with additive blending, for example.
protected CanvasBlend blendState;
#endregion
// Constructs a new ParticleSystem.
protected ParticleSystem()
{
InitializeConstants();
}
// This abstract function must be overriden by subclasses of ParticleSystem. It is
// here that they should set all the constants marked in the region "constants to
// be set by subclasses", which give each ParticleSystem its specific flavor.
protected abstract void InitializeConstants();
// Loads the bitmap that will be used to draw this particle system.
public virtual async Task CreateResourcesAsync(ICanvasResourceCreator resourceCreator)
{
bitmap = await CanvasBitmap.LoadAsync(resourceCreator, bitmapFilename);
bitmapCenter = bitmap.Size.ToVector2() / 2;
bitmapBounds = bitmap.Bounds;
}
// AddParticles's job is to add an effect somewhere on the screen.
public void AddParticles(Vector2 where)
{
// The number of particles we want for this effect is a random number
// somewhere between the two constants specified by the subclasses.
int numParticles = Utils.Random.Next(minNumParticles, maxNumParticles);
// Activate that many particles.
for (int i = 0; i < numParticles; i++)
{
// Grab a particle from the freeParticles store, or create a new one if freeParticles is empty.
Particle particle = (freeParticles.Count > 0) ? freeParticles.Pop() : new Particle();
InitializeParticle(particle, where);
activeParticles.Add(particle);
}
}
// Randomizes some properties for a particle, then calls Initialize on it.
// This can be overriden by subclasses if they want to modify the way particles
// are created. For example, SmokePlumeParticleSystem overrides this function
// make all particles accelerate to the right, simulating wind.
protected virtual void InitializeParticle(Particle particle, Vector2 where)
{
// First, call PickRandomDirection to figure out which way the particle
// will be moving. Velocity and acceleration values will come from this.
Vector2 direction = PickRandomDirection();
// Pick some random values for our particle.
float velocity = Utils.RandomBetween(minInitialSpeed, maxInitialSpeed);
float acceleration = Utils.RandomBetween(minAcceleration, maxAcceleration);
float lifetime = Utils.RandomBetween(minLifetime, maxLifetime);
float scale = Utils.RandomBetween(minScale, maxScale);
float rotationSpeed = Utils.RandomBetween(minRotationSpeed, maxRotationSpeed);
// Then initialize the particle with these random values.
particle.Initialize(where, velocity * direction, acceleration * direction, lifetime, scale, rotationSpeed);
}
// PickRandomDirection is used by InitializeParticles to decide which direction
// particles will move. The default implementation is a random vector on a circle.
protected virtual Vector2 PickRandomDirection()
{
float angle = Utils.RandomBetween(0, (float)Math.PI * 2);
return new Vector2((float)Math.Cos(angle),
(float)Math.Sin(angle));
}
// Updates all of the active particles.
public void Update(float elapsedTime)
{
// Go through the active particles in reverse order, so our loop
// index stays valid even when we decide to remove some of them.
for (int i = activeParticles.Count - 1; i >= 0; i--)
{
Particle particle = activeParticles[i];
if (!particle.Update(elapsedTime))
{
// If the particle is no longer active, move it from activeParticles to freeParticles.
activeParticles.RemoveAt(i);
freeParticles.Push(particle);
}
}
}
// Draws all of the active particles.
public void Draw(CanvasDrawingSession drawingSession, bool useSpriteBatch)
{
var previousBlend = drawingSession.Blend;
drawingSession.Blend = blendState;
if (useSpriteBatch)
{
using (var spriteBatch = drawingSession.CreateSpriteBatch())
{
Draw(drawingSession, spriteBatch);
}
}
else
{
Draw(drawingSession, null);
}
drawingSession.Blend = previousBlend;
}
void Draw(CanvasDrawingSession drawingSession, CanvasSpriteBatch spriteBatch)
{
// Go through the particles in reverse order, so new ones are drawn underneath
// older ones. This improves visual appearance of effects like smoke plume
// where many particles are created at the same position over a period of time.
for (int i = activeParticles.Count - 1; i >= 0; i--)
{
Particle particle = activeParticles[i];
// Normalized lifetime is a value from 0 to 1 and represents how far a particle
// is through its life. 0 means it just started, .5 is half way through, and
// 1.0 means it's just about to be finished. This value will be used to calculate
// alpha and scale, to avoid having particles suddenly appear or disappear.
float normalizedLifetime = particle.TimeSinceStart / particle.Lifetime;
// We want particles to fade in and fade out, so we'll calculate alpha to be
// (normalizedLifetime) * (1 - normalizedLifetime). This way, when normalizedLifetime
// is 0 or 1, alpha is 0. The maximum value is at normalizedLifetime = .5, and is:
//
// (normalizedLifetime) * (1-normalizedLifetime)
// (.5) * (1-.5)
// .25
//
// Since we want the maximum alpha to be 1, not .25, we'll scale the entire equation by 4.
float alpha = 4 * normalizedLifetime * (1 - normalizedLifetime);
// Make particles grow as they age.
// They'll start at 75% of their size, and increase to 100% once they're finished.
float scale = particle.Scale * (.75f + .25f * normalizedLifetime);
if (spriteBatch != null)
{
spriteBatch.Draw(bitmap, particle.Position, new Vector4(1, 1, 1, alpha), bitmapCenter, particle.Rotation, new Vector2(scale), CanvasSpriteFlip.None);
}
else
{
// Compute a transform matrix for this particle.
var transform = Matrix3x2.CreateRotation(particle.Rotation, bitmapCenter) *
Matrix3x2.CreateScale(scale, bitmapCenter) *
Matrix3x2.CreateTranslation(particle.Position - bitmapCenter);
// Draw the particle.
drawingSession.DrawImage(bitmap, 0, 0, bitmapBounds, alpha, CanvasImageInterpolation.Linear, new Matrix4x4(transform));
}
}
}
}
}
| 1 | 0.883753 | 1 | 0.883753 | game-dev | MEDIA | 0.851889 | game-dev,graphics-rendering | 0.843245 | 1 | 0.843245 |
Hoto-Mocha/New-Blue-Archive-Pixel-Dungeon | 1,561 | core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Roots.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.actors.buffs;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
public class Roots extends FlavourBuff {
public static final float DURATION = 5f;
{
type = buffType.NEGATIVE;
announced = true;
}
@Override
public boolean attachTo( Char target ) {
if (!target.flying && super.attachTo( target )) {
target.rooted = true;
return true;
} else {
return false;
}
}
@Override
public void detach() {
target.rooted = false;
super.detach();
}
@Override
public int icon() {
return BuffIndicator.ROOTS;
}
@Override
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
}
| 1 | 0.543929 | 1 | 0.543929 | game-dev | MEDIA | 0.973734 | game-dev | 0.562098 | 1 | 0.562098 |
nerdcave/CollisionSprite | 5,237 | examples/cocos2d 1.x (no iPad retina)/PhysicsEditorSpriteTest/libs/Box2D/Dynamics/Joints/b2PrismaticJoint.h | /*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_PRISMATIC_JOINT_H
#define B2_PRISMATIC_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Prismatic joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
/// @warning at least one body should by dynamic with a non-fixed rotation.
struct b2PrismaticJointDef : public b2JointDef
{
b2PrismaticJointDef()
{
type = e_prismaticJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxis1.Set(1.0f, 0.0f);
referenceAngle = 0.0f;
enableLimit = false;
lowerTranslation = 0.0f;
upperTranslation = 0.0f;
enableMotor = false;
maxMotorForce = 0.0f;
motorSpeed = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to body1's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to body2's origin.
b2Vec2 localAnchorB;
/// The local translation axis in body1.
b2Vec2 localAxis1;
/// The constrained angle between the bodies: body2_angle - body1_angle.
float32 referenceAngle;
/// Enable/disable the joint limit.
bool enableLimit;
/// The lower translation limit, usually in meters.
float32 lowerTranslation;
/// The upper translation limit, usually in meters.
float32 upperTranslation;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorForce;
/// The desired motor speed in radians per second.
float32 motorSpeed;
};
/// A prismatic joint. This joint provides one degree of freedom: translation
/// along an axis fixed in body1. Relative rotation is prevented. You can
/// use a joint limit to restrict the range of motion and a joint motor to
/// drive the motion or to model joint friction.
class b2PrismaticJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint translation speed, usually in meters per second.
float32 GetJointSpeed() const;
/// Is the joint limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joint limit.
void EnableLimit(bool flag);
/// Get the lower joint limit, usually in meters.
float32 GetLowerLimit() const;
/// Get the upper joint limit, usually in meters.
float32 GetUpperLimit() const;
/// Set the joint limits, usually in meters.
void SetLimits(float32 lower, float32 upper);
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in meters per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in meters per second.
float32 GetMotorSpeed() const;
/// Set the maximum motor force, usually in N.
void SetMaxMotorForce(float32 force);
/// Get the current motor force, usually in N.
float32 GetMotorForce() const;
protected:
friend class b2Joint;
friend class b2GearJoint;
b2PrismaticJoint(const b2PrismaticJointDef* def);
void InitVelocityConstraints(const b2TimeStep& step);
void SolveVelocityConstraints(const b2TimeStep& step);
bool SolvePositionConstraints(float32 baumgarte);
b2Vec2 m_localAnchor1;
b2Vec2 m_localAnchor2;
b2Vec2 m_localXAxis1;
b2Vec2 m_localYAxis1;
float32 m_refAngle;
b2Vec2 m_axis, m_perp;
float32 m_s1, m_s2;
float32 m_a1, m_a2;
b2Mat33 m_K;
b2Vec3 m_impulse;
float32 m_motorMass; // effective mass for motor/limit translational constraint.
float32 m_motorImpulse;
float32 m_lowerTranslation;
float32 m_upperTranslation;
float32 m_maxMotorForce;
float32 m_motorSpeed;
bool m_enableLimit;
bool m_enableMotor;
b2LimitState m_limitState;
};
inline float32 b2PrismaticJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif
| 1 | 0.861923 | 1 | 0.861923 | game-dev | MEDIA | 0.974252 | game-dev | 0.799234 | 1 | 0.799234 |
quinoacomputing/quinoa | 3,184 | src/Control/Toggle.hpp | // *****************************************************************************
/*!
\file src/Control/Toggle.hpp
\copyright 2012-2015 J. Bakosi,
2016-2018 Los Alamos National Security, LLC.,
2019-2021 Triad National Security, LLC.
All rights reserved. See the LICENSE file for details.
\brief Toggle is the base for an Option, doing generic searches
\details Toggle is the base for an Option, doing generic searches.
*/
// *****************************************************************************
#ifndef Toggle_h
#define Toggle_h
#include <map>
#include "Exception.hpp"
#include "PrintUtil.hpp"
namespace tk {
//! \brief Toggle is the base for an Option, doing generic searches
//! \details Toggle is templated on an enum type (a strongly typed enum), whose
//! values are used as keys in maps of associated option values.
//! \see Control/Option for client code examples
template< typename Enum >
class Toggle {
public:
using EnumType = Enum; //! Used to access template typename from outside
//! Lookup group name
const std::string& group() const { return groupname; }
//! Lookup Enum value based on keyword, Enum must exist
//! \param[in] keyword Keyword to search for
//! \return Strongly-typed enum value associated to keyword if found
Enum value( const std::string& keyword ) const {
auto it = values.find( keyword );
Assert( it != end(values),
std::string("Cannot find value for keyword \"") + keyword + "\"" );
return it->second;
}
//! Check if keyword exists
//! \param[in] keyword Keyword to search for
//! \return True if keyword if found
bool exist( const std::string& keyword ) const {
return values.find( keyword ) != end( values ) ? true : false;
}
//! Lookup option name based on Enum
//! \param[in] val Enum value to search for
//! \return Keyword if enum value is found
const std::string& name( Enum val ) const {
auto it = names.find( val );
Assert( it != end(names),
std::string("Cannot find name for value \"") << val << "\"" );
return it->second;
}
protected:
//! Constructor protected: designed to be used only as a base class
//! \param[in] g Group name of the option set
//! \param[in] n Map associating enum values to option names
//! \param[in] v Map associating keyword strings to enum values
//! \details Note that all arguments are rvalues, thus the objects gutted
//! and this is the only constructor provided.
explicit Toggle( std::string&& g,
std::map< Enum, std::string >&& n,
std::map< std::string, Enum >&& v ) :
groupname( std::move(g) ), names( std::move(n) ), values( std::move(v) )
{ Assert( names.size() == values.size(), "map sizes differ in Toggle" ); }
private:
std::string groupname; //!< Group name of the option set
std::map< Enum, std::string > names; //!< Map of enums -> names
std::map< std::string, Enum > values; //!< Map of keywords -> enums
};
} // tk::
#endif // Toggle_h
| 1 | 0.931395 | 1 | 0.931395 | game-dev | MEDIA | 0.210409 | game-dev | 0.924811 | 1 | 0.924811 |
spartanoah/acrimony-client | 2,049 | net/minecraft/entity/projectile/EntityEgg.java | /*
* Decompiled with CFR 0.153-SNAPSHOT (d6f6758-dirty).
*/
package net.minecraft.entity.projectile;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.passive.EntityChicken;
import net.minecraft.entity.projectile.EntityThrowable;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.world.World;
public class EntityEgg
extends EntityThrowable {
public EntityEgg(World worldIn) {
super(worldIn);
}
public EntityEgg(World worldIn, EntityLivingBase throwerIn) {
super(worldIn, throwerIn);
}
public EntityEgg(World worldIn, double x, double y, double z) {
super(worldIn, x, y, z);
}
@Override
protected void onImpact(MovingObjectPosition p_70184_1_) {
if (p_70184_1_.entityHit != null) {
p_70184_1_.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), 0.0f);
}
if (!this.worldObj.isRemote && this.rand.nextInt(8) == 0) {
int i = 1;
if (this.rand.nextInt(32) == 0) {
i = 4;
}
for (int j = 0; j < i; ++j) {
EntityChicken entitychicken = new EntityChicken(this.worldObj);
entitychicken.setGrowingAge(-24000);
entitychicken.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, 0.0f);
this.worldObj.spawnEntityInWorld(entitychicken);
}
}
double d0 = 0.08;
for (int k = 0; k < 8; ++k) {
this.worldObj.spawnParticle(EnumParticleTypes.ITEM_CRACK, this.posX, this.posY, this.posZ, ((double)this.rand.nextFloat() - 0.5) * 0.08, ((double)this.rand.nextFloat() - 0.5) * 0.08, ((double)this.rand.nextFloat() - 0.5) * 0.08, Item.getIdFromItem(Items.egg));
}
if (!this.worldObj.isRemote) {
this.setDead();
}
}
}
| 1 | 0.614219 | 1 | 0.614219 | game-dev | MEDIA | 0.992782 | game-dev | 0.556316 | 1 | 0.556316 |
lzk228/space-axolotl-14 | 1,037 | Content.Shared/Radiation/Systems/RadiationPulseSystem.cs | using Content.Shared.Radiation.Components;
using Robust.Shared.Spawners;
using Robust.Shared.Timing;
namespace Content.Shared.Radiation.Systems;
public sealed class RadiationPulseSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RadiationPulseComponent, ComponentStartup>(OnStartup);
}
private void OnStartup(EntityUid uid, RadiationPulseComponent component, ComponentStartup args)
{
component.StartTime = _timing.RealTime;
// try to get despawn time or keep default duration time
if (TryComp<TimedDespawnComponent>(uid, out var despawn))
{
component.VisualDuration = despawn.Lifetime;
}
// try to get radiation range or keep default visual range
if (TryComp<RadiationSourceComponent>(uid, out var radSource))
{
component.VisualRange = radSource.Intensity / radSource.Slope;
}
}
}
| 1 | 0.896596 | 1 | 0.896596 | game-dev | MEDIA | 0.532521 | game-dev | 0.75326 | 1 | 0.75326 |
Dimbreath/AzurLaneData | 2,848 | zh-TW/model/vo/powerrank.lua | slot0 = class("PowerRank", import(".PlayerAttire"))
slot0.TYPE_POWER = 1
slot0.TYPE_COLLECTION = 2
slot0.TYPE_PT = 3
slot0.TYPE_PLEDGE = 4
slot0.TYPE_CHALLENGE = 5
slot0.TYPE_EXTRA_CHAPTER = 6
slot0.TYPE_ACT_BOSS_BATTLE = 7
slot0.TYPE_MILITARY_RANK = 8
slot0.typeInfo = {
{
title_word = {
5,
8,
7,
1
},
score_icon = {
"ui/billboardui_atlas",
"power_icon"
}
},
{
title_word = {
5,
8,
7,
2
}
},
{
title_word = {
5,
8,
7,
2
},
score_icon = {
"ui/commonui_atlas",
"pt_icon"
},
act_type = ActivityConst.ACTIVITY_TYPE_PT_RANK
},
{
title_word = {
5,
8,
7,
3
}
},
{
title_word = {
5,
8,
7,
4
},
act_type = ActivityConst.ACTIVITY_TYPE_CHALLENGE_RANK
},
{
title_word = {
5,
8,
7,
4
},
act_type = ActivityConst.ACTIVITY_TYPE_EXTRA_CHAPTER_RANK
},
{
title_word = {
5,
8,
7,
10
},
act_type = ActivityConst.ACTIVITY_TYPE_BOSS_RANK
},
{
title_word = {
5,
8,
6,
9
},
score_icon = {
"ui/billboardui_atlas",
"rank_icon"
}
}
}
function slot0.Ctor(slot0, slot1, slot2)
uv0.super.Ctor(slot0, slot1)
slot0.id = slot1.user_id or slot1.id
slot0.lv = slot1.lv or slot1.level
slot0.name = slot1.name
slot0.power = slot1.point or slot1.score or 0
slot0.rank = slot1.rank or 0
slot0.arenaRank = math.min(math.max(slot1.arena_rank or 0, 1), 14)
slot0.type = slot2
end
function slot0.getPainting(slot0)
return pg.ship_skin_template[slot0.skinId] and slot1.painting or "unknown"
end
function slot0.setRank(slot0, slot1)
slot0.rank = slot1
end
function slot0.setArenaRank(slot0, slot1)
slot0.arenaRank = slot1
end
function slot0.getPowerTxt(slot0)
if slot0.type == uv0.TYPE_POWER then
return math.floor(slot0.power^0.667)
elseif slot0.type == uv0.TYPE_COLLECTION then
return string.format("%0.01f", slot0.power / getProxy(CollectionProxy):getCollectionTotal() * 100) .. "%"
elseif slot0.type == uv0.TYPE_MILITARY_RANK then
return slot0.power + SeasonInfo.INIT_POINT
else
return slot0.power
end
end
function slot0.getTitleWord(slot0, slot1, slot2)
for slot7 = 1, 4 do
table.insert({}, i18n("ranking_word_" .. uv0.typeInfo[slot1].title_word[slot7]))
end
if slot1 == uv0.TYPE_PT then
slot3[4] = pg.item_data_statistics[id2ItemId(getProxy(ActivityProxy):getActivityById(slot2):getConfig("config_id"))].name
end
return slot3
end
function slot0.getScoreIcon(slot0, slot1)
return uv0.typeInfo[slot1].score_icon
end
function slot0.getActivityByRankType(slot0, slot1)
if not uv0.typeInfo[slot1].act_type then
return nil
end
return _.detect(getProxy(ActivityProxy):getActivitiesByType(uv0.typeInfo[slot1].act_type), function (slot0)
return not slot0:isEnd() and (uv0 ~= uv1.TYPE_PT or tonumber(slot0:getConfig("config_data")) > 0)
end)
end
return slot0
| 1 | 0.721837 | 1 | 0.721837 | game-dev | MEDIA | 0.904851 | game-dev | 0.799613 | 1 | 0.799613 |
Demonheadge/PokeScape | 62,926 | src/evolution_scene.c | #include "global.h"
#include "malloc.h"
#include "battle.h"
#include "battle_message.h"
#include "bg.h"
#include "data.h"
#include "decompress.h"
#include "evolution_scene.h"
#include "evolution_graphics.h"
#include "gpu_regs.h"
#include "item.h"
#include "link.h"
#include "link_rfu.h"
#include "m4a.h"
#include "main.h"
#include "menu.h"
#include "overworld.h"
#include "palette.h"
#include "pokedex.h"
#include "pokemon.h"
#include "pokemon_summary_screen.h"
#include "scanline_effect.h"
#include "sound.h"
#include "sprite.h"
#include "string_util.h"
#include "strings.h"
#include "task.h"
#include "text.h"
#include "text_window.h"
#include "trig.h"
#include "trade.h"
#include "util.h"
#include "constants/battle_string_ids.h"
#include "constants/songs.h"
#include "constants/rgb.h"
#include "constants/items.h"
struct EvoInfo
{
u8 preEvoSpriteId;
u8 postEvoSpriteId;
u8 evoTaskId;
u8 delayTimer;
u16 savedPalette[48];
};
static EWRAM_DATA struct EvoInfo *sEvoStructPtr = NULL;
static EWRAM_DATA u16 *sBgAnimPal = NULL;
void (*gCB2_AfterEvolution)(void);
#define sEvoCursorPos gBattleCommunication[1] // when learning a new move
#define sEvoGraphicsTaskId gBattleCommunication[2]
static void Task_EvolutionScene(u8 taskId);
static void Task_TradeEvolutionScene(u8 taskId);
static void CB2_EvolutionSceneUpdate(void);
static void CB2_TradeEvolutionSceneUpdate(void);
static void EvoDummyFunc(void);
static void VBlankCB_EvolutionScene(void);
static void VBlankCB_TradeEvolutionScene(void);
static void EvoScene_DoMonAnimAndCry(u8 monSpriteId, u16 speciesId);
static bool32 EvoScene_IsMonAnimFinished(u8 monSpriteId);
static void StartBgAnimation(bool8 isLink);
static void StopBgAnimation(void);
static void Task_AnimateBg(u8 taskId);
static void RestoreBgAfterAnim(void);
static const u16 sUnusedPal1[] = INCBIN_U16("graphics/evolution_scene/unused_1.gbapal");
static const u32 sBgAnim_Gfx[] = INCBIN_U32("graphics/evolution_scene/bg.4bpp.lz");
static const u32 sBgAnim_Inner_Tilemap[] = INCBIN_U32("graphics/evolution_scene/bg_inner.bin.lz");
static const u32 sBgAnim_Outer_Tilemap[] = INCBIN_U32("graphics/evolution_scene/bg_outer.bin.lz");
static const u16 sBgAnim_Intro_Pal[] = INCBIN_U16("graphics/evolution_scene/bg_anim_intro.gbapal");
static const u16 sUnusedPal2[] = INCBIN_U16("graphics/evolution_scene/unused_2.gbapal");
static const u16 sUnusedPal3[] = INCBIN_U16("graphics/evolution_scene/unused_3.gbapal");
static const u16 sUnusedPal4[] = INCBIN_U16("graphics/evolution_scene/unused_4.gbapal");
static const u16 sBgAnim_Pal[] = INCBIN_U16("graphics/evolution_scene/bg_anim.gbapal");
static const u8 sText_ShedinjaJapaneseName[] = _("ヌケニン");
// The below table is used by Task_UpdateBgPalette to control the speed at which the bg color updates.
// The first two values are indexes into sBgAnim_PalIndexes (indirectly, via sBgAnimPal), and are
// the start and end of the range of colors in sBgAnim_PalIndexes it will move through incrementally
// before starting over. It will repeat this cycle x number of times, where x = the 3rd value,
// delaying each increment by y, where y = the 4th value.
// Once it has cycled x number of times, it will move to the next array in this table.
static const u8 sBgAnim_PaletteControl[][4] =
{
{ 0, 12, 1, 6 },
{ 13, 36, 5, 2 },
{ 13, 24, 1, 2 },
{ 37, 49, 1, 6 },
};
// Indexes into sBgAnim_Pal, 0 is black, transitioning to a bright light blue (172, 213, 255) at 13
static const u8 sBgAnim_PalIndexes[][16] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 0, 0 },
{ 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 0 },
{ 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 0, 0 },
{ 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 11, 0, 0 },
{ 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 0, 0 },
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 0, 0 },
{ 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 12, 0, 0 },
{ 0, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 12, 11, 0, 0 },
{ 0, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 12, 11, 10, 0, 0 },
{ 0, 5, 6, 7, 8, 9, 10, 11, 12, 13, 12, 11, 10, 9, 0, 0 },
{ 0, 6, 7, 8, 9, 10, 11, 12, 13, 12, 11, 10, 9, 8, 0, 0 },
{ 0, 7, 8, 9, 10, 11, 12, 13, 12, 11, 10, 9, 8, 7, 0, 0 },
{ 0, 8, 9, 10, 11, 12, 13, 12, 11, 10, 9, 8, 7, 6, 0, 0 },
{ 0, 9, 10, 11, 12, 13, 12, 11, 10, 9, 8, 7, 6, 5, 0, 0 },
{ 0, 10, 11, 12, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 0, 0 },
{ 0, 11, 12, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 0, 0 },
{ 0, 12, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 0, 0 },
{ 0, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0 },
{ 0, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 2, 0, 0 },
{ 0, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 2, 3, 0, 0 },
{ 0, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 0, 0 },
{ 0, 9, 8, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 0, 0 },
{ 0, 8, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 0, 0 },
{ 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0 },
{ 0, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 8, 0, 0 },
{ 0, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 0 },
{ 0, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 0, 0 },
{ 0, 3, 2, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 0, 0 },
{ 0, 2, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 0, 0 },
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 0, 0 },
{ 0, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 0 },
{ 0, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0 },
{ 0, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0 },
{ 0, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 7, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
};
static void CB2_BeginEvolutionScene(void)
{
UpdatePaletteFade();
RunTasks();
}
#define tState data[0]
#define tPreEvoSpecies data[1]
#define tPostEvoSpecies data[2]
#define tCanStop data[3]
#define tBits data[3]
#define tLearnsFirstMove data[4]
#define tLearnMoveState data[6]
#define tLearnMoveYesState data[7]
#define tLearnMoveNoState data[8]
#define tEvoWasStopped data[9]
#define tPartyId data[10]
#define TASK_BIT_CAN_STOP (1 << 0)
#define TASK_BIT_LEARN_MOVE (1 << 7)
static void Task_BeginEvolutionScene(u8 taskId)
{
struct Pokemon *mon = NULL;
switch (gTasks[taskId].tState)
{
case 0:
BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 0x10, RGB_BLACK);
gTasks[taskId].tState++;
break;
case 1:
if (!gPaletteFade.active)
{
u16 postEvoSpecies;
bool8 canStopEvo;
u8 partyId;
mon = &gPlayerParty[gTasks[taskId].tPartyId];
postEvoSpecies = gTasks[taskId].tPostEvoSpecies;
canStopEvo = gTasks[taskId].tCanStop;
partyId = gTasks[taskId].tPartyId;
DestroyTask(taskId);
EvolutionScene(mon, postEvoSpecies, canStopEvo, partyId);
}
break;
}
}
void BeginEvolutionScene(struct Pokemon *mon, u16 postEvoSpecies, bool8 canStopEvo, u8 partyId)
{
u8 taskId = CreateTask(Task_BeginEvolutionScene, 0);
gTasks[taskId].tState = 0;
gTasks[taskId].tPostEvoSpecies = postEvoSpecies;
gTasks[taskId].tCanStop = canStopEvo;
gTasks[taskId].tPartyId = partyId;
SetMainCallback2(CB2_BeginEvolutionScene);
}
void EvolutionScene(struct Pokemon *mon, u16 postEvoSpecies, bool8 canStopEvo, u8 partyId)
{
u8 name[POKEMON_NAME_BUFFER_SIZE];
u16 currSpecies;
u32 trainerId, personality;
u8 id;
SetHBlankCallback(NULL);
SetVBlankCallback(NULL);
CpuFill32(0, (void *)(VRAM), VRAM_SIZE);
SetGpuReg(REG_OFFSET_MOSAIC, 0);
SetGpuReg(REG_OFFSET_WIN0H, 0);
SetGpuReg(REG_OFFSET_WIN0V, 0);
SetGpuReg(REG_OFFSET_WIN1H, 0);
SetGpuReg(REG_OFFSET_WIN1V, 0);
SetGpuReg(REG_OFFSET_WININ, 0);
SetGpuReg(REG_OFFSET_WINOUT, 0);
ResetPaletteFade();
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
gBattle_BG1_X = 0;
gBattle_BG1_Y = 0;
gBattle_BG2_X = 0;
gBattle_BG2_Y = 0;
gBattle_BG3_X = 256;
gBattle_BG3_Y = 0;
gBattleTerrain = BATTLE_TERRAIN_PLAIN;
InitBattleBgsVideo();
LoadBattleTextboxAndBackground();
ResetSpriteData();
ScanlineEffect_Stop();
ResetTasks();
FreeAllSpritePalettes();
gReservedSpritePaletteCount = 4;
sEvoStructPtr = AllocZeroed(sizeof(struct EvoInfo));
AllocateMonSpritesGfx();
GetMonData(mon, MON_DATA_NICKNAME, name);
StringCopy_Nickname(gStringVar1, name);
StringCopy(gStringVar2, GetSpeciesName(postEvoSpecies));
// preEvo sprite
currSpecies = GetMonData(mon, MON_DATA_SPECIES);
trainerId = GetMonData(mon, MON_DATA_OT_ID);
personality = GetMonData(mon, MON_DATA_PERSONALITY);
LoadSpecialPokePic(gMonSpritesGfxPtr->sprites.ptr[B_POSITION_OPPONENT_LEFT],
currSpecies,
personality,
TRUE);
LoadCompressedPalette(GetMonSpritePalFromSpeciesAndPersonality(currSpecies, trainerId, personality), OBJ_PLTT_ID(1), PLTT_SIZE_4BPP);
SetMultiuseSpriteTemplateToPokemon(currSpecies, B_POSITION_OPPONENT_LEFT);
gMultiuseSpriteTemplate.affineAnims = gDummySpriteAffineAnimTable;
sEvoStructPtr->preEvoSpriteId = id = CreateSprite(&gMultiuseSpriteTemplate, 120, 64, 30);
gSprites[id].callback = SpriteCallbackDummy_2;
gSprites[id].oam.paletteNum = 1;
gSprites[id].invisible = TRUE;
// postEvo sprite
LoadSpecialPokePic(gMonSpritesGfxPtr->sprites.ptr[B_POSITION_OPPONENT_RIGHT],
postEvoSpecies,
personality,
TRUE);
LoadCompressedPalette(GetMonSpritePalFromSpeciesAndPersonality(postEvoSpecies, trainerId, personality), OBJ_PLTT_ID(2), PLTT_SIZE_4BPP);
SetMultiuseSpriteTemplateToPokemon(postEvoSpecies, B_POSITION_OPPONENT_RIGHT);
gMultiuseSpriteTemplate.affineAnims = gDummySpriteAffineAnimTable;
sEvoStructPtr->postEvoSpriteId = id = CreateSprite(&gMultiuseSpriteTemplate, 120, 64, 30);
gSprites[id].callback = SpriteCallbackDummy_2;
gSprites[id].oam.paletteNum = 2;
gSprites[id].invisible = TRUE;
LoadEvoSparkleSpriteAndPal();
sEvoStructPtr->evoTaskId = id = CreateTask(Task_EvolutionScene, 0);
gTasks[id].tState = 0;
gTasks[id].tPreEvoSpecies = currSpecies;
gTasks[id].tPostEvoSpecies = postEvoSpecies;
gTasks[id].tCanStop = canStopEvo;
gTasks[id].tLearnsFirstMove = TRUE;
gTasks[id].tEvoWasStopped = FALSE;
gTasks[id].tPartyId = partyId;
memcpy(&sEvoStructPtr->savedPalette, &gPlttBufferUnfaded[BG_PLTT_ID(2)], sizeof(sEvoStructPtr->savedPalette));
SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_BG_ALL_ON | DISPCNT_OBJ_1D_MAP);
SetHBlankCallback(EvoDummyFunc);
SetVBlankCallback(VBlankCB_EvolutionScene);
m4aMPlayAllStop();
SetMainCallback2(CB2_EvolutionSceneUpdate);
}
static void CB2_EvolutionSceneLoadGraphics(void)
{
u8 id;
u16 postEvoSpecies;
u32 trainerId, personality;
struct Pokemon *mon = &gPlayerParty[gTasks[sEvoStructPtr->evoTaskId].tPartyId];
postEvoSpecies = gTasks[sEvoStructPtr->evoTaskId].tPostEvoSpecies;
trainerId = GetMonData(mon, MON_DATA_OT_ID);
personality = GetMonData(mon, MON_DATA_PERSONALITY);
SetHBlankCallback(NULL);
SetVBlankCallback(NULL);
CpuFill32(0, (void *)(VRAM), VRAM_SIZE);
SetGpuReg(REG_OFFSET_MOSAIC, 0);
SetGpuReg(REG_OFFSET_WIN0H, 0);
SetGpuReg(REG_OFFSET_WIN0V, 0);
SetGpuReg(REG_OFFSET_WIN1H, 0);
SetGpuReg(REG_OFFSET_WIN1V, 0);
SetGpuReg(REG_OFFSET_WININ, 0);
SetGpuReg(REG_OFFSET_WINOUT, 0);
ResetPaletteFade();
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
gBattle_BG1_X = 0;
gBattle_BG1_Y = 0;
gBattle_BG2_X = 0;
gBattle_BG2_Y = 0;
gBattle_BG3_X = 256;
gBattle_BG3_Y = 0;
gBattleTerrain = BATTLE_TERRAIN_PLAIN;
InitBattleBgsVideo();
LoadBattleTextboxAndBackground();
ResetSpriteData();
FreeAllSpritePalettes();
gReservedSpritePaletteCount = 4;
LoadSpecialPokePic(gMonSpritesGfxPtr->sprites.ptr[B_POSITION_OPPONENT_RIGHT],
postEvoSpecies,
personality,
TRUE);
LoadCompressedPalette(GetMonSpritePalFromSpeciesAndPersonality(postEvoSpecies, trainerId, personality), OBJ_PLTT_ID(2), PLTT_SIZE_4BPP);
SetMultiuseSpriteTemplateToPokemon(postEvoSpecies, B_POSITION_OPPONENT_RIGHT);
gMultiuseSpriteTemplate.affineAnims = gDummySpriteAffineAnimTable;
sEvoStructPtr->postEvoSpriteId = id = CreateSprite(&gMultiuseSpriteTemplate, 120, 64, 30);
gSprites[id].callback = SpriteCallbackDummy_2;
gSprites[id].oam.paletteNum = 2;
SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_BG_ALL_ON | DISPCNT_OBJ_1D_MAP);
SetHBlankCallback(EvoDummyFunc);
SetVBlankCallback(VBlankCB_EvolutionScene);
SetMainCallback2(CB2_EvolutionSceneUpdate);
BeginNormalPaletteFade(PALETTES_ALL, 0, 0x10, 0, RGB_BLACK);
ShowBg(0);
ShowBg(1);
ShowBg(2);
ShowBg(3);
}
static void CB2_TradeEvolutionSceneLoadGraphics(void)
{
struct Pokemon *mon = &gPlayerParty[gTasks[sEvoStructPtr->evoTaskId].tPartyId];
u16 postEvoSpecies = gTasks[sEvoStructPtr->evoTaskId].tPostEvoSpecies;
switch (gMain.state)
{
case 0:
SetGpuReg(REG_OFFSET_DISPCNT, 0);
SetHBlankCallback(NULL);
SetVBlankCallback(NULL);
ResetSpriteData();
FreeAllSpritePalettes();
gReservedSpritePaletteCount = 4;
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
gBattle_BG1_X = 0;
gBattle_BG1_Y = 0;
gBattle_BG2_X = 0;
gBattle_BG2_Y = 0;
gBattle_BG3_X = 256;
gBattle_BG3_Y = 0;
gMain.state++;
break;
case 1:
ResetPaletteFade();
SetHBlankCallback(EvoDummyFunc);
SetVBlankCallback(VBlankCB_TradeEvolutionScene);
gMain.state++;
break;
case 2:
LoadTradeAnimGfx();
gMain.state++;
break;
case 3:
FillBgTilemapBufferRect(1, 0, 0, 0, 0x20, 0x20, 0x11);
CopyBgTilemapBufferToVram(1);
gMain.state++;
break;
case 4:
{
u32 trainerId = GetMonData(mon, MON_DATA_OT_ID);
u32 personality = GetMonData(mon, MON_DATA_PERSONALITY);
LoadSpecialPokePic(gMonSpritesGfxPtr->sprites.ptr[B_POSITION_OPPONENT_RIGHT],
postEvoSpecies,
personality,
TRUE);
LoadCompressedPalette(GetMonSpritePalFromSpeciesAndPersonality(postEvoSpecies, trainerId, personality), OBJ_PLTT_ID(2), PLTT_SIZE_4BPP);
gMain.state++;
}
break;
case 5:
{
u8 id;
SetMultiuseSpriteTemplateToPokemon(postEvoSpecies, B_POSITION_OPPONENT_LEFT);
gMultiuseSpriteTemplate.affineAnims = gDummySpriteAffineAnimTable;
sEvoStructPtr->postEvoSpriteId = id = CreateSprite(&gMultiuseSpriteTemplate, 120, 64, 30);
gSprites[id].callback = SpriteCallbackDummy_2;
gSprites[id].oam.paletteNum = 2;
gMain.state++;
LinkTradeDrawWindow();
}
break;
case 6:
if (gWirelessCommType)
{
LoadWirelessStatusIndicatorSpriteGfx();
CreateWirelessStatusIndicatorSprite(0, 0);
}
BlendPalettes(PALETTES_ALL, 0x10, RGB_BLACK);
gMain.state++;
break;
case 7:
BeginNormalPaletteFade(PALETTES_ALL, 0, 0x10, 0, RGB_BLACK);
InitTradeSequenceBgGpuRegs();
ShowBg(0);
ShowBg(1);
SetMainCallback2(CB2_TradeEvolutionSceneUpdate);
SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_BG0_ON | DISPCNT_BG1_ON | DISPCNT_OBJ_1D_MAP);
break;
}
}
void TradeEvolutionScene(struct Pokemon *mon, u16 postEvoSpecies, u8 preEvoSpriteId, u8 partyId)
{
u8 name[POKEMON_NAME_BUFFER_SIZE];
u16 currSpecies;
u32 trainerId, personality;
u8 id;
GetMonData(mon, MON_DATA_NICKNAME, name);
StringCopy_Nickname(gStringVar1, name);
StringCopy(gStringVar2, GetSpeciesName(postEvoSpecies));
gAffineAnimsDisabled = TRUE;
// preEvo sprite
currSpecies = GetMonData(mon, MON_DATA_SPECIES);
personality = GetMonData(mon, MON_DATA_PERSONALITY);
trainerId = GetMonData(mon, MON_DATA_OT_ID);
sEvoStructPtr = AllocZeroed(sizeof(struct EvoInfo));
sEvoStructPtr->preEvoSpriteId = preEvoSpriteId;
LoadSpecialPokePic(gMonSpritesGfxPtr->sprites.ptr[B_POSITION_OPPONENT_LEFT],
postEvoSpecies,
personality,
TRUE);
LoadCompressedPalette(GetMonSpritePalFromSpeciesAndPersonality(postEvoSpecies, trainerId, personality), OBJ_PLTT_ID(2), PLTT_SIZE_4BPP);
SetMultiuseSpriteTemplateToPokemon(postEvoSpecies, B_POSITION_OPPONENT_LEFT);
gMultiuseSpriteTemplate.affineAnims = gDummySpriteAffineAnimTable;
sEvoStructPtr->postEvoSpriteId = id = CreateSprite(&gMultiuseSpriteTemplate, 120, 64, 30);
gSprites[id].callback = SpriteCallbackDummy_2;
gSprites[id].oam.paletteNum = 2;
gSprites[id].invisible = TRUE;
LoadEvoSparkleSpriteAndPal();
sEvoStructPtr->evoTaskId = id = CreateTask(Task_TradeEvolutionScene, 0);
gTasks[id].tState = 0;
gTasks[id].tPreEvoSpecies = currSpecies;
gTasks[id].tPostEvoSpecies = postEvoSpecies;
gTasks[id].tLearnsFirstMove = TRUE;
gTasks[id].tEvoWasStopped = FALSE;
gTasks[id].tPartyId = partyId;
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
gBattle_BG1_X = 0;
gBattle_BG1_Y = 0;
gBattle_BG2_X = 0;
gBattle_BG2_Y = 0;
gBattle_BG3_X = 256;
gBattle_BG3_Y = 0;
gTextFlags.useAlternateDownArrow = TRUE;
SetVBlankCallback(VBlankCB_TradeEvolutionScene);
SetMainCallback2(CB2_TradeEvolutionSceneUpdate);
}
static void CB2_EvolutionSceneUpdate(void)
{
AnimateSprites();
BuildOamBuffer();
RunTextPrinters();
UpdatePaletteFade();
RunTasks();
}
static void CB2_TradeEvolutionSceneUpdate(void)
{
AnimateSprites();
BuildOamBuffer();
RunTextPrinters();
UpdatePaletteFade();
RunTasks();
}
static void CreateShedinja(u16 preEvoSpecies, struct Pokemon *mon)
{
u32 data = 0;
#if P_SHEDINJA_BALL >= GEN_4
u16 ball = ITEM_POUCH;
#endif
const struct Evolution *evolutions = GetSpeciesEvolutions(preEvoSpecies);
if (evolutions == NULL)
return;
if (evolutions[0].method == EVO_LEVEL_NINJASK && gPlayerPartyCount < PARTY_SIZE
#if P_SHEDINJA_BALL >= GEN_4
&& (CheckBagHasItem(ball, 1))
#endif
)
{
s32 i;
struct Pokemon *shedinja = &gPlayerParty[gPlayerPartyCount];
CopyMon(&gPlayerParty[gPlayerPartyCount], mon, sizeof(struct Pokemon));
SetMonData(&gPlayerParty[gPlayerPartyCount], MON_DATA_SPECIES, &evolutions[1].targetSpecies);
SetMonData(&gPlayerParty[gPlayerPartyCount], MON_DATA_NICKNAME, GetSpeciesName(evolutions[1].targetSpecies));
SetMonData(&gPlayerParty[gPlayerPartyCount], MON_DATA_HELD_ITEM, &data);
SetMonData(&gPlayerParty[gPlayerPartyCount], MON_DATA_MARKINGS, &data);
SetMonData(&gPlayerParty[gPlayerPartyCount], MON_DATA_ENCRYPT_SEPARATOR, &data);
#if P_SHEDINJA_BALL >= GEN_4
SetMonData(&gPlayerParty[gPlayerPartyCount], MON_DATA_POKEBALL, &ball);
RemoveBagItem(ball, 1);
#endif
for (i = MON_DATA_COOL_RIBBON; i < MON_DATA_COOL_RIBBON + CONTEST_CATEGORIES_COUNT; i++)
SetMonData(&gPlayerParty[gPlayerPartyCount], i, &data);
for (i = MON_DATA_CHAMPION_RIBBON; i <= MON_DATA_UNUSED_RIBBONS; i++)
SetMonData(&gPlayerParty[gPlayerPartyCount], i, &data);
SetMonData(&gPlayerParty[gPlayerPartyCount], MON_DATA_STATUS, &data);
data = MAIL_NONE;
SetMonData(&gPlayerParty[gPlayerPartyCount], MON_DATA_MAIL, &data);
CalculateMonStats(&gPlayerParty[gPlayerPartyCount]);
CalculatePlayerPartyCount();
GetSetPokedexFlag(SpeciesToNationalPokedexNum(evolutions[1].targetSpecies), FLAG_SET_SEEN);
GetSetPokedexFlag(SpeciesToNationalPokedexNum(evolutions[1].targetSpecies), FLAG_SET_CAUGHT);
if (GetMonData(shedinja, MON_DATA_SPECIES) == SPECIES_SHEDINJA
&& GetMonData(shedinja, MON_DATA_LANGUAGE) == LANGUAGE_JAPANESE
&& GetMonData(mon, MON_DATA_SPECIES) == SPECIES_NINJASK)
SetMonData(shedinja, MON_DATA_NICKNAME, sText_ShedinjaJapaneseName);
}
}
// States for the main switch in Task_EvolutionScene
enum {
EVOSTATE_FADE_IN,
EVOSTATE_INTRO_MSG,
EVOSTATE_INTRO_MON_ANIM,
EVOSTATE_INTRO_SOUND,
EVOSTATE_START_MUSIC,
EVOSTATE_START_BG_AND_SPARKLE_SPIRAL,
EVOSTATE_SPARKLE_ARC,
EVOSTATE_CYCLE_MON_SPRITE,
EVOSTATE_WAIT_CYCLE_MON_SPRITE,
EVOSTATE_SPARKLE_CIRCLE,
EVOSTATE_SPARKLE_SPRAY,
EVOSTATE_EVO_SOUND,
EVOSTATE_RESTORE_SCREEN,
EVOSTATE_EVO_MON_ANIM,
EVOSTATE_SET_MON_EVOLVED,
EVOSTATE_TRY_LEARN_MOVE,
EVOSTATE_END,
EVOSTATE_CANCEL,
EVOSTATE_CANCEL_MON_ANIM,
EVOSTATE_CANCEL_MSG,
EVOSTATE_LEARNED_MOVE,
EVOSTATE_TRY_LEARN_ANOTHER_MOVE,
EVOSTATE_REPLACE_MOVE,
};
// States for the switch in EVOSTATE_REPLACE_MOVE
enum {
MVSTATE_INTRO_MSG_1,
MVSTATE_INTRO_MSG_2,
MVSTATE_INTRO_MSG_3,
MVSTATE_PRINT_YES_NO,
MVSTATE_HANDLE_YES_NO,
MVSTATE_SHOW_MOVE_SELECT,
MVSTATE_HANDLE_MOVE_SELECT,
MVSTATE_FORGET_MSG_1,
MVSTATE_FORGET_MSG_2,
MVSTATE_LEARNED_MOVE,
MVSTATE_ASK_CANCEL,
MVSTATE_CANCEL,
MVSTATE_RETRY_AFTER_HM,
};
// Task data from CycleEvolutionMonSprite
#define tEvoStopped data[8]
static void Task_EvolutionScene(u8 taskId)
{
u32 var;
struct Pokemon *mon = &gPlayerParty[gTasks[taskId].tPartyId];
// check if B Button was held, so the evolution gets stopped
if (gMain.heldKeys == B_BUTTON
&& gTasks[taskId].tState == EVOSTATE_WAIT_CYCLE_MON_SPRITE
&& gTasks[sEvoGraphicsTaskId].isActive
&& gTasks[taskId].tBits & TASK_BIT_CAN_STOP)
{
gTasks[taskId].tState = EVOSTATE_CANCEL;
gTasks[sEvoGraphicsTaskId].tEvoStopped = TRUE;
StopBgAnimation();
return;
}
switch (gTasks[taskId].tState)
{
case EVOSTATE_FADE_IN:
BeginNormalPaletteFade(PALETTES_ALL, 0, 0x10, 0, RGB_BLACK);
gSprites[sEvoStructPtr->preEvoSpriteId].invisible = FALSE;
gTasks[taskId].tState++;
ShowBg(0);
ShowBg(1);
ShowBg(2);
ShowBg(3);
break;
case EVOSTATE_INTRO_MSG:
if (!gPaletteFade.active)
{
StringExpandPlaceholders(gStringVar4, gText_PkmnIsEvolving);
BattlePutTextOnWindow(gStringVar4, B_WIN_MSG);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_INTRO_MON_ANIM:
if (!IsTextPrinterActive(0))
{
EvoScene_DoMonAnimAndCry(sEvoStructPtr->preEvoSpriteId, gTasks[taskId].tPreEvoSpecies);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_INTRO_SOUND:
if (EvoScene_IsMonAnimFinished(sEvoStructPtr->preEvoSpriteId))
{
PlaySE(MUS_EVOLUTION_INTRO);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_START_MUSIC:
if (!IsSEPlaying())
{
// Start music, fade background to black
PlayNewMapMusic(MUS_EVOLUTION);
gTasks[taskId].tState++;
BeginNormalPaletteFade(0x1C, 4, 0, 0x10, RGB_BLACK);
}
break;
case EVOSTATE_START_BG_AND_SPARKLE_SPIRAL:
if (!gPaletteFade.active)
{
StartBgAnimation(FALSE);
sEvoGraphicsTaskId = EvolutionSparkles_SpiralUpward(17);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_SPARKLE_ARC:
if (!gTasks[sEvoGraphicsTaskId].isActive)
{
gTasks[taskId].tState++;
sEvoStructPtr->delayTimer = 1;
sEvoGraphicsTaskId = EvolutionSparkles_ArcDown();
}
break;
case EVOSTATE_CYCLE_MON_SPRITE: // launch task that flashes pre evo with post evo sprites
if (!gTasks[sEvoGraphicsTaskId].isActive)
{
sEvoGraphicsTaskId = CycleEvolutionMonSprite(sEvoStructPtr->preEvoSpriteId, sEvoStructPtr->postEvoSpriteId);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_WAIT_CYCLE_MON_SPRITE:
if (--sEvoStructPtr->delayTimer == 0)
{
sEvoStructPtr->delayTimer = 3;
if (!gTasks[sEvoGraphicsTaskId].isActive)
gTasks[taskId].tState++;
}
break;
case EVOSTATE_SPARKLE_CIRCLE:
sEvoGraphicsTaskId = EvolutionSparkles_CircleInward();
gTasks[taskId].tState++;
break;
case EVOSTATE_SPARKLE_SPRAY:
if (!gTasks[sEvoGraphicsTaskId].isActive)
{
sEvoGraphicsTaskId = EvolutionSparkles_SprayAndFlash(gTasks[taskId].tPostEvoSpecies);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_EVO_SOUND:
if (!gTasks[sEvoGraphicsTaskId].isActive)
{
PlaySE(SE_EXP);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_RESTORE_SCREEN: // stop music, return screen to pre-fade state
if (IsSEPlaying())
{
m4aMPlayAllStop();
memcpy(&gPlttBufferUnfaded[BG_PLTT_ID(2)], sEvoStructPtr->savedPalette, sizeof(sEvoStructPtr->savedPalette));
RestoreBgAfterAnim();
BeginNormalPaletteFade(0x1C, 0, 0x10, 0, RGB_BLACK);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_EVO_MON_ANIM:
if (!gPaletteFade.active)
{
EvoScene_DoMonAnimAndCry(sEvoStructPtr->postEvoSpriteId, gTasks[taskId].tPostEvoSpecies);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_SET_MON_EVOLVED:
if (IsCryFinished())
{
StringExpandPlaceholders(gStringVar4, gText_CongratsPkmnEvolved);
BattlePutTextOnWindow(gStringVar4, B_WIN_MSG);
PlayBGM(MUS_EVOLVED);
gTasks[taskId].tState++;
SetMonData(mon, MON_DATA_SPECIES, (void *)(&gTasks[taskId].tPostEvoSpecies));
CalculateMonStats(mon);
EvolutionRenameMon(mon, gTasks[taskId].tPreEvoSpecies, gTasks[taskId].tPostEvoSpecies);
GetSetPokedexFlag(SpeciesToNationalPokedexNum(gTasks[taskId].tPostEvoSpecies), FLAG_SET_SEEN);
GetSetPokedexFlag(SpeciesToNationalPokedexNum(gTasks[taskId].tPostEvoSpecies), FLAG_SET_CAUGHT);
IncrementGameStat(GAME_STAT_EVOLVED_POKEMON);
}
break;
case EVOSTATE_TRY_LEARN_MOVE:
if (!IsTextPrinterActive(0))
{
var = MonTryLearningNewMoveEvolution(mon, gTasks[taskId].tLearnsFirstMove);
if (var != MOVE_NONE && !gTasks[taskId].tEvoWasStopped)
{
u8 nickname[POKEMON_NAME_BUFFER_SIZE];
if (!(gTasks[taskId].tBits & TASK_BIT_LEARN_MOVE))
{
StopMapMusic();
Overworld_PlaySpecialMapMusic();
}
gTasks[taskId].tBits |= TASK_BIT_LEARN_MOVE;
gTasks[taskId].tLearnsFirstMove = FALSE;
gTasks[taskId].tLearnMoveState = MVSTATE_INTRO_MSG_1;
GetMonData(mon, MON_DATA_NICKNAME, nickname);
StringCopy_Nickname(gBattleTextBuff1, nickname);
if (var == MON_HAS_MAX_MOVES)
gTasks[taskId].tState = EVOSTATE_REPLACE_MOVE;
else if (var == MON_ALREADY_KNOWS_MOVE)
break;
else
gTasks[taskId].tState = EVOSTATE_LEARNED_MOVE;
}
else // no move to learn, or evolution was canceled
{
BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 0x10, RGB_BLACK);
gTasks[taskId].tState++;
}
}
break;
case EVOSTATE_END:
if (!gPaletteFade.active)
{
if (!(gTasks[taskId].tBits & TASK_BIT_LEARN_MOVE))
{
StopMapMusic();
Overworld_PlaySpecialMapMusic();
}
if (!gTasks[taskId].tEvoWasStopped)
CreateShedinja(gTasks[taskId].tPreEvoSpecies, mon);
DestroyTask(taskId);
FreeMonSpritesGfx();
FREE_AND_SET_NULL(sEvoStructPtr);
FreeAllWindowBuffers();
SetMainCallback2(gCB2_AfterEvolution);
}
break;
case EVOSTATE_CANCEL:
if (!gTasks[sEvoGraphicsTaskId].isActive)
{
m4aMPlayAllStop();
BeginNormalPaletteFade(0x6001C, 0, 0x10, 0, RGB_WHITE);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_CANCEL_MON_ANIM:
if (!gPaletteFade.active)
{
EvoScene_DoMonAnimAndCry(sEvoStructPtr->preEvoSpriteId, gTasks[taskId].tPreEvoSpecies);
gTasks[taskId].tState++;
}
break;
case EVOSTATE_CANCEL_MSG:
if (EvoScene_IsMonAnimFinished(sEvoStructPtr->preEvoSpriteId))
{
if (gTasks[taskId].tEvoWasStopped) // FRLG auto cancellation
StringExpandPlaceholders(gStringVar4, gText_EllipsisQuestionMark);
else
StringExpandPlaceholders(gStringVar4, gText_PkmnStoppedEvolving);
BattlePutTextOnWindow(gStringVar4, B_WIN_MSG);
gTasks[taskId].tEvoWasStopped = TRUE;
gTasks[taskId].tState = EVOSTATE_TRY_LEARN_MOVE;
}
break;
case EVOSTATE_LEARNED_MOVE:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
BufferMoveToLearnIntoBattleTextBuff2();
PlayFanfare(MUS_LEVEL_UP);
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_PKMNLEARNEDMOVE - BATTLESTRINGS_TABLE_START]);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gTasks[taskId].tLearnsFirstMove = 0x40; // re-used as a counter
gTasks[taskId].tState++;
}
break;
case EVOSTATE_TRY_LEARN_ANOTHER_MOVE:
if (!IsTextPrinterActive(0) && !IsSEPlaying() && --gTasks[taskId].tLearnsFirstMove == 0)
gTasks[taskId].tState = EVOSTATE_TRY_LEARN_MOVE;
break;
case EVOSTATE_REPLACE_MOVE:
switch (gTasks[taskId].tLearnMoveState)
{
case MVSTATE_INTRO_MSG_1:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
// "{mon} is trying to learn {move}"
BufferMoveToLearnIntoBattleTextBuff2();
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_TRYTOLEARNMOVE1 - BATTLESTRINGS_TABLE_START]);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gTasks[taskId].tLearnMoveState++;
}
break;
case MVSTATE_INTRO_MSG_2:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
// "But, {mon} can't learn more than four moves"
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_TRYTOLEARNMOVE2 - BATTLESTRINGS_TABLE_START]);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gTasks[taskId].tLearnMoveState++;
}
break;
case MVSTATE_INTRO_MSG_3:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
// "Delete a move to make room for {move}?"
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_TRYTOLEARNMOVE3 - BATTLESTRINGS_TABLE_START]);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gTasks[taskId].tLearnMoveYesState = MVSTATE_SHOW_MOVE_SELECT;
gTasks[taskId].tLearnMoveNoState = MVSTATE_ASK_CANCEL;
gTasks[taskId].tLearnMoveState++;
}
case MVSTATE_PRINT_YES_NO:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
HandleBattleWindow(YESNOBOX_X_Y, 0);
BattlePutTextOnWindow(gText_BattleYesNoChoice, B_WIN_YESNO);
gTasks[taskId].tLearnMoveState++;
sEvoCursorPos = 0;
BattleCreateYesNoCursorAt(0);
}
break;
case MVSTATE_HANDLE_YES_NO:
// This Yes/No is used for both the initial "delete move?" prompt
// and for the "stop learning move?" prompt
// What Yes/No do next is determined by tLearnMoveYesState / tLearnMoveNoState
if (JOY_NEW(DPAD_UP) && sEvoCursorPos != 0)
{
// Moved onto YES
PlaySE(SE_SELECT);
BattleDestroyYesNoCursorAt(sEvoCursorPos);
sEvoCursorPos = 0;
BattleCreateYesNoCursorAt(0);
}
if (JOY_NEW(DPAD_DOWN) && sEvoCursorPos == 0)
{
// Moved onto NO
PlaySE(SE_SELECT);
BattleDestroyYesNoCursorAt(sEvoCursorPos);
sEvoCursorPos = 1;
BattleCreateYesNoCursorAt(1);
}
if (JOY_NEW(A_BUTTON))
{
HandleBattleWindow(YESNOBOX_X_Y, WINDOW_CLEAR);
PlaySE(SE_SELECT);
if (sEvoCursorPos != 0)
{
// NO
gTasks[taskId].tLearnMoveState = gTasks[taskId].tLearnMoveNoState;
}
else
{
// YES
gTasks[taskId].tLearnMoveState = gTasks[taskId].tLearnMoveYesState;
if (gTasks[taskId].tLearnMoveState == MVSTATE_SHOW_MOVE_SELECT)
BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 0x10, RGB_BLACK);
}
}
if (JOY_NEW(B_BUTTON))
{
// Equivalent to selecting NO
HandleBattleWindow(YESNOBOX_X_Y, WINDOW_CLEAR);
PlaySE(SE_SELECT);
gTasks[taskId].tLearnMoveState = gTasks[taskId].tLearnMoveNoState;
}
break;
case MVSTATE_SHOW_MOVE_SELECT:
if (!gPaletteFade.active)
{
FreeAllWindowBuffers();
ShowSelectMovePokemonSummaryScreen(gPlayerParty, gTasks[taskId].tPartyId,
gPlayerPartyCount - 1, CB2_EvolutionSceneLoadGraphics,
gMoveToLearn);
gTasks[taskId].tLearnMoveState++;
}
break;
case MVSTATE_HANDLE_MOVE_SELECT:
if (!gPaletteFade.active && gMain.callback2 == CB2_EvolutionSceneUpdate)
{
var = GetMoveSlotToReplace();
if (var == MAX_MON_MOVES)
{
// Didn't select move slot
gTasks[taskId].tLearnMoveState = MVSTATE_ASK_CANCEL;
}
else
{
// Selected move to forget
u16 move = GetMonData(mon, var + MON_DATA_MOVE1);
if (IsMoveHM(move))
{
// Can't forget HMs
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_HMMOVESCANTBEFORGOTTEN - BATTLESTRINGS_TABLE_START]);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gTasks[taskId].tLearnMoveState = MVSTATE_RETRY_AFTER_HM;
}
else
{
// Forget move
PREPARE_MOVE_BUFFER(gBattleTextBuff2, move)
RemoveMonPPBonus(mon, var);
SetMonMoveSlot(mon, gMoveToLearn, var);
gTasks[taskId].tLearnMoveState++;
}
}
}
break;
case MVSTATE_FORGET_MSG_1:
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_123POOF - BATTLESTRINGS_TABLE_START]);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gTasks[taskId].tLearnMoveState++;
break;
case MVSTATE_FORGET_MSG_2:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_PKMNFORGOTMOVE - BATTLESTRINGS_TABLE_START]);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gTasks[taskId].tLearnMoveState++;
}
break;
case MVSTATE_LEARNED_MOVE:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_ANDELLIPSIS - BATTLESTRINGS_TABLE_START]);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gTasks[taskId].tState = EVOSTATE_LEARNED_MOVE;
}
break;
case MVSTATE_ASK_CANCEL:
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_STOPLEARNINGMOVE - BATTLESTRINGS_TABLE_START]);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gTasks[taskId].tLearnMoveYesState = MVSTATE_CANCEL;
gTasks[taskId].tLearnMoveNoState = MVSTATE_INTRO_MSG_1;
gTasks[taskId].tLearnMoveState = MVSTATE_PRINT_YES_NO;
break;
case MVSTATE_CANCEL:
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_DIDNOTLEARNMOVE - BATTLESTRINGS_TABLE_START]);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gTasks[taskId].tState = EVOSTATE_TRY_LEARN_MOVE;
break;
case MVSTATE_RETRY_AFTER_HM:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
gTasks[taskId].tLearnMoveState = MVSTATE_SHOW_MOVE_SELECT;
break;
}
break;
}
}
// States for the main switch in Task_TradeEvolutionScene
enum {
T_EVOSTATE_INTRO_MSG,
T_EVOSTATE_INTRO_CRY,
T_EVOSTATE_INTRO_SOUND,
T_EVOSTATE_START_MUSIC,
T_EVOSTATE_START_BG_AND_SPARKLE_SPIRAL,
T_EVOSTATE_SPARKLE_ARC,
T_EVOSTATE_CYCLE_MON_SPRITE,
T_EVOSTATE_WAIT_CYCLE_MON_SPRITE,
T_EVOSTATE_SPARKLE_CIRCLE,
T_EVOSTATE_SPARKLE_SPRAY,
T_EVOSTATE_EVO_SOUND,
T_EVOSTATE_EVO_MON_ANIM,
T_EVOSTATE_SET_MON_EVOLVED,
T_EVOSTATE_TRY_LEARN_MOVE,
T_EVOSTATE_END,
T_EVOSTATE_CANCEL,
T_EVOSTATE_CANCEL_MON_ANIM,
T_EVOSTATE_CANCEL_MSG,
T_EVOSTATE_LEARNED_MOVE,
T_EVOSTATE_TRY_LEARN_ANOTHER_MOVE,
T_EVOSTATE_REPLACE_MOVE,
};
// States for the switch in T_EVOSTATE_REPLACE_MOVE
enum {
T_MVSTATE_INTRO_MSG_1,
T_MVSTATE_INTRO_MSG_2,
T_MVSTATE_INTRO_MSG_3,
T_MVSTATE_PRINT_YES_NO,
T_MVSTATE_HANDLE_YES_NO,
T_MVSTATE_SHOW_MOVE_SELECT,
T_MVSTATE_HANDLE_MOVE_SELECT,
T_MVSTATE_FORGET_MSG,
T_MVSTATE_LEARNED_MOVE,
T_MVSTATE_ASK_CANCEL,
T_MVSTATE_CANCEL,
T_MVSTATE_RETRY_AFTER_HM,
};
// Compare to Task_EvolutionScene, very similar
static void Task_TradeEvolutionScene(u8 taskId)
{
u32 var = 0;
struct Pokemon *mon = &gPlayerParty[gTasks[taskId].tPartyId];
switch (gTasks[taskId].tState)
{
case T_EVOSTATE_INTRO_MSG:
StringExpandPlaceholders(gStringVar4, gText_PkmnIsEvolving);
DrawTextOnTradeWindow(0, gStringVar4, 1);
gTasks[taskId].tState++;
break;
case T_EVOSTATE_INTRO_CRY:
if (!IsTextPrinterActive(0))
{
PlayCry_Normal(gTasks[taskId].tPreEvoSpecies, 0);
gTasks[taskId].tState++;
}
break;
case T_EVOSTATE_INTRO_SOUND:
if (IsCryFinished())
{
m4aSongNumStop(MUS_EVOLUTION);
PlaySE(MUS_EVOLUTION_INTRO);
gTasks[taskId].tState++;
}
break;
case T_EVOSTATE_START_MUSIC:
if (!IsSEPlaying())
{
PlayBGM(MUS_EVOLUTION);
gTasks[taskId].tState++;
BeginNormalPaletteFade(0x1C, 4, 0, 0x10, RGB_BLACK);
}
break;
case T_EVOSTATE_START_BG_AND_SPARKLE_SPIRAL:
if (!gPaletteFade.active)
{
StartBgAnimation(TRUE);
var = gSprites[sEvoStructPtr->preEvoSpriteId].oam.paletteNum + 16;
sEvoGraphicsTaskId = EvolutionSparkles_SpiralUpward(var);
gTasks[taskId].tState++;
SetGpuReg(REG_OFFSET_BG3CNT, BGCNT_PRIORITY(3) | BGCNT_SCREENBASE(6));
}
break;
case T_EVOSTATE_SPARKLE_ARC:
if (!gTasks[sEvoGraphicsTaskId].isActive)
{
gTasks[taskId].tState++;
sEvoStructPtr->delayTimer = 1;
sEvoGraphicsTaskId = EvolutionSparkles_ArcDown();
}
break;
case T_EVOSTATE_CYCLE_MON_SPRITE:
if (!gTasks[sEvoGraphicsTaskId].isActive)
{
sEvoGraphicsTaskId = CycleEvolutionMonSprite(sEvoStructPtr->preEvoSpriteId, sEvoStructPtr->postEvoSpriteId);
gTasks[taskId].tState++;
}
break;
case T_EVOSTATE_WAIT_CYCLE_MON_SPRITE:
if (--sEvoStructPtr->delayTimer == 0)
{
sEvoStructPtr->delayTimer = 3;
if (!gTasks[sEvoGraphicsTaskId].isActive)
gTasks[taskId].tState++;
}
break;
case T_EVOSTATE_SPARKLE_CIRCLE:
sEvoGraphicsTaskId = EvolutionSparkles_CircleInward();
gTasks[taskId].tState++;
break;
case T_EVOSTATE_SPARKLE_SPRAY:
if (!gTasks[sEvoGraphicsTaskId].isActive)
{
sEvoGraphicsTaskId = EvolutionSparkles_SprayAndFlash_Trade(gTasks[taskId].tPostEvoSpecies);
gTasks[taskId].tState++;
}
break;
case T_EVOSTATE_EVO_SOUND:
if (!gTasks[sEvoGraphicsTaskId].isActive)
{
PlaySE(SE_EXP);
gTasks[taskId].tState++;
}
break;
case T_EVOSTATE_EVO_MON_ANIM:
if (IsSEPlaying())
{
// Restore bg, do mon anim/cry
Free(sBgAnimPal);
EvoScene_DoMonAnimAndCry(sEvoStructPtr->postEvoSpriteId, gTasks[taskId].tPostEvoSpecies);
memcpy(&gPlttBufferUnfaded[BG_PLTT_ID(2)], sEvoStructPtr->savedPalette, sizeof(sEvoStructPtr->savedPalette));
gTasks[taskId].tState++;
}
break;
case T_EVOSTATE_SET_MON_EVOLVED:
if (IsCryFinished())
{
StringExpandPlaceholders(gStringVar4, gText_CongratsPkmnEvolved);
DrawTextOnTradeWindow(0, gStringVar4, 1);
PlayFanfare(MUS_EVOLVED);
gTasks[taskId].tState++;
SetMonData(mon, MON_DATA_SPECIES, (&gTasks[taskId].tPostEvoSpecies));
CalculateMonStats(mon);
EvolutionRenameMon(mon, gTasks[taskId].tPreEvoSpecies, gTasks[taskId].tPostEvoSpecies);
GetSetPokedexFlag(SpeciesToNationalPokedexNum(gTasks[taskId].tPostEvoSpecies), FLAG_SET_SEEN);
GetSetPokedexFlag(SpeciesToNationalPokedexNum(gTasks[taskId].tPostEvoSpecies), FLAG_SET_CAUGHT);
IncrementGameStat(GAME_STAT_EVOLVED_POKEMON);
}
break;
case T_EVOSTATE_TRY_LEARN_MOVE:
if (!IsTextPrinterActive(0) && IsFanfareTaskInactive() == TRUE)
{
var = MonTryLearningNewMoveEvolution(mon, gTasks[taskId].tLearnsFirstMove);
if (var != MOVE_NONE && !gTasks[taskId].tEvoWasStopped)
{
u8 nickname[POKEMON_NAME_BUFFER_SIZE];
gTasks[taskId].tBits |= TASK_BIT_LEARN_MOVE;
gTasks[taskId].tLearnsFirstMove = FALSE;
gTasks[taskId].tLearnMoveState = 0;
GetMonData(mon, MON_DATA_NICKNAME, nickname);
StringCopy_Nickname(gBattleTextBuff1, nickname);
if (var == MON_HAS_MAX_MOVES)
gTasks[taskId].tState = T_EVOSTATE_REPLACE_MOVE;
else if (var == MON_ALREADY_KNOWS_MOVE)
break;
else
gTasks[taskId].tState = T_EVOSTATE_LEARNED_MOVE;
}
else
{
PlayBGM(MUS_EVOLUTION);
DrawTextOnTradeWindow(0, gText_CommunicationStandby5, 1);
gTasks[taskId].tState++;
}
}
break;
case T_EVOSTATE_END:
if (!IsTextPrinterActive(0))
{
DestroyTask(taskId);
FREE_AND_SET_NULL(sEvoStructPtr);
gTextFlags.useAlternateDownArrow = FALSE;
SetMainCallback2(gCB2_AfterEvolution);
}
break;
case T_EVOSTATE_CANCEL:
if (!gTasks[sEvoGraphicsTaskId].isActive)
{
m4aMPlayAllStop();
BeginNormalPaletteFade((1 << (gSprites[sEvoStructPtr->preEvoSpriteId].oam.paletteNum + 16)) | (0x4001C), 0, 0x10, 0, RGB_WHITE);
gTasks[taskId].tState++;
}
break;
case T_EVOSTATE_CANCEL_MON_ANIM:
if (!gPaletteFade.active)
{
EvoScene_DoMonAnimAndCry(sEvoStructPtr->preEvoSpriteId, gTasks[taskId].tPreEvoSpecies);
gTasks[taskId].tState++;
}
break;
case T_EVOSTATE_CANCEL_MSG:
if (EvoScene_IsMonAnimFinished(sEvoStructPtr->preEvoSpriteId))
{
StringExpandPlaceholders(gStringVar4, gText_EllipsisQuestionMark);
DrawTextOnTradeWindow(0, gStringVar4, 1);
gTasks[taskId].tEvoWasStopped = TRUE;
gTasks[taskId].tState = T_EVOSTATE_TRY_LEARN_MOVE;
}
break;
case T_EVOSTATE_LEARNED_MOVE:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
BufferMoveToLearnIntoBattleTextBuff2();
PlayFanfare(MUS_LEVEL_UP);
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_PKMNLEARNEDMOVE - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tLearnsFirstMove = 0x40; // re-used as a counter
gTasks[taskId].tState++;
}
break;
case T_EVOSTATE_TRY_LEARN_ANOTHER_MOVE:
if (!IsTextPrinterActive(0) && IsFanfareTaskInactive() == TRUE && --gTasks[taskId].tLearnsFirstMove == 0)
gTasks[taskId].tState = T_EVOSTATE_TRY_LEARN_MOVE;
break;
case T_EVOSTATE_REPLACE_MOVE:
switch (gTasks[taskId].tLearnMoveState)
{
case T_MVSTATE_INTRO_MSG_1:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
// "{mon} is trying to learn {move}"
BufferMoveToLearnIntoBattleTextBuff2();
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_TRYTOLEARNMOVE1 - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tLearnMoveState++;
}
break;
case T_MVSTATE_INTRO_MSG_2:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
// "But, {mon} can't learn more than four moves"
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_TRYTOLEARNMOVE2 - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tLearnMoveState++;
}
break;
case T_MVSTATE_INTRO_MSG_3:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
// "Delete a move to make room for {move}?"
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_TRYTOLEARNMOVE3 - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tLearnMoveYesState = T_MVSTATE_SHOW_MOVE_SELECT;
gTasks[taskId].tLearnMoveNoState = T_MVSTATE_ASK_CANCEL;
gTasks[taskId].tLearnMoveState++;
}
case T_MVSTATE_PRINT_YES_NO:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
LoadUserWindowBorderGfx(0, 0xA8, BG_PLTT_ID(14));
CreateYesNoMenu(&gTradeEvolutionSceneYesNoWindowTemplate, 0xA8, 0xE, 0);
sEvoCursorPos = 0;
gTasks[taskId].tLearnMoveState++;
sEvoCursorPos = 0;
}
break;
case T_MVSTATE_HANDLE_YES_NO:
switch (Menu_ProcessInputNoWrapClearOnChoose())
{
case 0: // YES
sEvoCursorPos = 0;
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_EMPTYSTRING3 - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tLearnMoveState = gTasks[taskId].tLearnMoveYesState;
if (gTasks[taskId].tLearnMoveState == T_MVSTATE_SHOW_MOVE_SELECT)
BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 0x10, RGB_BLACK);
break;
case 1: // NO
case MENU_B_PRESSED:
sEvoCursorPos = 1;
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_EMPTYSTRING3 - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tLearnMoveState = gTasks[taskId].tLearnMoveNoState;
break;
}
break;
case T_MVSTATE_SHOW_MOVE_SELECT:
if (!gPaletteFade.active)
{
if (gWirelessCommType)
DestroyWirelessStatusIndicatorSprite();
Free(GetBgTilemapBuffer(3));
Free(GetBgTilemapBuffer(1));
Free(GetBgTilemapBuffer(0));
FreeAllWindowBuffers();
ShowSelectMovePokemonSummaryScreen(gPlayerParty, gTasks[taskId].tPartyId,
gPlayerPartyCount - 1, CB2_TradeEvolutionSceneLoadGraphics,
gMoveToLearn);
gTasks[taskId].tLearnMoveState++;
}
break;
case T_MVSTATE_HANDLE_MOVE_SELECT:
if (!gPaletteFade.active && gMain.callback2 == CB2_TradeEvolutionSceneUpdate)
{
var = GetMoveSlotToReplace();
if (var == MAX_MON_MOVES)
{
// Didn't select move slot
gTasks[taskId].tLearnMoveState = T_MVSTATE_ASK_CANCEL;
}
else
{
// Selected move to forget
u16 move = GetMonData(mon, var + MON_DATA_MOVE1);
if (IsMoveHM(move))
{
// Can't forget HMs
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_HMMOVESCANTBEFORGOTTEN - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tLearnMoveState = T_MVSTATE_RETRY_AFTER_HM;
}
else
{
// Forget move
PREPARE_MOVE_BUFFER(gBattleTextBuff2, move)
RemoveMonPPBonus(mon, var);
SetMonMoveSlot(mon, gMoveToLearn, var);
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_123POOF - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tLearnMoveState++;
}
}
}
break;
case T_MVSTATE_FORGET_MSG:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_PKMNFORGOTMOVE - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tLearnMoveState++;
}
break;
case T_MVSTATE_LEARNED_MOVE:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
{
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_ANDELLIPSIS - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tState = T_EVOSTATE_LEARNED_MOVE;
}
break;
case T_MVSTATE_ASK_CANCEL:
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_STOPLEARNINGMOVE - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tLearnMoveYesState = T_MVSTATE_CANCEL;
gTasks[taskId].tLearnMoveNoState = T_MVSTATE_INTRO_MSG_1;
gTasks[taskId].tLearnMoveState = T_MVSTATE_PRINT_YES_NO;
break;
case T_MVSTATE_CANCEL:
BattleStringExpandPlaceholdersToDisplayedString(gBattleStringsTable[STRINGID_DIDNOTLEARNMOVE - BATTLESTRINGS_TABLE_START]);
DrawTextOnTradeWindow(0, gDisplayedStringBattle, 1);
gTasks[taskId].tState = T_EVOSTATE_TRY_LEARN_MOVE;
break;
case T_MVSTATE_RETRY_AFTER_HM:
if (!IsTextPrinterActive(0) && !IsSEPlaying())
gTasks[taskId].tLearnMoveState = T_MVSTATE_SHOW_MOVE_SELECT;
break;
}
break;
}
}
#undef tState
#undef tPreEvoSpecies
#undef tPostEvoSpecies
#undef tCanStop
#undef tBits
#undef tLearnsFirstMove
#undef tLearnMoveState
#undef tLearnMoveYesState
#undef tLearnMoveNoState
#undef tEvoWasStopped
#undef tPartyId
static void EvoDummyFunc(void)
{
}
static void VBlankCB_EvolutionScene(void)
{
SetGpuReg(REG_OFFSET_BG0HOFS, gBattle_BG0_X);
SetGpuReg(REG_OFFSET_BG0VOFS, gBattle_BG0_Y);
SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
SetGpuReg(REG_OFFSET_BG2HOFS, gBattle_BG2_X);
SetGpuReg(REG_OFFSET_BG2VOFS, gBattle_BG2_Y);
SetGpuReg(REG_OFFSET_BG3HOFS, gBattle_BG3_X);
SetGpuReg(REG_OFFSET_BG3VOFS, gBattle_BG3_Y);
LoadOam();
ProcessSpriteCopyRequests();
TransferPlttBuffer();
ScanlineEffect_InitHBlankDmaTransfer();
}
static void VBlankCB_TradeEvolutionScene(void)
{
SetGpuReg(REG_OFFSET_BG0HOFS, gBattle_BG0_X);
SetGpuReg(REG_OFFSET_BG0VOFS, gBattle_BG0_Y);
SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
SetGpuReg(REG_OFFSET_BG2HOFS, gBattle_BG2_X);
SetGpuReg(REG_OFFSET_BG2VOFS, gBattle_BG2_Y);
SetGpuReg(REG_OFFSET_BG3HOFS, gBattle_BG3_X);
SetGpuReg(REG_OFFSET_BG3VOFS, gBattle_BG3_Y);
LoadOam();
ProcessSpriteCopyRequests();
TransferPlttBuffer();
ScanlineEffect_InitHBlankDmaTransfer();
}
#define tCycleTimer data[0]
#define tPalStage data[1]
#define tControlStage data[2]
#define tNumCycles data[3]
#define tStartTimer data[5]
#define tPaused data[6]
// See comments above sBgAnim_PaletteControl
#define START_PAL sBgAnim_PaletteControl[tControlStage][0]
#define END_PAL sBgAnim_PaletteControl[tControlStage][1]
#define CYCLES sBgAnim_PaletteControl[tControlStage][2]
#define DELAY sBgAnim_PaletteControl[tControlStage][3]
// Cycles the background through a set range of palettes in a series
// of stages, each stage having a different palette range and timing
static void Task_UpdateBgPalette(u8 taskId)
{
s16 *data = gTasks[taskId].data;
if (tPaused)
return;
if (tStartTimer++ < 20)
return;
if (tCycleTimer++ > DELAY)
{
if (END_PAL == tPalStage)
{
// Reached final palette in current stage, completed a 'cycle'
// If this is the final cycle for this stage, move to the next stage
tNumCycles++;
if (tNumCycles == CYCLES)
{
tNumCycles = 0;
tControlStage++;
}
tPalStage = START_PAL;
}
else
{
// Haven't reached final palette in current stage, load the current palette
LoadPalette(&sBgAnimPal[tPalStage * 16], BG_PLTT_ID(10), PLTT_SIZE_4BPP);
tCycleTimer = 0;
tPalStage++;
}
}
if (tControlStage == (int)ARRAY_COUNT(sBgAnim_PaletteControl[0]))
DestroyTask(taskId);
}
#undef tCycleTimer
#undef tPalStage
#undef tControlStage
#undef tNumCycles
#undef tStartTimer
#undef START_PAL
#undef END_PAL
#undef CYCLES
#undef DELAY
#define tIsLink data[2]
static void CreateBgAnimTask(bool8 isLink)
{
u8 taskId = CreateTask(Task_AnimateBg, 7);
if (!isLink)
gTasks[taskId].tIsLink = FALSE;
else
gTasks[taskId].tIsLink = TRUE;
}
static void Task_AnimateBg(u8 taskId)
{
u16 *outer_X, *outer_Y;
u16 *inner_X = &gBattle_BG1_X;
u16 *inner_Y = &gBattle_BG1_Y;
if (!gTasks[taskId].tIsLink)
{
outer_X = &gBattle_BG2_X;
outer_Y = &gBattle_BG2_Y;
}
else
{
outer_X = &gBattle_BG3_X;
outer_Y = &gBattle_BG3_Y;
}
gTasks[taskId].data[0] = (gTasks[taskId].data[0] + 5) & 0xFF;
gTasks[taskId].data[1] = (gTasks[taskId].data[0] + 0x80) & 0xFF;
*inner_X = Cos(gTasks[taskId].data[0], 4) + 8;
*inner_Y = Sin(gTasks[taskId].data[0], 4) + 16;
*outer_X = Cos(gTasks[taskId].data[1], 4) + 8;
*outer_Y = Sin(gTasks[taskId].data[1], 4) + 16;
if (!FuncIsActiveTask(Task_UpdateBgPalette))
{
DestroyTask(taskId);
*inner_X = 0;
*inner_Y = 0;
*outer_X = 256;
*outer_Y = 0;
}
}
#undef tIsLink
static void InitMovingBgPalette(u16 *palette)
{
s32 i, j;
for (i = 0; i < (int)ARRAY_COUNT(sBgAnim_PalIndexes); i++)
{
for (j = 0; j < 16; j++)
{
palette[i * 16 + j] = sBgAnim_Pal[sBgAnim_PalIndexes[i][j]];
}
}
}
static void StartBgAnimation(bool8 isLink)
{
u8 innerBgId, outerBgId;
sBgAnimPal = AllocZeroed(0x640);
InitMovingBgPalette(sBgAnimPal);
if (!isLink)
innerBgId = 1, outerBgId = 2;
else
innerBgId = 1, outerBgId = 3;
LoadPalette(sBgAnim_Intro_Pal, BG_PLTT_ID(10), PLTT_SIZE_4BPP);
DecompressAndLoadBgGfxUsingHeap(1, sBgAnim_Gfx, FALSE, 0, 0);
CopyToBgTilemapBuffer(innerBgId, sBgAnim_Inner_Tilemap, 0, 0);
CopyToBgTilemapBuffer(outerBgId, sBgAnim_Outer_Tilemap, 0, 0);
CopyBgTilemapBufferToVram(innerBgId);
CopyBgTilemapBufferToVram(outerBgId);
if (!isLink)
{
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG1 | BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_BG2);
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(8, 8));
SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_BG2_ON | DISPCNT_BG1_ON | DISPCNT_BG0_ON | DISPCNT_OBJ_1D_MAP);
SetBgAttribute(innerBgId, BG_ATTR_PRIORITY, 2);
SetBgAttribute(outerBgId, BG_ATTR_PRIORITY, 2);
ShowBg(1);
ShowBg(2);
}
else
{
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG1 | BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_BG3);
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(8, 8));
SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_BG3_ON | DISPCNT_BG1_ON | DISPCNT_BG0_ON | DISPCNT_OBJ_1D_MAP);
}
CreateTask(Task_UpdateBgPalette, 5);
CreateBgAnimTask(isLink);
}
static void UNUSED PauseBgPaletteAnim(void)
{
u8 taskId = FindTaskIdByFunc(Task_UpdateBgPalette);
if (taskId != TASK_NONE)
gTasks[taskId].tPaused = TRUE;
FillPalette(RGB_BLACK, BG_PLTT_ID(10), PLTT_SIZE_4BPP);
}
#undef tPaused
static void StopBgAnimation(void)
{
u8 taskId;
if ((taskId = FindTaskIdByFunc(Task_UpdateBgPalette)) != TASK_NONE)
DestroyTask(taskId);
if ((taskId = FindTaskIdByFunc(Task_AnimateBg)) != TASK_NONE)
DestroyTask(taskId);
FillPalette(RGB_BLACK, BG_PLTT_ID(10), PLTT_SIZE_4BPP);
RestoreBgAfterAnim();
}
static void RestoreBgAfterAnim(void)
{
SetGpuReg(REG_OFFSET_BLDCNT, 0);
gBattle_BG1_X = 0;
gBattle_BG1_Y = 0;
gBattle_BG2_X = 0;
SetBgAttribute(1, BG_ATTR_PRIORITY, GetBattleBgTemplateData(1, 5));
SetBgAttribute(2, BG_ATTR_PRIORITY, GetBattleBgTemplateData(2, 5));
SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_BG3_ON | DISPCNT_BG0_ON | DISPCNT_OBJ_1D_MAP);
Free(sBgAnimPal);
}
static void EvoScene_DoMonAnimAndCry(u8 monSpriteId, u16 speciesId)
{
DoMonFrontSpriteAnimation(&gSprites[monSpriteId], speciesId, FALSE, 0);
}
static bool32 EvoScene_IsMonAnimFinished(u8 monSpriteId)
{
if (gSprites[monSpriteId].callback == SpriteCallbackDummy)
return TRUE;
return FALSE;
}
| 1 | 0.927145 | 1 | 0.927145 | game-dev | MEDIA | 0.884608 | game-dev | 0.865677 | 1 | 0.865677 |
DorothySei/Casino-Game-GameFi | 3,857 | Blackjack/sui/blackjack/sources/blackjack.move | module blackjack::game {
use sui::object::{Self, UID};
use sui::transfer;
use sui::tx_context::{Self, TxContext};
use sui::coin::{Self, Coin, TreasuryCap};
use sui::balance::{Self, Balance};
use sui::event;
use sui::table::{Self, Table};
use sui::vec_map::{Self, VecMap};
use sui::vec_set::{Self, VecSet};
use sui::math;
use sui::randomness::Random;
// ===== Constants =====
const EInvalidGameState: u64 = 0;
const EInvalidBetAmount: u64 = 1;
const ENotPlayer: u64 = 2;
const ENotCasino: u64 = 3;
// ===== Structs =====
struct BlackjackGame has key {
id: UID,
casino: address,
player: address,
status: u8,
bet: u64,
dealer_cards: VecMap<u8, Card>,
player_cards: VecMap<u8, Card>,
chip_balance: Balance<CHIP>,
}
struct Card has store, copy, drop {
suit: u8,
number: u8,
}
struct CHIP has drop {}
// ===== Events =====
struct GameInitialized has copy, drop {
game_id: ID,
casino: address,
}
struct GameStarted has copy, drop {
game_id: ID,
player: address,
}
struct BetPlaced has copy, drop {
game_id: ID,
player: address,
amount: u64,
}
// ===== Functions =====
public fun initialize(casino: &mut TxContext) {
let game = BlackjackGame {
id: object::new(casino),
casino: tx_context::sender(casino),
player: @0x0,
status: 0, // New
bet: 0,
dealer_cards: vec_map::empty(),
player_cards: vec_map::empty(),
chip_balance: balance::zero(),
};
// Emit initialization event
event::emit(GameInitialized {
game_id: object::id(&game),
casino: tx_context::sender(casino),
});
// Transfer game object to casino
transfer::share_object(game);
}
public fun start_game(game: &mut BlackjackGame, player: &mut TxContext) {
assert!(game.status == 0, EInvalidGameState);
assert!(tx_context::sender(player) != game.casino, ENotPlayer);
game.player = tx_context::sender(player);
game.status = 1; // WaitingForBet
// Emit game started event
event::emit(GameStarted {
game_id: object::id(game),
player: tx_context::sender(player),
});
}
public fun place_bet(
game: &mut BlackjackGame,
bet: Coin<CHIP>,
player: &mut TxContext
) {
assert!(game.status == 1, EInvalidGameState);
assert!(tx_context::sender(player) == game.player, ENotPlayer);
let bet_amount = coin::value(&bet);
assert!(bet_amount % 100 == 0, EInvalidBetAmount);
game.chip_balance = balance::join(game.chip_balance, coin::into_balance(bet));
game.bet = bet_amount;
game.status = 2; // WaitingForDeal
event::emit(BetPlaced {
game_id: object::id(game),
player: tx_context::sender(player),
amount: bet_amount,
});
}
// Add more game logic functions here (deal, hit, stand, etc.)
fun calculate_score(cards: &VecMap<u8, Card>): u8 {
let score = 0;
let aces = 0;
let i = 0;
while (i < vec_map::length(cards)) {
let card = vec_map::get(cards, i);
if (card.number == 1) {
aces = aces + 1;
score = score + 11;
} else if (card.number >= 10) {
score = score + 10;
} else {
score = score + card.number;
};
i = i + 1;
};
while (score > 21 && aces > 0) {
score = score - 10;
aces = aces - 1;
};
score
}
} | 1 | 0.848948 | 1 | 0.848948 | game-dev | MEDIA | 0.933635 | game-dev | 0.959466 | 1 | 0.959466 |
legastero/stanza | 1,192 | src/protocol/xep0115.ts | // ====================================================================
// XEP-0115: Entity Capabilities
// --------------------------------------------------------------------
// Source: https://xmpp.org/extensions/xep-0115.html
// Version: 1.5.1 (2016-10-06)
// ====================================================================
import { attribute, DefinitionOptions, staticValue } from '../jxt';
import { NS_DISCO_LEGACY_CAPS } from '../Namespaces';
declare module './' {
export interface StreamFeatures {
legacyCapabilities?: LegacyEntityCaps[];
}
export interface Presence {
legacyCapabilities?: LegacyEntityCaps[];
}
}
export interface LegacyEntityCaps {
node: string;
value: string;
algorithm: string;
}
const Protocol: DefinitionOptions = {
aliases: [
{ path: 'presence.legacyCapabilities', multiple: true },
{ path: 'features.legacyCapabilities', multiple: true }
],
element: 'c',
fields: {
algorithm: attribute('hash'),
legacy: staticValue(true),
node: attribute('node'),
value: attribute('ver')
},
namespace: NS_DISCO_LEGACY_CAPS
};
export default Protocol;
| 1 | 0.606148 | 1 | 0.606148 | game-dev | MEDIA | 0.459263 | game-dev | 0.524787 | 1 | 0.524787 |
NebulaSS13/Nebula | 3,839 | code/game/objects/structures/crates_lockers/closets/statue.dm | /obj/structure/closet/statue //what
name = "statue"
desc = "An incredibly lifelike marble carving."
icon = 'icons/obj/structures/statue.dmi'
icon_state = "human_male"
density = TRUE
anchored = TRUE
setup = 0
current_health = 0 //destroying the statue kills the mob within
var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
var/intialBrute = 0
var/intialOxy = 0
var/timer = 240 //eventually the person will be freed
/obj/structure/closet/statue/Initialize(mapload, var/mob/living/L)
if(L && (ishuman(L) || L.isMonkey() || iscorgi(L)))
if(L.buckled)
L.buckled = null
L.anchored = FALSE
if(L.client)
L.client.perspective = EYE_PERSPECTIVE
L.client.eye = src
L.forceMove(src)
L.add_genetic_condition(GENE_COND_MUTED)
current_health = L.current_health + 100 //stoning damaged mobs will result in easier to shatter statues
intialTox = L.get_damage(TOX)
intialFire = L.get_damage(BURN)
intialBrute = L.get_damage(BRUTE)
intialOxy = L.get_damage(OXY)
if(ishuman(L))
name = "statue of [L.name]"
if(L.gender == "female")
icon_state = "human_female"
else if(L.isMonkey())
name = "statue of a monkey"
icon_state = "monkey"
else if(iscorgi(L))
name = "statue of a corgi"
icon_state = "corgi"
desc = "If it takes forever, I will wait for you..."
if(current_health == 0) //meaning if the statue didn't find a valid target
return INITIALIZE_HINT_QDEL
START_PROCESSING(SSobj, src)
. = ..(mapload)
/obj/structure/closet/statue/Process()
timer--
for(var/mob/living/M in src) //Go-go gadget stasis field
M.set_damage(TOX, intialTox)
M.take_damage(intialFire - M.get_damage(BURN), BURN, do_update_health = FALSE)
M.take_damage(intialBrute - M.get_damage(BRUTE))
M.set_damage(OXY, intialOxy)
if (timer <= 0)
dump_contents()
STOP_PROCESSING(SSobj, src)
qdel(src)
/obj/structure/closet/statue/dump_contents(atom/forced_loc = loc, mob/user)
for(var/obj/O in src)
O.dropInto(forced_loc)
for(var/mob/living/M in src)
M.dropInto(forced_loc)
M.remove_genetic_condition(GENE_COND_MUTED)
M.take_overall_damage((M.current_health - current_health - 100),0) //any new damage the statue incurred is transfered to the mob
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
/obj/structure/closet/statue/open(mob/user)
return
/obj/structure/closet/statue/close(mob/user)
return
/obj/structure/closet/statue/toggle()
return
/obj/structure/closet/statue/proc/check_health()
if(current_health <= 0)
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/bullet_act(var/obj/item/projectile/Proj)
current_health -= Proj.get_structure_damage()
check_health()
return
/obj/structure/closet/statue/explosion_act(severity)
for(var/mob/M in src)
M.explosion_act(severity)
..()
if(!QDELETED(src))
current_health -= 60 / severity
check_health()
/obj/structure/closet/statue/attackby(obj/item/used_item, mob/user)
current_health -= used_item.expend_attack_force(user)
user.do_attack_animation(src)
visible_message("<span class='danger'>[user] strikes [src] with [used_item].</span>")
check_health()
return TRUE
/obj/structure/closet/statue/receive_mouse_drop(atom/dropping, mob/user, params)
return TRUE
/obj/structure/closet/statue/relaymove()
return
/obj/structure/closet/statue/attack_hand()
SHOULD_CALL_PARENT(FALSE)
return TRUE
/obj/structure/closet/statue/verb_toggleopen()
return
/obj/structure/closet/statue/on_update_icon()
return
/obj/structure/closet/statue/proc/shatter(mob/user)
if (user)
user.dust()
dump_contents()
visible_message("<span class='warning'>[src] shatters!.</span>")
qdel(src)
| 1 | 0.967008 | 1 | 0.967008 | game-dev | MEDIA | 0.980591 | game-dev | 0.810119 | 1 | 0.810119 |
PGMDev/PGM | 3,567 | core/src/main/java/tc/oc/pgm/listeners/WorldProblemListener.java | package tc.oc.pgm.listeners;
import static tc.oc.pgm.util.material.MaterialUtils.MATERIAL_UTILS;
import static tc.oc.pgm.util.nms.NMSHacks.NMS_HACKS;
import com.google.common.collect.HashMultimap;
import com.google.common.collect.SetMultimap;
import java.util.Map;
import java.util.logging.Logger;
import org.bukkit.*;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.event.EventHandler;
import org.bukkit.event.EventPriority;
import org.bukkit.event.Listener;
import org.bukkit.event.world.ChunkLoadEvent;
import org.bukkit.event.world.WorldLoadEvent;
import org.bukkit.event.world.WorldUnloadEvent;
import org.bukkit.plugin.Plugin;
import tc.oc.pgm.api.Permissions;
import tc.oc.pgm.util.ClassLogger;
import tc.oc.pgm.util.block.BlockVectorSet;
import tc.oc.pgm.util.collection.DefaultMapAdapter;
import tc.oc.pgm.util.material.Materials;
public class WorldProblemListener implements Listener {
private static final int RANDOM_TICK_SPEED_LIMIT = 30;
private final Logger logger;
private final SetMultimap<World, Chunk> repairedChunks = HashMultimap.create();
private static final Map<World, BlockVectorSet> block36Locations =
new DefaultMapAdapter<>(world -> new BlockVectorSet(), true);
public WorldProblemListener(Plugin plugin) {
this.logger = ClassLogger.get(plugin.getLogger(), getClass());
}
void broadcastDeveloperWarning(String message) {
logger.warning(message);
Bukkit.broadcast(ChatColor.RED + message, Permissions.DEBUG);
}
@EventHandler
public void warnRandomTickRate(WorldLoadEvent event) {
String str = event.getWorld().getGameRuleValue("randomTickSpeed");
if (str != null) {
int value = Integer.parseInt(str);
if (value > RANDOM_TICK_SPEED_LIMIT) {
broadcastDeveloperWarning("Gamerule 'randomTickSpeed' is set to "
+ value
+ " for this world (normal value is 3). This may overload the server.");
}
}
}
@EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true)
public void unloadWorld(WorldUnloadEvent event) {
this.repairedChunks.removeAll(event.getWorld());
block36Locations.remove(event.getWorld());
}
@EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true)
public void repairChunk(ChunkLoadEvent event) {
if (this.repairedChunks.put(event.getWorld(), event.getChunk())) {
// Set by modern platform on 1.13+ worlds - we want to treat only the older worlds
if (!event.getWorld().hasMetadata("is-post-flattening")) {
// Replace formerly invisible half-iron-door blocks with barriers
for (Block ironDoor : NMS_HACKS.getBlocks(event.getChunk(), Materials.IRON_DOOR)) {
BlockFace half =
MATERIAL_UTILS.isUpperHalfOfDoor(ironDoor) ? BlockFace.UP : BlockFace.DOWN;
if (ironDoor.getRelative(half.getOppositeFace()).getType() != Materials.IRON_DOOR) {
ironDoor.setType(Material.BARRIER, false);
}
}
}
// Remove all block 36 and remember the ones at y=0 so VoidFilter can check them
for (Block block36 : NMS_HACKS.getBlocks(event.getChunk(), Materials.MOVING_PISTON)) {
if (block36.getY() == 0) {
block36Locations
.get(event.getWorld())
.add(block36.getX(), block36.getY(), block36.getZ());
}
block36.setType(Material.AIR, false);
}
}
}
public static boolean wasBlock36(World world, int x, int y, int z) {
return block36Locations.get(world).contains(x, y, z);
}
}
| 1 | 0.867374 | 1 | 0.867374 | game-dev | MEDIA | 0.974621 | game-dev | 0.928548 | 1 | 0.928548 |
pokerregion/poker | 7,629 | poker/room/pkr.py | import re
from decimal import Decimal
import pytz
from zope.interface import implementer
from .. import handhistory as hh
from ..constants import Action, Currency, Game, GameType, Limit, MoneyType
from ..hand import Card, Combo
__all__ = ["PKRHandHistory"]
@implementer(hh.IStreet)
class _Street(hh._BaseStreet):
def _parse_cards(self, boardline):
self.cards = (
Card(boardline[6:9:2]),
Card(boardline[11:14:2]),
Card(boardline[16:19:2]),
)
def _parse_actions(self, actionlines):
actions = []
for line in actionlines:
if line.startswith("Pot sizes:"):
self._parse_pot(line)
elif " " in line:
actions.append(hh._PlayerAction(*self._parse_player_action(line)))
else:
raise
self.actions = tuple(actions) if actions else None
def _parse_pot(self, line):
amount_start_index = 12
amount = line[amount_start_index:]
self.pot = Decimal(amount)
def _parse_player_action(self, line):
space_index = line.find(" ")
name = line[:space_index]
end_action_index = line.find(" ", space_index + 1)
# -1 means not found
if end_action_index == -1:
end_action_index = None # until the end
action = Action(line[space_index + 1 : end_action_index])
if end_action_index:
amount_start_index = line.find("$") + 1
amount = line[amount_start_index:]
return name, action, Decimal(amount)
else:
return name, action, None
@implementer(hh.IHandHistory)
class PKRHandHistory(hh._SplittableHandHistoryMixin, hh._BaseHandHistory):
"""Parses PKR hand histories."""
currency = Currency.USD
tournament_ident = None
tournament_name = None
tournament_level = None
_DATE_FORMAT = "%d %b %Y %H:%M:%S"
_TZ = pytz.UTC
_SPLIT_CARD_SPACE = slice(0, 3, 2)
_STREET_SECTIONS = {"flop": 2, "turn": 3, "river": 4}
_split_re = re.compile(r"Dealing |\nDealing Cards\n|Taking |Moving |\n")
_blinds_re = re.compile(r"^Blinds are now \$([\d.]*) / \$([\d.]*)$")
_hero_re = re.compile(r"^\[(. .)\]\[(. .)\] to (?P<hero_name>.*)$")
_seat_re = re.compile(r"^Seat (\d\d?): (.*) - \$([\d.]*) ?(.*)$")
_sizes_re = re.compile(r"^Pot sizes: \$([\d.]*)$")
_card_re = re.compile(r"\[(. .)\]")
_rake_re = re.compile(r"Rake of \$([\d.]*) from pot \d$")
_win_re = re.compile(r"^(.*) wins \$([\d.]*) with: ")
def parse_header(self):
# sections[1] is after blinds, before preflop
# section[2] is before flop
# sections[-1] is before showdown
self._split_raw()
self.table_name = self._splitted[0][6:] # cut off "Table "
self.ident = self._splitted[1][15:] # cut off "Starting Hand #"
self._parse_date(self._splitted[2][20:]) # cut off "Start time of hand: "
self.game = Game(self._splitted[4][11:]) # cut off "Game Type: "
self.limit = Limit(self._splitted[5][12:]) # cut off "Limit Type: "
self.game_type = GameType(self._splitted[6][12:]) # cut off "Table Type: "
match = self._blinds_re.match(self._splitted[8])
self.sb = Decimal(match.group(1))
self.bb = Decimal(match.group(2))
self.buyin = self.bb * 100
def parse(self):
"""Parses the body of the hand history, but first parse header if not yet parsed."""
if not self.header_parsed:
self.parse_header()
self._parse_players()
self._parse_button()
self._parse_hero()
self._parse_preflop()
self._parse_flop()
self._parse_street("turn")
self._parse_street("river")
self._parse_showdown()
self._parse_extra()
self._del_split_vars()
self.parsed = True
def _parse_players(self):
# In hh there is no indication of max_players,
# so init for 10, as there are 10 player tables on PKR.
players = self._init_seats(10)
for line in self._splitted[10:]:
match = self._seat_re.match(line)
if not match:
break
seat_number = int(match.group(1))
players[seat_number - 1] = hh._Player(
name=match.group(2),
stack=Decimal(match.group(3)),
seat=seat_number,
combo=None,
)
self.max_players = seat_number
self.players = players[: self.max_players]
def _parse_button(self):
button_row = self._splitted[self._sections[0] + 1]
# cut last two because there can be 10 seats also
# in case of one digit, the first char will be a space
# but int() can convert it without hiccups :)
button_seat = int(button_row[-2:])
self.button = self.players[button_seat - 1]
def _parse_hero(self):
dealt_row = self._splitted[self._sections[1] + 1]
match = self._hero_re.match(dealt_row)
first = match.group(1)[self._SPLIT_CARD_SPACE]
second = match.group(2)[self._SPLIT_CARD_SPACE]
hero, hero_index = self._get_hero_from_players(match.group("hero_name"))
hero.combo = Combo(first + second)
self.hero = self.players[hero_index] = hero
if self.button.name == self.hero.name:
self.button = self.hero
def _parse_preflop(self):
start = self._sections[1] + 2
stop = self._splitted.index("", start + 1) - 1
self.preflop_actions = tuple(self._splitted[start:stop])
def _parse_flop(self):
flop_section = self._STREET_SECTIONS["flop"]
start = self._sections[flop_section] + 1
stop = next(v for v in self._sections if v > start)
floplines = self._splitted[start:stop]
self.flop = _Street(floplines)
def _parse_street(self, street):
section = self._STREET_SECTIONS[street]
try:
start = self._sections[section] + 1
street_line = self._splitted[start]
cards = [
x[self._SPLIT_CARD_SPACE] for x in self._card_re.findall(street_line)
]
setattr(self, street, Card(cards[0]))
stop = next(v for v in self._sections if v > start) - 1
setattr(self, f"{street}_actions", tuple(self._splitted[start + 1 : stop]))
sizes_line = self._splitted[start - 2]
pot = Decimal(self._sizes_re.match(sizes_line).group(1))
setattr(self, f"{street}_pot", pot)
except IndexError:
setattr(self, street, None)
setattr(self, f"{street}_actions", None)
setattr(self, f"{street}_pot", None)
def _parse_showdown(self):
start = self._sections[-1] + 1
rake_line = self._splitted[start]
match = self._rake_re.match(rake_line)
self.rake = Decimal(match.group(1))
winners = []
total_pot = self.rake
for line in self._splitted[start:]:
if "shows" in line:
self.show_down = True
elif "wins" in line:
match = self._win_re.match(line)
winners.append(match.group(1))
total_pot += Decimal(match.group(2))
self.winners = tuple(winners)
self.total_pot = total_pot
def _parse_extra(self):
self.extra = dict()
self.extra["last_ident"] = self._splitted[3][11:] # cut off "Last Hand #"
self.extra["money_type"] = MoneyType(
self._splitted[7][12:]
) # cut off "Money Type: "
| 1 | 0.865247 | 1 | 0.865247 | game-dev | MEDIA | 0.738636 | game-dev | 0.977871 | 1 | 0.977871 |
DataPlusProgram/GodotWadImporter | 2,110 | addons/gameAssetImporter/scenes/console/nativeFuncs.gd | extends Node
@onready var console = $"../.."
@onready var consoleRoot = $"../../../"
func close():
consoleRoot.hide()
func clear():
%logText.text = ""
func cls():
clear()
func quit():
get_tree().quit()
func clearhistory():
$"../..".history.clear()
func getg():
for i in %execute.scripts:
breakpoint
func loader():
var node = load("res://addons/gameAssetImporter/scenes/makeUI/makeUI.tscn").instantiate()
get_tree().get_root().add_child(node)
func spawn(entStr,gameStr = ""):
entStr = entStr.to_lower()
var players = get_tree().get_nodes_in_group("player")
for i in players:
if i.get_node_or_null("gunManager/shootCast") != null:
var cast : RayCast3D = i.get_node_or_null("gunManager/shootCast")
var point = cast.get_collision_point()
var ent = ENTG.spawn(get_tree(),entStr,point,Vector3.ZERO,gameStr)
if ent == null:
print('Failed to spawn ' + entStr)
return
print('Failed to spawn ' + entStr)
func getentitylist(gameStr) -> String:
gameStr = gameStr.to_lower()
var dict = ENTG.getEntityDict(get_tree(),gameStr)
var runningStr = ""
for str in dict.keys():
print(str)
runningStr += str + "\n"
return runningStr
func kill():
for i in get_tree().get_nodes_in_group("player"):
if i.has_method("takeDamage"):
i.takeDamage({"amt":99999})
func getinputs():
var retStr = ""
var inputs = Input.get_connected_joypads()
for i in inputs:
retStr += str(i) + ": " + Input.get_joy_name(i) + "\n"
#var t3 = 3
#retStr + Input.get_joy_info(i)["raw_name"] + "\n"
return retStr
func entdbg():
var entDebugMenu = load("res://addons/gameAssetImporter/scenes/entityDebug/entityDebugDialog.tscn").instantiate()
add_child(entDebugMenu)
func orphans():
print("--------")
print_orphan_nodes()
func map(mapName:String):
var map = ENTG.createMap(mapName,get_tree(),"")
if map == null:
return
for cMap in get_tree().get_nodes_in_group("level"):
cMap.queue_free()
func maplist():
return mapnames()
func mapnames():
return ENTG.printMapNames(get_tree(),"")
func clearentitycache():
ENTG.clearEntityCaches(get_tree())
| 1 | 0.639439 | 1 | 0.639439 | game-dev | MEDIA | 0.953521 | game-dev | 0.854631 | 1 | 0.854631 |
ServUO/ServUO | 2,308 | Scripts/Mobiles/Normal/Zombie.cs | using System;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName("a rotting corpse")]
public class Zombie : BaseCreature
{
[Constructable]
public Zombie()
: base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
{
Name = "a zombie";
Body = 3;
BaseSoundID = 471;
SetStr(46, 70);
SetDex(31, 50);
SetInt(26, 40);
SetHits(28, 42);
SetDamage(3, 7);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 15, 20);
SetResistance(ResistanceType.Cold, 20, 30);
SetResistance(ResistanceType.Poison, 5, 10);
SetSkill(SkillName.MagicResist, 15.1, 40.0);
SetSkill(SkillName.Tactics, 35.1, 50.0);
SetSkill(SkillName.Wrestling, 35.1, 50.0);
Fame = 600;
Karma = -600;
VirtualArmor = 18;
PackBodyPartOrBones();
}
public Zombie(Serial serial)
: base(serial)
{
}
public override bool BleedImmune
{
get
{
return true;
}
}
public override Poison PoisonImmune
{
get
{
return Poison.Regular;
}
}
public override TribeType Tribe { get { return TribeType.Undead; } }
public override OppositionGroup OppositionGroup
{
get
{
return OppositionGroup.FeyAndUndead;
}
}
public override void GenerateLoot()
{
AddLoot(LootPack.Meager);
}
public override bool IsEnemy(Mobile m)
{
if(Region.IsPartOf("Haven Island"))
{
return false;
}
return base.IsEnemy(m);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}
| 1 | 0.93412 | 1 | 0.93412 | game-dev | MEDIA | 0.984598 | game-dev | 0.856594 | 1 | 0.856594 |
AgoraIO-Community/Agora_Unity_WebGL | 1,066 | Assets/FunctionalTest/DevDemo/ButtonHandler.cs | using UnityEngine;
using UnityEngine.UI;
namespace agora_gs_test
{
public class ButtonHandler : MonoBehaviour
{
/// <summary>
/// React to a button click event. Used in the UI Button action definition.
/// </summary>
/// <param name="button"></param>
public void onButtonClicked(Button button)
{
// which GameObject?
GameObject go = GameObject.Find("GameController");
if (go != null)
{
TestHome gameController = go.GetComponent<TestHome>();
if (gameController == null)
{
Debug.LogError("Missing game controller...");
return;
}
if (button.name == "JoinButton")
{
gameController.onJoinButtonClicked();
}
else if (button.name == "LeaveButton")
{
gameController.onLeaveButtonClicked();
}
}
}
}
}
| 1 | 0.615583 | 1 | 0.615583 | game-dev | MEDIA | 0.841179 | game-dev | 0.548144 | 1 | 0.548144 |
Farama-Foundation/ViZDoom | 13,716 | src/vizdoom/src/b_game.cpp | /*******************************************
* B_game.h *
* Description: *
* Misc things that has to do with the bot, *
* like it's spawning etc. *
* Makes the bot fit into game *
* *
*******************************************/
/*The files which are modified for Cajun Purpose
D_player.h (v0.85: added some variables)
D_netcmd.c (v0.71)
D_netcmd.h (v0.71)
D_main.c (v0.71)
D_ticcmd.h (v0.71)
G_game.c (v0.95: Too make demorecording work somewhat)
G_input.c (v0.95: added some keycommands)
G_input.h (v0.95)
P_mobj.c (v0.95: changed much in the P_MobjThinker(), a little in P_SpawnPlayerMissile(), maybee something else )
P_mobj.h (v0.95: Removed some unnecessary variables)
P_user.c (v0.95: It's only one change maybee it already was there in 0.71)
P_inter.c (v0.95: lot of changes)
P_pspr.c (v0.71)
P_map.c (v0.95: Test missile for bots)
P_tick.c (v0.95: Freeze mode things only)
P_local.h (v0.95: added> extern int tmsectortype)
Info.c (v0.95: maybee same as 0.71)
Info.h (v0.95: maybee same as 0.71)
M_menu.c (v0.95: an extra menu in the key setup with the new commands)
R_main.c (v0.95: Fix for bot's view)
wi_stuff.c (v0.97: To remove bots correct)
(v0.85) Removed all my code from: P_enemy.c
New file: b_move.c
******************************************
What I know has to be done. in near future.
- Do some hunting/fleeing functions.
- Make the roaming 100% flawfree.
- Fix all SIGSEVS (Below is known SIGSEVS)
-Nada (but they might be there)
******************************************
Everything that is changed is marked (maybe commented) with "Added by MC"
*/
#include "doomdef.h"
#include "p_local.h"
#include "b_bot.h"
#include "g_game.h"
#include "m_random.h"
#include "doomstat.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "stats.h"
#include "m_misc.h"
#include "sbar.h"
#include "p_acs.h"
#include "teaminfo.h"
#include "i_system.h"
#include "d_net.h"
#include "d_netinf.h"
//VIZDOOM_CODE
EXTERN_CVAR (String, viz_bots_path)
static FRandom pr_botspawn ("BotSpawn");
//Externs
FCajunMaster bglobal;
cycle_t BotThinkCycles, BotSupportCycles;
int BotWTG;
static const char *BotConfigStrings[] =
{
"name",
"aiming",
"perfection",
"reaction",
"isp",
"team",
NULL
};
enum
{
BOTCFG_NAME,
BOTCFG_AIMING,
BOTCFG_PERFECTION,
BOTCFG_REACTION,
BOTCFG_ISP,
BOTCFG_TEAM
};
FCajunMaster::~FCajunMaster()
{
ForgetBots();
}
//This function is called every tick (from g_game.c).
void FCajunMaster::Main ()
{
BotThinkCycles.Reset();
if (demoplayback || gamestate != GS_LEVEL || consoleplayer != Net_Arbitrator)
return;
//Add new bots?
if (wanted_botnum > botnum && !freeze)
{
if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
{
if (!SpawnBot (getspawned[spawn_tries]))
wanted_botnum--;
spawn_tries++;
}
t_join--;
}
//Check if player should go observer. Or un observe
if (bot_observer && !observer && !netgame)
{
Printf ("%s is now observer\n", players[consoleplayer].userinfo.GetName());
observer = true;
players[consoleplayer].mo->UnlinkFromWorld ();
players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
players[consoleplayer].mo->flags2 |= MF2_FLY;
players[consoleplayer].mo->LinkToWorld ();
}
else if (!bot_observer && observer && !netgame) //Go back
{
Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.GetName());
observer = false;
players[consoleplayer].mo->UnlinkFromWorld ();
players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
players[consoleplayer].mo->flags2 &= ~MF2_FLY;
players[consoleplayer].mo->LinkToWorld ();
}
}
void FCajunMaster::Init ()
{
botnum = 0;
firstthing = NULL;
spawn_tries = 0;
freeze = false;
observer = false;
body1 = NULL;
body2 = NULL;
if (ctf && teamplay == false)
teamplay = true; //Need teamplay for ctf. (which is not done yet)
t_join = (wanted_botnum + 1) * SPAWN_DELAY; //The + is to let player get away before the bots come in.
if (botinfo == NULL)
{
LoadBots ();
}
else
{
botinfo_t *thebot = botinfo;
while (thebot != NULL)
{
thebot->inuse = BOTINUSE_No;
thebot = thebot->next;
}
}
}
//Called on each level exit (from g_game.c).
void FCajunMaster::End ()
{
int i;
//Arrange wanted botnum and their names, so they can be spawned next level.
getspawned.Clear();
if (deathmatch)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (players[i].Bot != NULL)
{
getspawned.Push(players[i].userinfo.GetName());
}
}
wanted_botnum = botnum;
}
}
//Name can be optional, if = NULL
//then a random bot is spawned.
//If no bot with name = name found
//the function will CONS print an
//error message and will not spawn
//anything.
//The color parameter can be either a
//color (range from 0-10), or = NOCOLOR.
//The color parameter overides bots
//individual colors if not = NOCOLOR.
bool FCajunMaster::SpawnBot (const char *name, int color)
{
//COLORS
static const char colors[11][17] =
{
"\\color\\40 cf 00", //0 = Green
"\\color\\b0 b0 b0", //1 = Gray
"\\color\\50 50 60", //2 = Indigo
"\\color\\8f 00 00", //3 = Deep Red
"\\color\\ff ff ff", //4 = White
"\\color\\ff af 3f", //5 = Bright Brown
"\\color\\bf 00 00", //6 = Red
"\\color\\00 00 ff", //7 = Blue
"\\color\\00 00 7f", //8 = Dark Blue
"\\color\\ff ff 00", //9 = Yellow
"\\color\\cf df 90" //10 = Bleached Bone
};
botinfo_t *thebot = botinfo;
int botshift = 0;
if (name)
{
// Check if exist or already in the game.
while (thebot && stricmp (name, thebot->name))
{
botshift++;
thebot = thebot->next;
}
if (thebot == NULL)
{
Printf ("couldn't find %s in bots config\n", name);
return false;
}
else if (thebot->inuse == BOTINUSE_Waiting)
{
return false;
}
else if (thebot->inuse == BOTINUSE_Yes)
{
Printf ("%s is already in the thick\n", name);
return false;
}
}
else
{
//Spawn a random bot from bots.cfg if no name given.
TArray<botinfo_t *> BotInfoAvailable;
while (thebot)
{
if (thebot->inuse == BOTINUSE_No)
BotInfoAvailable.Push (thebot);
thebot = thebot->next;
}
if (BotInfoAvailable.Size () == 0)
{
Printf ("Couldn't spawn bot; no bot left in bots config\n");
return false;
}
thebot = BotInfoAvailable[pr_botspawn() % BotInfoAvailable.Size ()];
botinfo_t *thebot2 = botinfo;
while (thebot2)
{
if (thebot == thebot2)
break;
botshift++;
thebot2 = thebot2->next;
}
}
thebot->inuse = BOTINUSE_Waiting;
Net_WriteByte (DEM_ADDBOT);
Net_WriteByte (botshift);
{
//Set color.
char concat[512];
strcpy (concat, thebot->info);
if (color == NOCOLOR && bot_next_color < NOCOLOR && bot_next_color >= 0)
{
strcat (concat, colors[bot_next_color]);
}
if (TeamLibrary.IsValidTeam (thebot->lastteam))
{ // Keep the bot on the same team when switching levels
mysnprintf (concat + strlen(concat), countof(concat) - strlen(concat),
"\\team\\%d\n", thebot->lastteam);
}
Net_WriteString (concat);
}
Net_WriteByte(thebot->skill.aiming);
Net_WriteByte(thebot->skill.perfection);
Net_WriteByte(thebot->skill.reaction);
Net_WriteByte(thebot->skill.isp);
return true;
}
void FCajunMaster::TryAddBot (BYTE **stream, int player)
{
int botshift = ReadByte (stream);
char *info = ReadString (stream);
botskill_t skill;
skill.aiming = ReadByte (stream);
skill.perfection = ReadByte (stream);
skill.reaction = ReadByte (stream);
skill.isp = ReadByte (stream);
botinfo_t *thebot = NULL;
if (consoleplayer == player)
{
thebot = botinfo;
while (botshift > 0)
{
thebot = thebot->next;
botshift--;
}
}
if (DoAddBot ((BYTE *)info, skill))
{
//Increment this.
botnum++;
if (thebot != NULL)
{
thebot->inuse = BOTINUSE_Yes;
}
}
else
{
if (thebot != NULL)
{
thebot->inuse = BOTINUSE_No;
}
}
delete[] info;
}
bool FCajunMaster::DoAddBot (BYTE *info, botskill_t skill)
{
int bnum;
for (bnum = 0; bnum < MAXPLAYERS; bnum++)
{
if (!playeringame[bnum])
{
break;
}
}
if (bnum == MAXPLAYERS)
{
Printf ("The maximum of %d players/bots has been reached\n", MAXPLAYERS);
return false;
}
D_ReadUserInfoStrings (bnum, &info, false);
multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
players[bnum].Bot = new DBot;
players[bnum].Bot->player = &players[bnum];
players[bnum].Bot->skill = skill;
playeringame[bnum] = true;
players[bnum].mo = NULL;
players[bnum].playerstate = PST_ENTER;
if (teamplay)
Printf ("%s joined the %s team\n", players[bnum].userinfo.GetName(), Teams[players[bnum].userinfo.GetTeam()].GetName());
else
Printf ("%s joined the game\n", players[bnum].userinfo.GetName());
G_DoReborn (bnum, true);
if (StatusBar != NULL)
{
StatusBar->MultiplayerChanged ();
}
return true;
}
void FCajunMaster::RemoveAllBots (bool fromlist)
{
int i, j;
for (i = 0; i < MAXPLAYERS; ++i)
{
if (players[i].Bot != NULL)
{
// If a player is looking through this bot's eyes, make him
// look through his own eyes instead.
for (j = 0; j < MAXPLAYERS; ++j)
{
if (i != j && playeringame[j] && players[j].Bot == NULL)
{
if (players[j].camera == players[i].mo)
{
players[j].camera = players[j].mo;
if (j == consoleplayer)
{
StatusBar->AttachToPlayer (players + j);
}
}
}
}
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, players[i].mo, true, i, true);
ClearPlayer (i, !fromlist);
}
}
if (fromlist)
{
wanted_botnum = 0;
}
botnum = 0;
}
//------------------
//Reads data for bot from
//a .bot file.
//The skills and other data should
//be arranged as follows in the bot file:
//
//{
// Name bot's name
// Aiming 0-100
// Perfection 0-100
// Reaction 0-100
// Isp 0-100 (Instincts of Self Preservation)
// ??? any other valid userinfo strings can go here
//}
static void appendinfo (char *&front, const char *back)
{
char *newstr;
if (front)
{
size_t newlen = strlen (front) + strlen (back) + 2;
newstr = new char[newlen];
strcpy (newstr, front);
delete[] front;
}
else
{
size_t newlen = strlen (back) + 2;
newstr = new char[newlen];
newstr[0] = 0;
}
strcat (newstr, "\\");
strcat (newstr, back);
front = newstr;
}
void FCajunMaster::ForgetBots ()
{
botinfo_t *thebot = botinfo;
while (thebot)
{
botinfo_t *next = thebot->next;
delete[] thebot->name;
delete[] thebot->info;
delete thebot;
thebot = next;
}
botinfo = NULL;
}
bool FCajunMaster::LoadBots ()
{
FScanner sc;
FString bots_filepath;
bool gotteam = false;
int loaded_bots = 0;
bglobal.ForgetBots ();
bots_filepath = *viz_bots_path;
if(!FileExists(bots_filepath)) {
bots_filepath = M_GetCajunPath(BOTFILENAME);
}
if (bots_filepath.IsEmpty())
{
Printf ("No bots file \"%s\", so no bots\n", bots_filepath.GetChars());
return false;
}
sc.OpenFile(bots_filepath);
while (sc.GetString ())
{
if (!sc.Compare ("{"))
{
sc.ScriptError ("Unexpected token '%s'\n", sc.String);
}
botinfo_t *newinfo = new botinfo_t;
bool gotclass = false;
memset (newinfo, 0, sizeof(*newinfo));
newinfo->info = copystring ("\\autoaim\\0\\movebob\\.25");
for (;;)
{
sc.MustGetString ();
if (sc.Compare ("}"))
break;
switch (sc.MatchString (BotConfigStrings))
{
case BOTCFG_NAME:
sc.MustGetString ();
appendinfo (newinfo->info, "name");
appendinfo (newinfo->info, sc.String);
newinfo->name = copystring (sc.String);
break;
case BOTCFG_AIMING:
sc.MustGetNumber ();
newinfo->skill.aiming = sc.Number;
break;
case BOTCFG_PERFECTION:
sc.MustGetNumber ();
newinfo->skill.perfection = sc.Number;
break;
case BOTCFG_REACTION:
sc.MustGetNumber ();
newinfo->skill.reaction = sc.Number;
break;
case BOTCFG_ISP:
sc.MustGetNumber ();
newinfo->skill.isp = sc.Number;
break;
case BOTCFG_TEAM:
{
char teamstr[16];
BYTE teamnum;
sc.MustGetString ();
if (IsNum (sc.String))
{
teamnum = atoi (sc.String);
if (!TeamLibrary.IsValidTeam (teamnum))
{
teamnum = TEAM_NONE;
}
}
else
{
teamnum = TEAM_NONE;
for (unsigned int i = 0; i < Teams.Size(); ++i)
{
if (stricmp (Teams[i].GetName (), sc.String) == 0)
{
teamnum = i;
break;
}
}
}
appendinfo (newinfo->info, "team");
mysnprintf (teamstr, countof(teamstr), "%d", teamnum);
appendinfo (newinfo->info, teamstr);
gotteam = true;
break;
}
default:
if (stricmp (sc.String, "playerclass") == 0)
{
gotclass = true;
}
appendinfo (newinfo->info, sc.String);
sc.MustGetString ();
appendinfo (newinfo->info, sc.String);
break;
}
}
if (!gotclass)
{ // Bots that don't specify a class get a random one
appendinfo (newinfo->info, "playerclass");
appendinfo (newinfo->info, "random");
}
if (!gotteam)
{ // Same for bot teams
appendinfo (newinfo->info, "team");
appendinfo (newinfo->info, "255");
}
newinfo->next = bglobal.botinfo;
newinfo->lastteam = TEAM_NONE;
bglobal.botinfo = newinfo;
loaded_bots++;
}
Printf ("%d bots read from %s\n", loaded_bots, bots_filepath.GetChars());
return true;
}
ADD_STAT (bots)
{
FString out;
out.Format ("think = %04.1f ms support = %04.1f ms wtg = %d",
BotThinkCycles.TimeMS(), BotSupportCycles.TimeMS(),
BotWTG);
return out;
}
| 1 | 0.812824 | 1 | 0.812824 | game-dev | MEDIA | 0.839569 | game-dev | 0.919284 | 1 | 0.919284 |
AscensionGameDev/Intersect-Engine | 5,388 | Framework/Intersect.Framework/Threading/ThreadQueue.cs | using System.Runtime.CompilerServices;
namespace Intersect.Framework.Threading;
public sealed partial class ThreadQueue : ActionQueue<ThreadQueue, ManualResetEventSlim>
{
public static readonly ThreadQueue Default = new();
private readonly object _lock = new();
private readonly Stack<ManualResetEventSlim> _resetEventPool = [];
private readonly HashSet<CancellationTokenSource> _pendingCancellationTokenSources = [];
private readonly int? _spinCount;
private int _mainThreadId;
public ThreadQueue(int? spinCount = null) : base(beginInvokePending: BeginInvokePending, endInvokePending: null)
{
_spinCount = spinCount;
SetMainThreadId();
}
public ThreadQueue(ThreadQueue parent) : base(beginInvokePending: BeginInvokePending, endInvokePending: null)
{
_spinCount = parent._spinCount;
_mainThreadId = parent._mainThreadId;
}
protected override bool IsActive => IsOnMainThread;
public bool IsOnMainThread
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => _mainThreadId == Environment.CurrentManagedThreadId;
}
public override void ClearPending()
{
base.ClearPending();
CancellationTokenSource[] pendingCancellationTokenSources;
lock (_pendingCancellationTokenSources)
{
pendingCancellationTokenSources = _pendingCancellationTokenSources.ToArray();
_pendingCancellationTokenSources.Clear();
}
foreach (var cancellationTokenSource in pendingCancellationTokenSources)
{
cancellationTokenSource.Cancel();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static void BeginInvokePending(ThreadQueue @this) => @this.ThrowIfNotOnMainThread();
protected override ManualResetEventSlim EnqueueCreateState() => ResetEventPoolPop();
protected override void EnqueueSuccessful(ManualResetEventSlim resetEvent)
{
CancellationTokenSource cancellationTokenSource = new();
lock (_pendingCancellationTokenSources)
{
_pendingCancellationTokenSources.Add(cancellationTokenSource);
}
try
{
resetEvent.Wait(cancellationTokenSource.Token);
}
catch (OperationCanceledException operationCanceledException)
{
if (!cancellationTokenSource.IsCancellationRequested ||
!operationCanceledException.CancellationToken.Equals(cancellationTokenSource.Token))
{
throw;
}
}
lock (_pendingCancellationTokenSources)
{
_pendingCancellationTokenSources.Remove(cancellationTokenSource);
}
}
protected override void EnqueueFinally(ManualResetEventSlim resetEvent) => ResetEventPoolPush(resetEvent);
protected override Action<ManualResetEventSlim> PostInvocationAction { get; } = static resetEvent => resetEvent.Set();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void RunOnMainThread(Action action) => Enqueue(action);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void RunOnMainThread<TState>(Action<TState> action, TState state) => Enqueue(action, state);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public TReturn RunOnMainThread<TState, TReturn>(Func<TState, TReturn> func, TState state) => EnqueueReturn(func, state);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void RunOnMainThread<TState0, TState1>(Action<TState0, TState1> action, TState0 state0, TState1 state1) =>
Enqueue(action, state0, state1);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public TReturn RunOnMainThread<TState0, TState1, TReturn>(Func<TState0, TState1, TReturn> func, TState0 state0, TState1 state1) =>
EnqueueReturn(func, state0, state1);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void RunOnMainThread<TState0, TState1, TState2>(
Action<TState0, TState1, TState2> action,
TState0 state0,
TState1 state1,
TState2 state2
) => Enqueue(action, state0, state1, state2);
private ManualResetEventSlim ResetEventPoolPop()
{
lock (_resetEventPool)
{
if (_resetEventPool.TryPop(out var resetEvent))
{
return resetEvent;
}
}
return _spinCount.HasValue
? new ManualResetEventSlim(false, _spinCount.Value)
: new ManualResetEventSlim();
}
private void ResetEventPoolPush(ManualResetEventSlim resetEvent)
{
resetEvent.Reset();
lock (_resetEventPool)
{
_resetEventPool.Push(resetEvent);
}
}
public void SetMainThreadId(int? mainThreadId = null)
{
lock (_lock)
{
_mainThreadId = mainThreadId ?? Environment.CurrentManagedThreadId;
}
}
public void SetMainThreadId(ThreadQueue other)
{
lock (_lock)
{
_mainThreadId = other._mainThreadId;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ThrowIfNotOnMainThread()
{
if (IsOnMainThread)
{
return;
}
throw new InvalidOperationException("Operation was not called on the main thread.");
}
} | 1 | 0.926316 | 1 | 0.926316 | game-dev | MEDIA | 0.389181 | game-dev | 0.985565 | 1 | 0.985565 |
flowplayer/flash | 1,979 | plugins/captions/src/actionscript/org/flowplayer/captions/CCButton.as | /*
* This file is part of Flowplayer, http://flowplayer.org
*
* By: Anssi Piirainen, <support@flowplayer.org>
*Copyright (c) 2008-2011 Flowplayer Oy *
* Released under the MIT License:
* http://www.opensource.org/licenses/mit-license.php
*/
package org.flowplayer.captions {
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.text.TextField;
import org.flowplayer.view.AbstractSprite;
import org.flowplayer.view.Flowplayer;
internal class CCButton extends AbstractSprite {
private var _text:TextField;
private var _background:Sprite;
private var _textColor:Number;
private var _label:String;
public function CCButton(player:Flowplayer, label:String) {
_label = label;
_background = new Sprite();
_background.buttonMode = true;
addChild(_background);
createText(player);
isDown = true;
}
protected override function onResize():void {
drawBackground();
_text.x = 2;
_text.y = 0;
}
public function get clickArea():Sprite
{
return _background;
}
private function drawBackground():void {
_background.graphics.clear(),
_background.graphics.lineStyle(2, 0x555555);
_background.graphics.beginFill(0xaaaaaa, 1);
_background.graphics.drawRoundRect(0, 0, width, height, 6, 6);
_background.graphics.endFill();
}
private function createText(player:Flowplayer):void {
_text = player.createTextField(8, true);
_text.text = _label;
_text.textColor = _textColor;
addChild(_text);
_text.selectable = false;
_text.mouseEnabled = false;
}
public function set isDown(isDown:Boolean):void {
_textColor = isDown ? 0 : 0xff2222;
_text.textColor = _textColor;
}
}
} | 1 | 0.593192 | 1 | 0.593192 | game-dev | MEDIA | 0.577116 | game-dev | 0.853993 | 1 | 0.853993 |
ImLegiitXD/Dream-Advanced | 8,762 | dll/back/1.12/net/minecraft/entity/passive/EntitySquid.java | package net.minecraft.entity.passive;
import javax.annotation.Nullable;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.MoverType;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.EntityAIBase;
import net.minecraft.init.MobEffects;
import net.minecraft.init.SoundEvents;
import net.minecraft.util.DamageSource;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.datafix.DataFixer;
import net.minecraft.util.math.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.storage.loot.LootTableList;
public class EntitySquid extends EntityWaterMob
{
public float squidPitch;
public float prevSquidPitch;
public float squidYaw;
public float prevSquidYaw;
/**
* appears to be rotation in radians; we already have pitch & yaw, so this completes the triumvirate.
*/
public float squidRotation;
/** previous squidRotation in radians */
public float prevSquidRotation;
/** angle of the tentacles in radians */
public float tentacleAngle;
/** the last calculated angle of the tentacles in radians */
public float lastTentacleAngle;
private float randomMotionSpeed;
/** change in squidRotation in radians. */
private float rotationVelocity;
private float rotateSpeed;
private float randomMotionVecX;
private float randomMotionVecY;
private float randomMotionVecZ;
public EntitySquid(World worldIn)
{
super(worldIn);
this.setSize(0.8F, 0.8F);
this.rand.setSeed((long)(1 + this.getEntityId()));
this.rotationVelocity = 1.0F / (this.rand.nextFloat() + 1.0F) * 0.2F;
}
public static void registerFixesSquid(DataFixer fixer)
{
EntityLiving.registerFixesMob(fixer, EntitySquid.class);
}
protected void initEntityAI()
{
this.tasks.addTask(0, new EntitySquid.AIMoveRandom(this));
}
protected void applyEntityAttributes()
{
super.applyEntityAttributes();
this.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(10.0D);
}
public float getEyeHeight()
{
return this.height * 0.5F;
}
protected SoundEvent getAmbientSound()
{
return SoundEvents.ENTITY_SQUID_AMBIENT;
}
protected SoundEvent getHurtSound(DamageSource damageSourceIn)
{
return SoundEvents.ENTITY_SQUID_HURT;
}
protected SoundEvent getDeathSound()
{
return SoundEvents.ENTITY_SQUID_DEATH;
}
/**
* Returns the volume for the sounds this mob makes.
*/
protected float getSoundVolume()
{
return 0.4F;
}
/**
* returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to
* prevent them from trampling crops
*/
protected boolean canTriggerWalking()
{
return false;
}
@Nullable
protected ResourceLocation getLootTable()
{
return LootTableList.ENTITIES_SQUID;
}
/**
* Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
* use this to react to sunlight and start to burn.
*/
public void onLivingUpdate()
{
super.onLivingUpdate();
this.prevSquidPitch = this.squidPitch;
this.prevSquidYaw = this.squidYaw;
this.prevSquidRotation = this.squidRotation;
this.lastTentacleAngle = this.tentacleAngle;
this.squidRotation += this.rotationVelocity;
if ((double)this.squidRotation > (Math.PI * 2D))
{
if (this.world.isRemote)
{
this.squidRotation = ((float)Math.PI * 2F);
}
else
{
this.squidRotation = (float)((double)this.squidRotation - (Math.PI * 2D));
if (this.rand.nextInt(10) == 0)
{
this.rotationVelocity = 1.0F / (this.rand.nextFloat() + 1.0F) * 0.2F;
}
this.world.setEntityState(this, (byte)19);
}
}
if (this.inWater)
{
if (this.squidRotation < (float)Math.PI)
{
float f = this.squidRotation / (float)Math.PI;
this.tentacleAngle = MathHelper.sin(f * f * (float)Math.PI) * (float)Math.PI * 0.25F;
if ((double)f > 0.75D)
{
this.randomMotionSpeed = 1.0F;
this.rotateSpeed = 1.0F;
}
else
{
this.rotateSpeed *= 0.8F;
}
}
else
{
this.tentacleAngle = 0.0F;
this.randomMotionSpeed *= 0.9F;
this.rotateSpeed *= 0.99F;
}
if (!this.world.isRemote)
{
this.motionX = (double)(this.randomMotionVecX * this.randomMotionSpeed);
this.motionY = (double)(this.randomMotionVecY * this.randomMotionSpeed);
this.motionZ = (double)(this.randomMotionVecZ * this.randomMotionSpeed);
}
float f1 = MathHelper.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ);
this.renderYawOffset += (-((float)MathHelper.atan2(this.motionX, this.motionZ)) * (180F / (float)Math.PI) - this.renderYawOffset) * 0.1F;
this.rotationYaw = this.renderYawOffset;
this.squidYaw = (float)((double)this.squidYaw + Math.PI * (double)this.rotateSpeed * 1.5D);
this.squidPitch += (-((float)MathHelper.atan2((double)f1, this.motionY)) * (180F / (float)Math.PI) - this.squidPitch) * 0.1F;
}
else
{
this.tentacleAngle = MathHelper.abs(MathHelper.sin(this.squidRotation)) * (float)Math.PI * 0.25F;
if (!this.world.isRemote)
{
this.motionX = 0.0D;
this.motionZ = 0.0D;
if (this.isPotionActive(MobEffects.LEVITATION))
{
this.motionY += 0.05D * (double)(this.getActivePotionEffect(MobEffects.LEVITATION).getAmplifier() + 1) - this.motionY;
}
else if (!this.hasNoGravity())
{
this.motionY -= 0.08D;
}
this.motionY *= 0.9800000190734863D;
}
this.squidPitch = (float)((double)this.squidPitch + (double)(-90.0F - this.squidPitch) * 0.02D);
}
}
public void travel(float p_191986_1_, float p_191986_2_, float p_191986_3_)
{
this.move(MoverType.SELF, this.motionX, this.motionY, this.motionZ);
}
/**
* Checks if the entity's current position is a valid location to spawn this entity.
*/
public boolean getCanSpawnHere()
{
return this.posY > 45.0D && this.posY < (double)this.world.getSeaLevel() && super.getCanSpawnHere();
}
/**
* Handler for {@link World#setEntityState}
*/
public void handleStatusUpdate(byte id)
{
if (id == 19)
{
this.squidRotation = 0.0F;
}
else
{
super.handleStatusUpdate(id);
}
}
public void setMovementVector(float randomMotionVecXIn, float randomMotionVecYIn, float randomMotionVecZIn)
{
this.randomMotionVecX = randomMotionVecXIn;
this.randomMotionVecY = randomMotionVecYIn;
this.randomMotionVecZ = randomMotionVecZIn;
}
public boolean hasMovementVector()
{
return this.randomMotionVecX != 0.0F || this.randomMotionVecY != 0.0F || this.randomMotionVecZ != 0.0F;
}
static class AIMoveRandom extends EntityAIBase
{
private final EntitySquid squid;
public AIMoveRandom(EntitySquid p_i45859_1_)
{
this.squid = p_i45859_1_;
}
public boolean shouldExecute()
{
return true;
}
public void updateTask()
{
int i = this.squid.getIdleTime();
if (i > 100)
{
this.squid.setMovementVector(0.0F, 0.0F, 0.0F);
}
else if (this.squid.getRNG().nextInt(50) == 0 || !this.squid.inWater || !this.squid.hasMovementVector())
{
float f = this.squid.getRNG().nextFloat() * ((float)Math.PI * 2F);
float f1 = MathHelper.cos(f) * 0.2F;
float f2 = -0.1F + this.squid.getRNG().nextFloat() * 0.2F;
float f3 = MathHelper.sin(f) * 0.2F;
this.squid.setMovementVector(f1, f2, f3);
}
}
}
}
| 1 | 0.844783 | 1 | 0.844783 | game-dev | MEDIA | 0.854736 | game-dev | 0.985599 | 1 | 0.985599 |
mimilewis/MapleStory143 | 7,194 | src/main/java/server/maps/MapleNodes.java | package server.maps;
import tools.Pair;
import java.awt.*;
import java.util.*;
import java.util.List;
public class MapleNodes {
private final Map<Integer, MapleNodeInfo> nodes; //used for HOB pq.
private final List<Rectangle> areas;
private final List<MaplePlatform> platforms;
private final List<MonsterPoint> monsterPoints;
private final List<Integer> skillIds;
private final List<Pair<Integer, Integer>> mobsToSpawn;
private final List<Pair<Point, Integer>> guardiansToSpawn;
private final List<Pair<String, Integer>> flags;
private final List<DirectionInfo> directionInfo;
private final int mapid;
private int nodeStart = -1;
private boolean firstHighest = true;
public MapleNodes(int mapid) {
nodes = new LinkedHashMap<>();
areas = new ArrayList<>();
platforms = new ArrayList<>();
skillIds = new ArrayList<>();
directionInfo = new ArrayList<>();
monsterPoints = new ArrayList<>();
mobsToSpawn = new ArrayList<>();
guardiansToSpawn = new ArrayList<>();
flags = new ArrayList<>();
this.mapid = mapid;
}
public void setNodeStart(int ns) {
this.nodeStart = ns;
}
public void addDirection(int key, DirectionInfo d) {
this.directionInfo.add(key, d);
}
public DirectionInfo getDirection(int key) {
if (key >= directionInfo.size()) {
return null;
}
return directionInfo.get(key);
}
public List<Pair<String, Integer>> getFlags() {
return flags;
}
public void addFlag(Pair<String, Integer> f) {
flags.add(f);
}
public void addNode(MapleNodeInfo mni) {
this.nodes.put(mni.key, mni);
}
public Collection<MapleNodeInfo> getNodes() {
return new ArrayList<>(nodes.values());
}
public MapleNodeInfo getNode(int index) {
int i = 1;
for (MapleNodeInfo x : getNodes()) {
if (i == index) {
return x;
}
i++;
}
return null;
}
public boolean isLastNode(int index) {
return index == nodes.size();
}
private int getNextNode(MapleNodeInfo mni) {
if (mni == null) {
return -1;
}
addNode(mni);
// output part
/*
* StringBuilder b = new StringBuilder(mapid + " added key " + mni.key +
* ". edges: "); for (int i : mni.edge) { b.append(i + ", "); }
* System.out.println(b.toString());
* FileoutputUtil.log(FileoutputUtil.PacketEx_Log, b.toString());
*/
// output part end
int ret = -1;
for (int i : mni.edge) {
if (!nodes.containsKey(i)) {
if (ret != -1 && (mapid / 100 == 9211204 || mapid / 100 == 9320001)) {
if (!firstHighest) {
ret = Math.min(ret, i);
} else {
firstHighest = false;
ret = Math.max(ret, i);
//two ways for stage 5 to get to end, thats highest ->lowest, and lowest -> highest(doesn't work)
break;
}
} else {
ret = i;
}
}
}
mni.nextNode = ret;
return ret;
}
public void sortNodes() {
if (nodes.size() <= 0 || nodeStart < 0) {
return;
}
Map<Integer, MapleNodeInfo> unsortedNodes = new HashMap<>(nodes);
int nodeSize = unsortedNodes.size();
nodes.clear();
int nextNode = getNextNode(unsortedNodes.get(nodeStart));
while (nodes.size() != nodeSize && nextNode >= 0) {
nextNode = getNextNode(unsortedNodes.get(nextNode));
}
}
public void addMapleArea(Rectangle rec) {
areas.add(rec);
}
public List<Rectangle> getAreas() {
return new ArrayList<>(areas);
}
public Rectangle getArea(int index) {
return getAreas().get(index);
}
public void addPlatform(MaplePlatform mp) {
this.platforms.add(mp);
}
public List<MaplePlatform> getPlatforms() {
return new ArrayList<>(platforms);
}
public List<MonsterPoint> getMonsterPoints() {
return monsterPoints;
}
public void addMonsterPoint(int x, int y, int fh, int cy, int team) {
this.monsterPoints.add(new MonsterPoint(x, y, fh, cy, team));
}
public void addMobSpawn(int mobId, int spendCP) {
this.mobsToSpawn.add(new Pair<>(mobId, spendCP));
}
public List<Pair<Integer, Integer>> getMobsToSpawn() {
return mobsToSpawn;
}
public void addGuardianSpawn(Point guardian, int team) {
this.guardiansToSpawn.add(new Pair<>(guardian, team));
}
public List<Pair<Point, Integer>> getGuardians() {
return guardiansToSpawn;
}
public List<Integer> getSkillIds() {
return skillIds;
}
public void addSkillId(int z) {
this.skillIds.add(z);
}
public static class MapleNodeInfo {
public final int node;
public final int key;
public final int x;
public final int y;
public final int attr;
public final List<Integer> edge;
public int nextNode = -1;
public MapleNodeInfo(int node, int key, int x, int y, int attr, List<Integer> edge) {
this.node = node;
this.key = key;
this.x = x;
this.y = y;
this.attr = attr;
this.edge = edge;
}
}
public static class DirectionInfo {
public final int x;
public final int y;
public final int key;
public final boolean forcedInput;
public final List<String> eventQ = new ArrayList<>();
public DirectionInfo(int key, int x, int y, boolean forcedInput) {
this.key = key;
this.x = x;
this.y = y;
this.forcedInput = forcedInput;
}
}
public static class MaplePlatform {
public final String name;
public final int start;
public final int speed;
public final int x1;
public final int y1;
public final int x2;
public final int y2;
public final int r;
public final List<Integer> SN;
public MaplePlatform(String name, int start, int speed, int x1, int y1, int x2, int y2, int r, List<Integer> SN) {
this.name = name;
this.start = start;
this.speed = speed;
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
this.r = r;
this.SN = SN;
}
}
public static class MonsterPoint {
public final int x;
public final int y;
public final int fh;
public final int cy;
public final int team;
public MonsterPoint(int x, int y, int fh, int cy, int team) {
this.x = x;
this.y = y;
this.fh = fh;
this.cy = cy;
this.team = team;
}
}
}
| 1 | 0.802953 | 1 | 0.802953 | game-dev | MEDIA | 0.792092 | game-dev | 0.975172 | 1 | 0.975172 |
ReactVision/virocore | 1,943 | macos/Libraries/bullet/include/BulletCollision/CollisionShapes/btConvexPolyhedron.h | /*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2011 Advanced Micro Devices, Inc. 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.
*/
///This file was written by Erwin Coumans
#ifndef _BT_POLYHEDRAL_FEATURES_H
#define _BT_POLYHEDRAL_FEATURES_H
#include "LinearMath/btTransform.h"
#include "LinearMath/btAlignedObjectArray.h"
#define TEST_INTERNAL_OBJECTS 1
struct btFace
{
btAlignedObjectArray<int> m_indices;
// btAlignedObjectArray<int> m_connectedFaces;
btScalar m_plane[4];
};
ATTRIBUTE_ALIGNED16(class) btConvexPolyhedron
{
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
btConvexPolyhedron();
virtual ~btConvexPolyhedron();
btAlignedObjectArray<btVector3> m_vertices;
btAlignedObjectArray<btFace> m_faces;
btAlignedObjectArray<btVector3> m_uniqueEdges;
btVector3 m_localCenter;
btVector3 m_extents;
btScalar m_radius;
btVector3 mC;
btVector3 mE;
void initialize();
bool testContainment() const;
void project(const btTransform& trans, const btVector3& dir, btScalar& minProj, btScalar& maxProj, btVector3& witnesPtMin,btVector3& witnesPtMax) const;
};
#endif //_BT_POLYHEDRAL_FEATURES_H
| 1 | 0.781552 | 1 | 0.781552 | game-dev | MEDIA | 0.995734 | game-dev | 0.516654 | 1 | 0.516654 |
Ragebones/StormCore | 8,933 | src/server/scripts/Outland/TempestKeep/botanica/boss_laj.cpp | /*
* Copyright (C) 2014-2017 StormCore
*
* 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/>.
*/
/* ScriptData
SDName: Boss_Laj
SD%Complete: 90
SDComment: Immunities are wrong, must be adjusted to use resistance from creature_templates. Most spells require database support.
SDCategory: Tempest Keep, The Botanica
EndScriptData */
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "the_botanica.h"
enum Spells
{
SPELL_ALLERGIC_REACTION = 34697,
SPELL_TELEPORT_SELF = 34673,
SPELL_SUMMON_LASHER_1 = 34681,
SPELL_SUMMON_FLAYER_1 = 34682,
SPELL_SUMMON_LASHER_2 = 34684,
SPELL_SUMMON_FLAYER_2 = 34685,
SPELL_SUMMON_LASHER_3 = 34686,
SPELL_SUMMON_FLAYER_4 = 34687,
SPELL_SUMMON_LASHER_4 = 34688,
SPELL_SUMMON_FLAYER_3 = 34690
};
enum Misc
{
EMOTE_SUMMON = 0,
MODEL_DEFAULT = 13109,
MODEL_ARCANE = 14213,
MODEL_FIRE = 13110,
MODEL_FROST = 14112,
MODEL_NATURE = 14214
};
class boss_laj : public CreatureScript
{
public:
boss_laj()
: CreatureScript("boss_laj")
{
}
struct boss_lajAI : public BossAI
{
boss_lajAI(Creature* creature) : BossAI(creature, DATA_LAJ)
{
Initialize();
}
void Initialize()
{
CanSummon = false;
Teleport_Timer = 20000;
Summon_Timer = 2500;
Transform_Timer = 30000;
Allergic_Timer = 5000;
}
bool CanSummon;
uint32 Teleport_Timer;
uint32 Summon_Timer;
uint32 Transform_Timer;
uint32 Allergic_Timer;
void Reset() override
{
me->SetDisplayId(MODEL_DEFAULT);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_SHADOW, true);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_ARCANE, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FIRE, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_NATURE, false);
Initialize();
}
void DoTransform()
{
switch (rand32() % 5)
{
case 0:
me->SetDisplayId(MODEL_DEFAULT);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_SHADOW, true);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_ARCANE, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FIRE, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_NATURE, false);
break;
case 1:
me->SetDisplayId(MODEL_ARCANE);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_SHADOW, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_ARCANE, true);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FIRE, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_NATURE, false);
break;
case 2:
me->SetDisplayId(MODEL_FIRE);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_SHADOW, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_ARCANE, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FIRE, true);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_NATURE, false);
break;
case 3:
me->SetDisplayId(MODEL_FROST);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_SHADOW, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_ARCANE, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FIRE, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_NATURE, false);
break;
case 4:
me->SetDisplayId(MODEL_NATURE);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_SHADOW, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_ARCANE, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FIRE, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, false);
me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_NATURE, true);
break;
}
}
void DoSummons()
{
switch (rand32() % 4)
{
case 0:
DoCast(me, SPELL_SUMMON_LASHER_1, true);
DoCast(me, SPELL_SUMMON_FLAYER_1, true);
break;
case 1:
DoCast(me, SPELL_SUMMON_LASHER_2, true);
DoCast(me, SPELL_SUMMON_FLAYER_2, true);
break;
case 2:
DoCast(me, SPELL_SUMMON_LASHER_3, true);
DoCast(me, SPELL_SUMMON_FLAYER_3, true);
break;
case 3:
DoCast(me, SPELL_SUMMON_LASHER_4, true);
DoCast(me, SPELL_SUMMON_FLAYER_4, true);
break;
}
CanSummon = false;
}
void EnterCombat(Unit* /*who*/) override
{
}
void JustSummoned(Creature* summon) override
{
if (summon && me->GetVictim())
summon->AI()->AttackStart(SelectTarget(SELECT_TARGET_RANDOM, 0));
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
if (CanSummon)
{
if (Summon_Timer <= diff)
{
Talk(EMOTE_SUMMON);
DoSummons();
Summon_Timer = 2500;
}
else
Summon_Timer -= diff;
}
if (Allergic_Timer <= diff)
{
DoCastVictim(SPELL_ALLERGIC_REACTION);
Allergic_Timer = 25000 + rand32() % 15000;
}
else
Allergic_Timer -= diff;
if (Teleport_Timer <= diff)
{
DoCast(me, SPELL_TELEPORT_SELF);
Teleport_Timer = 30000 + rand32() % 10000;
CanSummon = true;
}
else
Teleport_Timer -= diff;
if (Transform_Timer <= diff)
{
DoTransform();
Transform_Timer = 25000 + rand32() % 15000;
}
else
Transform_Timer -= diff;
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new boss_lajAI(creature);
}
};
void AddSC_boss_laj()
{
new boss_laj();
}
| 1 | 0.81799 | 1 | 0.81799 | game-dev | MEDIA | 0.379489 | game-dev | 0.865165 | 1 | 0.865165 |
MudBlazor/MudBlazor | 1,228 | src/MudBlazor/Components/Slider/SliderContext.cs | // Copyright (c) MudBlazor 2021
// MudBlazor licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
namespace MudBlazor;
#nullable enable
/// <summary>
/// The current state of a <see cref="MudSlider{T}"/> component, containing both the value and nullable value.
/// </summary>
/// <remarks>
/// This state is a cascading parameter for <see cref="MudSlider{T}"/> components.
/// </remarks>
/// <typeparam name="T">The type of the value the slider represents.</typeparam>
public class SliderContext<T> where T : struct
{
/// <summary>
/// The value of the slider.
/// </summary>
public T Value { get; }
/// <summary>
/// The nullable value of the slider.
/// </summary>
public T? NullableValue { get; }
/// <summary>
/// Initializes a new instance of the <see cref="SliderContext{T}"/> class with the specified value and nullable value.
/// </summary>
/// <param name="value">The value of the slider.</param>
/// <param name="nullableValue">The nullable value of the slider.</param>
public SliderContext(T value, T? nullableValue)
{
NullableValue = nullableValue;
Value = value;
}
}
| 1 | 0.733204 | 1 | 0.733204 | game-dev | MEDIA | 0.312792 | game-dev | 0.59313 | 1 | 0.59313 |
meetric1/gmod-infinite-map | 10,102 | lua/infmap/sv_inf_chunks.lua | // physgun, gravgun, and use support
local ply_objs = {}
local function pickup(ply, ent) ply_objs[ply] = ent end // kind of cursed.. key = player, value = prop
local function drop(ply, ent) ply_objs[ply] = nil end
hook.Add("OnPhysgunPickup", "infinite_detour", pickup)
hook.Add("PhysgunDrop", "infinte_detour", drop)
hook.Add("GravGunOnPickedUp", "infinite_detour", pickup)
hook.Add("GravGunOnDropped", "infinte_detour", drop)
hook.Add("OnPlayerPhysicsPickup", "infinite_detour", pickup)
hook.Add("OnPlayerPhysicsDrop", "infinte_detour", drop)
// setting position kills all velocity for some reason
local source_bounds = 2^14 - 64
local function unfucked_SetPos(ent, pos, filter)
if ent:GetParent():IsValid() then return end // parents are local, dont setpos.. lets hope the parent entity itself was also teleported
// clamp position inside source bounds incase contraption is massive
// helps things like simphys cars not fucking die
pos[1] = math.Clamp(pos[1], -source_bounds, source_bounds)
pos[2] = math.Clamp(pos[2], -source_bounds, source_bounds)
pos[3] = math.Clamp(pos[3], -source_bounds, source_bounds)
// ragdoll moment
if ent:IsRagdoll() then
for i = 0, ent:GetPhysicsObjectCount() - 1 do
local phys = ent:GetPhysicsObjectNum(i)
local vel = phys:GetVelocity()
local ang_vel = phys:GetAngleVelocity()
local diff = phys:InfMap_GetPos() - ent:InfMap_GetPos()
phys:InfMap_SetPos(pos + diff, true)
phys:SetVelocity(vel)
phys:SetAngleVelocity(ang_vel)
end
end
ent:InfMap_SetPos(pos)
end
local function unfucked_SetVelAng(ent, vel, ang)
if !IsValid(ent) then return end
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
if ang then phys:SetAngles(ang) end
phys:SetVelocity(vel)
else
if ang then ent:SetAngles(ang) end
ent:SetVelocity(vel)
end
end
local function update_entity(ent, pos, chunk)
if ent:IsPlayer() then
// carried props are teleported to the next chunk
local carry = ply_objs[ent]
if IsValid(carry) then
// teleport entire contraption
InfMap.constrained_status(carry) // initialize constrained data
local ent_pos = ent:InfMap_GetPos()
for _, constrained_ent in ipairs(carry.CONSTRAINED_DATA or {ent, carry}) do // includes itself
if !constrained_ent:IsValid() or InfMap.filter_entities(constrained_ent) then continue end
if constrained_ent != carry then
constrained_ent:ForcePlayerDrop()
end
local constrained_vel = constrained_ent:GetVelocity()
local constrained_ang = constrained_ent:GetAngles()
InfMap.prop_update_chunk(constrained_ent, chunk)
unfucked_SetPos(constrained_ent, pos + (constrained_ent:InfMap_GetPos() - ent_pos))
unfucked_SetVelAng(constrained_ent, constrained_vel, constrained_ang)
end
InfMap.reset_constrained_data(carry)
end
end
InfMap.prop_update_chunk(ent, chunk)
unfucked_SetPos(ent, pos)
end
// which entities should be checked per frame
local all_ents = {}
timer.Create("infinite_chunkmove_update", 0.1, 0, function()
all_ents = ents.GetAll()
for i = #all_ents, 1, -1 do // iterate downward
// if invalid is true, then the entity should be removed from the table calculated per frame
local ent = all_ents[i]
local invalid = !ent.CHUNK_OFFSET
invalid = invalid or InfMap.filter_entities(ent)
invalid = invalid or ent:GetVelocity() == Vector()
invalid = invalid or IsValid(ent:GetParent())
invalid = invalid or ent:IsPlayer() and !ent:Alive()
if invalid then
table.remove(all_ents, i) // remove invalid entity
end
// gravhull support
local ship = ent.MyShip or ent.InShip
if IsValid(ship) then
InfMap.gravhull_ents[ent] = ship
else
InfMap.gravhull_ents[ent] = nil
end
end
end)
// gravhull prop chunk updater
InfMap.gravhull_ents = {}
hook.Add("Think", "infinite_gravhull_update", function()
for ent, ship in pairs(InfMap.gravhull_ents) do
if !IsValid(ent) or !IsValid(ship) then
InfMap.gravhull_ents[ent] = nil
continue
end
if ship.CHUNK_OFFSET != ent.CHUNK_OFFSET then
InfMap.prop_update_chunk(ent, ship.CHUNK_OFFSET)
end
end
end)
// object wrapping, if in next chunk, put in next chunk and do localization math
hook.Add("Think", "infinite_chunkmove", function()
for _, main_ent in ipairs(all_ents) do
if !IsValid(main_ent) then continue end
if !main_ent.CHUNK_OFFSET then continue end
if !InfMap.in_chunk(main_ent:InfMap_GetPos(), InfMap.chunk_size + 1) then // add 1 to avoid recourring teleport when prop is perfectly at chunk boundery
if !InfMap.constrained_status(main_ent) then continue end
if main_ent:IsPlayerHolding() then continue end // physgun, gravgun, and use support
local pos, offset = InfMap.localize_vector(main_ent:InfMap_GetPos())
local final_chunk_offset = main_ent.CHUNK_OFFSET + offset
local main_ent_pos = main_ent:InfMap_GetPos()
local constrained_vel = {}
local constrained_ang = {}
//grab ang+vel before teleport
local main_vel = main_ent:GetVelocity()
local main_ang = main_ent:GetAngles()
for v, constrained_ent in ipairs(main_ent.CONSTRAINED_DATA) do
if !IsValid(constrained_ent) then continue end
constrained_vel[v] = constrained_ent:GetVelocity()
constrained_ang[v] = constrained_ent:GetAngles()
end
for _, constrained_ent in ipairs(main_ent.CONSTRAINED_DATA) do // includes itself
if main_ent == constrained_ent then continue end
if !constrained_ent:IsValid() or InfMap.filter_entities(constrained_ent) then continue end
local phys = constrained_ent:GetPhysicsObject()
if constrained_ent != main_ent then
constrained_ent:ForcePlayerDrop()
end
//if constrained_ent.CHUNK_OFFSET != main_ent.CHUNK_OFFSET then continue end
local delta_pos = pos + (constrained_ent:InfMap_GetPos() - main_ent_pos)
update_entity(constrained_ent, delta_pos, final_chunk_offset)
end
// update main ent
update_entity(main_ent, pos, final_chunk_offset)
// set vel+ang after teleport on constrained props
for v, constrained_ent in ipairs(main_ent.CONSTRAINED_DATA) do
unfucked_SetVelAng(constrained_ent,constrained_vel[v],constrained_ang[v])
end
//set vel+ang on main prop after teleport
unfucked_SetVelAng(main_ent,main_vel,main_ang)
else
InfMap.reset_constrained_data(main_ent)
end
end
end)
// collision with props crossing through chunk bounderies
local co = coroutine.create(function()
while true do
local err, str = pcall(function()
for _, ent in ipairs(ents.GetAll()) do
if !IsValid(ent) then continue end
if InfMap.filter_entities(ent) then continue end
/////////////////////////////////
if !ent.CHUNK_OFFSET then continue end
if !ent:IsSolid() or !ent:GetModel() then continue end
if IsValid(ent:GetParent()) then continue end
//if ent:GetVelocity() == Vector() then continue end
// player support
if ent:IsPlayer() and (ent:GetMoveType() == MOVETYPE_NOCLIP or !ent:Alive()) then continue end
// check all surrounding chunks with a fast check using radius instead of bounding box
local bounding_radius = ent:BoundingRadius() // no tiny props, too much computation
if bounding_radius < 10 then continue end
if !InfMap.in_chunk(ent:InfMap_GetPos(), InfMap.chunk_size - bounding_radius) then
ent.CHUNK_CLONES = ent.CHUNK_CLONES or {}
local i = 0
local aabb_min, aabb_max = ent:InfMap_WorldSpaceAABB()
for z = -1, 1 do
for y = -1, 1 do
for x = -1, 1 do
// never clone in the same chunk the object is already in
if x == 0 and y == 0 and z == 0 then continue end
i = i + 1
// if in chunk next to it, clone
local chunk_pos = Vector(x, y, z) * InfMap.chunk_size * 2
local chunk_min = chunk_pos - Vector(1, 1, 1) * InfMap.chunk_size
local chunk_max = chunk_pos + Vector(1, 1, 1) * InfMap.chunk_size
//debugoverlay.Box(chunk_pos, chunk_min, chunk_max, 0.1, Color(255, 0, 255, 0))
if InfMap.intersect_box(aabb_min, aabb_max, chunk_min, chunk_max) then
// dont clone 2 times
if IsValid(ent.CHUNK_CLONES[i]) then continue end
// clone object
local e = ents.Create("infmap_clone")
e:SetReferenceData(ent, Vector(x, y, z))
e:Spawn()
ent.CHUNK_CLONES[i] = e
else
if !ent.CHUNK_CLONES[i] then continue end
// remove cloned object if its moved out of chunk
SafeRemoveEntity(ent.CHUNK_CLONES[i])
ent.CHUNK_CLONES[i] = nil
end
end
end
end
else
// outside of area for cloning to happen, remove all clones
if ent.CHUNK_CLONES then
for _, e in pairs(ent.CHUNK_CLONES) do
SafeRemoveEntity(e)
end
ent.CHUNK_CLONES = nil
end
end
coroutine.yield()
end
end)
if !err then print(str) end
coroutine.yield()
end
end)
// cross chunk collision
hook.Add("Think", "infinite_ccc", function()
coroutine.resume(co)
end)
// when players spawn reset them to 0,0,0 chunk
hook.Add("PlayerSpawn", "infmap_plyreset", function(ply, trans)
InfMap.prop_update_chunk(ply, Vector())
end)
// if player enters seat from another chunk set them to that chunk
local function vehicle_edit(ply, veh)
local co1 = ply.CHUNK_OFFSET
local co2 = veh.CHUNK_OFFSET
if co1 and co2 and co1 != co2 then
InfMap.prop_update_chunk(ply, co2)
end
end
hook.Add("PlayerEnteredVehicle", "infmap_seatreset", vehicle_edit)
hook.Add("PlayerLeaveVehicle", "infmap_seatreset", vehicle_edit)
// when entities are spawned, put them in designated chunks
local ent_unfilter = {
rpg_missile = true,
crossbow_bolt = true,
}
hook.Add("OnEntityCreated", "infinite_propreset", function(ent)
timer.Simple(0, function() // let entity data table update
if IsValid(ent) then
if ent.CHUNK_OFFSET then return end
if InfMap.filter_entities(ent) and !ent_unfilter[ent:GetClass()] then return end
local pos = Vector()
local owner = ent:GetOwner()
if !IsValid(owner) then owner = ent:GetParent() end
if IsValid(owner) and owner.CHUNK_OFFSET then
pos = owner.CHUNK_OFFSET
end
InfMap.prop_update_chunk(ent, pos)
end
end)
end) | 1 | 0.811513 | 1 | 0.811513 | game-dev | MEDIA | 0.750032 | game-dev | 0.99006 | 1 | 0.99006 |
b3agz/Code-A-Game-Like-Minecraft-In-Unity | 10,688 | 12-threading/Assets/Scripts/World.cs | using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class World : MonoBehaviour {
public int seed;
public BiomeAttributes biome;
public Transform player;
public Vector3 spawnPosition;
public Material material;
public Material transparentMaterial;
public BlockType[] blocktypes;
Chunk[,] chunks = new Chunk[VoxelData.WorldSizeInChunks, VoxelData.WorldSizeInChunks];
List<ChunkCoord> activeChunks = new List<ChunkCoord>();
public ChunkCoord playerChunkCoord;
ChunkCoord playerLastChunkCoord;
List<ChunkCoord> chunksToCreate = new List<ChunkCoord>();
List<Chunk> chunksToUpdate = new List<Chunk>();
public Queue<Chunk> chunksToDraw = new Queue<Chunk>();
bool applyingModifications = false;
Queue<Queue<VoxelMod>> modifications = new Queue<Queue<VoxelMod>>();
public GameObject debugScreen;
private void Start() {
Random.InitState(seed);
spawnPosition = new Vector3((VoxelData.WorldSizeInChunks * VoxelData.ChunkWidth) / 2f, VoxelData.ChunkHeight - 50f, (VoxelData.WorldSizeInChunks * VoxelData.ChunkWidth) / 2f);
GenerateWorld();
playerLastChunkCoord = GetChunkCoordFromVector3(player.position);
}
private void Update() {
playerChunkCoord = GetChunkCoordFromVector3(player.position);
// Only update the chunks if the player has moved from the chunk they were previously on.
if (!playerChunkCoord.Equals(playerLastChunkCoord))
CheckViewDistance();
if (!applyingModifications)
ApplyModifications();
if (chunksToCreate.Count > 0)
CreateChunk();
if (chunksToUpdate.Count > 0)
UpdateChunks();
if (chunksToDraw.Count > 0)
lock (chunksToDraw) {
if (chunksToDraw.Peek().isEditable)
chunksToDraw.Dequeue().CreateMesh();
}
if (Input.GetKeyDown(KeyCode.F3))
debugScreen.SetActive(!debugScreen.activeSelf);
}
void GenerateWorld () {
for (int x = (VoxelData.WorldSizeInChunks / 2) - VoxelData.ViewDistanceInChunks; x < (VoxelData.WorldSizeInChunks / 2) + VoxelData.ViewDistanceInChunks; x++) {
for (int z = (VoxelData.WorldSizeInChunks / 2) - VoxelData.ViewDistanceInChunks; z < (VoxelData.WorldSizeInChunks / 2) + VoxelData.ViewDistanceInChunks; z++) {
chunks[x, z] = new Chunk(new ChunkCoord(x, z), this, true);
activeChunks.Add(new ChunkCoord(x, z));
}
}
player.position = spawnPosition;
}
void CreateChunk () {
ChunkCoord c = chunksToCreate[0];
chunksToCreate.RemoveAt(0);
activeChunks.Add(c);
chunks[c.x, c.z].Init();
}
void UpdateChunks () {
bool updated = false;
int index = 0;
while (!updated && index < chunksToUpdate.Count - 1) {
if (chunksToUpdate[index].isEditable) {
chunksToUpdate[index].UpdateChunk();
chunksToUpdate.RemoveAt(index);
updated = true;
} else
index++;
}
}
void ApplyModifications () {
applyingModifications = true;
while (modifications.Count > 0) {
Queue<VoxelMod> queue = modifications.Dequeue();
while (queue.Count > 0) {
VoxelMod v = queue.Dequeue();
ChunkCoord c = GetChunkCoordFromVector3(v.position);
if (chunks[c.x, c.z] == null) {
chunks[c.x, c.z] = new Chunk(c, this, true);
activeChunks.Add(c);
}
chunks[c.x, c.z].modifications.Enqueue(v);
if (!chunksToUpdate.Contains(chunks[c.x, c.z]))
chunksToUpdate.Add(chunks[c.x, c.z]);
}
}
applyingModifications = false;
}
ChunkCoord GetChunkCoordFromVector3 (Vector3 pos) {
int x = Mathf.FloorToInt(pos.x / VoxelData.ChunkWidth);
int z = Mathf.FloorToInt(pos.z / VoxelData.ChunkWidth);
return new ChunkCoord(x, z);
}
public Chunk GetChunkFromVector3 (Vector3 pos) {
int x = Mathf.FloorToInt(pos.x / VoxelData.ChunkWidth);
int z = Mathf.FloorToInt(pos.z / VoxelData.ChunkWidth);
return chunks[x, z];
}
void CheckViewDistance () {
ChunkCoord coord = GetChunkCoordFromVector3(player.position);
playerLastChunkCoord = playerChunkCoord;
List<ChunkCoord> previouslyActiveChunks = new List<ChunkCoord>(activeChunks);
// Loop through all chunks currently within view distance of the player.
for (int x = coord.x - VoxelData.ViewDistanceInChunks; x < coord.x + VoxelData.ViewDistanceInChunks; x++) {
for (int z = coord.z - VoxelData.ViewDistanceInChunks; z < coord.z + VoxelData.ViewDistanceInChunks; z++) {
// If the current chunk is in the world...
if (IsChunkInWorld (new ChunkCoord (x, z))) {
// Check if it active, if not, activate it.
if (chunks[x, z] == null) {
chunks[x, z] = new Chunk(new ChunkCoord(x, z), this, false);
chunksToCreate.Add(new ChunkCoord(x, z));
} else if (!chunks[x, z].isActive) {
chunks[x, z].isActive = true;
}
activeChunks.Add(new ChunkCoord(x, z));
}
// Check through previously active chunks to see if this chunk is there. If it is, remove it from the list.
for (int i = 0; i < previouslyActiveChunks.Count; i++) {
if (previouslyActiveChunks[i].Equals(new ChunkCoord(x, z)))
previouslyActiveChunks.RemoveAt(i);
}
}
}
// Any chunks left in the previousActiveChunks list are no longer in the player's view distance, so loop through and disable them.
foreach (ChunkCoord c in previouslyActiveChunks)
chunks[c.x, c.z].isActive = false;
}
public bool CheckForVoxel (Vector3 pos) {
ChunkCoord thisChunk = new ChunkCoord(pos);
if (!IsChunkInWorld(thisChunk) || pos.y < 0 || pos.y > VoxelData.ChunkHeight)
return false;
if (chunks[thisChunk.x, thisChunk.z] != null && chunks[thisChunk.x, thisChunk.z].isEditable)
return blocktypes[chunks[thisChunk.x, thisChunk.z].GetVoxelFromGlobalVector3(pos)].isSolid;
return blocktypes[GetVoxel(pos)].isSolid;
}
public bool CheckIfVoxelTransparent (Vector3 pos) {
ChunkCoord thisChunk = new ChunkCoord(pos);
if (!IsChunkInWorld(thisChunk) || pos.y < 0 || pos.y > VoxelData.ChunkHeight)
return false;
if (chunks[thisChunk.x, thisChunk.z] != null && chunks[thisChunk.x, thisChunk.z].isEditable)
return blocktypes[chunks[thisChunk.x, thisChunk.z].GetVoxelFromGlobalVector3(pos)].isTransparent;
return blocktypes[GetVoxel(pos)].isTransparent;
}
public byte GetVoxel (Vector3 pos) {
int yPos = Mathf.FloorToInt(pos.y);
/* IMMUTABLE PASS */
// If outside world, return air.
if (!IsVoxelInWorld(pos))
return 0;
// If bottom block of chunk, return bedrock.
if (yPos == 0)
return 1;
/* BASIC TERRAIN PASS */
int terrainHeight = Mathf.FloorToInt(biome.terrainHeight * Noise.Get2DPerlin(new Vector2(pos.x, pos.z), 0, biome.terrainScale)) + biome.solidGroundHeight;
byte voxelValue = 0;
if (yPos == terrainHeight)
voxelValue = 3;
else if (yPos < terrainHeight && yPos > terrainHeight - 4)
voxelValue = 5;
else if (yPos > terrainHeight)
return 0;
else
voxelValue = 2;
/* SECOND PASS */
if (voxelValue == 2) {
foreach (Lode lode in biome.lodes) {
if (yPos > lode.minHeight && yPos < lode.maxHeight)
if (Noise.Get3DPerlin(pos, lode.noiseOffset, lode.scale, lode.threshold))
voxelValue = lode.blockID;
}
}
/* TREE PASS */
if (yPos == terrainHeight) {
if (Noise.Get2DPerlin(new Vector2(pos.x, pos.z), 0, biome.treeZoneScale) > biome.treeZoneThreshold) {
if (Noise.Get2DPerlin(new Vector2(pos.x, pos.z), 0, biome.treePlacementScale) > biome.treePlacementThreshold) {
modifications.Enqueue(Structure.MakeTree(pos, biome.minTreeHeight, biome.maxTreeHeight));
}
}
}
return voxelValue;
}
bool IsChunkInWorld (ChunkCoord coord) {
if (coord.x > 0 && coord.x < VoxelData.WorldSizeInChunks - 1 && coord.z > 0 && coord.z < VoxelData.WorldSizeInChunks - 1)
return true;
else
return
false;
}
bool IsVoxelInWorld (Vector3 pos) {
if (pos.x >= 0 && pos.x < VoxelData.WorldSizeInVoxels && pos.y >= 0 && pos.y < VoxelData.ChunkHeight && pos.z >= 0 && pos.z < VoxelData.WorldSizeInVoxels)
return true;
else
return false;
}
}
[System.Serializable]
public class BlockType {
public string blockName;
public bool isSolid;
public bool isTransparent;
public Sprite icon;
[Header("Texture Values")]
public int backFaceTexture;
public int frontFaceTexture;
public int topFaceTexture;
public int bottomFaceTexture;
public int leftFaceTexture;
public int rightFaceTexture;
// Back, Front, Top, Bottom, Left, Right
public int GetTextureID (int faceIndex) {
switch (faceIndex) {
case 0:
return backFaceTexture;
case 1:
return frontFaceTexture;
case 2:
return topFaceTexture;
case 3:
return bottomFaceTexture;
case 4:
return leftFaceTexture;
case 5:
return rightFaceTexture;
default:
Debug.Log("Error in GetTextureID; invalid face index");
return 0;
}
}
}
public class VoxelMod {
public Vector3 position;
public byte id;
public VoxelMod () {
position = new Vector3();
id = 0;
}
public VoxelMod (Vector3 _position, byte _id) {
position = _position;
id = _id;
}
}
| 1 | 0.871714 | 1 | 0.871714 | game-dev | MEDIA | 0.94249 | game-dev | 0.842006 | 1 | 0.842006 |
openpool/openpool-core-unity | 1,319 | UnityModule/OpenPool/Assets/UnitySteer/Behaviors/AutonomousVehicle.cs | using UnityEngine;
using UnitySteer;
/// <summary>
/// Vehicle subclass which automatically applies the steering forces from
/// the components attached to the object. AutonomousVehicle is characterized
/// for the vehicle always moving in the same direction as its forward vector,
/// unlike Bipeds which are able to side-step.
/// </summary>
[AddComponentMenu("UnitySteer/Vehicle/Autonomous")]
public class AutonomousVehicle : TickedVehicle
{
#region Internal state values
float _speed;
#endregion
public override float Speed
{
get { return _speed; }
set
{
_speed = Mathf.Clamp(value, 0, MaxSpeed);
DesiredSpeed = _speed;
}
}
/// <summary>
/// Current vehicle velocity
/// </summary>
public override Vector3 Velocity
{
get
{
return Transform.forward * _speed;
}
set
{
throw new System.NotSupportedException("Cannot set the velocity directly on AutonomousVehicle");
}
}
#region Speed-related methods
public override void UpdateOrientationVelocity(Vector3 velocity)
{
Speed = velocity.magnitude;
OrientationVelocity = _speed != 0 ? velocity / _speed : Transform.forward;
}
protected override Vector3 CalculatePositionDelta(float deltaTime)
{
return Velocity * deltaTime;
}
protected override void ZeroVelocity()
{
Speed = 0;
}
#endregion
}
| 1 | 0.836572 | 1 | 0.836572 | game-dev | MEDIA | 0.949461 | game-dev | 0.934433 | 1 | 0.934433 |
lazarv/wasm-doom | 19,542 | src/doom/p_switch.c | //
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// 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.
//
//
// DESCRIPTION:
// Switches, buttons. Two-state animation. Exits.
//
#include <stdio.h>
#include "i_system.h"
#include "deh_main.h"
#include "doomdef.h"
#include "p_local.h"
#include "i_swap.h" // [crispy] SHORT()
#include "w_wad.h" // [crispy] W_CheckNumForName()
#include "z_zone.h" // [crispy] Z_ChangeTag()
#include "g_game.h"
#include "s_sound.h"
// Data.
#include "sounds.h"
// State.
#include "doomstat.h"
#include "r_state.h"
//
// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
//
// [crispy] add support for SWITCHES lumps
switchlist_t alphSwitchList_vanilla[] =
{
// Doom shareware episode 1 switches
{"SW1BRCOM", "SW2BRCOM", 1},
{"SW1BRN1", "SW2BRN1", 1},
{"SW1BRN2", "SW2BRN2", 1},
{"SW1BRNGN", "SW2BRNGN", 1},
{"SW1BROWN", "SW2BROWN", 1},
{"SW1COMM", "SW2COMM", 1},
{"SW1COMP", "SW2COMP", 1},
{"SW1DIRT", "SW2DIRT", 1},
{"SW1EXIT", "SW2EXIT", 1},
{"SW1GRAY", "SW2GRAY", 1},
{"SW1GRAY1", "SW2GRAY1", 1},
{"SW1METAL", "SW2METAL", 1},
{"SW1PIPE", "SW2PIPE", 1},
{"SW1SLAD", "SW2SLAD", 1},
{"SW1STARG", "SW2STARG", 1},
{"SW1STON1", "SW2STON1", 1},
{"SW1STON2", "SW2STON2", 1},
{"SW1STONE", "SW2STONE", 1},
{"SW1STRTN", "SW2STRTN", 1},
// Doom registered episodes 2&3 switches
{"SW1BLUE", "SW2BLUE", 2},
{"SW1CMT", "SW2CMT", 2},
{"SW1GARG", "SW2GARG", 2},
{"SW1GSTON", "SW2GSTON", 2},
{"SW1HOT", "SW2HOT", 2},
{"SW1LION", "SW2LION", 2},
{"SW1SATYR", "SW2SATYR", 2},
{"SW1SKIN", "SW2SKIN", 2},
{"SW1VINE", "SW2VINE", 2},
{"SW1WOOD", "SW2WOOD", 2},
// Doom II switches
{"SW1PANEL", "SW2PANEL", 3},
{"SW1ROCK", "SW2ROCK", 3},
{"SW1MET2", "SW2MET2", 3},
{"SW1WDMET", "SW2WDMET", 3},
{"SW1BRIK", "SW2BRIK", 3},
{"SW1MOD1", "SW2MOD1", 3},
{"SW1ZIM", "SW2ZIM", 3},
{"SW1STON6", "SW2STON6", 3},
{"SW1TEK", "SW2TEK", 3},
{"SW1MARB", "SW2MARB", 3},
{"SW1SKULL", "SW2SKULL", 3},
// [crispy] SWITCHES lumps are supposed to end like this
{"\0", "\0", 0}
};
// [crispy] remove MAXSWITCHES limit
int *switchlist;
int numswitches;
static size_t maxswitches;
button_t *buttonlist; // [crispy] remove MAXBUTTONS limit
int maxbuttons; // [crispy] remove MAXBUTTONS limit
//
// P_InitSwitchList
// Only called at game initialization.
//
void P_InitSwitchList(void)
{
int i, slindex, episode;
// [crispy] add support for SWITCHES lumps
switchlist_t *alphSwitchList;
boolean from_lump;
if ((from_lump = (W_CheckNumForName("SWITCHES") != -1)))
{
alphSwitchList = W_CacheLumpName("SWITCHES", PU_STATIC);
}
else
{
alphSwitchList = alphSwitchList_vanilla;
}
// Note that this is called "episode" here but it's actually something
// quite different. As we progress from Shareware->Registered->Doom II
// we support more switch textures.
switch (gamemode)
{
case registered:
case retail:
episode = 2;
break;
case commercial:
episode = 3;
break;
default:
episode = 1;
break;
}
slindex = 0;
for (i = 0; alphSwitchList[i].episode; i++)
{
const short alphSwitchList_episode = from_lump ?
SHORT(alphSwitchList[i].episode) :
alphSwitchList[i].episode;
// [crispy] remove MAXSWITCHES limit
if (slindex + 1 >= maxswitches)
{
size_t newmax = maxswitches ? 2 * maxswitches : MAXSWITCHES;
switchlist = I_Realloc(switchlist, newmax * sizeof(*switchlist));
maxswitches = newmax;
}
if (alphSwitchList_episode <= episode)
{
switchlist[slindex++] =
R_TextureNumForName(DEH_String(alphSwitchList[i].name1));
switchlist[slindex++] =
R_TextureNumForName(DEH_String(alphSwitchList[i].name2));
}
}
numswitches = slindex / 2;
switchlist[slindex] = -1;
// [crispy] add support for SWITCHES lumps
if (from_lump)
{
Z_ChangeTag(alphSwitchList, PU_CACHE);
}
// [crispy] pre-allocate some memory for the buttonlist[] array
buttonlist = I_Realloc(NULL, sizeof(*buttonlist) * (maxbuttons = MAXBUTTONS));
memset(buttonlist, 0, sizeof(*buttonlist) * maxbuttons);
}
//
// Start a button counting down till it turns off.
//
void
P_StartButton
( line_t* line,
bwhere_e w,
int texture,
int time )
{
int i;
// See if button is already pressed
for (i = 0;i < maxbuttons;i++)
{
if (buttonlist[i].btimer
&& buttonlist[i].line == line)
{
// [crispy] register up to three buttons at once for lines with more than one switch texture
if (buttonlist[i].where == w)
{
return;
}
}
}
for (i = 0;i < maxbuttons;i++)
{
if (!buttonlist[i].btimer)
{
buttonlist[i].line = line;
buttonlist[i].where = w;
buttonlist[i].btexture = texture;
buttonlist[i].btimer = time;
buttonlist[i].soundorg = &line->soundorg; // [crispy] corrected sound source
return;
}
}
// [crispy] remove MAXBUTTONS limit
{
maxbuttons = 2 * maxbuttons;
buttonlist = I_Realloc(buttonlist, sizeof(*buttonlist) * maxbuttons);
memset(buttonlist + maxbuttons/2, 0, sizeof(*buttonlist) * maxbuttons/2);
return P_StartButton(line, w, texture, time);
}
I_Error("P_StartButton: no button slots left!");
}
//
// Function that changes wall texture.
// Tell it if switch is ok to use again (1=yes, it's a button).
//
void
P_ChangeSwitchTexture
( line_t* line,
int useAgain )
{
int texTop;
int texMid;
int texBot;
int i;
int sound;
if (!useAgain)
line->special = 0;
texTop = sides[line->sidenum[0]].toptexture;
texMid = sides[line->sidenum[0]].midtexture;
texBot = sides[line->sidenum[0]].bottomtexture;
sound = sfx_swtchn;
// EXIT SWITCH?
if (line->special == 11)
sound = sfx_swtchx;
for (i = 0;i < numswitches*2;i++)
{
if (switchlist[i] == texTop)
{
S_StartSoundOnce(&line->soundorg,sound); // [crispy] corrected sound source
sides[line->sidenum[0]].toptexture = switchlist[i^1];
if (useAgain)
P_StartButton(line,top,switchlist[i],BUTTONTIME);
// return;
}
// [crispy] register up to three buttons at once for lines with more than one switch texture
// else
{
if (switchlist[i] == texMid)
{
S_StartSoundOnce(&line->soundorg,sound); // [crispy] corrected sound source
sides[line->sidenum[0]].midtexture = switchlist[i^1];
if (useAgain)
P_StartButton(line, middle,switchlist[i],BUTTONTIME);
// return;
}
// [crispy] register up to three buttons at once for lines with more than one switch texture
// else
{
if (switchlist[i] == texBot)
{
S_StartSoundOnce(&line->soundorg,sound); // [crispy] corrected sound source
sides[line->sidenum[0]].bottomtexture = switchlist[i^1];
if (useAgain)
P_StartButton(line, bottom,switchlist[i],BUTTONTIME);
// return;
}
}
}
}
}
//
// P_UseSpecialLine
// Called when a thing uses a special line.
// Only the front sides of lines are usable.
//
boolean
P_UseSpecialLine
( mobj_t* thing,
line_t* line,
int side )
{
// Err...
// Use the back sides of VERY SPECIAL lines...
if (side)
{
switch(line->special)
{
case 124:
// Sliding door open&close
// UNUSED?
break;
default:
return false;
break;
}
}
// pointer to line function is NULL by default, set non-null if
// line special is push or switch generalized linedef type
int (*linefunc)(line_t *line)=NULL;
// check each range of generalized linedefs
if ((unsigned)line->special >= GenEnd)
{
// Out of range for GenFloors
}
else if ((unsigned)line->special >= GenFloorBase)
{
if (!thing->player)
if ((line->special & FloorChange) || !(line->special & FloorModel))
return false; // FloorModel is "Allow Monsters" if FloorChange is 0
if (/*!comperr(comperr_zerotag) &&*/ !line->tag && ((line->special&6)!=6)) //e6y //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenFloor;
}
else if ((unsigned)line->special >= GenCeilingBase)
{
if (!thing->player)
if ((line->special & CeilingChange) || !(line->special & CeilingModel))
return false; // CeilingModel is "Allow Monsters" if CeilingChange is 0
if (/*!comperr(comperr_zerotag) &&*/ !line->tag && ((line->special&6)!=6)) //e6y //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenCeiling;
}
else if ((unsigned)line->special >= GenDoorBase)
{
if (!thing->player)
{
if (!(line->special & DoorMonster))
return false; // monsters disallowed from this door
if (line->flags & ML_SECRET) // they can't open secret doors either
return false;
}
if (/*!comperr(comperr_zerotag) &&*/ !line->tag && ((line->special&6)!=6)) //e6y //jff 3/2/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenDoor;
}
else if ((unsigned)line->special >= GenLockedBase)
{
if (!thing->player)
return false; // monsters disallowed from unlocking doors
if (!P_CanUnlockGenDoor(line,thing->player))
return false;
if (/*!comperr(comperr_zerotag) &&*/ !line->tag && ((line->special&6)!=6)) //e6y //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenLockedDoor;
}
else if ((unsigned)line->special >= GenLiftBase)
{
if (!thing->player)
if (!(line->special & LiftMonster))
return false; // monsters disallowed
if (/*!comperr(comperr_zerotag) &&*/ !line->tag && ((line->special&6)!=6)) //e6y //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenLift;
}
else if ((unsigned)line->special >= GenStairsBase)
{
if (!thing->player)
if (!(line->special & StairMonster))
return false; // monsters disallowed
if (/*!comperr(comperr_zerotag) &&*/ !line->tag && ((line->special&6)!=6)) //e6y //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenStairs;
}
else if ((unsigned)line->special >= GenCrusherBase)
{
if (!thing->player)
if (!(line->special & CrusherMonster))
return false; // monsters disallowed
if (/*!comperr(comperr_zerotag) &&*/ !line->tag && ((line->special&6)!=6)) //e6y //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenCrusher;
}
if (linefunc)
switch((line->special & TriggerType) >> TriggerTypeShift)
{
case PushOnce:
if (!side)
if (linefunc(line))
line->special = 0;
return true;
case PushMany:
if (!side)
linefunc(line);
return true;
case SwitchOnce:
if (linefunc(line))
P_ChangeSwitchTexture(line,0);
return true;
case SwitchMany:
if (linefunc(line))
P_ChangeSwitchTexture(line,1);
return true;
default: // if not a switch/push type, do nothing here
return false;
}
// Switches that other things can activate.
if (!thing->player)
{
// never open secret doors
if (line->flags & ML_SECRET)
return false;
switch(line->special)
{
case 1: // MANUAL DOOR RAISE
case 32: // MANUAL BLUE
case 33: // MANUAL RED
case 34: // MANUAL YELLOW
break;
default:
return false;
break;
}
}
// do something
switch (line->special)
{
// MANUALS
case 1: // Vertical Door
case 26: // Blue Door/Locked
case 27: // Yellow Door /Locked
case 28: // Red Door /Locked
case 31: // Manual door open
case 32: // Blue locked door open
case 33: // Red locked door open
case 34: // Yellow locked door open
case 117: // Blazing door raise
case 118: // Blazing door open
EV_VerticalDoor (line, thing);
break;
//UNUSED - Door Slide Open&Close
// case 124:
// EV_SlidingDoor (line, thing);
// break;
// SWITCHES
case 7:
// Build Stairs
if (EV_BuildStairs(line,build8))
P_ChangeSwitchTexture(line,0);
break;
case 9:
// Change Donut
if (EV_DoDonut(line))
P_ChangeSwitchTexture(line,0);
break;
case 11:
// Exit level
P_ChangeSwitchTexture(line,0);
G_ExitLevel ();
break;
case 14:
// Raise Floor 32 and change texture
if (EV_DoPlat(line,raiseAndChange,32))
P_ChangeSwitchTexture(line,0);
break;
case 15:
// Raise Floor 24 and change texture
if (EV_DoPlat(line,raiseAndChange,24))
P_ChangeSwitchTexture(line,0);
break;
case 18:
// Raise Floor to next highest floor
if (EV_DoFloor(line, raiseFloorToNearest))
P_ChangeSwitchTexture(line,0);
break;
case 20:
// Raise Plat next highest floor and change texture
if (EV_DoPlat(line,raiseToNearestAndChange,0))
P_ChangeSwitchTexture(line,0);
break;
case 21:
// PlatDownWaitUpStay
if (EV_DoPlat(line,downWaitUpStay,0))
P_ChangeSwitchTexture(line,0);
break;
case 23:
// Lower Floor to Lowest
if (EV_DoFloor(line,lowerFloorToLowest))
P_ChangeSwitchTexture(line,0);
break;
case 29:
// Raise Door
if (EV_DoDoor(line,normal))
P_ChangeSwitchTexture(line,0);
break;
case 41:
// Lower Ceiling to Floor
if (EV_DoCeiling(line,lowerToFloor))
P_ChangeSwitchTexture(line,0);
break;
case 71:
// Turbo Lower Floor
if (EV_DoFloor(line,turboLower))
P_ChangeSwitchTexture(line,0);
break;
case 49:
// Ceiling Crush And Raise
if (EV_DoCeiling(line,crushAndRaise))
P_ChangeSwitchTexture(line,0);
break;
case 50:
// Close Door
if (EV_DoDoor(line,closeDoor))
P_ChangeSwitchTexture(line,0);
break;
case 51:
// Secret EXIT
P_ChangeSwitchTexture(line,0);
G_SecretExitLevel ();
break;
case 55:
// Raise Floor Crush
if (EV_DoFloor(line,raiseFloorCrush))
P_ChangeSwitchTexture(line,0);
break;
case 101:
// Raise Floor
if (EV_DoFloor(line,raiseFloor))
P_ChangeSwitchTexture(line,0);
break;
case 102:
// Lower Floor to Surrounding floor height
if (EV_DoFloor(line,lowerFloor))
P_ChangeSwitchTexture(line,0);
break;
case 103:
// Open Door
if (EV_DoDoor(line,openDoor))
P_ChangeSwitchTexture(line,0);
break;
case 111:
// Blazing Door Raise (faster than TURBO!)
if (EV_DoDoor (line,blazeRaise))
P_ChangeSwitchTexture(line,0);
break;
case 112:
// Blazing Door Open (faster than TURBO!)
if (EV_DoDoor (line,blazeOpen))
P_ChangeSwitchTexture(line,0);
break;
case 113:
// Blazing Door Close (faster than TURBO!)
if (EV_DoDoor (line,blazeClose))
P_ChangeSwitchTexture(line,0);
break;
case 122:
// Blazing PlatDownWaitUpStay
if (EV_DoPlat(line,blazeDWUS,0))
P_ChangeSwitchTexture(line,0);
break;
case 127:
// Build Stairs Turbo 16
if (EV_BuildStairs(line,turbo16))
P_ChangeSwitchTexture(line,0);
break;
case 131:
// Raise Floor Turbo
if (EV_DoFloor(line,raiseFloorTurbo))
P_ChangeSwitchTexture(line,0);
break;
case 133:
// BlzOpenDoor BLUE
case 135:
// BlzOpenDoor RED
case 137:
// BlzOpenDoor YELLOW
if (EV_DoLockedDoor (line,blazeOpen,thing))
P_ChangeSwitchTexture(line,0);
break;
case 140:
// Raise Floor 512
if (EV_DoFloor(line,raiseFloor512))
P_ChangeSwitchTexture(line,0);
break;
// BUTTONS
case 42:
// Close Door
if (EV_DoDoor(line,closeDoor))
P_ChangeSwitchTexture(line,1);
break;
case 43:
// Lower Ceiling to Floor
if (EV_DoCeiling(line,lowerToFloor))
P_ChangeSwitchTexture(line,1);
break;
case 45:
// Lower Floor to Surrounding floor height
if (EV_DoFloor(line,lowerFloor))
P_ChangeSwitchTexture(line,1);
break;
case 60:
// Lower Floor to Lowest
if (EV_DoFloor(line,lowerFloorToLowest))
P_ChangeSwitchTexture(line,1);
break;
case 61:
// Open Door
if (EV_DoDoor(line,openDoor))
P_ChangeSwitchTexture(line,1);
break;
case 62:
// PlatDownWaitUpStay
if (EV_DoPlat(line,downWaitUpStay,1))
P_ChangeSwitchTexture(line,1);
break;
case 63:
// Raise Door
if (EV_DoDoor(line,normal))
P_ChangeSwitchTexture(line,1);
break;
case 64:
// Raise Floor to ceiling
if (EV_DoFloor(line,raiseFloor))
P_ChangeSwitchTexture(line,1);
break;
case 66:
// Raise Floor 24 and change texture
if (EV_DoPlat(line,raiseAndChange,24))
P_ChangeSwitchTexture(line,1);
break;
case 67:
// Raise Floor 32 and change texture
if (EV_DoPlat(line,raiseAndChange,32))
P_ChangeSwitchTexture(line,1);
break;
case 65:
// Raise Floor Crush
if (EV_DoFloor(line,raiseFloorCrush))
P_ChangeSwitchTexture(line,1);
break;
case 68:
// Raise Plat to next highest floor and change texture
if (EV_DoPlat(line,raiseToNearestAndChange,0))
P_ChangeSwitchTexture(line,1);
break;
case 69:
// Raise Floor to next highest floor
if (EV_DoFloor(line, raiseFloorToNearest))
P_ChangeSwitchTexture(line,1);
break;
case 70:
// Turbo Lower Floor
if (EV_DoFloor(line,turboLower))
P_ChangeSwitchTexture(line,1);
break;
case 114:
// Blazing Door Raise (faster than TURBO!)
if (EV_DoDoor (line,blazeRaise))
P_ChangeSwitchTexture(line,1);
break;
case 115:
// Blazing Door Open (faster than TURBO!)
if (EV_DoDoor (line,blazeOpen))
P_ChangeSwitchTexture(line,1);
break;
case 116:
// Blazing Door Close (faster than TURBO!)
if (EV_DoDoor (line,blazeClose))
P_ChangeSwitchTexture(line,1);
break;
case 123:
// Blazing PlatDownWaitUpStay
if (EV_DoPlat(line,blazeDWUS,0))
P_ChangeSwitchTexture(line,1);
break;
case 132:
// Raise Floor Turbo
if (EV_DoFloor(line,raiseFloorTurbo))
P_ChangeSwitchTexture(line,1);
break;
case 99:
// BlzOpenDoor BLUE
case 134:
// BlzOpenDoor RED
case 136:
// BlzOpenDoor YELLOW
if (EV_DoLockedDoor (line,blazeOpen,thing))
P_ChangeSwitchTexture(line,1);
break;
case 138:
// Light Turn On
EV_LightTurnOn(line,255);
P_ChangeSwitchTexture(line,1);
break;
case 139:
// Light Turn Off
EV_LightTurnOn(line,35);
P_ChangeSwitchTexture(line,1);
break;
}
return true;
}
| 1 | 0.965609 | 1 | 0.965609 | game-dev | MEDIA | 0.806918 | game-dev,embedded-firmware | 0.958706 | 1 | 0.958706 |
LagoLunatic/dsvrandom | 1,238 | randomizers/cosmetic/bgm_randomizer.rb |
module BgmRandomizer
def randomize_bgm
remaining_song_indexes = BGM_RANDO_AVAILABLE_SONG_INDEXES.dup
remaining_song_indexes.shuffle!(random: rng)
if GAME == "por"
(0..15).each do |bgm_index|
new_song_index = remaining_song_indexes.pop()
game.write_song_index_by_bgm_index(new_song_index, bgm_index)
end
else
SECTOR_INDEX_TO_SECTOR_NAME[0].keys.each do |sector_index|
if GAME == "dos" && [0x0A, 0x0C, 0x0D, 0x0E, 0x0F].include?(sector_index)
# Skip the sectors that don't use the BGM we set (Menace, Prologue, Epilogue, Boss Rush, Enemy Set Mode).
next
end
if GAME == "por" && [0x0C].include?(sector_index)
# Skip the room with Dracula dying in the sunlight since it doesn't use the BGM we set.
next
end
new_song_index = remaining_song_indexes.pop()
game.write_song_index_by_area_and_sector(new_song_index, 0, sector_index)
end
AREA_INDEX_TO_AREA_NAME.keys.each do |area_index|
next if area_index == 0
new_song_index = remaining_song_indexes.pop()
game.write_song_index_by_area_and_sector(new_song_index, area_index, 0)
end
end
end
end
| 1 | 0.582796 | 1 | 0.582796 | game-dev | MEDIA | 0.663963 | game-dev | 0.762486 | 1 | 0.762486 |
PMC-Unga-Marines/Unga-Marines | 27,187 | code/game/objects/structures/stool_bed_chair_nest/bed.dm | /obj/structure/bed
name = "bed"
desc = "A mattress seated on a rectangular metallic frame. This is used to support a lying person in a comfortable manner, notably for regular sleep. Ancient technology, but still useful."
icon_state = "bed"
icon = 'icons/obj/objects.dmi'
buckle_flags = CAN_BUCKLE|BUCKLE_PREVENTS_PULL
buckle_lying = 90
allow_pass_flags = PASS_LOW_STRUCTURE|PASSABLE
resistance_flags = XENO_DAMAGEABLE
max_integrity = 40
resistance_flags = XENO_DAMAGEABLE
hit_sound = 'sound/effects/metalhit.ogg'
coverage = 10
var/dropmetal = TRUE
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 1
/// To fold into an item (e.g. roller bed item)
var/foldabletype
/// pixel x shift to give to the buckled mob
var/buckling_x = 0
///pixel y shift to give to the buckled mob. This stacks with the lying down pixel shift when relevant
var/buckling_y = -2
var/obj/structure/closet/bodybag/buckled_bodybag
/// Whether you can buckle bodybags to this bed
var/accepts_bodybag = FALSE
/// Used by beds that change sprite when something is buckled to them
var/base_bed_icon
/obj/structure/bed/nometal
dropmetal = FALSE
/obj/structure/bed/bunkbed
name = "bunk bed"
icon_state = "bunkbed"
/obj/structure/bed/update_icon_state()
. = ..()
if(!base_bed_icon)
return
if(LAZYLEN(buckled_mobs) || buckled_bodybag)
icon_state = "[base_bed_icon]_up"
else
icon_state = "[base_bed_icon]_down"
/obj/structure/bed/Destroy()
if(buckled_bodybag)
unbuckle_bodybag()
return ..()
/obj/structure/bed/deconstruct(disassembled, mob/living/blame_mob)
if(buildstacktype && dropmetal)
new buildstacktype(loc, buildstackamount)
return ..()
/obj/structure/bed/post_buckle_mob(mob/buckling_mob)
. = ..()
buckling_mob.pixel_y = buckling_y
buckling_mob.pixel_x = buckling_x
if(base_bed_icon)
density = TRUE
update_icon()
/obj/structure/bed/post_unbuckle_mob(mob/buckled_mob)
. = ..()
buckled_mob.pixel_y = initial(buckled_mob.pixel_y)
buckled_mob.pixel_x = initial(buckled_mob.pixel_x)
if(base_bed_icon)
density = FALSE
update_icon()
if(isliving(buckled_mob)) //Properly update whether we're lying or not
var/mob/living/unbuckled_target = buckled_mob
if(HAS_TRAIT(unbuckled_target, TRAIT_FLOORED))
unbuckled_target.set_lying_angle(pick(90, 270))
/obj/structure/bed/set_glide_size(target = 8)
. = ..()
buckled_bodybag?.set_glide_size(target)
//Unsafe proc
/obj/structure/bed/proc/buckle_bodybag(obj/structure/closet/bodybag/B, mob/user)
if(buckled_bodybag || buckled)
return
B.visible_message(span_notice("[user] buckles [B] to [src]!"))
B.roller_buckled = src
B.glide_modifier_flags |= GLIDE_MOD_BUCKLED
B.loc = loc
B.setDir(dir)
B.layer = layer + 0.1
buckled_bodybag = B
density = TRUE
update_icon()
if(buckling_y)
buckled_bodybag.pixel_y = buckling_y
if(B.pulledby)
B.pulledby.stop_pulling()
if(pulledby)
B.set_glide_size(pulledby.glide_size)
/obj/structure/bed/proc/unbuckle_bodybag(mob/user)
if(!buckled_bodybag)
return
buckled_bodybag.layer = initial(buckled_bodybag.layer)
buckled_bodybag.pixel_y = initial(buckled_bodybag.pixel_y)
buckled_bodybag.roller_buckled = null
buckled_bodybag.glide_modifier_flags &= ~GLIDE_MOD_BUCKLED
buckled_bodybag.reset_glide_size()
buckled_bodybag = null
density = FALSE
update_icon()
//Trying to buckle a mob
/obj/structure/bed/buckle_mob(mob/living/buckling_mob, force = FALSE, check_loc = TRUE, lying_buckle = FALSE, hands_needed = 0, target_hands_needed = 0, silent)
if(buckled_bodybag)
return FALSE
return ..()
/obj/structure/bed/Moved(atom/old_loc, movement_dir, forced, list/old_locs)
. = ..()
if(!buckled_bodybag || buckled_bodybag.Move(loc, movement_dir, glide_size))
return TRUE
forceMove(buckled_bodybag.loc)
return FALSE
/obj/structure/bed/roller/CanAllowThrough(atom/movable/mover, turf/target)
if(mover == buckled_bodybag)
return TRUE
return ..()
/obj/structure/bed/MouseDrop_T(atom/dropping, mob/user)
if(accepts_bodybag && !buckled_bodybag && !LAZYLEN(buckled_mobs) && istype(dropping,/obj/structure/closet/bodybag) && ishuman(user))
var/obj/structure/closet/bodybag/B = dropping
if(!B.roller_buckled && !B.anchored)
buckle_bodybag(B, user)
return TRUE
else
return ..()
/obj/structure/bed/MouseDrop(atom/over_object)
. = ..()
if(foldabletype && !LAZYLEN(buckled_mobs) && !buckled_bodybag)
if(ishuman(over_object))
var/mob/living/carbon/human/H = over_object
if(H == usr && !H.incapacitated() && Adjacent(H) && in_range(src, over_object))
var/obj/item/I = new foldabletype(get_turf(src))
H.put_in_hands(I)
if(istype(I,/obj/item/roller/medevac)) //We need to preserve key variables like linked beacons and cooldowns.
var/obj/item/roller/medevac/M = I
var/obj/structure/bed/medevac_stretcher/B = src
if(B.last_teleport)
M.last_teleport = B.last_teleport
if(world.time < M.last_teleport)
START_PROCESSING(SSprocessing, M)
M.update_icon()
if(B.linked_beacon)
B.linked_beacon.add_stretcher(M, null, TRUE)
B.linked_beacon.remove_stretcher(src, null, TRUE)
qdel(src)
/obj/structure/bed/wrench_act(mob/living/user, obj/item/I)
if(!buildstacktype)
return
playsound(loc, 'sound/items/ratchet.ogg', 25, 1)
if(dropmetal)
new buildstacktype(loc, buildstackamount)
qdel(src)
/obj/structure/bed/grab_interact(obj/item/grab/grab, mob/user, base_damage = 5, is_sharp = FALSE)
. = ..()
if(.)
return
if(LAZYLEN(buckled_mobs) || buckled_bodybag)
return
if(!ismob(grab.grabbed_thing))
return
var/mob/grabbed_mob = grab.grabbed_thing
to_chat(user, span_notice("You place [grabbed_mob] on [src]."))
grabbed_mob.forceMove(loc)
return TRUE
/obj/structure/bed/pre_crush_act(mob/living/carbon/xenomorph/charger, datum/action/ability/xeno_action/ready_charge/charge_datum)
. = ..()
if(!.)
return
if(buckled_bodybag)
unbuckle_bodybag()
/obj/structure/bed/alien
icon_state = "abed"
/obj/structure/bed/fancy
name = "fancy bed"
desc = "For prime comfort."
/obj/structure/bed/pred
icon = 'icons/obj/machines/yautja_machines.dmi'
icon_state = "bed"
/obj/structure/bed/pred/alt
icon_state = "abed"
/*
* Roller beds
*/
/obj/structure/bed/roller
name = "roller bed"
desc = "A basic cushioned leather board resting on a small frame. Not very comfortable at all, but allows the patient to rest lying down while moved to another location rapidly."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "roller_down"
anchored = FALSE
buckle_flags = CAN_BUCKLE
drag_delay = 0 //Pulling something on wheels is easy
buckling_y = 3
foldabletype = /obj/item/roller
accepts_bodybag = TRUE
base_bed_icon = "roller"
/obj/item/roller
name = "roller bed"
desc = "A collapsed roller bed that can be carried around."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "folded"
w_class = WEIGHT_CLASS_SMALL
drag_delay = 1
/// Pulling something on wheels is easy
var/rollertype = /obj/structure/bed/roller
/obj/item/roller/attack_self(mob/user)
deploy_roller(user, user.loc)
/obj/item/roller/afterattack(atom/target, mob/user, proximity)
if(!proximity || !isturf(target) || target.density)
return
var/turf/target_turf = target
for(var/atom/atom_to_check AS in target_turf)
if(atom_to_check.density)
return
deploy_roller(user, target_turf)
/obj/item/roller/attackby(obj/item/I, mob/user, params)
. = ..()
if(.)
return
if(istype(I, /obj/item/roller_holder) && rollertype == /obj/structure/bed/roller)
var/obj/item/roller_holder/RH = I
if(RH.held)
return
to_chat(user, span_notice("You pick up [src]."))
forceMove(RH)
RH.held = src
/obj/item/roller/proc/deploy_roller(mob/user, atom/location)
var/obj/structure/bed/roller/R = new rollertype(location)
user.temporarilyRemoveItemFromInventory(src)
if(istype(R,/obj/structure/bed/medevac_stretcher)) //We need to preserve key variables like linked beacons and cooldowns.
var/obj/item/roller/medevac/I = src
var/obj/structure/bed/medevac_stretcher/B = R
if(I.last_teleport)
B.last_teleport = I.last_teleport
if(I.linked_beacon)
I.linked_beacon.add_stretcher(B, null, TRUE)
I.linked_beacon.remove_stretcher(I, null, TRUE)
qdel(src)
/obj/item/roller_holder
name = "roller bed rack"
desc = "A rack for carrying a collapsed roller bed."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "folded"
var/obj/item/roller/held
/obj/item/roller_holder/Initialize(mapload)
. = ..()
held = new(src)
/obj/item/roller_holder/attack_self(mob/user as mob)
if(!held)
to_chat(user, span_warning("The rack is empty."))
return
var/obj/structure/bed/roller/R = new(user.loc)
to_chat(user, span_notice("You deploy [R]."))
qdel(held)
held = null
////////////////////////////////////////////
//MEDEVAC STRETCHER
//////////////////////////////////////////////
//List of all activated medevac stretchers
GLOBAL_LIST_EMPTY(activated_medevac_stretchers)
/obj/structure/bed/medevac_stretcher
name = "medevac stretcher"
desc = "A medevac stretcher with integrated beacon for rapid evacuation of an injured patient via dropship lift and an emergency bluespace teleporter for tele-evacuation to a linked beacon. Accepts patients and body bags."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "stretcher_down"
buckling_y = 0
buildstacktype = null
foldabletype = /obj/item/roller/medevac
base_bed_icon = "stretcher"
accepts_bodybag = TRUE
resistance_flags = NONE
var/teleport_timer = null
var/last_teleport = null
var/obj/item/medevac_beacon/linked_beacon = null
var/stretcher_activated
var/obj/item/radio/headset/mainship/doc/radio
///A busy var to check if the strecher is already used to send someone to the beacon
var/busy = FALSE
/obj/structure/bed/medevac_stretcher/Initialize(mapload)
. = ..()
radio = new(src)
/obj/structure/bed/medevac_stretcher/examine(mob/user)
. = ..()
. += span_warning("Right-click to activate. Unique action to activate on yourself.")
/obj/structure/bed/medevac_stretcher/attack_alien(mob/living/carbon/xenomorph/xeno_attacker, damage_amount = xeno_attacker.xeno_caste.melee_damage, damage_type = BRUTE, damage_flag = MELEE, effects = TRUE, armor_penetration = 0, isrightclick = FALSE)
if(xeno_attacker.status_flags & INCORPOREAL)
return FALSE
if(buckled_bodybag)
unbuckle_bodybag()
for(var/m in buckled_mobs)
user_unbuckle_mob(m, xeno_attacker, TRUE)
/obj/structure/bed/medevac_stretcher/attack_ghost(mob/dead/observer/user)
. = ..()
if(!linked_beacon?.loc)
return
user.forceMove(get_turf(linked_beacon))
/obj/structure/bed/medevac_stretcher/Destroy()
QDEL_NULL(radio)
if(linked_beacon)
linked_beacon.remove_stretcher(src)
return ..()
/obj/structure/bed/medevac_stretcher/update_overlays()
. = ..()
if(stretcher_activated)
. += image("beacon_active_[density ? "up":"down"]")
if(LAZYLEN(buckled_mobs) || buckled_bodybag)
. += image("icon_state"="stretcher_box","layer"=LYING_MOB_LAYER + 0.1)
/obj/structure/bed/medevac_stretcher/attack_hand_alternate(mob/living/user)
activate_medevac_teleport(user)
/obj/structure/bed/medevac_stretcher/proc/activate_medevac_teleport(mob/user)
if(!ishuman(user))
return
if(busy)
return
if(!linked_beacon)
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
to_chat(user, span_warning("[src]'s bluespace engine isn't linked to any medvac beacon."))
return
if(user.faction != linked_beacon.faction)
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
visible_message(span_warning("[src]'s safeties kick in before displacement as it fails to detect correct identification codes."))
return
if(world.time < last_teleport )
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
to_chat(user, span_warning("[src]'s bluespace engine is still recharging; it will be ready in [round(last_teleport - world.time) * 0.1] seconds."))
return
if(user in buckled_mobs)
to_chat(user, span_warning("You can't reach the teleportation activation button while buckled to [src]."))
return
if(!linked_beacon.planted)
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
to_chat(user, span_warning("[src]'s bluespace engine linked medvac beacon isn't planted and active!"))
return
if(!linked_beacon.check_power())
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
to_chat(user, span_warning("[src]'s bluespace engine linked medvac beacon is unpowered."))
return
if(is_centcom_level(linked_beacon.z)) // No. No using teleportation to teleport to the adminzone.
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
to_chat(user, span_warning("[src]'s beacon is out of range!"))
return
user.visible_message(span_warning("[user] activates [src]'s bluespace engine, causing it to rev to life."),
span_warning("You activate [src]'s bluespace engine, causing it to rev to life."))
playsound(loc,'sound/mecha/powerup.ogg', 25, FALSE)
teleport_timer = addtimer(CALLBACK(src, PROC_REF(medevac_teleport), user), MEDEVAC_TELE_DELAY, TIMER_STOPPABLE|TIMER_UNIQUE) //Activate after 5 second delay.
RegisterSignal(src, COMSIG_MOVABLE_UNBUCKLE, PROC_REF(on_mob_unbuckle))
busy = TRUE
/obj/structure/bed/medevac_stretcher/proc/on_mob_unbuckle(datum/source, mob/living/buckled_mob, force = FALSE)
SIGNAL_HANDLER
busy = FALSE
UnregisterSignal(src, COMSIG_MOVABLE_UNBUCKLE)
deltimer(teleport_timer)
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
visible_message(span_warning("[src]'s safeties kick in, no longer detecting a buckled user."))
/obj/structure/bed/medevac_stretcher/proc/medevac_teleport(mob/user)
UnregisterSignal(src, COMSIG_MOVABLE_UNBUCKLE)
busy = FALSE
if(!linked_beacon || !linked_beacon.check_power() || !linked_beacon.planted) //Beacon has to be planted in a powered area.
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
visible_message(span_warning("[src]'s safeties kick in before displacement as it fails to detect a powered, linked, and planted medvac beacon."))
return
var/mob/living/M
if(LAZYLEN(buckled_mobs))
M = buckled_mobs[1]
else if(buckled_bodybag)
M = locate(/mob/living) in buckled_bodybag.contents
else
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
visible_message(span_warning("[src]'s bluespace engine aborts displacement, being unable to detect an appropriate evacuee."))
return
if(!M) //We need a mob to teleport or no deal
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
visible_message(span_warning("[src]'s bluespace engine aborts displacement, being unable to detect an appropriate evacuee."))
return
if(M.faction != linked_beacon.faction)
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
visible_message(span_warning("[src]'s safeties kick in before displacement as it fails to detect correct identification codes."))
return
visible_message(span_notice("<b>[M] vanishes in a flash of sparks as [src]'s bluespace engine generates its displacement field.</b>"))
if(buckled_bodybag)
var/obj/structure/closet/bodybag/teleported_bodybag = buckled_bodybag
unbuckle_bodybag()
teleported_bodybag.forceMove(get_turf(linked_beacon))
else
unbuckle_mob(M)
M.forceMove(get_turf(linked_beacon))
//Pretty SFX
var/datum/effect_system/spark_spread/spark_system
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start(src)
playsound(loc,'sound/effects/phasein.ogg', 50, FALSE)
var/datum/effect_system/spark_spread/spark_system2
spark_system2 = new /datum/effect_system/spark_spread()
spark_system2.set_up(5, 0, linked_beacon)
spark_system2.attach(linked_beacon)
spark_system2.start(linked_beacon)
playsound(linked_beacon.loc,'sound/effects/phasein.ogg', 50, FALSE)
linked_beacon.medvac_alert(M) //We warn med channel about the mob, not what was teleported.
last_teleport = world.time + MEDEVAC_COOLDOWN
/obj/structure/bed/medevac_stretcher/attackby(obj/item/I, mob/user, params)
. = ..()
if(.)
return
if(istype(I, /obj/item/medevac_beacon))
var/obj/item/medevac_beacon/B = I
B.add_stretcher(src, user)
else if(istype(I, /obj/item/healthanalyzer)) //Allows us to use the analyzer on the occupant without taking him out.
var/mob/living/occupant
if(LAZYLEN(buckled_mobs))
occupant = buckled_mobs[1]
else if(buckled_bodybag)
occupant = locate(/mob/living) in buckled_bodybag.contents
var/obj/item/healthanalyzer/J = I
J.attack(occupant, user)
/obj/structure/bed/medevac_stretcher/proc/medvac_alert(mob/M)
playsound(loc, 'sound/machines/ping.ogg', 50, FALSE)
radio.talk_into(src, "Patient [M] has been tele-vaced to medvac beacon at: [get_area(linked_beacon)]. Coordinates: (X: [linked_beacon.x], Y: [linked_beacon.y])", RADIO_CHANNEL_MEDICAL)
/obj/structure/bed/medevac_stretcher/examine(mob/user)
. = ..()
var/list/details = list()
if(linked_beacon)
details += "It's linked to a beacon located at: [get_area(linked_beacon)]. Coordinates: (X: [linked_beacon.x], Y: [linked_beacon.y]).</br>"
if(world.time < last_teleport)
details += "Its bluespace engine is currently recharging. <b>The interface displays: [round(last_teleport - world.time) * 0.1] seconds until it has recharged.</b></br>"
if(LAZYLEN(buckled_mobs))
details += "It contains [buckled_mobs[1]].</br>"
else if(buckled_bodybag)
var/mob/living/M = locate(/mob/living) in buckled_bodybag.contents
details += "It contains [M].</br>"
. += span_notice("[details.Join(" ")]")
/obj/item/roller/medevac
name = "medevac stretcher"
desc = "A collapsed medevac stretcher that can be carried around. Can be used to instantly transport a marine to a linked beacon. Don't forget the beacon!"
icon_state = "stretcher_folded"
var/last_teleport = null
var/obj/item/medevac_beacon/linked_beacon = null
rollertype = /obj/structure/bed/medevac_stretcher
///Visual timer for the medevac cooldown
var/timer_cooldown
///Who is currently holding onto the medevac roller?
var/mob/holder
/obj/item/roller/medevac/unique_action(mob/user)
. = ..()
deploy_roller(user, user.loc)
var/obj/structure/bed/medevac_stretcher/stretcher = locate(/obj/structure/bed/medevac_stretcher) in user.loc
stretcher.activate_medevac_teleport(user)
stretcher.buckle_mob(user)
return TRUE
/obj/item/roller/medevac/Destroy()
STOP_PROCESSING(SSprocessing, src)
holder = null
if(linked_beacon)
linked_beacon.remove_stretcher(src)
return ..()
/obj/item/roller/medevac/process()
timer_cooldown = max(last_teleport - world.time, 0)
if(!timer_cooldown)
if(holder)
balloon_alert(holder, "Medevac charged!")
playsound(loc,'sound/machines/ping.ogg', 10, FALSE)
STOP_PROCESSING(SSprocessing, src)
update_icon()
/obj/item/roller/medevac/attack_self(mob/user)
deploy_roller(user, user.loc)
/obj/item/roller/medevac/attack_ghost(mob/dead/observer/user)
. = ..()
if(!linked_beacon?.loc)
return
user.forceMove(get_turf(linked_beacon))
/obj/item/roller/medevac/dropped(mob/user)
. = ..()
holder = null
update_icon()
/obj/item/roller/medevac/pickup(mob/user)
. = ..()
holder = user
/obj/item/roller/medevac/examine(mob/user)
. = ..()
var/list/details = list()
if(linked_beacon)
details += "It's linked to a beacon located at: [get_area(linked_beacon)]. Coordinates: (X: [linked_beacon.x], Y: [linked_beacon.y]).</br>"
if(world.time < last_teleport)
details += "[span_warning("It's bluespace engine is currently recharging. The interface estimates: [round(last_teleport - world.time) * 0.1] seconds until it has recharged.")]</br>"
. += span_notice("[details.Join(" ")]")
/obj/item/roller/medevac/update_overlays()
. = ..()
var/display_timer_cooldown = CEILING((timer_cooldown) * 0.1, 1)
if(isturf(loc) || !display_timer_cooldown)
return
var/mutable_appearance/desc = mutable_appearance('icons/misc/12x12.dmi')
desc.maptext = MAPTEXT("[display_timer_cooldown]s")
. += desc
/obj/item/roller/medevac/attackby(obj/item/I, mob/user, params)
. = ..()
if(.)
return
if(istype(I, /obj/item/medevac_beacon))
var/obj/item/medevac_beacon/B = I
B.add_stretcher(src, user)
/obj/item/medevac_beacon
name = "medevac beacon"
desc = "A specialized teleportation beacon that links with a medvac stretcher; provides the target destination for the stretcher's displacement field. WARNING: Must be in a powered area to function."
icon = 'icons/obj/items/beacon.dmi'
icon_state = "med_beacon0"
w_class = WEIGHT_CLASS_SMALL
var/planted = FALSE
var/locked = FALSE
var/list/obj/item/roller/medevac/linked_beds = list()
var/list/obj/structure/bed/medevac_stretcher/linked_beds_deployed = list()
req_one_access = list(ACCESS_MARINE_MEDPREP, ACCESS_MARINE_LEADER, ACCESS_MARINE_MEDBAY)
var/obj/item/radio/headset/mainship/doc/radio
/obj/item/medevac_beacon/Initialize(mapload)
. = ..()
radio = new(src)
/obj/item/medevac_beacon/Destroy()
QDEL_NULL(radio)
for(var/obj/item/roller/medevac/rollerbed in linked_beds)
rollerbed.linked_beacon = null
for(var/obj/structure/bed/medevac_stretcher/stretcherbed in linked_beds)
stretcherbed.linked_beacon = null
linked_beds = null
linked_beds_deployed = null
return ..()
/obj/item/medevac_beacon/examine(mob/user)
. = ..()
var/list/details = list()
if(!check_power())
details += "<b>It's currently unpowered.</b></br>"
else
details += "<b>It's currently powered.</b></br>"
details += "It's currently linked to:</b></br>"
if(!linked_beds && !linked_beds_deployed)
details += "<b>No beds detected!</b></br>"
else
for(var/obj/structure/bed/medevac_stretcher/stretcherbed in linked_beds_deployed)
var/turf/bed_turf = get_turf(stretcherbed)
details += "[world.time < stretcherbed.last_teleport ? "\[[round((stretcherbed.last_teleport - world.time) * 0.1)]s\]" : "\[READY\]"] Deployed medevac stretcher at: X:[bed_turf.x], Y:[bed_turf.y] - \[[get_area(bed_turf)]\]</br>"
for(var/obj/item/roller/medevac/rollerbed in linked_beds)
var/turf/bed_turf = get_turf(rollerbed)
details += "[world.time < rollerbed.last_teleport ? "\[[round((rollerbed.last_teleport - world.time) * 0.1)]s\]" : "\[READY\]"] Medevac roller at: X:[bed_turf.x], Y:[bed_turf.y] \[[get_area(bed_turf)]\]"
for(var/mob/M in bed_turf.contents)
if(M.contains(rollerbed))
details += "- \[<b>[M]</b>\]"
details += "</br>"
. += span_notice("[details.Join(" ")]")
/obj/item/medevac_beacon/proc/medvac_alert(mob/M)
playsound(loc, 'sound/machines/ping.ogg', 50, FALSE)
radio.talk_into(src, "Patient [M] has been tele-vaced to medvac beacon at: [get_area(src)]. Coordinates: (X: [x], Y: [y])", RADIO_CHANNEL_MEDICAL)
/obj/item/medevac_beacon/attack_self(mob/user)
if(locked)
to_chat(user, span_warning("[src]'s interface is locked! Only a Squad Leader, Corpsman, or Medical Officer can unlock it now."))
return
user.drop_held_item()
anchored = TRUE
planted = TRUE
to_chat(user, span_warning("You plant and activate [src]."))
icon_state = "med_beacon1"
playsound(loc,'sound/machines/ping.ogg', 25, FALSE)
faction = user.faction
/obj/item/medevac_beacon/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(locked)
to_chat(user, span_warning("[src]'s interface is locked! Only a Squad Leader, Corpsman, or Medical Officer can unlock it now."))
return
if(planted)
anchored = FALSE
planted = FALSE
to_chat(user, span_warning("You retrieve and deactivate [src]."))
icon_state = "med_beacon0"
playsound(loc,'sound/machines/click.ogg', 25, FALSE)
/obj/item/medevac_beacon/attack_ghost(mob/dead/observer/user)
. = ..()
if(!linked_beds && !linked_beds_deployed)
return
var/list/obj/destinations = SANITIZE_LIST(linked_beds) + SANITIZE_LIST(linked_beds_deployed)
var/obj/target
if(length(linked_beds + linked_beds_deployed) > 1)
var/list/medevac_assoc = list()
for(var/obj/destination in destinations)
var/turf/T = get_turf(destination)
medevac_assoc["X:[T.x], Y:[T.y] - \[[get_area(destination)]\]"] = destination
destinations = list()
for(var/destination in medevac_assoc)
destinations += destination
var/input = tgui_input_list(user, "Choose a medevac to teleport to:", "Ghost Medevac teleport", destinations, null, 0)
if(!input)
return
target = medevac_assoc[input]
if(!input)
return
else
target = destinations[1]
if(!target || QDELETED(target) || !target.loc)
return
user.forceMove(get_turf(target))
/obj/item/medevac_beacon/attackby(obj/item/I, mob/user, params) //Corpsmen can lock their beacons.
. = ..()
if(.)
return
if(istype(I, /obj/item/card/id))
if(!allowed(user))
to_chat(user, span_warning("Access denied."))
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
return
locked = !locked
user.visible_message(span_notice("[user] [locked ? "locks" : "unlocks"] [src]'s interface."),
span_notice("You [locked ? "lock" : "unlock"] [src]'s interface."))
else if(istype(I, /obj/item/roller/medevac))
if(locked)
to_chat(user, span_warning("Access denied."))
playsound(loc,'sound/machines/buzz-two.ogg', 25, FALSE)
return
add_stretcher(I, user)
/obj/item/medevac_beacon/proc/check_power()
var/area/A = loc?.loc
if(!A || !isarea(A))
return FALSE
return(A.powered(1))
/// Adds a medevac roller or stretcher to the medevac beacon. Returns TRUE if the beacon is in the linked_beds* list and false if it is not in there.
/obj/item/medevac_beacon/proc/add_stretcher(obj/target_bed, mob/user, silent = FALSE)
var/obj/item/roller/medevac/rollerbed = target_bed
if(istype(rollerbed, /obj/item/roller/medevac))
if(rollerbed in linked_beds)
if(!silent)
if(user)
balloon_alert(user, "Already linked!")
playsound(loc,'sound/machines/buzz-sigh.ogg', 25, FALSE)
return TRUE
if(rollerbed.linked_beacon)
rollerbed.linked_beacon.remove_stretcher(rollerbed)
linked_beds += rollerbed
rollerbed.linked_beacon = src
if(!silent)
if(user)
balloon_alert(user, "Linked!")
playsound(loc,'sound/machines/ping.ogg', 25, FALSE)
return TRUE
var/obj/structure/bed/medevac_stretcher/stretcherbed = target_bed
if(istype(stretcherbed, /obj/structure/bed/medevac_stretcher))
if(stretcherbed in linked_beds_deployed)
if(!silent)
if(user)
balloon_alert(user, "Already linked!")
playsound(loc,'sound/machines/buzz-sigh.ogg', 25, FALSE)
return TRUE
if(stretcherbed.linked_beacon)
stretcherbed.linked_beacon.remove_stretcher(stretcherbed)
linked_beds_deployed += stretcherbed
stretcherbed.linked_beacon = src
if(!silent)
if(user)
balloon_alert(user, "Linked!")
playsound(loc,'sound/machines/ping.ogg', 25, FALSE)
return TRUE
return FALSE
/// Removes the stretcher from the linked_beds* list. Returns TRUE if the bed is not linked to the beacon and FALSE otherwise.
/obj/item/medevac_beacon/proc/remove_stretcher(obj/target_bed)
var/obj/item/roller/medevac/rollerbed = target_bed
if(rollerbed && (rollerbed in linked_beds) && rollerbed.linked_beacon == src)
rollerbed.linked_beacon = null
linked_beds -= rollerbed
return TRUE
var/obj/structure/bed/medevac_stretcher/stretcherbed = target_bed
if(stretcherbed && (stretcherbed in linked_beds_deployed) && stretcherbed.linked_beacon == src)
stretcherbed.linked_beacon = null
linked_beds_deployed -= stretcherbed
return TRUE
return FALSE
| 1 | 0.991489 | 1 | 0.991489 | game-dev | MEDIA | 0.956345 | game-dev | 0.992765 | 1 | 0.992765 |
NethermindEth/nethermind | 4,142 | src/Nethermind/Nethermind.Evm/ReleaseSpecExtensions.cs | // SPDX-FileCopyrightText: 2025 Demerzel Solutions Limited
// SPDX-License-Identifier: LGPL-3.0-only
using System;
using Nethermind.Core;
using Nethermind.Core.Specs;
namespace Nethermind.Evm
{
public static class ReleaseSpecExtensions
{
public static long GetClearReversalRefund(this IReleaseSpec spec) =>
spec.UseHotAndColdStorage
? RefundOf.SResetReversedHotCold
: spec.UseIstanbulNetGasMetering
? RefundOf.SResetReversedEip2200
: spec.UseConstantinopleNetGasMetering
? RefundOf.SResetReversedEip1283
: throw new InvalidOperationException("Asking about the net metered cost when net metering not enabled");
public static long GetSetReversalRefund(this IReleaseSpec spec) =>
spec.UseHotAndColdStorage
? RefundOf.SSetReversedHotCold
: spec.UseIstanbulNetGasMetering
? RefundOf.SSetReversedEip2200
: spec.UseConstantinopleNetGasMetering
? RefundOf.SSetReversedEip1283
: throw new InvalidOperationException("Asking about the net metered cost when net metering not enabled");
public static long GetSStoreResetCost(this IReleaseSpec spec) =>
spec.UseHotAndColdStorage
? GasCostOf.SReset - GasCostOf.ColdSLoad
: GasCostOf.SReset;
public static long GetNetMeteredSStoreCost(this IReleaseSpec spec) =>
spec.UseHotAndColdStorage
? GasCostOf.WarmStateRead
: spec.UseIstanbulNetGasMetering
? GasCostOf.SStoreNetMeteredEip2200
: spec.UseConstantinopleNetGasMetering
? GasCostOf.SStoreNetMeteredEip1283
: throw new InvalidOperationException("Asking about the net metered cost when net metering not enabled");
public static long GetBalanceCost(this IReleaseSpec spec) =>
spec.UseHotAndColdStorage
? 0L
: spec.UseLargeStateDDosProtection
? GasCostOf.BalanceEip1884
: spec.UseShanghaiDDosProtection
? GasCostOf.BalanceEip150
: GasCostOf.Balance;
public static long GetSLoadCost(this IReleaseSpec spec) =>
spec.UseHotAndColdStorage
? 0L
: spec.UseLargeStateDDosProtection
? GasCostOf.SLoadEip1884
: spec.UseShanghaiDDosProtection
? GasCostOf.SLoadEip150
: GasCostOf.SLoad;
public static long GetExtCodeHashCost(this IReleaseSpec spec) =>
spec.UseHotAndColdStorage
? 0L
: spec.UseLargeStateDDosProtection
? GasCostOf.ExtCodeHashEip1884
: GasCostOf.ExtCodeHash;
public static long GetExtCodeCost(this IReleaseSpec spec) =>
spec.UseHotAndColdStorage
? 0L
: spec.UseShanghaiDDosProtection
? GasCostOf.ExtCodeEip150
: GasCostOf.ExtCode;
public static long GetCallCost(this IReleaseSpec spec) =>
spec.UseHotAndColdStorage
? 0L
: spec.UseShanghaiDDosProtection
? GasCostOf.CallEip150
: GasCostOf.Call;
public static long GetExpByteCost(this IReleaseSpec spec) =>
spec.UseExpDDosProtection
? GasCostOf.ExpByteEip160
: GasCostOf.ExpByte;
public static ulong GetMaxBlobGasPerBlock(this IReleaseSpec spec) =>
spec.MaxBlobCount * Eip4844Constants.GasPerBlob;
public static ulong GetMaxBlobGasPerTx(this IReleaseSpec spec) =>
spec.MaxBlobsPerTx * Eip4844Constants.GasPerBlob;
public static ulong GetTargetBlobGasPerBlock(this IReleaseSpec spec) =>
spec.TargetBlobCount * Eip4844Constants.GasPerBlob;
}
}
| 1 | 0.795231 | 1 | 0.795231 | game-dev | MEDIA | 0.391886 | game-dev | 0.800117 | 1 | 0.800117 |
Odonno/ReduxSimple | 2,753 | ReduxSimple/StateLens.Explicit.cs | using Converto;
namespace ReduxSimple;
internal class ExplicitStateLens<TState, TFeatureState> : BaseStateLens<TState, TFeatureState>
where TState : class, new()
where TFeatureState : class, new()
{
private readonly Func<TState, TFeatureState> _featureSelector;
private readonly Func<TState, TFeatureState, TState> _stateReducer;
public ExplicitStateLens(
Func<TState, TFeatureState> featureSelector,
Func<TState, TFeatureState, TState> stateReducer
)
{
_featureSelector = featureSelector;
_stateReducer = stateReducer;
}
public override On<TState> CreateParentReducer(On<TFeatureState> on)
{
return new On<TState>
{
Reduce = (state, action) =>
{
if (on?.Reduce == null)
return state;
var featureState = _featureSelector(state);
var reducerResult = on.Reduce(featureState, action);
if (featureState.IsDeepEqual(reducerResult))
return state;
return _stateReducer(state, reducerResult);
},
Types = on.Types
};
}
}
internal class ExplicitStateLens<TState, TAction, TFeatureState> : BaseStateLens<TState, TFeatureState>
where TState : class, new()
where TFeatureState : class, new()
{
private readonly Func<TState, TAction, TFeatureState> _featureSelector;
private readonly Func<TState, TAction, TFeatureState, TState> _stateReducer;
public ExplicitStateLens(
Func<TState, TAction, TFeatureState> featureSelector,
Func<TState, TAction, TFeatureState, TState> stateReducer
)
{
_featureSelector = featureSelector;
_stateReducer = stateReducer;
}
public override On<TState> CreateParentReducer(On<TFeatureState> on)
{
return new On<TState>
{
Reduce = (state, action) =>
{
if (on?.Reduce == null)
return state;
if (action is TAction typedAction)
{
var featureState = _featureSelector(state, typedAction);
var reducerResult = on.Reduce(featureState, action);
if (featureState.IsDeepEqual(reducerResult))
return state;
return _stateReducer(state, typedAction, reducerResult);
}
throw new NotSupportedException(
$"This type `{typeof(TAction).Name}` of action cannot be used in the reducer reducer of `{typeof(TFeatureState).Name}` inside `{typeof(TState).Name}`."
);
},
Types = on.Types
};
}
}
| 1 | 0.831943 | 1 | 0.831943 | game-dev | MEDIA | 0.583141 | game-dev | 0.664766 | 1 | 0.664766 |
quiverteam/Engine | 2,523 | src/movieobjects/dmemouseinput.cpp | //====== Copyright 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmemouseinput.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "vgui/iinput.h"
#include "vgui/ipanel.h"
#include "tier3/tier3.h"
#include "tier0/dbg.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeMouseInput, CDmeMouseInput );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeMouseInput::OnConstruction()
{
m_x.Init( this, "x" );
m_y.Init( this, "y" );
m_xOrigin = 0.0f;
m_yOrigin = 0.0f;
}
void CDmeMouseInput::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// IsDirty - ie needs to operate
//-----------------------------------------------------------------------------
bool CDmeMouseInput::IsDirty()
{
float flX, flY;
GetNormalizedCursorPos( flX, flY );
flX -= m_xOrigin;
flY -= m_yOrigin;
return ( flX != GetValue< float >( "x" ) ) || ( flY != GetValue< float >( "y" ) );
}
void CDmeMouseInput::Operate()
{
float flX, flY;
GetNormalizedCursorPos( flX, flY );
SetValue( "x", flX - m_xOrigin );
SetValue( "y", flY - m_yOrigin );
// Msg( "CDmeMouseInput::Operate() at <%f, %f>\n", flX, flY );
}
void CDmeMouseInput::GetInputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
}
void CDmeMouseInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
attrs.AddToTail( GetAttribute( "x" ) );
attrs.AddToTail( GetAttribute( "y" ) );
}
void CDmeMouseInput::ResetOrigin( float dx, float dy )
{
GetNormalizedCursorPos( m_xOrigin, m_yOrigin );
m_xOrigin += dx;
m_yOrigin += dy;
}
void CDmeMouseInput::GetNormalizedCursorPos( float &flX, float &flY )
{
int x, y;
g_pVGuiInput->GetCursorPos( x, y );
vgui::VPANEL vpanel = g_pVGuiInput->GetFocus();
if ( !vpanel )
{
flX = flY = 0.0f;
return;
}
int x0, y0;
g_pVGuiPanel->GetPos( vpanel, x0, y0 );
int w, h;
g_pVGuiPanel->GetSize( vpanel, w, h );
flX = ( x - x0 ) / float(w);
flY = ( y - y0 ) / float(h);
}
| 1 | 0.714436 | 1 | 0.714436 | game-dev | MEDIA | 0.698807 | game-dev | 0.706913 | 1 | 0.706913 |
mono/roslyn | 8,535 | src/Compilers/VisualBasic/Portable/Symbols/Source/SourceClonedParameterSymbol.vb | ' Copyright (c) Microsoft. All Rights Reserved. Licensed under the Apache License, Version 2.0. See License.txt in the project root for license information.
Imports System.Collections.Immutable
Imports System.Diagnostics
Imports Microsoft.CodeAnalysis.Text
Imports Microsoft.CodeAnalysis.VisualBasic.Symbols
Imports Microsoft.CodeAnalysis.VisualBasic.Syntax
Namespace Microsoft.CodeAnalysis.VisualBasic.Symbols
''' <summary>
''' Represents a source parameter cloned from another <see cref="SourceParameterSymbol"/> ,
''' when they must share attribute data.
''' </summary>
''' <remarks>
''' For example, parameters on delegate Invoke method are cloned to delegate BeginInvoke, EndInvoke methods.
''' </remarks>
Friend Class SourceClonedParameterSymbol
Inherits SourceParameterSymbolBase
Private ReadOnly m_originalParam As SourceParameterSymbol
Friend Sub New(originalParam As SourceParameterSymbol, newOwner As MethodSymbol, newOrdinal As Integer)
MyBase.New(newOwner, newOrdinal)
Debug.Assert(originalParam IsNot Nothing)
m_originalParam = originalParam
End Sub
Public Overrides ReadOnly Property IsImplicitlyDeclared As Boolean
Get
Return True
End Get
End Property
Public Overrides ReadOnly Property DeclaringSyntaxReferences As ImmutableArray(Of SyntaxReference)
Get
' Since you can't get from the syntax node that represents the orginal parameter
' back to this symbol we decided not to return the original syntax node here.
Return ImmutableArray(Of SyntaxReference).Empty
End Get
End Property
#Region "Forwarded"
Public Overrides ReadOnly Property Type As TypeSymbol
Get
Return m_originalParam.Type
End Get
End Property
Friend Overrides ReadOnly Property IsMetadataIn As Boolean
Get
Return m_originalParam.IsMetadataIn
End Get
End Property
Friend Overrides ReadOnly Property IsMetadataOut As Boolean
Get
Return m_originalParam.IsMetadataOut
End Get
End Property
Public Overrides ReadOnly Property Locations As ImmutableArray(Of Location)
Get
Return m_originalParam.Locations
End Get
End Property
Public Overrides Function GetAttributes() As ImmutableArray(Of VisualBasicAttributeData)
Return m_originalParam.GetAttributes()
End Function
Public Overrides ReadOnly Property Name As String
Get
Return m_originalParam.Name
End Get
End Property
Public Overrides ReadOnly Property CustomModifiers As ImmutableArray(Of CustomModifier)
Get
Return m_originalParam.CustomModifiers
End Get
End Property
Friend Overrides ReadOnly Property HasByRefBeforeCustomModifiers As Boolean
Get
Return m_originalParam.HasByRefBeforeCustomModifiers
End Get
End Property
Friend Overloads Overrides ReadOnly Property ExplicitDefaultConstantValue(inProgress As SymbolsInProgress(Of ParameterSymbol)) As ConstantValue
Get
Return m_originalParam.ExplicitDefaultConstantValue(inProgress)
End Get
End Property
Friend Overrides ReadOnly Property HasParamArrayAttribute As Boolean
Get
Return m_originalParam.HasParamArrayAttribute
End Get
End Property
Friend Overrides ReadOnly Property HasDefaultValueAttribute As Boolean
Get
Return m_originalParam.HasDefaultValueAttribute
End Get
End Property
Public Overrides ReadOnly Property HasExplicitDefaultValue As Boolean
Get
Return m_originalParam.HasExplicitDefaultValue
End Get
End Property
Friend Overrides ReadOnly Property HasOptionCompare As Boolean
Get
Return m_originalParam.HasOptionCompare
End Get
End Property
Friend Overrides ReadOnly Property IsIDispatchConstant As Boolean
Get
Return m_originalParam.IsIDispatchConstant
End Get
End Property
Friend Overrides ReadOnly Property IsIUnknownConstant As Boolean
Get
Return m_originalParam.IsIUnknownConstant
End Get
End Property
Friend Overrides ReadOnly Property IsCallerLineNumber As Boolean
Get
Return m_originalParam.IsCallerLineNumber
End Get
End Property
Friend Overrides ReadOnly Property IsCallerMemberName As Boolean
Get
Return m_originalParam.IsCallerMemberName
End Get
End Property
Friend Overrides ReadOnly Property IsCallerFilePath As Boolean
Get
Return m_originalParam.IsCallerFilePath
End Get
End Property
Public Overrides ReadOnly Property IsByRef As Boolean
Get
Return m_originalParam.IsByRef
End Get
End Property
Friend Overrides ReadOnly Property IsExplicitByRef As Boolean
Get
Return m_originalParam.IsExplicitByRef
End Get
End Property
Public Overrides ReadOnly Property IsOptional As Boolean
Get
Return m_originalParam.IsOptional
End Get
End Property
Public Overrides ReadOnly Property IsParamArray As Boolean
Get
Return m_originalParam.IsParamArray
End Get
End Property
Friend Overrides ReadOnly Property MarshallingInformation As MarshalPseudoCustomAttributeData
Get
Return m_originalParam.MarshallingInformation
End Get
End Property
#End Region
Friend Overrides Function WithTypeAndCustomModifiers(type As TypeSymbol, customModifiers As ImmutableArray(Of CustomModifier), hasByRefBeforeCustomModifiers As Boolean) As ParameterSymbol
Return New SourceClonedParameterSymbolWithCustomModifiers(m_originalParam, DirectCast(Me.ContainingSymbol, MethodSymbol), Me.Ordinal, type, customModifiers, hasByRefBeforeCustomModifiers)
End Function
Friend NotInheritable Class SourceClonedParameterSymbolWithCustomModifiers
Inherits SourceClonedParameterSymbol
Private ReadOnly m_type As TypeSymbol
Private ReadOnly m_customModifiers As ImmutableArray(Of CustomModifier)
Private ReadOnly m_hasByRefBeforeCustomModifiers As Boolean
Friend Sub New(
originalParam As SourceParameterSymbol,
newOwner As MethodSymbol,
newOrdinal As Integer,
type As TypeSymbol,
customModifiers As ImmutableArray(Of CustomModifier),
hasByRefBeforeCustomModifiers As Boolean
)
MyBase.New(originalParam, newOwner, newOrdinal)
m_type = type
m_customModifiers = If(customModifiers.IsDefault, ImmutableArray(Of CustomModifier).Empty, customModifiers)
m_hasByRefBeforeCustomModifiers = hasByRefBeforeCustomModifiers
End Sub
Public Overrides ReadOnly Property Type As TypeSymbol
Get
Return m_type
End Get
End Property
Public Overrides ReadOnly Property CustomModifiers As ImmutableArray(Of CustomModifier)
Get
Return m_customModifiers
End Get
End Property
Friend Overrides ReadOnly Property HasByRefBeforeCustomModifiers As Boolean
Get
Return m_hasByRefBeforeCustomModifiers
End Get
End Property
Friend Overrides Function WithTypeAndCustomModifiers(type As TypeSymbol, customModifiers As ImmutableArray(Of CustomModifier), hasByRefBeforeCustomModifiers As Boolean) As ParameterSymbol
Throw ExceptionUtilities.Unreachable
End Function
End Class
End Class
End Namespace
| 1 | 0.754497 | 1 | 0.754497 | game-dev | MEDIA | 0.242026 | game-dev | 0.688068 | 1 | 0.688068 |
BobbyAnguelov/Esoterica | 41,874 | Code/Engine/Entity/EntityMap.cpp | #include "EntityMap.h"
#include "EntityLog.h"
#include "EntityInitializationContext.h"
#include "EntityLoadingContext.h"
#include "EntityWorldSystem.h"
#include "Entity.h"
#include "Base/Resource/ResourceSystem.h"
#include "Base/TypeSystem/TypeRegistry.h"
#include "Base/Profiling.h"
//-------------------------------------------------------------------------
namespace EE::EntityModel
{
EntityMap::EntityMap()
: m_entityUpdateEventBindingID( Entity::OnEntityInternalStateUpdated().Bind( [this] ( Entity* pEntity ) { OnEntityStateUpdated( pEntity ); } ) )
, m_isTransientMap( true )
{}
EntityMap::EntityMap( ResourceID mapResourceID )
: m_pMapDesc( mapResourceID )
, m_entityUpdateEventBindingID( Entity::OnEntityInternalStateUpdated().Bind( [this] ( Entity* pEntity ) { OnEntityStateUpdated( pEntity ); } ) )
{}
EntityMap::EntityMap( EntityMap const& map )
: m_entityUpdateEventBindingID( Entity::OnEntityInternalStateUpdated().Bind( [this] ( Entity* pEntity ) { OnEntityStateUpdated( pEntity ); } ) )
{
operator=( map );
}
EntityMap::EntityMap( EntityMap&& map )
: m_entityUpdateEventBindingID( Entity::OnEntityInternalStateUpdated().Bind( [this] ( Entity* pEntity ) { OnEntityStateUpdated( pEntity ); } ) )
{
operator=( eastl::move( map ) );
}
EntityMap::~EntityMap()
{
EE_ASSERT( IsUnloaded() );
EE_ASSERT( m_entities.empty() && m_entityIDLookupMap.empty() );
EE_ASSERT( m_entitiesToLoad.empty() && m_entitiesToRemove.empty() );
#if EE_DEVELOPMENT_TOOLS
EE_ASSERT( m_entitiesToHotReload.empty() );
EE_ASSERT( m_editedEntities.empty() );
#endif
Entity::OnEntityInternalStateUpdated().Unbind( m_entityUpdateEventBindingID );
}
//-------------------------------------------------------------------------
EntityMap& EntityMap::operator=( EntityMap const& map )
{
// Only allow copy constructor for unloaded maps
EE_ASSERT( m_status == Status::Unloaded && map.m_status == Status::Unloaded );
#if EE_DEVELOPMENT_TOOLS
EE_ASSERT( map.m_entitiesToHotReload.empty() );
#endif
m_pMapDesc = map.m_pMapDesc;
const_cast<bool&>( m_isTransientMap ) = map.m_isTransientMap;
return *this;
}
EntityMap& EntityMap::operator=( EntityMap&& map )
{
#if EE_DEVELOPMENT_TOOLS
EE_ASSERT( map.m_entitiesToHotReload.empty() );
#endif
m_ID = map.m_ID;
m_entities.swap( map.m_entities );
m_entityIDLookupMap.swap( map.m_entityIDLookupMap );
m_pMapDesc = eastl::move( map.m_pMapDesc );
m_entitiesCurrentlyLoading = eastl::move( map.m_entitiesCurrentlyLoading );
m_status = map.m_status;
const_cast<bool&>( m_isTransientMap ) = map.m_isTransientMap;
// Clear source map
map.m_ID.Clear();
map.m_status = Status::Unloaded;
return *this;
}
//-------------------------------------------------------------------------
// Entity Management
//-------------------------------------------------------------------------
void EntityMap::AddEntities( TVector<Entity*> const& entities, Transform const& offsetTransform )
{
Threading::RecursiveScopeLock lock( m_mutex );
m_entityIDLookupMap.reserve( m_entityIDLookupMap.size() + entities.size() );
#if EE_DEVELOPMENT_TOOLS
m_entityNameLookupMap.reserve( m_entityNameLookupMap.size() + entities.size() );
#endif
//-------------------------------------------------------------------------
bool const applyOffset = !offsetTransform.IsIdentity();
for ( auto& pEntity : entities )
{
// Shift entity by the specified offset
if ( applyOffset && pEntity->IsSpatialEntity() )
{
pEntity->SetWorldTransform( pEntity->GetWorldTransform() * offsetTransform );
}
AddEntity( pEntity );
}
}
void EntityMap::AddEntity( Entity* pEntity )
{
// Ensure that the entity to add, is not already part of a collection and that it is not initialized
EE_ASSERT( pEntity != nullptr && !pEntity->IsAddedToMap() && !pEntity->HasRequestedComponentLoad() );
EE_ASSERT( !VectorContains( m_entitiesToLoad, pEntity ) );
// Entity validation
//-------------------------------------------------------------------------
// Ensure spatial parenting and unique name
#if EE_DEVELOPMENT_TOOLS
if ( pEntity->HasSpatialParent() )
{
EE_ASSERT( ContainsEntity( pEntity->GetSpatialParent()->GetID() ) );
}
pEntity->m_name = GenerateUniqueEntityNameID( pEntity->m_name );
#endif
// Add entity
//-------------------------------------------------------------------------
Threading::RecursiveScopeLock lock( m_mutex );
pEntity->m_mapID = m_ID;
m_entities.emplace_back( pEntity );
m_entitiesToLoad.emplace_back( pEntity );
// Add to lookup maps
//-------------------------------------------------------------------------
m_entityIDLookupMap.insert( TPair<EntityID, Entity*>( pEntity->m_ID, pEntity ) );
#if EE_DEVELOPMENT_TOOLS
m_entityNameLookupMap.insert( TPair<StringID, Entity*>( pEntity->m_name, pEntity ) );
#endif
}
void EntityMap::AddEntityCollection( TaskSystem* pTaskSystem, TypeSystem::TypeRegistry const& typeRegistry, EntityCollection const& entityCollectionDesc, Transform const& offsetTransform, TVector<Entity*>* pOutCreatedEntities )
{
TVector<Entity*> scratchVector;
TVector<Entity*>& createdEntities = ( pOutCreatedEntities != nullptr ) ? *pOutCreatedEntities : scratchVector;
//-------------------------------------------------------------------------
createdEntities.clear();
createdEntities = entityCollectionDesc.CreateEntities( typeRegistry, pTaskSystem );
AddEntities( createdEntities, offsetTransform );
}
Entity* EntityMap::RemoveEntityInternal( EntityID entityID, bool destroyEntityOnceRemoved )
{
Threading::RecursiveScopeLock lock( m_mutex );
// Handle spatial hierarchy
//-------------------------------------------------------------------------
Entity* pEntityToRemove = FindEntity( entityID );
EE_ASSERT( pEntityToRemove != nullptr );
if ( !pEntityToRemove->m_attachedEntities.empty() )
{
// If we have a parent, re-parent all children to it
if ( pEntityToRemove->m_pParentSpatialEntity != nullptr )
{
for ( auto pAttachedEntity : pEntityToRemove->m_attachedEntities )
{
pAttachedEntity->SetSpatialParent( pEntityToRemove->m_pParentSpatialEntity );
}
}
else // If we have no parent, remove spatial parent
{
for ( auto pAttachedEntity : pEntityToRemove->m_attachedEntities )
{
pAttachedEntity->ClearSpatialParent();
}
}
}
// Remove from map
//-------------------------------------------------------------------------
m_entities.erase_first_unsorted( pEntityToRemove );
// Remove from internal lookup maps
//-------------------------------------------------------------------------
auto IDLookupIter = m_entityIDLookupMap.find( pEntityToRemove->m_ID );
EE_ASSERT( IDLookupIter != m_entityIDLookupMap.end() );
m_entityIDLookupMap.erase( IDLookupIter );
#if EE_DEVELOPMENT_TOOLS
auto nameLookupIter = m_entityNameLookupMap.find( pEntityToRemove->m_name );
EE_ASSERT( nameLookupIter != m_entityNameLookupMap.end() );
m_entityNameLookupMap.erase( nameLookupIter );
#endif
// Schedule unload
//-------------------------------------------------------------------------
// Check if the entity is in the add queue, if so just cancel the request
int32_t const entityIdx = VectorFindIndex( m_entitiesToLoad, entityID, [] ( Entity* pEntity, EntityID entityID ) { return pEntity->GetID() == entityID; } );
if ( entityIdx != InvalidIndex )
{
pEntityToRemove = m_entitiesToLoad[entityIdx];
m_entitiesToLoad.erase_unsorted( m_entitiesToLoad.begin() + entityIdx );
if ( destroyEntityOnceRemoved )
{
EE::Delete( pEntityToRemove );
}
}
else // Queue removal
{
m_entitiesToRemove.emplace_back( RemovalRequest( pEntityToRemove, destroyEntityOnceRemoved ) );
}
//-------------------------------------------------------------------------
// Do not return anything if we are requesting destruction
if ( destroyEntityOnceRemoved )
{
pEntityToRemove = nullptr;
}
return pEntityToRemove;
}
Entity* EntityMap::RemoveEntity( EntityID entityID )
{
Entity* pEntityToRemove = RemoveEntityInternal( entityID, false );
EE_ASSERT( pEntityToRemove != nullptr );
return pEntityToRemove;
}
void EntityMap::DestroyEntity( EntityID entityID )
{
RemoveEntityInternal( entityID, true );
}
void EntityMap::OnEntityStateUpdated( Entity* pEntity )
{
if ( pEntity->GetMapID() == m_ID )
{
EE_ASSERT( FindEntity( pEntity->GetID() ) );
Threading::RecursiveScopeLock lock( m_mutex );
if ( !VectorContains( m_entitiesCurrentlyLoading, pEntity ) )
{
m_entitiesCurrentlyLoading.emplace_back( pEntity );
}
}
}
//-------------------------------------------------------------------------
// Loading
//-------------------------------------------------------------------------
void EntityMap::Load( LoadingContext const& loadingContext, InitializationContext& initializationContext )
{
EE_ASSERT( Threading::IsMainThread() && loadingContext.IsValid() );
EE_ASSERT( m_status == Status::Unloaded );
Threading::RecursiveScopeLock lock( m_mutex );
if ( m_isTransientMap )
{
m_status = Status::Loaded;
}
else // Request loading of map resource
{
loadingContext.m_pResourceSystem->LoadResource( m_pMapDesc );
m_status = Status::Loading;
}
}
void EntityMap::ProcessMapLoading( LoadingContext const& loadingContext )
{
EE_PROFILE_SCOPE_ENTITY( "Map Loading" );
EE_ASSERT( m_status == Status::Loading );
EE_ASSERT( !m_isTransientMap );
//-------------------------------------------------------------------------
// Wait for the map descriptor to load
if ( m_pMapDesc.IsUnloaded() || m_pMapDesc.IsLoading() )
{
return;
}
//-------------------------------------------------------------------------
// Check for load failure
if ( m_pMapDesc.HasLoadingFailed() )
{
m_status = Status::LoadFailed;
loadingContext.m_pResourceSystem->UnloadResource( m_pMapDesc );
return;
}
//-------------------------------------------------------------------------
// Instantiate the map
if ( m_pMapDesc->IsValid() )
{
// Create all required entities
TVector<Entity*> const createdEntities = m_pMapDesc->CreateEntities( *loadingContext.m_pTypeRegistry, loadingContext.m_pTaskSystem );
// Reserve memory for new entities in internal structures
m_entities.reserve( m_entities.size() + createdEntities.size() );
m_entitiesToLoad.reserve( m_entitiesToLoad.size() + createdEntities.size() );
m_entityIDLookupMap.reserve( m_entityIDLookupMap.size() + createdEntities.size() );
m_entitiesCurrentlyLoading.reserve( m_entitiesCurrentlyLoading.size() + createdEntities.size() );
#if EE_DEVELOPMENT_TOOLS
m_entityNameLookupMap.reserve( m_entityNameLookupMap.size() + createdEntities.size() );
#endif
// Add entities
for ( auto pEntity : createdEntities )
{
AddEntity( pEntity );
}
m_status = Status::Loaded;
}
else // Invalid map data is treated as a failed load
{
m_status = Status::LoadFailed;
}
// Release map resource ptr once loading has completed
loadingContext.m_pResourceSystem->UnloadResource( m_pMapDesc );
}
void EntityMap::Unload( LoadingContext const& loadingContext, InitializationContext& initializationContext )
{
EE_ASSERT( m_status != Status::Unloaded );
Threading::RecursiveScopeLock lock( m_mutex );
m_status = Status::Unloading;
}
void EntityMap::ProcessMapUnloading( LoadingContext const& loadingContext, InitializationContext& initializationContext )
{
EE_PROFILE_SCOPE_ENTITY( "Map Unload" );
EE_ASSERT( m_status == Status::Unloading );
// Cancel any load requests
//-------------------------------------------------------------------------
m_entitiesCurrentlyLoading.clear();
m_entitiesToLoad.clear();
// Shutdown all entities
//-------------------------------------------------------------------------
// Shutdown all entities that have been requested for removal
ProcessEntityShutdownRequests( initializationContext );
// Shutdown map entities
{
struct EntityShutdownTask : public ITaskSet
{
EntityShutdownTask( InitializationContext& initializationContext, TVector<Entity*>& entities )
: m_initializationContext( initializationContext )
, m_entitiesToShutdown( entities )
{
m_SetSize = (uint32_t) m_entitiesToShutdown.size();
}
virtual void ExecuteRange( TaskSetPartition range, uint32_t threadnum ) override final
{
EE_PROFILE_SCOPE_ENTITY( "Shutdown Entities" );
for ( uint64_t i = range.start; i < range.end; ++i )
{
auto pEntity = m_entitiesToShutdown[i];
if ( pEntity->IsInitialized() )
{
// Only shutdown non-spatial and root spatial entities. Attached entities will be shutdown by their parents
if ( !pEntity->IsSpatialEntity() || !pEntity->HasSpatialParent() )
{
pEntity->Shutdown( m_initializationContext );
}
}
}
}
private:
InitializationContext& m_initializationContext;
TVector<Entity*>& m_entitiesToShutdown;
};
//-------------------------------------------------------------------------
EntityShutdownTask shutdownTask( initializationContext, m_entities );
initializationContext.m_pTaskSystem->ScheduleTask( &shutdownTask );
initializationContext.m_pTaskSystem->WaitForTask( &shutdownTask );
}
// Process all unregistration requests
ProcessEntityRegistrationRequests( initializationContext );
// Unload and destroy entities
//-------------------------------------------------------------------------
// Unload all entities that have been requested for removal
ProcessEntityRemovalRequests( loadingContext );
// Unload and destroy map entities
for ( auto& pEntity : m_entities )
{
EE_ASSERT( !pEntity->IsInitialized() );
if ( pEntity->IsLoaded() )
{
pEntity->UnloadComponents( loadingContext );
}
EE::Delete( pEntity );
}
m_entities.clear();
m_entityIDLookupMap.clear();
#if EE_DEVELOPMENT_TOOLS
m_entityNameLookupMap.clear();
#endif
// Unload the map resource
//-------------------------------------------------------------------------
if ( !m_isTransientMap && m_pMapDesc.WasRequested() )
{
loadingContext.m_pResourceSystem->UnloadResource( m_pMapDesc );
}
m_status = Status::Unloaded;
}
//-------------------------------------------------------------------------
void EntityMap::ProcessEntityShutdownRequests( InitializationContext& initializationContext )
{
EE_PROFILE_SCOPE_ENTITY( "Entity Shutdown" );
// No point parallelizing this, since this should never have that many entries in it
for ( int32_t i = (int32_t) m_entitiesToRemove.size() - 1; i >= 0; i-- )
{
auto pEntityToShutdown = m_entitiesToRemove[i].m_pEntity;
if ( pEntityToShutdown->IsInitialized() )
{
pEntityToShutdown->Shutdown( initializationContext );
}
}
}
void EntityMap::ProcessEntityRemovalRequests( LoadingContext const& loadingContext )
{
EE_PROFILE_SCOPE_ENTITY( "Entity Removal" );
for ( int32_t i = (int32_t) m_entitiesToRemove.size() - 1; i >= 0; i-- )
{
auto& removalRequest = m_entitiesToRemove[i];
auto pEntityToRemove = removalRequest.m_pEntity;
EE_ASSERT( !pEntityToRemove->IsInitialized() );
// Remove from currently loading list
m_entitiesCurrentlyLoading.erase_first_unsorted( pEntityToRemove );
// Unload entity
pEntityToRemove->UnloadComponents( loadingContext );
pEntityToRemove->m_mapID.Clear();
// Destroy the entity if this is a destruction request
if ( removalRequest.m_shouldDestroy )
{
EE::Delete( pEntityToRemove );
}
// Remove the request from the list
m_entitiesToRemove.erase_unsorted( m_entitiesToRemove.begin() + i );
}
}
void EntityMap::ProcessEntityLoadingAndInitialization( LoadingContext const& loadingContext, InitializationContext& initializationContext )
{
EE_PROFILE_SCOPE_ENTITY( "Entity Loading/Initialization" );
// Request load for unloaded entities
// No point parallelizing this since the resource system locks a mutex for each load/unload call!
for ( auto pEntityToAdd : m_entitiesToLoad )
{
// Ensure that the entity to add, is not already part of a collection and that it's shutdown
EE_ASSERT( pEntityToAdd != nullptr && pEntityToAdd->m_mapID == m_ID && !pEntityToAdd->IsInitialized() );
// Request component load
pEntityToAdd->LoadComponents( loadingContext );
EE_ASSERT( !VectorContains( m_entitiesCurrentlyLoading, pEntityToAdd ) );
m_entitiesCurrentlyLoading.emplace_back( pEntityToAdd );
}
m_entitiesToLoad.clear();
//-------------------------------------------------------------------------
struct EntityLoadingTask : public ITaskSet
{
EntityLoadingTask( LoadingContext const& loadingContext, InitializationContext& initializationContext, TVector<Entity*>& entitiesToLoad )
: m_loadingContext( loadingContext )
, m_initializationContext( initializationContext )
, m_entitiesToLoad( entitiesToLoad )
{
m_SetSize = (uint32_t) m_entitiesToLoad.size();
}
virtual void ExecuteRange( TaskSetPartition range, uint32_t threadnum ) override final
{
EE_PROFILE_SCOPE_ENTITY( "Load and Initialize Entities" );
for ( uint32_t i = range.start; i < range.end; ++i )
{
auto pEntity = m_entitiesToLoad[i];
if ( pEntity->UpdateEntityState( m_loadingContext, m_initializationContext ) )
{
#if EE_DEVELOPMENT_TOOLS
for ( auto pComponent : pEntity->GetComponents() )
{
EE_ASSERT( pComponent->IsInitialized() || pComponent->HasLoadingFailed() );
}
#endif
// Initialize any entities that loaded successfully
if ( pEntity->IsLoaded() )
{
// Prevent us from initializing entities whose parents are not yet initialized, this ensures that our attachment chains have a consistent initialized state
if ( pEntity->HasSpatialParent() )
{
// We need to recheck the initialization state of this entity since while waiting for the lock, it could have been initialized by the parent
Threading::RecursiveScopeLock parentLock( pEntity->GetSpatialParent()->m_internalStateMutex );
if ( !pEntity->IsInitialized() && pEntity->GetSpatialParent()->IsInitialized() )
{
pEntity->Initialize( m_initializationContext );
}
}
else
{
pEntity->Initialize( m_initializationContext );
}
}
}
else // Entity is still loading
{
bool result = m_stillLoadingEntities.enqueue( pEntity );
EE_ASSERT( result );
}
}
}
public:
Threading::LockFreeQueue<Entity*> m_stillLoadingEntities;
private:
LoadingContext const& m_loadingContext;
InitializationContext& m_initializationContext;
TVector<Entity*>& m_entitiesToLoad;
};
//-------------------------------------------------------------------------
if ( !m_entitiesCurrentlyLoading.empty() )
{
EntityLoadingTask loadingTask( loadingContext, initializationContext, m_entitiesCurrentlyLoading );
loadingContext.m_pTaskSystem->ScheduleTask( &loadingTask );
loadingContext.m_pTaskSystem->WaitForTask( &loadingTask );
//-------------------------------------------------------------------------
// Track the number of entities that still need loading
size_t const numEntitiesStillLoading = loadingTask.m_stillLoadingEntities.size_approx();
m_entitiesCurrentlyLoading.resize( numEntitiesStillLoading );
size_t numDequeued = loadingTask.m_stillLoadingEntities.try_dequeue_bulk( m_entitiesCurrentlyLoading.data(), numEntitiesStillLoading );
EE_ASSERT( numEntitiesStillLoading == numDequeued );
}
}
//-------------------------------------------------------------------------
void EntityMap::ProcessEntityRegistrationRequests( InitializationContext& initializationContext )
{
EE_ASSERT( Threading::IsMainThread() );
//-------------------------------------------------------------------------
// Entity Registrations
//-------------------------------------------------------------------------
{
EE_PROFILE_SCOPE_ENTITY( "Entity Update Registration" );
Entity* pEntity = nullptr;
while ( initializationContext.m_unregisterForEntityUpdate.try_dequeue( pEntity ) )
{
EE_ASSERT( pEntity != nullptr && pEntity->m_updateRegistrationStatus == Entity::UpdateRegistrationStatus::QueuedForUnregister );
initializationContext.m_entityUpdateList.erase_first_unsorted( pEntity );
pEntity->m_updateRegistrationStatus = Entity::UpdateRegistrationStatus::Unregistered;
}
//-------------------------------------------------------------------------
while ( initializationContext.m_registerForEntityUpdate.try_dequeue( pEntity ) )
{
EE_ASSERT( pEntity != nullptr );
EE_ASSERT( pEntity->IsInitialized() );
EE_ASSERT( pEntity->m_updateRegistrationStatus == Entity::UpdateRegistrationStatus::QueuedForRegister );
EE_ASSERT( !pEntity->HasSpatialParent() ); // Attached entities are not allowed to be directly updated
initializationContext.m_entityUpdateList.push_back( pEntity );
pEntity->m_updateRegistrationStatus = Entity::UpdateRegistrationStatus::Registered;
}
}
//-------------------------------------------------------------------------
// Component Registrations
//-------------------------------------------------------------------------
// Create a task that splits per-system registration across multiple threads
struct ComponentRegistrationTask : public ITaskSet
{
ComponentRegistrationTask( TVector<EntityWorldSystem*> const& worldSystems, TVector<EntityModel::EntityComponentPair> const& componentsToRegister, TVector<EntityModel::EntityComponentPair> const& componentsToUnregister )
: m_worldSystems( worldSystems )
, m_componentsToRegister( componentsToRegister )
, m_componentsToUnregister( componentsToUnregister )
{
m_SetSize = (uint32_t) worldSystems.size();
}
virtual void ExecuteRange( TaskSetPartition range, uint32_t threadnum ) override final
{
EE_PROFILE_SCOPE_ENTITY( "Component World Registration Task" );
// Register/Unregister component with World Systems
//-------------------------------------------------------------------------
for ( uint64_t i = range.start; i < range.end; ++i )
{
auto pSystem = m_worldSystems[i];
//-------------------------------------------------------------------------
size_t const numComponentsToUnregister = m_componentsToUnregister.size();
for ( auto c = 0u; c < numComponentsToUnregister; c++ )
{
auto pEntity = m_componentsToUnregister[c].m_pEntity;
auto pComponent = m_componentsToUnregister[c].m_pComponent;
EE_ASSERT( pEntity != nullptr );
EE_ASSERT( pComponent != nullptr && pComponent->IsInitialized() && pComponent->m_isRegisteredWithWorld );
pSystem->UnregisterComponent( pEntity, pComponent );
}
//-------------------------------------------------------------------------
size_t const numComponentsToRegister = m_componentsToRegister.size();
for ( auto c = 0u; c < numComponentsToRegister; c++ )
{
auto pEntity = m_componentsToRegister[c].m_pEntity;
auto pComponent = m_componentsToRegister[c].m_pComponent;
EE_ASSERT( pEntity != nullptr && pEntity->IsInitialized() && !pComponent->m_isRegisteredWithWorld );
EE_ASSERT( pComponent != nullptr && pComponent->IsInitialized() );
pSystem->RegisterComponent( pEntity, pComponent );
}
}
}
private:
TVector<EntityWorldSystem*> const& m_worldSystems;
TVector<EntityModel::EntityComponentPair> const& m_componentsToRegister;
TVector<EntityModel::EntityComponentPair> const& m_componentsToUnregister;
};
//-------------------------------------------------------------------------
{
EE_PROFILE_SCOPE_ENTITY( "Component World Registration" );
// Get Components to register/unregister
//-------------------------------------------------------------------------
TVector<EntityModel::EntityComponentPair> componentsToUnregister;
size_t const numComponentsToUnregister = initializationContext.m_componentsToUnregister.size_approx();
componentsToUnregister.resize( numComponentsToUnregister );
size_t numDequeued = initializationContext.m_componentsToUnregister.try_dequeue_bulk( componentsToUnregister.data(), numComponentsToUnregister );
EE_ASSERT( numComponentsToUnregister == numDequeued );
//-------------------------------------------------------------------------
TVector<EntityModel::EntityComponentPair> componentsToRegister;
size_t const numComponentsToRegister = initializationContext.m_componentsToRegister.size_approx();
componentsToRegister.resize( numComponentsToRegister );
numDequeued = initializationContext.m_componentsToRegister.try_dequeue_bulk( componentsToRegister.data(), numComponentsToRegister );
EE_ASSERT( numComponentsToRegister == numDequeued );
// Run registration task
//-------------------------------------------------------------------------
if ( ( numComponentsToUnregister + numComponentsToRegister ) > 0 )
{
ComponentRegistrationTask componentRegistrationTask( initializationContext.m_worldSystems, componentsToRegister, componentsToUnregister );
initializationContext.m_pTaskSystem->ScheduleTask( &componentRegistrationTask );
initializationContext.m_pTaskSystem->WaitForTask( &componentRegistrationTask );
}
// Finalize component registration
//-------------------------------------------------------------------------
// Remove from type tracking table
for ( auto const& pair : componentsToUnregister )
{
pair.m_pComponent->m_isRegisteredWithWorld = false;
#if EE_DEVELOPMENT_TOOLS
EntityComponentTypeMap& componentTypeMap = *initializationContext.m_pComponentTypeMap;
auto const castableTypeIDs = initializationContext.m_pTypeRegistry->GetAllCastableTypes( pair.m_pComponent );
for ( auto castableTypeID : castableTypeIDs )
{
componentTypeMap[castableTypeID].erase_first_unsorted( pair.m_pComponent );
}
#endif
}
// Add to type tracking table
for ( auto const& pair : componentsToRegister )
{
pair.m_pComponent->m_isRegisteredWithWorld = true;
#if EE_DEVELOPMENT_TOOLS
EntityComponentTypeMap& componentTypeMap = *initializationContext.m_pComponentTypeMap;
auto const castableTypeIDs = initializationContext.m_pTypeRegistry->GetAllCastableTypes( pair.m_pComponent );
for ( auto castableTypeID : castableTypeIDs )
{
componentTypeMap[castableTypeID].emplace_back( pair.m_pComponent );
}
#endif
}
}
}
//-------------------------------------------------------------------------
bool EntityMap::UpdateLoadingAndStateChanges( LoadingContext const& loadingContext, InitializationContext& initializationContext )
{
EE_PROFILE_SCOPE_ENTITY( "Map State Update" );
EE_ASSERT( Threading::IsMainThread() && loadingContext.IsValid() && initializationContext.IsValid() );
#if EE_DEVELOPMENT_TOOLS
EE_ASSERT( m_entitiesToHotReload.empty() );
EE_ASSERT( m_editedEntities.empty() ); // You are missing a EndComponentEdit call somewhere!
#endif
//-------------------------------------------------------------------------
Threading::RecursiveScopeLock lock( m_mutex );
//-------------------------------------------------------------------------
switch ( m_status )
{
case Status::Unloading:
{
ProcessMapUnloading( loadingContext, initializationContext );
}
break;
case Status::Loading:
{
ProcessMapLoading( loadingContext );
}
break;
default:
break;
}
// Process entity removal requests
//-------------------------------------------------------------------------
ProcessEntityShutdownRequests( initializationContext );
ProcessEntityRegistrationRequests( initializationContext );
ProcessEntityRemovalRequests( loadingContext );
// Update entity load states
//-------------------------------------------------------------------------
ProcessEntityLoadingAndInitialization( loadingContext, initializationContext );
ProcessEntityRegistrationRequests( initializationContext );
// Return status
//-------------------------------------------------------------------------
if ( m_status == Status::Loading || !m_entitiesCurrentlyLoading.empty() )
{
return false;
}
return true;
}
bool EntityMap::HasPendingAddOrRemoveRequests() const
{
size_t numPendingRequests = ( m_entitiesToLoad.size() + m_entitiesToRemove.size() );
#if EE_DEVELOPMENT_TOOLS
numPendingRequests += m_entitiesToHotReload.size();
#endif
return numPendingRequests > 0;
}
//-------------------------------------------------------------------------
// Tools
//-------------------------------------------------------------------------
#if EE_DEVELOPMENT_TOOLS
void EntityMap::RenameEntity( Entity* pEntity, StringID newNameID )
{
EE_ASSERT( pEntity != nullptr && pEntity->m_mapID == m_ID );
// Lock the map
Threading::RecursiveScopeLock lock( m_mutex );
// Remove from lookup map
auto nameLookupIter = m_entityNameLookupMap.find( pEntity->m_name );
EE_ASSERT( nameLookupIter != m_entityNameLookupMap.end() );
m_entityNameLookupMap.erase( nameLookupIter );
// Rename
pEntity->m_name = GenerateUniqueEntityNameID( newNameID );
// Add to lookup map
m_entityNameLookupMap.insert( TPair<StringID, Entity*>( pEntity->m_name, pEntity ) );
}
StringID EntityMap::GenerateUniqueEntityNameID( StringID desiredNameID ) const
{
auto GenerateUniqueName = [] ( InlineString const& baseName, int32_t counterValue )
{
InlineString finalName;
if ( baseName.length() > 3 )
{
// Check if the last three characters are a numeric set, if so then increment the value and replace them
if ( isdigit( baseName[baseName.length() - 1] ) && isdigit( baseName[baseName.length() - 2] ) && isdigit( baseName[baseName.length() - 3] ) )
{
finalName.sprintf( "%s%03u", baseName.substr( 0, baseName.length() - 3 ).c_str(), counterValue );
return finalName;
}
}
finalName.sprintf( "%s %03u", baseName.c_str(), counterValue );
return finalName;
};
//-------------------------------------------------------------------------
EE_ASSERT( desiredNameID.IsValid() );
InlineString desiredName = desiredNameID.c_str();
InlineString finalName = desiredName;
StringID finalNameID( finalName.c_str() );
uint32_t counter = 0;
bool isUniqueName = false;
while ( !isUniqueName )
{
// Check the lookup map
isUniqueName = m_entityNameLookupMap.find( finalNameID ) == m_entityNameLookupMap.end();
// If we found a name clash, generate a new name and try again
if ( !isUniqueName )
{
finalName = GenerateUniqueName( desiredName, counter );
finalNameID = StringID( finalName.c_str() );
counter++;
}
}
//-------------------------------------------------------------------------
return finalNameID;
}
void EntityMap::BeginComponentEdit( LoadingContext const& loadingContext, InitializationContext& initializationContext, EntityID const& entityID )
{
EE_ASSERT( Threading::IsMainThread() );
auto pEntity = FindEntity( entityID );
EE_ASSERT( pEntity != nullptr );
EE_ASSERT( !VectorContains( m_editedEntities, pEntity ) ); // Starting multiple edits for the same entity?!
if ( pEntity->IsInitialized() )
{
pEntity->Shutdown( initializationContext );
ProcessEntityRegistrationRequests( initializationContext );
}
pEntity->UnloadComponents( loadingContext );
m_entitiesCurrentlyLoading.erase_first_unsorted( pEntity );
m_editedEntities.emplace_back( pEntity );
}
void EntityMap::EndComponentEdit( LoadingContext const& loadingContext, InitializationContext& initializationContext, EntityID const& entityID )
{
EE_ASSERT( Threading::IsMainThread() );
auto pEntity = FindEntity( entityID );
EE_ASSERT( pEntity != nullptr );
EE_ASSERT( !VectorContains( m_entitiesCurrentlyLoading, pEntity ) );
EE_ASSERT( VectorContains( m_editedEntities, pEntity ) ); // Cant end an edit that was never started!
pEntity->LoadComponents( loadingContext );
m_entitiesCurrentlyLoading.emplace_back( pEntity );
m_editedEntities.erase_first_unsorted( pEntity );
}
//-------------------------------------------------------------------------
void EntityMap::HotReload_UnloadEntities( LoadingContext const& loadingContext, InitializationContext& initializationContext, TInlineVector<Resource::ResourceRequesterID, 20> const& usersToReload )
{
EE_ASSERT( Threading::IsMainThread() );
EE_ASSERT( !usersToReload.empty() );
EE_ASSERT( m_entitiesToHotReload.empty() );
Threading::RecursiveScopeLock lock( m_mutex );
// Run map loading code to ensure that any destroy entity request (that might be unloading resources are executed!)
UpdateLoadingAndStateChanges( loadingContext, initializationContext );
// There should never be any queued registration request at this stage!
EE_ASSERT( initializationContext.m_registerForEntityUpdate.size_approx() == 0 && initializationContext.m_unregisterForEntityUpdate.size_approx() == 0 );
EE_ASSERT( initializationContext.m_componentsToRegister.size_approx() == 0 && initializationContext.m_componentsToUnregister.size_approx() == 0 );
// Generate list of entities to be reloaded
for ( auto const& requesterID : usersToReload )
{
// See if the entity that needs a reload is in this map
Entity* pFoundEntity = FindEntity( EntityID( requesterID.GetID() ) );
if ( pFoundEntity != nullptr )
{
m_entitiesToHotReload.emplace_back( pFoundEntity );
}
}
// Request shutdown for any entities that are initialized
bool someEntitiesRequireShutdown = false;
for ( auto pEntityToHotReload : m_entitiesToHotReload )
{
if ( pEntityToHotReload->IsInitialized() )
{
pEntityToHotReload->Shutdown( initializationContext );
someEntitiesRequireShutdown = true;
}
}
// Process unregistration requests
if ( someEntitiesRequireShutdown )
{
ProcessEntityRegistrationRequests( initializationContext );
}
// Unload entities
for ( auto pEntityToHotReload : m_entitiesToHotReload )
{
EE_ASSERT( !pEntityToHotReload->IsInitialized() );
// We might still be loading this entity so remove it from the loading requests
m_entitiesCurrentlyLoading.erase_first_unsorted( pEntityToHotReload );
// Request unload of the components (client system needs to ensure that all resource requests are processed)
pEntityToHotReload->UnloadComponents( loadingContext );
}
}
void EntityMap::HotReload_ReloadEntities( LoadingContext const& loadingContext, TInlineVector<Resource::ResourceRequesterID, 20> const& usersToReload )
{
EE_ASSERT( Threading::IsMainThread() );
Threading::RecursiveScopeLock lock( m_mutex );
for ( auto pEntityToHotReload : m_entitiesToHotReload )
{
EE_ASSERT( pEntityToHotReload->IsUnloaded() );
pEntityToHotReload->LoadComponents( loadingContext );
m_entitiesCurrentlyLoading.emplace_back( pEntityToHotReload );
}
m_entitiesToHotReload.clear();
}
#endif
} | 1 | 0.883877 | 1 | 0.883877 | game-dev | MEDIA | 0.961809 | game-dev | 0.804753 | 1 | 0.804753 |
proxmox/proxmox-datacenter-manager | 3,254 | ui/src/renderer.rs | use pdm_api_types::resource::PveSdnResource;
use proxmox_yew_comp::MeterLabel;
use pwt::{
css::AlignItems,
prelude::*,
props::ContainerBuilder,
widget::{Container, Fa, Row},
};
use proxmox_human_byte::HumanByte;
use pdm_client::types::Resource;
use crate::pve;
pub fn render_resource_name(resource: &Resource, vmid_first: bool) -> String {
match resource {
Resource::PveStorage(storage) => storage.storage.clone(),
Resource::PveQemu(qemu) => pve::utils::render_qemu_name(qemu, vmid_first),
Resource::PveLxc(lxc) => pve::utils::render_lxc_name(lxc, vmid_first),
Resource::PveNode(node) => node.node.clone(),
Resource::PveSdn(sdn) => sdn.name().to_string(),
Resource::PbsNode(node) => node.name.clone(),
Resource::PbsDatastore(store) => store.name.clone(),
}
}
pub fn render_resource_icon(resource: &Resource) -> Fa {
let class = match resource {
Resource::PveStorage(_) => "database",
Resource::PveQemu(_) => "desktop",
Resource::PveLxc(_) => "cube",
Resource::PveNode(_) => "building",
Resource::PveSdn(_) => "fa-sdn",
Resource::PbsNode(_) => "building-o",
Resource::PbsDatastore(_) => "floppy-o",
};
Fa::new(class)
}
pub fn render_status_icon(resource: &Resource) -> Container {
match resource {
Resource::PveStorage(store) => pve::utils::render_storage_status_icon(store),
Resource::PveQemu(qemu) => pve::utils::render_qemu_status_icon(qemu),
Resource::PveLxc(lxc) => pve::utils::render_lxc_status_icon(lxc),
Resource::PveNode(node) => pve::utils::render_node_status_icon(node),
Resource::PveSdn(PveSdnResource::Zone(zone)) => pve::utils::render_sdn_status_icon(zone),
// FIXME: implement remaining types
_ => Container::new().with_child(render_resource_icon(resource)),
}
}
pub(crate) fn status_row_right_icon(
title: String,
icon: impl Into<Classes>,
text: String,
) -> MeterLabel {
status_row(title, icon, text).icon_right(true)
}
pub(crate) fn status_row(title: String, icon: impl Into<Classes>, text: String) -> MeterLabel {
MeterLabel::with_zero_optimum(title)
.icon_class(classes!(icon.into(), "fa", "fa-fw"))
.low(0.8)
.high(0.9)
.animated(true)
.status(text)
}
pub(crate) fn memory_status_row(used: u64, total: u64) -> MeterLabel {
let usage = used as f64 / total as f64;
status_row(
tr!("Memory usage"),
"fa-memory",
tr!(
"{0}% ({1} of {2})",
format!("{:.2}", usage * 100.0),
HumanByte::from(used),
HumanByte::from(total),
),
)
.low(0.9)
.high(0.975)
.value(usage as f32)
}
pub(crate) fn separator() -> Container {
Container::new().with_child(html! {<hr />}).padding_y(2)
}
pub(crate) fn render_tree_column(icon: Html, text: String) -> Row {
Row::new()
.min_width(0)
.class(AlignItems::Center)
.gap(2)
.with_child(icon)
.with_child(
Container::new()
.with_child(text)
.style("text-overflow", "ellipsis")
.style("overflow", "hidden"),
)
}
| 1 | 0.924979 | 1 | 0.924979 | game-dev | MEDIA | 0.505536 | game-dev | 0.849452 | 1 | 0.849452 |
Arakne/Araknemu | 8,120 | src/main/java/fr/quatrevieux/araknemu/game/admin/player/teleport/Goto.java | /*
* This file is part of Araknemu.
*
* Araknemu is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Araknemu is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Araknemu. If not, see <https://www.gnu.org/licenses/>.
*
* Copyright (c) 2017-2020 Vincent Quatrevieux
*/
package fr.quatrevieux.araknemu.game.admin.player.teleport;
import fr.quatrevieux.araknemu.common.account.Permission;
import fr.quatrevieux.araknemu.data.value.Position;
import fr.quatrevieux.araknemu.game.admin.AbstractCommand;
import fr.quatrevieux.araknemu.game.admin.AdminPerformer;
import fr.quatrevieux.araknemu.game.admin.exception.AdminException;
import fr.quatrevieux.araknemu.game.admin.exception.CommandException;
import fr.quatrevieux.araknemu.game.exploration.ExplorationPlayer;
import fr.quatrevieux.araknemu.game.exploration.interaction.action.move.TeleportationTarget;
import fr.quatrevieux.araknemu.game.exploration.map.ExplorationMap;
import fr.quatrevieux.araknemu.game.exploration.map.ExplorationMapService;
import fr.quatrevieux.araknemu.game.player.GamePlayer;
import org.kohsuke.args4j.Argument;
import org.kohsuke.args4j.Option;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
/**
* Teleport the player to the desired location
*/
public final class Goto extends AbstractCommand<Goto.Arguments> {
private final GamePlayer player;
private final ExplorationMapService mapService;
private final Map<String, LocationResolver> resolvers = new LinkedHashMap<>();
/**
* @param player The teleported player
* @param resolvers Position resolvers
*/
public Goto(GamePlayer player, ExplorationMapService mapService, LocationResolver[] resolvers) {
this.player = player;
this.mapService = mapService;
for (LocationResolver resolver : resolvers) {
register(resolver);
}
}
@Override
protected void build(Builder builder) {
builder
.help(
formatter -> {
formatter
.description("Teleport the player to the desired location")
.option("TYPE", "Define the target type (available types are defined bellow). If not provided, will try all available resolvers.")
.option("TARGET", "Required. The target. This value depends of the type.")
;
for (LocationResolver resolver : resolvers.values()) {
formatter.option("TYPE: " + resolver.name(), resolver.help());
}
formatter
.example("goto map 10340", "Teleport to the map id 10340")
.example("goto map 10340 cell 45", "Teleport to the map id 10340 at cell 45")
.example("goto player John", "Teleport to the John's map")
.example("goto position 3;5", "Teleport by geolocation")
.example("@John goto map 10340", "Teleport John to map id 10340")
.example("@John goto player Alan", "Teleport John to the Alan's map")
.example("goto 3;5 cell 42", "Command can works without [type] argument, if not ambiguous")
;
}
)
.requires(Permission.MANAGE_PLAYER)
;
}
@Override
public String name() {
return "goto";
}
@Override
public void execute(AdminPerformer performer, Arguments arguments) throws AdminException {
if ((!player.isExploring() || player.exploration().interactions().busy()) && !arguments.force) {
error("The player is busy, and cannot be teleported. Use --force to force the teleportation.");
}
final TeleportationTarget target = parseTarget(arguments.targets);
teleportToTarget(performer, target);
performer.success("Teleport {} to {}", player.name(), target);
}
/**
* Parse the target from the command arguments
*/
private TeleportationTarget parseTarget(List<String> arguments) throws AdminException {
final ExplorationMap currentMap = player.isExploring() ? player.exploration().map() : null;
TeleportationTarget target = new TeleportationTarget(
currentMap != null ? currentMap : mapService.load(player.position().map()),
player.position().cell()
);
for (int argIndex = 0; argIndex < arguments.size(); ++argIndex) {
final String argument = arguments.get(argIndex);
if (resolvers.containsKey(argument)) {
++argIndex;
if (arguments.size() < argIndex + 1) {
error("Missing argument for type " + argument);
}
try {
target = resolvers.get(argument).resolve(arguments.get(argIndex), target);
} catch (IllegalArgumentException e) {
throw new AdminException(e);
}
continue;
}
target = autoResolve(argument, target);
}
return target.ensureCellWalkable();
}
/**
* Try to auto resolve the argument
*
* @param argument The argument to parse
* @param target The target
*
* @throws CommandException If the argument cannot be resolved
*/
private TeleportationTarget autoResolve(String argument, TeleportationTarget target) throws CommandException {
for (LocationResolver resolver : resolvers.values()) {
try {
return resolver.resolve(argument, target);
} catch (IllegalArgumentException e) {
// ignore resolve exception
}
}
throw new CommandException(name(), "Cannot resolve the argument or type " + argument);
}
/**
* Perform the teleportation
*
* @param performer Command performer
* @param target The teleportation target
*/
private void teleportToTarget(AdminPerformer performer, TeleportationTarget target) {
if (!player.isExploring()) {
performer.info("Player is not in exploration. Define the position for the next exploration session.");
player.setPosition(new Position(target.map().id(), target.cell()));
return;
}
final ExplorationPlayer exploration = player.exploration();
if (exploration.interactions().busy()) {
performer.info("Player is busy. Stop all there interactions.");
exploration.interactions().stop();
}
target.apply(exploration);
}
/**
* Add a new location resolver for the command
*/
private void register(LocationResolver resolver) {
resolvers.put(resolver.name(), resolver);
}
@Override
public Arguments createArguments() {
return new Arguments();
}
@SuppressWarnings("initialization.field.uninitialized")
public static final class Arguments {
@Option(name = "--force", usage = "Force the teleporation even if the player is busy or in fight.")
private boolean force = false;
@Argument(metaVar = "TYPE TARGET", multiValued = true)
private List<String> targets;
public boolean force() {
return force;
}
public void setForce(boolean force) {
this.force = force;
}
public List<String> targets() {
return targets;
}
public void setTargets(List<String> targets) {
this.targets = targets;
}
}
}
| 1 | 0.908155 | 1 | 0.908155 | game-dev | MEDIA | 0.947369 | game-dev | 0.975551 | 1 | 0.975551 |
perl11/cperl | 1,447 | ext/XS-APItest/t/cleanup.t | use warnings;
use strict;
use Test::More tests => 3;
use XS::APItest qw(establish_cleanup);
my @events;
# unwinding on local return from sub
sub aa {
push @events, "aa0";
establish_cleanup sub { push @events, "bb0" };
push @events, "aa1";
"aa2";
}
sub cc {
push @events, "cc0";
push @events, [ "cc1", aa() ];
push @events, "cc2";
"cc3";
}
@events = ();
push @events, "dd0";
push @events, [ "dd1", cc() ];
is_deeply \@events, [
"dd0",
"cc0",
"aa0",
"aa1",
"bb0",
[ "cc1", "aa2" ],
"cc2",
[ "dd1", "cc3" ],
];
# unwinding on local return from format
sub ff { push @events, "ff0" }
format EE =
@<<
((push @events, "ee0"), (establish_cleanup \&ff), (push @events, "ee1"), "ee2")
.
sub gg {
push @events, "gg0";
write(EE);
push @events, "gg1";
"gg2";
}
@events = ();
open EE, ">", \(my $ee);
push @events, "hh0";
push @events, [ "hh1", gg() ];
close EE;
is_deeply \@events, [
"hh0",
"gg0",
"ee0",
"ee1",
"ff0",
"gg1",
[ "hh1", "gg2" ],
];
# unwinding on die
sub pp {
my $value = eval {
push @events, "pp0";
establish_cleanup sub { push @events, "qq0" };
push @events, "pp1";
die "pp2\n";
push @events, "pp3";
"pp4";
};
[ "pp5", $value, $@ ];
}
@events = ();
push @events, "rr0";
push @events, [ "rr1", pp() ];
is_deeply \@events, [
"rr0",
"pp0",
"pp1",
"qq0",
[ "rr1", [ "pp5", undef, "pp2\n" ] ],
];
1;
| 1 | 0.884553 | 1 | 0.884553 | game-dev | MEDIA | 0.447248 | game-dev | 0.835781 | 1 | 0.835781 |
hieki-chan/Supermarket-Simulator-Prototype | 2,660 | Library/PackageCache/com.unity.scriptablebuildpipeline@1.21.23/Editor/Tasks/GenerateSubAssetPathMaps.cs | using System.Collections.Generic;
using System.Linq;
using UnityEditor.Build.Content;
using UnityEditor.Build.Pipeline.Injector;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEditor.Build.Pipeline.Utilities;
using UnityEditor.Build.Pipeline.WriteTypes;
namespace UnityEditor.Build.Pipeline.Tasks
{
/// <summary>
/// Creates sub asset load information.
/// </summary>
public class GenerateSubAssetPathMaps : IBuildTask
{
/// <inheritdoc />
public int Version { get { return 1; } }
#pragma warning disable 649
[InjectContext]
IBundleWriteData m_WriteData;
[InjectContext(ContextUsage.In, true)]
IBuildExtendedAssetData m_ExtendedAssetData;
#pragma warning restore 649
/// <inheritdoc />
public ReturnCode Run()
{
if (m_ExtendedAssetData == null || m_ExtendedAssetData.ExtendedData.IsNullOrEmpty())
return ReturnCode.SuccessNotRun;
Dictionary<string, IWriteOperation> fileToOperation = m_WriteData.WriteOperations.ToDictionary(x => x.Command.internalName, x => x);
foreach (var pair in m_ExtendedAssetData.ExtendedData)
{
GUID asset = pair.Key;
string mainFile = m_WriteData.AssetToFiles[asset][0];
var abOp = fileToOperation[mainFile] as AssetBundleWriteOperation;
int assetInfoIndex = abOp.Info.bundleAssets.FindIndex(x => x.asset == asset);
AssetLoadInfo assetInfo = abOp.Info.bundleAssets[assetInfoIndex];
int offset = 1;
foreach (var subAsset in pair.Value.Representations)
{
var secondaryAssetInfo = CreateSubAssetLoadInfo(assetInfo, subAsset);
abOp.Info.bundleAssets.Insert(assetInfoIndex + offset, secondaryAssetInfo);
offset++;
}
}
return ReturnCode.Success;
}
static AssetLoadInfo CreateSubAssetLoadInfo(AssetLoadInfo assetInfo, ObjectIdentifier subAsset)
{
var subAssetLoadInfo = new AssetLoadInfo();
subAssetLoadInfo.asset = assetInfo.asset;
subAssetLoadInfo.address = assetInfo.address;
subAssetLoadInfo.referencedObjects = new List<ObjectIdentifier>(assetInfo.referencedObjects);
subAssetLoadInfo.includedObjects = new List<ObjectIdentifier>(assetInfo.includedObjects);
var index = subAssetLoadInfo.includedObjects.IndexOf(subAsset);
subAssetLoadInfo.includedObjects.Swap(0, index);
return subAssetLoadInfo;
}
}
}
| 1 | 0.873216 | 1 | 0.873216 | game-dev | MEDIA | 0.793655 | game-dev | 0.921543 | 1 | 0.921543 |
DenizenScript/Denizen | 7,050 | plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/ActionBarCommand.java | package com.denizenscript.denizen.scripts.commands.player;
import com.denizenscript.denizen.objects.PlayerTag;
import com.denizenscript.denizen.tags.BukkitTagContext;
import com.denizenscript.denizen.utilities.FormattedTextHelper;
import com.denizenscript.denizen.utilities.Utilities;
import com.denizenscript.denizencore.exceptions.InvalidArgumentsException;
import com.denizenscript.denizencore.objects.Argument;
import com.denizenscript.denizencore.objects.ArgumentHelper;
import com.denizenscript.denizencore.objects.core.ElementTag;
import com.denizenscript.denizencore.objects.core.ListTag;
import com.denizenscript.denizencore.objects.core.ScriptTag;
import com.denizenscript.denizencore.scripts.ScriptEntry;
import com.denizenscript.denizencore.scripts.ScriptRegistry;
import com.denizenscript.denizencore.scripts.commands.AbstractCommand;
import com.denizenscript.denizencore.scripts.containers.core.FormatScriptContainer;
import com.denizenscript.denizencore.tags.TagManager;
import com.denizenscript.denizencore.utilities.debugging.Debug;
import net.md_5.bungee.api.ChatColor;
import net.md_5.bungee.api.ChatMessageType;
import java.util.Collections;
import java.util.List;
public class ActionBarCommand extends AbstractCommand {
public ActionBarCommand() {
setName("actionbar");
setSyntax("actionbar [<text>] (targets:<player>|...) (format:<script>) (per_player)");
setRequiredArguments(1, 4);
setParseArgs(false);
isProcedural = false;
}
// <--[command]
// @Name ActionBar
// @Syntax actionbar [<text>] (targets:<player>|...) (format:<script>) (per_player)
// @Required 1
// @Maximum 4
// @Short Sends a message to a player's action bar.
// @group player
//
// @Description
// Sends a message to the target's action bar area.
// If no target is specified it will default to the attached player.
// Accepts the 'format:<name>' argument, which will reformat the text according to the specified format script. See <@link language Format Script Containers>.
//
// Optionally use 'per_player' with a list of player targets, to have the tags in the text input be reparsed for each and every player.
// So, for example, "- actionbar 'hello <player.name>' targets:<server.online_players>"
// would normally show "hello bob" to every player (every player sees the exact same name in the text, ie bob sees "hello bob", steve also sees "hello bob", etc)
// but if you use "per_player", each player online would see their own name (so bob sees "hello bob", steve sees "hello steve", etc).
//
// @Tags
// None
//
// @Usage
// Use to send a message to the player's action bar.
// - actionbar "Hey there <player.name>!"
//
// @Usage
// Use to send a message to a list of players.
// - actionbar "Hey, welcome to the server!" targets:<[thatplayer]>|<[player]>|<[someplayer]>
//
// @Usage
// Use to send a message to a list of players, with a formatted message.
// - actionbar "Hey there!" targets:<[thatplayer]>|<[player]> format:ServerChat
// -->
@Override
public void parseArgs(ScriptEntry scriptEntry) throws InvalidArgumentsException {
for (Argument arg : ArgumentHelper.interpret(scriptEntry, scriptEntry.getOriginalArguments())) {
if (!scriptEntry.hasObject("format")
&& arg.matchesPrefix("format", "f")) {
String formatStr = TagManager.tag(arg.getValue(), scriptEntry.getContext());
FormatScriptContainer format = ScriptRegistry.getScriptContainer(formatStr);
if (format == null) {
Debug.echoError("Could not find format script matching '" + formatStr + "'");
}
scriptEntry.addObject("format", new ScriptTag(format));
}
else if (!scriptEntry.hasObject("targets")
&& arg.matchesPrefix("targets", "target")) {
scriptEntry.addObject("targets", ListTag.getListFor(TagManager.tagObject(arg.getValue(), scriptEntry.getContext()), scriptEntry.getContext()).filter(PlayerTag.class, scriptEntry));
}
else if (!scriptEntry.hasObject("per_player")
&& arg.matches("per_player")) {
scriptEntry.addObject("per_player", new ElementTag(true));
}
else if (!scriptEntry.hasObject("text")) {
scriptEntry.addObject("text", arg.getRawElement());
}
else {
arg.reportUnhandled();
}
}
if (!scriptEntry.hasObject("text")) {
throw new InvalidArgumentsException("Must specify a message!");
}
if (!scriptEntry.hasObject("targets") && !Utilities.entryHasPlayer(scriptEntry)) {
throw new InvalidArgumentsException("Must specify target(s).");
}
if (!scriptEntry.hasObject("targets")) {
if (!Utilities.entryHasPlayer(scriptEntry)) {
throw new InvalidArgumentsException("Must specify valid player Targets!");
}
else {
scriptEntry.addObject("targets", Collections.singletonList(Utilities.getEntryPlayer(scriptEntry)));
}
}
}
@Override
public void execute(ScriptEntry scriptEntry) {
List<PlayerTag> targets = (List<PlayerTag>) scriptEntry.getObject("targets");
String text = scriptEntry.getElement("text").asString();
ScriptTag formatObj = scriptEntry.getObjectTag("format");
ElementTag perPlayerObj = scriptEntry.getElement("per_player");
boolean perPlayer = perPlayerObj != null && perPlayerObj.asBoolean();
BukkitTagContext context = (BukkitTagContext) scriptEntry.getContext();
if (!perPlayer) {
text = TagManager.tag(text, context);
}
if (scriptEntry.dbCallShouldDebug()) {
Debug.report(scriptEntry, getName(), db("message", text), db("targets", targets), formatObj, perPlayerObj);
}
FormatScriptContainer format = formatObj == null ? null : (FormatScriptContainer) formatObj.getContainer();
for (PlayerTag player : targets) {
if (player != null) {
if (!player.isOnline()) {
Debug.echoDebug(scriptEntry, "Player is offline, can't send actionbar to them. Skipping.");
continue;
}
String personalText = text;
if (perPlayer) {
context.player = player;
personalText = TagManager.tag(personalText, context);
}
player.getPlayerEntity().spigot().sendMessage(ChatMessageType.ACTION_BAR, FormattedTextHelper.parse(format != null ? format.getFormattedText(personalText, scriptEntry) : personalText, ChatColor.WHITE));
}
else {
Debug.echoError("Sent actionbar to non-existent player!?");
}
}
}
}
| 1 | 0.906624 | 1 | 0.906624 | game-dev | MEDIA | 0.630182 | game-dev | 0.94461 | 1 | 0.94461 |
fluency03/leetcode-java | 8,417 | src/TheMaze490.java | /**
* There is a ball in a maze with empty spaces and walls. The ball can go
* through empty spaces by rolling up, down, left or right, but it won't stop
* rolling until hitting a wall. When the ball stops, it could choose the next
* direction.
*
* Given the ball's start position, the destination and the maze, determine
* whether the ball could stop at the destination.
*
* The maze is represented by a binary 2D array. 1 means the wall and 0 means
* the empty space. You may assume that the borders of the maze are all walls.
* The start and destination coordinates are represented by row and column
* indexes.
*
* Example 1
*
* Input 1: a maze represented by a 2D array
*
* 0 0 1 0 0
* 0 0 0 0 0
* 0 0 0 1 0
* 1 1 0 1 1
* 0 0 0 0 0
*
* Input 2: start coordinate (rowStart, colStart) = (0, 4)
* Input 3: destination coordinate (rowDest, colDest) = (4, 4)
*
* Output: true
* Explanation: One possible way is : left -> down -> left -> down -> right -> down -> right.
* https://leetcode.com/static/images/problemset/maze_1_example_1.png
*
* Example 2
*
* Input 1: a maze represented by a 2D array
*
* 0 0 1 0 0
* 0 0 0 0 0
* 0 0 0 1 0
* 1 1 0 1 1
* 0 0 0 0 0
*
* Input 2: start coordinate (rowStart, colStart) = (0, 4)
* Input 3: destination coordinate (rowDest, colDest) = (3, 2)
*
* Output: false
* Explanation: There is no way for the ball to stop at the destination.
* https://leetcode.com/static/images/problemset/maze_1_example_2.png
*
* Note:
* There is only one ball and one destination in the maze.
* Both the ball and the destination exist on an empty space, and they will not
* be at the same position initially.
* The given maze does not contain border (like the red rectangle in the example
* pictures), but you could assume the border of the maze are all walls.
* The maze contains at least 2 empty spaces, and both the width and height of
* the maze won't exceed 100.
*/
public class TheMaze490 {
private boolean[][] visited;
public boolean hasPath(int[][] maze, int[] start, int[] destination) {
visited = new boolean[maze.length][maze[0].length];
if (hasPath(maze, start, destination, Direction.Left) ||
hasPath(maze, start, destination, Direction.Right) ||
hasPath(maze, start, destination, Direction.Top) ||
hasPath(maze, start, destination, Direction.Down)) return true;
return false;
}
public boolean hasPath(int[][] maze, int[] start, int[] destination, Direction d) {
visited[start[0]][start[1]] = true;
int[] now = new int[]{start[0], start[1]};
Direction origin = d;
while (true) {
if (d == Direction.Left) {
int nextLeft = now[1] - 1;
if (nextLeft < 0 || maze[now[0]][nextLeft] == 1) break;
now[1] = nextLeft;
// System.out.println(tuple(now));
origin = Direction.Right;
} else if (d == Direction.Right) {
int nextRight = now[1] + 1;
if (nextRight >= maze[0].length || maze[now[0]][nextRight] == 1) break;
now[1] = nextRight;
origin = Direction.Left;
} else if (d == Direction.Top) {
int nextTop = now[0] - 1;
if (nextTop < 0 || maze[nextTop][now[1]] == 1) break;
now[0] = nextTop;
origin = Direction.Down;
} else {
int nextDown = now[0] + 1;
if (nextDown >= maze.length || maze[nextDown][now[1]] == 1) break;
now[0] = nextDown;
origin = Direction.Top;
}
}
if (now[0] == destination[0] && now[1] == destination[1]) return true;
if (visited[now[0]][now[1]]) return false;
for (Direction nextDir: Direction.values()) {
if (nextDir != origin && hasPath(maze, now, destination, nextDir)) return true;
}
visited[start[0]][start[1]] = false;
return false;
}
public enum Direction {
Left, Right, Top, Down
}
public boolean hasPath2(int[][] maze, int[] start, int[] destination) {
int M = maze.length;
int N = maze[0].length;
return roll(maze, start[0], start[1], destination[0], destination[1], M, N, new boolean[M][N]);
}
private boolean roll(int[][] maze, int i, int j, int di, int dj, int M, int N, boolean[][] visited) {
// if (i < 0 || j < 0 || i >= M || j >= N) return false;
if (visited[i][j]) return false;
if (i == di && j == dj) return true;
visited[i][j] = true;
// top
int x = i - 1;
int y = j;
while (x >= 0 && maze[x][y] == 0) x--;
if (roll(maze, x+1, y, di, dj, M, N, visited)) {
return true;
}
// bottom
x = i + 1;
y = j;
while (x < M && maze[x][y] == 0) x++;
if (roll(maze, x-1, y, di, dj, M, N, visited)) {
return true;
}
// left
x = i;
y = j - 1;
while (y >= 0 && maze[x][y] == 0) y--;
if (roll(maze, x, y+1, di, dj, M, N, visited)) {
return true;
}
// right
x = i;
y = j + 1;
while (y < N && maze[x][y] == 0) y++;
if (roll(maze, x, y-1, di, dj, M, N, visited)) {
return true;
}
return false;
}
public boolean hasPath3(int[][] maze, int[] start, int[] destination) {
if (maze == null || maze.length == 0 || maze[0].length == 0 || start == null || destination == null) return false;
if (start[0] == destination[0] && start[1] == destination[1]) return true;
int M = maze.length;
int N = maze[0].length;
boolean[][] visited = new boolean[M][N];
Queue<int[]> q = new LinkedList<>();
q.add(start);
visited[start[0]][start[1]] = true;
while (!q.isEmpty()) {
int[] curr = q.poll();
if (curr[0] == destination[0] && curr[1] == destination[1]) return true;
addNextSteps(maze, q, visited, curr, M, N);
}
return false;
}
private void addNextSteps(int[][] maze, Queue<int[]> q, boolean[][] visited, int[] curr, int M, int N) {
int i = curr[0];
while (i >= 0 && maze[i][curr[1]] == 0) {
i--;
}
if (!visited[i+1][curr[1]]) {
q.add(new int[]{i+1, curr[1]});
visited[i+1][curr[1]] = true;
}
i = curr[0];
while (i < M && maze[i][curr[1]] == 0) {
i++;
}
if (!visited[i-1][curr[1]]) {
q.add(new int[]{i-1, curr[1]});
visited[i-1][curr[1]] = true;
}
i = curr[1];
while (i >= 0 && maze[curr[0]][i] == 0) {
i--;
}
if (!visited[curr[0]][i+1]) {
q.add(new int[]{curr[0], i+1});
visited[curr[0]][i+1] = true;
}
i = curr[1];
while (i < N && maze[curr[0]][i] == 0) {
i++;
}
if (!visited[curr[0]][i-1]) {
q.add(new int[]{curr[0], i-1});
visited[curr[0]][i-1] = true;
}
}
private int[][] DIRECTIONS = new int[][]{{0,1}, {0,-1}, {1,0}, {-1,0}};
public boolean hasPath4(int[][] maze, int[] start, int[] destination) {
int M = maze.length;
int N = maze[0].length;
boolean[][] visited = new boolean[M][N];
Queue<int[]> q = new LinkedList<>();
q.add(start);
visited[start[0]][start[1]] = true;
while (!q.isEmpty()) {
int[] curr = q.poll();
for (int[] dir: DIRECTIONS) {
int x = curr[0]+dir[0];
int y = curr[1]+dir[1];
while (x >= 0 && x < M && y >= 0 && y < N && maze[x][y] == 0) {
x += dir[0];
y += dir[1];
}
x -= dir[0];
y -= dir[1];
if (x == destination[0] && y == destination[1]) return true;
if (!visited[x][y]) {
q.add(new int[]{x, y});
visited[x][y] = true;
}
}
}
return false;
}
}
| 1 | 0.834394 | 1 | 0.834394 | game-dev | MEDIA | 0.666369 | game-dev,cli-devtools | 0.904283 | 1 | 0.904283 |
bryful/F-s-PluginsProjects | 7,478 | sputteringRect/sputteringRect.cpp | //-----------------------------------------------------------------------------------
/*
F's Plugins for VS2010/VS2012
*/
//-----------------------------------------------------------------------------------
#include "sputteringRect.h"
//-----------------------------------------------------------------------------
static PF_Err
ParamsSetup (
PF_InData *in_data,
PF_OutData *out_data,
PF_ParamDef *params[],
PF_LayerDef *output)
{
PF_Err err = PF_Err_NONE;
PF_ParamDef def;
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_SLIDER( UI_SEED, //p[^̖O
0, //l͂ꍇ̍ŏl
32000, //l͂ꍇ̍ől
0, //XC_[̍ŏl
144, //XC_[̍ől
0, //ftHg̒l
ID_SEED
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_SLIDER( UI_VALUE, //p[^̖O
0, //l͂ꍇ̍ŏl
32000, //l͂ꍇ̍ől
0, //XC_[̍ŏl
100, //XC_[̍ől
20, //ftHg̒l
ID_Y
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_FIXED( UI_OPA_RND, //p[^̖O
0, //l͂ꍇ̍ŏl
5, //l͂ꍇ̍ől
0, //XC_[̍ŏl
2, //XC_[̍ől
1, //ftHg̒l
2, //\鏬̌
0,
0,
ID_OPACITY_RAND
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_POINT( UI_TOPLEFT,
25, // X(%)
25, // Y(c%)
FALSE, // TRUEȂ0.0100.0̒lɌ肳
ID_TOPLEFT
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_POINT( UI_BOTTOMRIGHT,
75, // X(%)
75, // Y(c%)
FALSE, // TRUEȂ0.0100.0̒lɌ肳
ID_BOTTOMRIGHT
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_SLIDER( UI_POINT_VALUE, //p[^̖O
1, //l͂ꍇ̍ŏl
100, //l͂ꍇ̍ől
1, //XC_[̍ŏl
50, //XC_[̍ől
10, //ftHg̒l
ID_POINT_VALUE
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_SLIDER( UI_POINT_LENGTH, //p[^̖O
5, //l͂ꍇ̍ŏl
1000, //l͂ꍇ̍ől
5, //XC_[̍ŏl
200, //XC_[̍ől
50, //ftHg̒l
ID_POINT_LENGTH
);
//-----------------
//|bvAbv
AEFX_CLR_STRUCT(def);
PF_ADD_POPUP( UI_SIZE1,
UI_SIZE_COUNT, //j[̐
UI_SIZE_DFLT, //ftHg
UI_SIZE2,
ID_SIZE
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_COLOR( UI_COLOR1,
PF_MAX_CHAN8, // Red
PF_MAX_CHAN8, //Green
PF_MAX_CHAN8, //Blue
ID_COLOR1
);
//-----------------
//gsbN\̊Jn
AEFX_CLR_STRUCT(def);
def.flags = PF_ParamFlag_START_COLLAPSED; //
PF_ADD_TOPIC( UI_COLOR_TOPIC,
ID_COLOR_TOPIC
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_SLIDER( UI_COLOR_MAX, //p[^̖O
1, //l͂ꍇ̍ŏl
UI_COLOR_MAX_V, //l͂ꍇ̍ől
1, //XC_[̍ŏl
UI_COLOR_MAX_V, //XC_[̍ől
20, //ftHg̒l
ID_COLOR_MAX
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_COLOR( UI_COLOR2,
PF_MAX_CHAN8, // Red
PF_MAX_CHAN8, //Green
0, //Blue
ID_COLOR2
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_COLOR( UI_COLOR3,
PF_MAX_CHAN8, // Red
0, //Green
PF_MAX_CHAN8, //Blue
ID_COLOR3
);
//-----------------
AEFX_CLR_STRUCT(def);
PF_ADD_COLOR( UI_COLOR4,
0, // Red
PF_MAX_CHAN8, //Green
PF_MAX_CHAN8, //Blue
ID_COLOR4
);
//-----------------
//gsbN\̏I
AEFX_CLR_STRUCT(def);
PF_END_TOPIC(ID_COLOR_TOPIC_END);
//-----------------
//`FbN{bNX
AEFX_CLR_STRUCT(def);
PF_ADD_CHECKBOX(UI_ORG1,
UI_ORG2,
FALSE,
0,
ID_ORG
);
//-----------------
out_data->num_params = ID_NUM_PARAMS;
return err;
}
//-------------------------------------------------------------------------------------------------
static PF_Err GetParams(CFsAE *ae, ParamInfo *infoP)
{
PF_Err err = PF_Err_NONE;
ERR(ae->GetADD(ID_SEED,&infoP->seed));
ERR(ae->GetADD(ID_Y,&infoP->value));
ERR(ae->GetFIXED(ID_OPACITY_RAND,&infoP->opa));
PF_FixedPoint tl,br;
ERR(ae->GetFIXEDPOINT(ID_TOPLEFT,&tl));
ERR(ae->GetFIXEDPOINT(ID_BOTTOMRIGHT,&br));
if (!err){
infoP->rect.left = tl.x >>16;
infoP->rect.top = tl.y >>16;
infoP->rect.right = br.x >>16;
infoP->rect.bottom = br.y >>16;
if(infoP->rect.left>infoP->rect.right) swapLong(&infoP->rect.left,&infoP->rect.right);
if(infoP->rect.top>infoP->rect.bottom) swapLong(&infoP->rect.top,&infoP->rect.bottom);
}
ERR(ae->GetADD(ID_POINT_VALUE,&infoP->point_value));
ERR(ae->GetADD(ID_POINT_LENGTH,&infoP->point_length));
if (!err){
infoP->point_length = ae->downScale(infoP->point_length);
if (infoP->point_length<2) infoP->point_length = 2;
}
ERR(ae->GetPOPUP(ID_SIZE,&infoP->size));
ERR(ae->GetADD(ID_COLOR_MAX,&infoP->color_max));
ERR(ae->GetCOLOR(ID_COLOR1,&infoP->colors[0]));
ERR(ae->GetCOLOR(ID_COLOR2,&infoP->colors[1]));
ERR(ae->GetCOLOR(ID_COLOR3,&infoP->colors[2]));
ERR(ae->GetCOLOR(ID_COLOR4,&infoP->colors[3]));
ERR(ae->GetCHECKBOX(ID_ORG,&infoP->org));
return err;
}
//-------------------------------------------------------------------------------------------------
static PF_Err
Exec (CFsAE *ae , ParamInfo *infoP)
{
PF_Err err = PF_Err_NONE;
if (infoP->org == TRUE) {
ERR( ae->CopyInToOut());
}else{
ERR(ae->out->clear());
}
if (infoP->value>0){
CFsBuffer buf = ae->NewBuffer(SPD_RAND_MAX*sizeof(A_u_char));// + SPD_RAND_MAX
if (buf.alive()==FALSE){
ae->out_data->out_flags |= PF_OutFlag_DISPLAY_ERROR_MESSAGE;
err = PF_Err_INTERNAL_STRUCT_DAMAGED;
return err;
}
infoP->sputRandTable = buf.bufA_u_char();
SetupSputData(infoP->size,infoP->sputRandTable);
F_SRAND(infoP->seed);
switch(ae->pixelFormat())
{
case PF_PixelFormat_ARGB128:
ERR(MainRender32(ae,infoP));
break;
case PF_PixelFormat_ARGB64:
ERR(MainRender16(ae,infoP));
break;
case PF_PixelFormat_ARGB32:
ERR(MainRender8(ae,infoP));
break;
}
buf.Dispose();
}
return err;
}
//-----------------------------------------------------------------------------
static PF_Err
Render (
PF_InData *in_data,
PF_OutData *out_data,
PF_ParamDef *params[],
PF_LayerDef *output )
{
PF_Err err = PF_Err_NONE;
PF_Handle pixelTable = NULL;
CFsAE ae(in_data,out_data,params,output,ID_NUM_PARAMS);
err =ae.resultErr();
if (!err){
ParamInfo info;
ERR(GetParams(&ae,&info));
ERR(Exec(&ae,&info));
}
return err;
}
//-----------------------------------------------------------------------------------
/*
SmartFXΉ̏ꍇA܂̊Ăăp[^̊ls
*/
#if defined(SUPPORT_SMARTFX)
static PF_Err
PreRender(
PF_InData *in_data,
PF_OutData *out_data,
PF_PreRenderExtra *extraP)
{
PF_Err err = PF_Err_NONE;
CFsAE ae(in_data,out_data,extraP,sizeof(ParamInfo),ID_NUM_PARAMS);
err = ae.resultErr();
if (!err){
ParamInfo *infoP = reinterpret_cast<ParamInfo*>(ae.LockPreRenderData());
if (infoP){
ae.SetHostPreRenderData();
ERR(GetParams(&ae,infoP));
ERR(ae.UnSetPreRenderData());
ae.UnlockPreRenderData();
}else{
err = PF_Err_OUT_OF_MEMORY;
}
}
return err;
}
#endif
//-----------------------------------------------------------------------------------
#if defined(SUPPORT_SMARTFX)
static PF_Err
SmartRender(
PF_InData *in_data,
PF_OutData *out_data,
PF_SmartRenderExtra *extraP)
{
PF_Err err = PF_Err_NONE,
err2 = PF_Err_NONE;
CFsAE ae(in_data,out_data,extraP,ID_NUM_PARAMS);
err = ae.resultErr();
if (!err){
ParamInfo *infoP = reinterpret_cast<ParamInfo*>(ae.LockPreRenderData());
if (infoP){
ERR(Exec(&ae,infoP));
ERR2(ae.UnsetSmartRender());
ae.UnlockPreRenderData();
}else{
err = PF_Err_OUT_OF_MEMORY;
}
}
return err;
}
#endif
#include "Fs_Entry.h" | 1 | 0.976921 | 1 | 0.976921 | game-dev | MEDIA | 0.207474 | game-dev | 0.98135 | 1 | 0.98135 |
ElunaLuaEngine/ElunaTrinityWotlk | 37,690 | src/server/scripts/Northrend/IcecrownCitadel/boss_lady_deathwhisper.cpp | /*
* This file is part of the TrinityCore Project. See AUTHORS 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 "icecrown_citadel.h"
#include "Containers.h"
#include "Group.h"
#include "InstanceScript.h"
#include "MotionMaster.h"
#include "ObjectAccessor.h"
#include "Player.h"
#include "QuestPools.h"
#include "ScriptedCreature.h"
#include "ScriptMgr.h"
#include "SpellAuraEffects.h"
#include "SpellInfo.h"
#include "SpellScript.h"
#include "TemporarySummon.h"
enum DeathwhisperTexts
{
// Lady Deathwhisper
SAY_INTRO_1 = 0,
SAY_INTRO_2 = 1,
SAY_INTRO_3 = 2,
SAY_INTRO_4 = 3,
SAY_INTRO_5 = 4,
SAY_INTRO_6 = 5,
SAY_INTRO_7 = 6,
SAY_AGGRO = 7,
SAY_PHASE_2 = 8,
EMOTE_PHASE_2 = 9,
SAY_DOMINATE_MIND = 10,
SAY_DARK_EMPOWERMENT = 11,
SAY_DARK_TRANSFORMATION = 12,
SAY_ANIMATE_DEAD = 13,
SAY_KILL = 14,
SAY_BERSERK = 15,
SAY_DEATH = 16,
// Darnavan
SAY_DARNAVAN_AGGRO = 0,
SAY_DARNAVAN_RESCUED = 1,
};
enum DeathwhisperSpells
{
// Lady Deathwhisper
SPELL_MANA_BARRIER = 70842,
SPELL_SHADOW_BOLT = 71254,
SPELL_DEATH_AND_DECAY = 71001,
SPELL_DOMINATE_MIND = 71289,
SPELL_DOMINATE_MIND_SCALE = 71290,
SPELL_FROSTBOLT = 71420,
SPELL_FROSTBOLT_VOLLEY = 72905,
SPELL_TOUCH_OF_INSIGNIFICANCE = 71204,
SPELL_SUMMON_SHADE = 71363,
SPELL_SHADOW_CHANNELING = 43897,
SPELL_DARK_TRANSFORMATION_T = 70895,
SPELL_DARK_EMPOWERMENT_T = 70896,
SPELL_DARK_MARTYRDOM_T = 70897,
SPELL_SUMMON_SPIRITS = 72478,
// Achievement
SPELL_FULL_HOUSE = 72827, // does not exist in dbc but still can be used for criteria check
// Both Adds
SPELL_TELEPORT_VISUAL = 41236,
SPELL_CLEAR_ALL_DEBUFFS = 34098,
SPELL_FULL_HEAL = 17683,
SPELL_PERMANENT_FEIGN_DEATH = 70628,
// Fanatics
SPELL_DARK_TRANSFORMATION = 70900,
SPELL_NECROTIC_STRIKE = 70659,
SPELL_SHADOW_CLEAVE = 70670,
SPELL_VAMPIRIC_MIGHT = 70674,
SPELL_VAMPIRIC_MIGHT_PROC = 70677,
SPELL_FANATIC_S_DETERMINATION = 71235,
SPELL_DARK_MARTYRDOM_FANATIC = 71236,
SPELL_DARK_MARTYRDOM_FANATIC_25N = 72495,
SPELL_DARK_MARTYRDOM_FANATIC_10H = 72496,
SPELL_DARK_MARTYRDOM_FANATIC_25H = 72497,
// Adherents
SPELL_DARK_EMPOWERMENT = 70901,
SPELL_FROST_FEVER = 67767,
SPELL_DEATHCHILL_BOLT = 70594,
SPELL_DEATHCHILL_BLAST = 70906,
SPELL_CURSE_OF_TORPOR = 71237,
SPELL_SHROUD_OF_THE_OCCULT = 70768,
SPELL_ADHERENT_S_DETERMINATION = 71234,
SPELL_DARK_MARTYRDOM_ADHERENT = 70903,
SPELL_DARK_MARTYRDOM_ADHERENT_25N = 72498,
SPELL_DARK_MARTYRDOM_ADHERENT_10H = 72499,
SPELL_DARK_MARTYRDOM_ADHERENT_25H = 72500,
// Vengeful Shade
SPELL_VENGEFUL_BLAST = 71544,
SPELL_VENGEFUL_BLAST_PASSIVE = 71494,
SPELL_VENGEFUL_BLAST_25N = 72010,
SPELL_VENGEFUL_BLAST_10H = 72011,
SPELL_VENGEFUL_BLAST_25H = 72012,
// Darnavan
SPELL_BLADESTORM = 65947,
SPELL_CHARGE = 65927,
SPELL_INTIMIDATING_SHOUT = 65930,
SPELL_MORTAL_STRIKE = 65926,
SPELL_SHATTERING_THROW = 65940,
SPELL_SUNDER_ARMOR = 65936,
};
enum DeathwhisperEvents
{
// Darnavan
EVENT_DARNAVAN_BLADESTORM = 27,
EVENT_DARNAVAN_CHARGE = 28,
EVENT_DARNAVAN_INTIMIDATING_SHOUT = 29,
EVENT_DARNAVAN_MORTAL_STRIKE = 30,
EVENT_DARNAVAN_SHATTERING_THROW = 31,
EVENT_DARNAVAN_SUNDER_ARMOR = 32,
};
enum DeathwhisperPhases
{
PHASE_ALL = 0,
PHASE_INTRO = 1,
PHASE_ONE = 2,
PHASE_TWO = 3
};
enum DeathwhisperGroups
{
GROUP_INTRO = 0,
GROUP_ONE = 1,
GROUP_TWO = 2
};
enum DeathwhisperMisc
{
NPC_DARNAVAN_10 = 38472,
NPC_DARNAVAN_25 = 38485,
NPC_DARNAVAN_CREDIT_10 = 39091,
NPC_DARNAVAN_CREDIT_25 = 39092,
ACTION_COMPLETE_QUEST = -384720,
POINT_DESPAWN = 384721,
};
enum DeathwhisperActions
{
ACTION_START_INTRO
};
#define NPC_DARNAVAN RAID_MODE<uint32>(NPC_DARNAVAN_10, NPC_DARNAVAN_25, NPC_DARNAVAN_10, NPC_DARNAVAN_25)
#define NPC_DARNAVAN_CREDIT RAID_MODE<uint32>(NPC_DARNAVAN_CREDIT_10, NPC_DARNAVAN_CREDIT_25, NPC_DARNAVAN_CREDIT_10, NPC_DARNAVAN_CREDIT_25)
#define QUEST_DEPROGRAMMING RAID_MODE<uint32>(QUEST_DEPROGRAMMING_10, QUEST_DEPROGRAMMING_25, QUEST_DEPROGRAMMING_10, QUEST_DEPROGRAMMING_25)
uint32 const SummonEntries[2] = {NPC_CULT_FANATIC, NPC_CULT_ADHERENT};
Position const SummonPositions[7] =
{
{-578.7066f, 2154.167f, 51.01529f, 1.692969f}, // 1 Left Door 1 (Cult Fanatic)
{-598.9028f, 2155.005f, 51.01530f, 1.692969f}, // 2 Left Door 2 (Cult Adherent)
{-619.2864f, 2154.460f, 51.01530f, 1.692969f}, // 3 Left Door 3 (Cult Fanatic)
{-578.6996f, 2269.856f, 51.01529f, 4.590216f}, // 4 Right Door 1 (Cult Adherent)
{-598.9688f, 2269.264f, 51.01529f, 4.590216f}, // 5 Right Door 2 (Cult Fanatic)
{-619.4323f, 2268.523f, 51.01530f, 4.590216f}, // 6 Right Door 3 (Cult Adherent)
{-524.2480f, 2211.920f, 62.90960f, 3.141592f}, // 7 Upper (Random Cultist)
};
class DaranavanMoveEvent : public BasicEvent
{
public:
DaranavanMoveEvent(Creature& darnavan) : _darnavan(darnavan) { }
bool Execute(uint64 /*time*/, uint32 /*diff*/) override
{
_darnavan.GetMotionMaster()->MovePoint(POINT_DESPAWN, SummonPositions[6]);
return true;
}
private:
Creature& _darnavan;
};
// 36855 - Lady Deathwhisper
struct boss_lady_deathwhisper : public BossAI
{
boss_lady_deathwhisper(Creature* creature) : BossAI(creature, DATA_LADY_DEATHWHISPER),
_dominateMindCount(RAID_MODE<uint8>(0, 1, 1, 3))
{
Initialize();
}
void Initialize()
{
_waveCounter = 0;
_nextVengefulShadeTargetGUID.clear();
_cultistQueue.clear();
_darnavanGUID.Clear();
_phase = PHASE_ALL;
scheduler.SetValidator([this]
{
return !(me->HasUnitState(UNIT_STATE_CASTING) && _phase != PHASE_INTRO);
});
}
void Reset() override
{
_Reset();
Initialize();
_phase = PHASE_ONE;
DoCastSelf(SPELL_SHADOW_CHANNELING);
me->SetPower(POWER_MANA, me->GetMaxPower(POWER_MANA));
me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, false);
me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, false);
}
void DoAction(int32 action) override
{
if (action != ACTION_START_INTRO)
return;
Talk(SAY_INTRO_1);
_phase = PHASE_INTRO;
scheduler.Schedule(10s, GROUP_INTRO, [this](TaskContext context)
{
switch (context.GetRepeatCounter())
{
case 0:
Talk(SAY_INTRO_2);
context.Repeat(21s);
break;
case 1:
Talk(SAY_INTRO_3);
context.Repeat(11s);
break;
case 2:
Talk(SAY_INTRO_4);
context.Repeat(9s);
break;
case 3:
Talk(SAY_INTRO_5);
context.Repeat(21s);
break;
case 4:
Talk(SAY_INTRO_6);
context.Repeat(10s);
break;
case 5:
Talk(SAY_INTRO_7);
return;
default:
break;
}
});
}
void AttackStart(Unit* victim) override
{
if (me->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE))
return;
if (victim && me->Attack(victim, true) && _phase != PHASE_ONE)
me->GetMotionMaster()->MoveChase(victim);
}
void JustEngagedWith(Unit* who) override
{
if (!instance->CheckRequiredBosses(DATA_LADY_DEATHWHISPER, who->ToPlayer()))
{
EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);
instance->DoCastSpellOnPlayers(LIGHT_S_HAMMER_TELEPORT);
return;
}
_phase = PHASE_ONE;
me->SetCombatPulseDelay(5);
me->setActive(true);
DoZoneInCombat();
scheduler.CancelGroup(GROUP_INTRO);
// phase-independent events
scheduler
.Schedule(10min, [this](TaskContext /*context*/)
{
DoCastSelf(SPELL_BERSERK);
Talk(SAY_BERSERK);
})
.Schedule(17s, [this](TaskContext death_and_decay)
{
if (Unit* target = SelectTarget(SelectTargetMethod::Random))
DoCast(target, SPELL_DEATH_AND_DECAY);
death_and_decay.Repeat(22s, 30s);
});
if (GetDifficulty() != RAID_DIFFICULTY_10MAN_NORMAL)
scheduler.Schedule(27s, [this](TaskContext dominate_mind)
{
Talk(SAY_DOMINATE_MIND);
std::list<Unit*> targets;
SelectTargetList(targets, _dominateMindCount, SelectTargetMethod::Random, 0, 0.0f, true, false, -SPELL_DOMINATE_MIND);
for (Unit* target : targets)
DoCast(target, SPELL_DOMINATE_MIND);
dominate_mind.Repeat(40s, 45s);
});
// phase one only
scheduler
.Schedule(5s, GROUP_ONE, [this](TaskContext wave)
{
SummonWaveP1();
wave.Repeat(IsHeroic() ? 45s : 60s);
})
.Schedule(2s, GROUP_ONE, [this](TaskContext shadow_bolt)
{
if (Unit* target = SelectTarget(SelectTargetMethod::Random))
DoCast(target, SPELL_SHADOW_BOLT);
shadow_bolt.Repeat(2450ms, 3600ms);
})
.Schedule(15s, GROUP_ONE, [this](TaskContext context)
{
DoImproveCultist();
context.Repeat(25s);
});
Talk(SAY_AGGRO);
DoStartNoMovement(who);
me->RemoveAurasDueToSpell(SPELL_SHADOW_CHANNELING);
DoCastSelf(SPELL_MANA_BARRIER, true);
instance->SetBossState(DATA_LADY_DEATHWHISPER, IN_PROGRESS);
}
void JustDied(Unit* killer) override
{
Talk(SAY_DEATH);
std::set<uint32> livingAddEntries;
// Full House achievement
for (SummonList::iterator itr = summons.begin(); itr != summons.end(); ++itr)
if (Unit* unit = ObjectAccessor::GetUnit(*me, *itr))
if (unit->IsAlive() && unit->GetEntry() != NPC_VENGEFUL_SHADE)
livingAddEntries.insert(unit->GetEntry());
if (livingAddEntries.size() >= 5)
instance->DoUpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, SPELL_FULL_HOUSE, 0, me);
if (Creature* darnavan = ObjectAccessor::GetCreature(*me, _darnavanGUID))
{
if (darnavan->IsAlive())
{
darnavan->SetFaction(FACTION_FRIENDLY);
darnavan->CombatStop(true);
darnavan->GetMotionMaster()->MoveIdle();
darnavan->SetReactState(REACT_PASSIVE);
darnavan->m_Events.AddEvent(new DaranavanMoveEvent(*darnavan), darnavan->m_Events.CalculateTime(10s));
darnavan->AI()->Talk(SAY_DARNAVAN_RESCUED);
if (!killer)
return;
if (Player* owner = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
{
if (Group* group = owner->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
if (Player* member = itr->GetSource())
if (member->IsInMap(owner))
member->KilledMonsterCredit(NPC_DARNAVAN_CREDIT);
}
else
owner->KilledMonsterCredit(NPC_DARNAVAN_CREDIT);
}
}
}
_JustDied();
}
void EnterEvadeMode(EvadeReason /*why*/) override
{
scheduler.CancelAll();
summons.DespawnAll();
if (Creature* darnavan = ObjectAccessor::GetCreature(*me, _darnavanGUID))
darnavan->DespawnOrUnsummon();
_DespawnAtEvade();
}
void KilledUnit(Unit* victim) override
{
if (victim->GetTypeId() == TYPEID_PLAYER)
Talk(SAY_KILL);
}
void DamageTaken(Unit* /*damageDealer*/, uint32& damage, DamageEffectType /*damageType*/, SpellInfo const* /*spellInfo = nullptr*/) override
{
// phase transition
if (_phase == PHASE_ONE && damage > me->GetPower(POWER_MANA))
{
_phase = PHASE_TWO;
Talk(SAY_PHASE_2);
Talk(EMOTE_PHASE_2);
DoStartMovement(me->GetVictim());
ResetThreatList();
damage -= me->GetPower(POWER_MANA);
me->SetPower(POWER_MANA, 0);
me->RemoveAurasDueToSpell(SPELL_MANA_BARRIER);
scheduler.CancelGroup(GROUP_ONE);
scheduler
.Schedule(12s, GROUP_TWO, [this](TaskContext frostbolt)
{
DoCastVictim(SPELL_FROSTBOLT);
frostbolt.Repeat();
})
.Schedule(20s, GROUP_TWO, [this](TaskContext frostboldVolley)
{
DoCastAOE(SPELL_FROSTBOLT_VOLLEY);
frostboldVolley.Repeat();
})
.Schedule(6s, 9s, GROUP_TWO, [this](TaskContext touch)
{
if (me->GetVictim())
me->AddAura(SPELL_TOUCH_OF_INSIGNIFICANCE, me->EnsureVictim());
touch.Repeat();
})
.Schedule(12s, GROUP_TWO, [this](TaskContext summonShade)
{
CastSpellExtraArgs args;
args.AddSpellMod(SPELLVALUE_MAX_TARGETS, Is25ManRaid() ? 2 : 1);
me->CastSpell(nullptr, SPELL_SUMMON_SPIRITS, args);
summonShade.Repeat();
});
// on heroic mode Lady Deathwhisper is immune to taunt effects in phase 2 and continues summoning adds
if (IsHeroic())
{
me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true);
me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true);
scheduler.Schedule(0s, GROUP_TWO, [this](TaskContext context)
{
SummonWaveP2();
context.Repeat(45s);
});
}
}
}
void SpellHitTarget(WorldObject* target, SpellInfo const* spellInfo) override
{
if (spellInfo->Id == SPELL_SUMMON_SPIRITS)
_nextVengefulShadeTargetGUID.push_back(target->GetGUID());
}
void JustSummoned(Creature* summon) override
{
switch (summon->GetEntry())
{
case NPC_DARNAVAN_10:
case NPC_DARNAVAN_25:
_darnavanGUID = summon->GetGUID();
summon->AI()->AttackStart(SelectTarget(SelectTargetMethod::Random));
return;
case NPC_VENGEFUL_SHADE:
if (_nextVengefulShadeTargetGUID.empty())
break;
summon->AI()->SetGUID(_nextVengefulShadeTargetGUID.front());
_nextVengefulShadeTargetGUID.pop_front();
break;
case NPC_CULT_ADHERENT:
case NPC_CULT_FANATIC:
_cultistQueue.push_back(summon->GetGUID());
summon->AI()->AttackStart(SelectTarget(SelectTargetMethod::Random));
break;
default:
break;
}
summons.Summon(summon);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim() && _phase != PHASE_INTRO)
return;
scheduler.Update(diff, [this]
{
// We should not melee attack when barrier is up
if (!me->HasAura(SPELL_MANA_BARRIER))
DoMeleeAttackIfReady();
});
}
// summoning function for first phase
void SummonWaveP1()
{
uint8 addIndex = _waveCounter & 1;
uint8 addIndexOther = uint8(addIndex ^ 1);
// Summon first add, replace it with Darnavan if weekly quest is active
if (_waveCounter || !sQuestPoolMgr->IsQuestActive(QUEST_DEPROGRAMMING))
Summon(SummonEntries[addIndex], SummonPositions[addIndex * 3]);
else
Summon(NPC_DARNAVAN, SummonPositions[addIndex * 3]);
Summon(SummonEntries[addIndexOther], SummonPositions[addIndex * 3 + 1]);
Summon(SummonEntries[addIndex], SummonPositions[addIndex * 3 + 2]);
if (Is25ManRaid())
{
Summon(SummonEntries[addIndexOther], SummonPositions[addIndexOther * 3]);
Summon(SummonEntries[addIndex], SummonPositions[addIndexOther * 3 + 1]);
Summon(SummonEntries[addIndexOther], SummonPositions[addIndexOther * 3 + 2]);
Summon(SummonEntries[urand(0, 1)], SummonPositions[6]);
}
++_waveCounter;
}
// summoning function for second phase
void SummonWaveP2()
{
if (Is25ManRaid())
{
uint8 addIndex = _waveCounter & 1;
Summon(SummonEntries[addIndex], SummonPositions[addIndex * 3]);
Summon(SummonEntries[addIndex ^ 1], SummonPositions[addIndex * 3 + 1]);
Summon(SummonEntries[addIndex], SummonPositions[addIndex * 3+ 2]);
}
else
Summon(SummonEntries[urand(0, 1)], SummonPositions[6]);
++_waveCounter;
}
// helper for summoning wave mobs
void Summon(uint32 entry, Position const& pos)
{
if (TempSummon* summon = me->SummonCreature(entry, pos, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10s))
summon->CastSpell(summon, SPELL_TELEPORT_VISUAL);
}
void SummonedCreatureDies(Creature* summon, Unit* /*killer*/) override
{
if (summon->GetEntry() == NPC_CULT_ADHERENT || summon->GetEntry() == NPC_CULT_FANATIC)
_cultistQueue.remove(summon->GetGUID());
}
void DoImproveCultist()
{
if (_cultistQueue.empty())
return;
_cultistGUID = Trinity::Containers::SelectRandomContainerElement(_cultistQueue);
_cultistQueue.remove(_cultistGUID);
Creature* cultist = ObjectAccessor::GetCreature(*me, _cultistGUID);
if (!cultist)
return;
if (RAND(0,1))
me->CastSpell(cultist, SPELL_DARK_MARTYRDOM_T);
else
{
me->CastSpell(cultist, cultist->GetEntry() == NPC_CULT_FANATIC ? SPELL_DARK_TRANSFORMATION_T : SPELL_DARK_EMPOWERMENT_T, true);
Talk(uint8(cultist->GetEntry() == NPC_CULT_FANATIC ? SAY_DARK_TRANSFORMATION : SAY_DARK_EMPOWERMENT));
}
}
private:
ObjectGuid _darnavanGUID;
ObjectGuid _cultistGUID;
GuidList _cultistQueue;
GuidList _nextVengefulShadeTargetGUID;
uint32 _waveCounter;
uint8 const _dominateMindCount;
uint8 _phase;
};
/* 37890 - Cult Fanatic
38009 - Reanimated Fanatic
38135 - Deformed Fanatic */
struct npc_cult_fanatic : public ScriptedAI
{
npc_cult_fanatic(Creature* creature) : ScriptedAI(creature), _instance(creature->GetInstanceScript()) { }
void Reset() override
{
_scheduler.CancelAll();
_scheduler
.SetValidator([this]
{
return !me->HasUnitState(UNIT_STATE_CASTING);
})
.Schedule(17s, [this](TaskContext vampiric_might)
{
DoCastSelf(SPELL_VAMPIRIC_MIGHT);
vampiric_might.Repeat(25s);
})
.Schedule(12s, [this](TaskContext shadow_cleave)
{
DoCastVictim(SPELL_SHADOW_CLEAVE);
shadow_cleave.Repeat(14s);
})
.Schedule(10s, [this](TaskContext necrotic_strike)
{
DoCastVictim(SPELL_NECROTIC_STRIKE);
necrotic_strike.Repeat(17s);
});
}
void SpellHit(WorldObject* /*caster*/, SpellInfo const* spellInfo) override
{
switch (spellInfo->Id)
{
case SPELL_DARK_TRANSFORMATION_T:
me->InterruptNonMeleeSpells(true);
DoCastSelf(SPELL_DARK_TRANSFORMATION);
break;
case SPELL_DARK_TRANSFORMATION:
DoCastSelf(SPELL_FULL_HEAL);
me->UpdateEntry(NPC_DEFORMED_FANATIC);
break;
case SPELL_DARK_MARTYRDOM_T:
me->SetReactState(REACT_PASSIVE);
me->InterruptNonMeleeSpells(true);
me->AttackStop();
DoCastSelf(SPELL_DARK_MARTYRDOM_FANATIC);
break;
case SPELL_DARK_MARTYRDOM_FANATIC:
case SPELL_DARK_MARTYRDOM_FANATIC_25N:
case SPELL_DARK_MARTYRDOM_FANATIC_10H:
case SPELL_DARK_MARTYRDOM_FANATIC_25H:
_scheduler
.Schedule(2s, [this](TaskContext /*context*/)
{
me->UpdateEntry(NPC_REANIMATED_FANATIC);
DoCastSelf(SPELL_PERMANENT_FEIGN_DEATH);
DoCastSelf(SPELL_CLEAR_ALL_DEBUFFS);
DoCastSelf(SPELL_FULL_HEAL, true);
me->SetUnitFlag(UNIT_FLAG_UNINTERACTIBLE);
})
.Schedule(6s, [this](TaskContext /*context*/)
{
me->RemoveAurasDueToSpell(SPELL_PERMANENT_FEIGN_DEATH);
me->RemoveUnitFlag(UNIT_FLAG_UNINTERACTIBLE);
me->SetReactState(REACT_AGGRESSIVE);
DoZoneInCombat(me);
if (Creature* ladyDeathwhisper = ObjectAccessor::GetCreature(*me, _instance->GetGuidData(DATA_LADY_DEATHWHISPER)))
ladyDeathwhisper->AI()->Talk(SAY_ANIMATE_DEAD);
});
break;
default:
break;
}
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim() && !me->HasAura(SPELL_PERMANENT_FEIGN_DEATH))
return;
_scheduler.Update(diff, [this]
{
DoMeleeAttackIfReady();
});
}
protected:
TaskScheduler _scheduler;
InstanceScript* _instance;
};
/* 37949 - Cult Adherent
38010 - Reanimated Adherent
38136 - Empowered Adherent */
struct npc_cult_adherent : public ScriptedAI
{
npc_cult_adherent(Creature* creature) : ScriptedAI(creature), _instance(creature->GetInstanceScript()) { }
void Reset() override
{
_scheduler.CancelAll();
_scheduler
.SetValidator([this]
{
return !me->HasUnitState(UNIT_STATE_CASTING);
})
.Schedule(5s, [this](TaskContext deathchill)
{
if (me->GetEntry() == NPC_EMPOWERED_ADHERENT)
DoCastVictim(SPELL_DEATHCHILL_BLAST);
else
DoCastVictim(SPELL_DEATHCHILL_BOLT);
deathchill.Repeat(2500ms);
})
.Schedule(15s, [this](TaskContext shroud_of_the_occult)
{
DoCastSelf(SPELL_SHROUD_OF_THE_OCCULT);
shroud_of_the_occult.Repeat(10s);
})
.Schedule(15s, [this](TaskContext curse_of_torpor)
{
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 1))
DoCast(target, SPELL_CURSE_OF_TORPOR);
curse_of_torpor.Repeat(18s);
});
}
void SpellHit(WorldObject* /*caster*/, SpellInfo const* spellInfo) override
{
switch (spellInfo->Id)
{
case SPELL_DARK_EMPOWERMENT_T:
me->UpdateEntry(NPC_EMPOWERED_ADHERENT);
break;
case SPELL_DARK_MARTYRDOM_T:
me->SetReactState(REACT_PASSIVE);
me->InterruptNonMeleeSpells(true);
me->AttackStop();
DoCastSelf(SPELL_DARK_MARTYRDOM_ADHERENT);
break;
case SPELL_DARK_MARTYRDOM_ADHERENT:
case SPELL_DARK_MARTYRDOM_ADHERENT_25N:
case SPELL_DARK_MARTYRDOM_ADHERENT_10H:
case SPELL_DARK_MARTYRDOM_ADHERENT_25H:
_scheduler
.Schedule(2s, [this](TaskContext /*context*/)
{
me->UpdateEntry(NPC_REANIMATED_ADHERENT);
DoCastSelf(SPELL_PERMANENT_FEIGN_DEATH);
DoCastSelf(SPELL_CLEAR_ALL_DEBUFFS);
DoCastSelf(SPELL_FULL_HEAL, true);
me->SetUnitFlag(UNIT_FLAG_UNINTERACTIBLE);
})
.Schedule(6s, [this](TaskContext /*context*/)
{
me->RemoveAurasDueToSpell(SPELL_PERMANENT_FEIGN_DEATH);
me->RemoveUnitFlag(UNIT_FLAG_UNINTERACTIBLE);
me->SetReactState(REACT_AGGRESSIVE);
DoCastSelf(SPELL_SHROUD_OF_THE_OCCULT);
DoZoneInCombat(me);
if (Creature* ladyDeathwhisper = ObjectAccessor::GetCreature(*me, _instance->GetGuidData(DATA_LADY_DEATHWHISPER)))
ladyDeathwhisper->AI()->Talk(SAY_ANIMATE_DEAD);
});
break;
default:
break;
}
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim() && !me->HasAura(SPELL_PERMANENT_FEIGN_DEATH))
return;
_scheduler.Update(diff);
}
protected:
TaskScheduler _scheduler;
InstanceScript* _instance;
};
// 38222 - Vengeful Shade
struct npc_vengeful_shade : public ScriptedAI
{
npc_vengeful_shade(Creature* creature) : ScriptedAI(creature) { }
void Reset() override
{
me->SetReactState(REACT_PASSIVE);
me->AddAura(SPELL_VENGEFUL_BLAST_PASSIVE, me);
_scheduler
.Schedule(2s, [this](TaskContext /*context*/)
{
me->SetReactState(REACT_AGGRESSIVE);
me->AI()->AttackStart(ObjectAccessor::GetUnit(*me, _targetGUID));
})
.Schedule(7s, [this](TaskContext /*context*/)
{
me->KillSelf();
});
}
void SetGUID(ObjectGuid const& guid, int32 /*id*/) override
{
_targetGUID = guid;
}
void SpellHitTarget(WorldObject* /*target*/, SpellInfo const* spellInfo) override
{
switch (spellInfo->Id)
{
case SPELL_VENGEFUL_BLAST:
case SPELL_VENGEFUL_BLAST_25N:
case SPELL_VENGEFUL_BLAST_10H:
case SPELL_VENGEFUL_BLAST_25H:
me->KillSelf();
break;
default:
break;
}
}
void UpdateAI(uint32 diff) override
{
_scheduler.Update(diff, [this]
{
DoMeleeAttackIfReady();
});
}
private:
TaskScheduler _scheduler;
ObjectGuid _targetGUID;
};
// 38472, 38485 - Darnavan
struct npc_darnavan : public ScriptedAI
{
npc_darnavan(Creature* creature) : ScriptedAI(creature)
{
Initialize();
}
void Initialize()
{
_canCharge = true;
_canShatter = true;
}
void Reset() override
{
_events.Reset();
_events.ScheduleEvent(EVENT_DARNAVAN_BLADESTORM, 10s);
_events.ScheduleEvent(EVENT_DARNAVAN_INTIMIDATING_SHOUT, 20s, 25s);
_events.ScheduleEvent(EVENT_DARNAVAN_MORTAL_STRIKE, 25s, 30s);
_events.ScheduleEvent(EVENT_DARNAVAN_SUNDER_ARMOR, 5s, 8s);
Initialize();
}
void JustDied(Unit* killer) override
{
_events.Reset();
if (!killer)
return;
if (Player* owner = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
{
if (Group* group = owner->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
if (Player* member = itr->GetSource())
if (member->IsInMap(owner))
member->FailQuest(QUEST_DEPROGRAMMING);
}
else
owner->FailQuest(QUEST_DEPROGRAMMING);
}
}
void MovementInform(uint32 type, uint32 id) override
{
if (type != POINT_MOTION_TYPE || id != POINT_DESPAWN)
return;
me->DespawnOrUnsummon();
}
void JustEngagedWith(Unit* /*victim*/) override
{
Talk(SAY_DARNAVAN_AGGRO);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
_events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
if (_canShatter && me->GetVictim() && me->EnsureVictim()->IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL))
{
DoCastVictim(SPELL_SHATTERING_THROW);
_canShatter = false;
_events.ScheduleEvent(EVENT_DARNAVAN_SHATTERING_THROW, 30s);
return;
}
if (_canCharge && !me->IsWithinMeleeRange(me->GetVictim()))
{
DoCastVictim(SPELL_CHARGE);
_canCharge = false;
_events.ScheduleEvent(EVENT_DARNAVAN_CHARGE, 20s);
return;
}
while (uint32 eventId = _events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_DARNAVAN_BLADESTORM:
DoCast(SPELL_BLADESTORM);
_events.ScheduleEvent(EVENT_DARNAVAN_BLADESTORM, 90s, 100s);
break;
case EVENT_DARNAVAN_CHARGE:
_canCharge = true;
break;
case EVENT_DARNAVAN_INTIMIDATING_SHOUT:
DoCast(SPELL_INTIMIDATING_SHOUT);
_events.ScheduleEvent(EVENT_DARNAVAN_INTIMIDATING_SHOUT, 90s, 2min);
break;
case EVENT_DARNAVAN_MORTAL_STRIKE:
DoCastVictim(SPELL_MORTAL_STRIKE);
_events.ScheduleEvent(EVENT_DARNAVAN_MORTAL_STRIKE, 15s, 30s);
break;
case EVENT_DARNAVAN_SHATTERING_THROW:
_canShatter = true;
break;
case EVENT_DARNAVAN_SUNDER_ARMOR:
DoCastVictim(SPELL_SUNDER_ARMOR);
_events.ScheduleEvent(EVENT_DARNAVAN_SUNDER_ARMOR, 3s, 7s);
break;
}
}
DoMeleeAttackIfReady();
}
private:
EventMap _events;
bool _canCharge;
bool _canShatter;
};
// 70842 - Mana Barrier
class spell_deathwhisper_mana_barrier : public AuraScript
{
PrepareAuraScript(spell_deathwhisper_mana_barrier);
void HandlePeriodicTick(AuraEffect const* /*aurEff*/)
{
PreventDefaultAction();
if (Unit* caster = GetCaster())
{
int32 missingHealth = int32(caster->GetMaxHealth() - caster->GetHealth());
caster->ModifyHealth(missingHealth);
caster->ModifyPower(POWER_MANA, -missingHealth);
}
}
void Register() override
{
OnEffectPeriodic += AuraEffectPeriodicFn(spell_deathwhisper_mana_barrier::HandlePeriodicTick, EFFECT_0, SPELL_AURA_PERIODIC_TRIGGER_SPELL);
}
};
// 71289 - Dominate Mind
class spell_deathwhisper_dominated_mind : public AuraScript
{
PrepareAuraScript(spell_deathwhisper_dominated_mind);
bool Validate(SpellInfo const* /*spell*/) override
{
return ValidateSpellInfo({ SPELL_DOMINATE_MIND_SCALE });
}
void HandleApply(AuraEffect const* /*eff*/, AuraEffectHandleModes /*mode*/)
{
Unit* target = GetTarget();
target->CastSpell(target, SPELL_DOMINATE_MIND_SCALE, true);
}
void Register() override
{
AfterEffectApply += AuraEffectApplyFn(spell_deathwhisper_dominated_mind::HandleApply, EFFECT_0, SPELL_AURA_AOE_CHARM, AURA_EFFECT_HANDLE_REAL);
}
};
// 72478 - Summon Spirits
class spell_deathwhisper_summon_spirits : public SpellScript
{
PrepareSpellScript(spell_deathwhisper_summon_spirits);
bool Validate(SpellInfo const* /*spell*/) override
{
return ValidateSpellInfo({ SPELL_SUMMON_SHADE });
}
void HandleScriptEffect(SpellEffIndex /*effIndex*/)
{
GetCaster()->CastSpell(GetHitUnit(), SPELL_SUMMON_SHADE, true);
}
void Register() override
{
OnEffectHitTarget += SpellEffectFn(spell_deathwhisper_summon_spirits::HandleScriptEffect, EFFECT_0, SPELL_EFFECT_DUMMY);
}
};
// 70674 - Vampiric Might
class spell_deathwhisper_vampiric_might : public AuraScript
{
PrepareAuraScript(spell_deathwhisper_vampiric_might);
bool Validate(SpellInfo const* /*spell*/) override
{
return ValidateSpellInfo({ SPELL_VAMPIRIC_MIGHT_PROC });
}
void HandleProc(AuraEffect const* aurEff, ProcEventInfo& eventInfo)
{
PreventDefaultAction();
DamageInfo* damageInfo = eventInfo.GetDamageInfo();
if (!damageInfo || !damageInfo->GetDamage())
return;
Unit* target = GetTarget();
uint32 damage = damageInfo->GetDamage();
ApplyPct(damage, aurEff->GetAmount());
CastSpellExtraArgs args(aurEff);
args.AddSpellBP0(damage);
target->CastSpell(target, SPELL_VAMPIRIC_MIGHT_PROC, args);
}
void Register() override
{
OnEffectProc += AuraEffectProcFn(spell_deathwhisper_vampiric_might::HandleProc, EFFECT_1, SPELL_AURA_DUMMY);
}
};
// 69483 - Dark Reckoning
class spell_deathwhisper_dark_reckoning : public AuraScript
{
PrepareAuraScript(spell_deathwhisper_dark_reckoning);
bool Validate(SpellInfo const* spell) override
{
return ValidateSpellInfo({ spell->GetEffect(EFFECT_0).TriggerSpell });
}
void OnPeriodic(AuraEffect const* aurEff)
{
PreventDefaultAction();
if (Unit* caster = GetCaster())
{
uint32 spellId = GetSpellInfo()->GetEffect(EFFECT_0).TriggerSpell;
caster->CastSpell(GetTarget(), spellId, aurEff);
}
}
void Register() override
{
OnEffectPeriodic += AuraEffectPeriodicFn(spell_deathwhisper_dark_reckoning::OnPeriodic, EFFECT_0, SPELL_AURA_PERIODIC_DUMMY);
}
};
class at_lady_deathwhisper_entrance : public OnlyOnceAreaTriggerScript
{
public:
at_lady_deathwhisper_entrance() : OnlyOnceAreaTriggerScript("at_lady_deathwhisper_entrance") { }
bool TryHandleOnce(Player* player, AreaTriggerEntry const* /*areaTrigger*/) override
{
if (InstanceScript* instance = player->GetInstanceScript())
if (instance->GetBossState(DATA_LADY_DEATHWHISPER) != DONE)
if (Creature* ladyDeathwhisper = ObjectAccessor::GetCreature(*player, instance->GetGuidData(DATA_LADY_DEATHWHISPER)))
ladyDeathwhisper->AI()->DoAction(ACTION_START_INTRO);
return true;
}
};
void AddSC_boss_lady_deathwhisper()
{
// Creatures
RegisterIcecrownCitadelCreatureAI(boss_lady_deathwhisper);
RegisterIcecrownCitadelCreatureAI(npc_cult_fanatic);
RegisterIcecrownCitadelCreatureAI(npc_cult_adherent);
RegisterIcecrownCitadelCreatureAI(npc_vengeful_shade);
RegisterIcecrownCitadelCreatureAI(npc_darnavan);
// Spells
RegisterSpellScript(spell_deathwhisper_mana_barrier);
RegisterSpellScript(spell_deathwhisper_dominated_mind);
RegisterSpellScript(spell_deathwhisper_summon_spirits);
RegisterSpellScript(spell_deathwhisper_vampiric_might);
RegisterSpellScript(spell_deathwhisper_dark_reckoning);
// AreaTriggers
new at_lady_deathwhisper_entrance();
}
| 1 | 0.966824 | 1 | 0.966824 | game-dev | MEDIA | 0.983983 | game-dev | 0.925242 | 1 | 0.925242 |
dermow/TraXile | 167,629 | TraXile/TrX_CoreLogic.cs | using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Drawing;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Threading;
using System.Windows.Forms;
using log4net;
using Microsoft.Data.Sqlite;
namespace TraXile
{
public delegate void Trx_GenericEventHandler(TrX_CoreLogicGenericEventArgs e);
public delegate void TrX_ActivityEventHandler(TrX_CoreLogicActivityEventArgs e);
public class TrX_CoreLogicGenericEventArgs : EventArgs
{
// Core logic
private readonly TrX_CoreLogic _logic;
public TrX_CoreLogic Logic => _logic;
public TrX_CoreLogicGenericEventArgs(TrX_CoreLogic logic)
{
_logic = logic;
}
}
public class TrX_CoreLogicActivityEventArgs : EventArgs
{
// Core logic
private readonly TrX_CoreLogic _logic;
public TrX_CoreLogic Logic => _logic;
// Activity
private readonly TrX_TrackedActivity _activity;
public TrX_TrackedActivity Activity => _activity;
public TrX_CoreLogicActivityEventArgs(TrX_CoreLogic logic, TrX_TrackedActivity activity)
{
_logic = logic;
_activity = activity;
}
}
public class TrX_CoreLogic
{
// Event: initialization of history is finished
public event Trx_GenericEventHandler OnHistoryInitialized;
// Event: called when an activity is finished
public event TrX_ActivityEventHandler OnActivityFinished;
// Event: called when tags are changed
public event Trx_GenericEventHandler OnTagsUpdated;
// Event: Activity started
public event TrX_ActivityEventHandler OnActivityStarted;
// DateTime format info for enforcing specific calendar info
public DateTimeFormatInfo _dateTimeFormatInfo;
// Exit switch
private bool _exit;
// Flag if logic has been started
private bool _StartedFlag = false;
// Flag if next area is an expedition area
private bool _nextAreaIsExp = false;
// IP and port of the current instance, for identifiing activity changes
private string _currentInstanceEndpoint;
// Last known endoint of simulacrum
private string _lastSimuEndpoint;
// Level of the next area
private int _nextAreaLevel;
// seed of next area
private long _nextAreaSeed;
// Hash code of the last known logfile line
private int _lastHash = 0;
// Flag if history is initialized (logfile read finished)
private bool _historyInitialized;
// Dictionary of known hashes
private Dictionary<int, string> _dict;
// List of known player names (used for death calc)
private List<string> _knownPlayerNames;
// List of lab names
private List<string> labs;
// Event mapping (Logpattern <-> Event Type)
private TrX_EventMapping _eventMapping;
// Default mappings
private TrX_DefaultMappings _defaultMappings;
// EventQ
private ConcurrentQueue<TrX_TrackingEvent> _eventQueue;
// Thread for logfile parsing
private Thread _logParseThread;
// Thrad for handling events generated by log parse Thread
private Thread _eventThread;
// Time of app init start
private DateTime _initStartTime;
// Time of app init end
private DateTime _initEndTime;
// DateTime of the current Hideout tracking block
private DateTime _hoStart;
// Flag if tracking of a hideout block is currently active
private bool _trackingHO;
// ID list of already parsed Activities
private List<string> _parsedActivities;
// Log handler
private ILog _log;
// Path to Client.txt file
private string _clientTxtPath;
// Property: List of Tags
private List<TrX_ActivityTag> _tags;
public List<TrX_ActivityTag> Tags => _tags;
// Property: Current Activity
public TrX_TrackedActivity _currentActivity;
public TrX_TrackedActivity CurrentActivity
{
get { return _currentActivity; }
set { _currentActivity = value; }
}
// Property: Event History
private List<TrX_TrackedActivity> _eventHistory;
public List<TrX_TrackedActivity> ActivityHistory => _eventHistory;
// Property: EventQ initialized
private bool _eventQueueInitizalized;
public bool EventQueueInitialized => _eventQueueInitizalized;
// Property: LogLines total
private double _logLinesTotal;
public double LogLinesTotal => _logLinesTotal;
// Property: LogLines read
private double _logLinesRead;
public double LogLinesRead => _logLinesRead;
// Property: Is current map zana
private bool _isMapZana;
public bool IsMapZana => _isMapZana;
// Property: Is current map vaal area
private bool _isMapVaalArea;
public bool IsMapVaalArea => _isMapVaalArea;
// Property: Is current map black knight fight
private bool _isBlackKnightFight;
public bool IsBlackKnightFight => _isBlackKnightFight;
// Property: Is current map sanctum
private bool _isMapSanctum;
public bool IsMapSanctum => _isMapSanctum;
// Property: Is current map logbook
private bool _isMapLogbookSide;
public bool IsMapLogbookSide => _isMapLogbookSide;
// Property: Is current map labtrial
private bool _isMapLabTrial;
public bool IsMapLabTrial => _isMapLabTrial;
// Property: Is current area abyss area
private bool _isMapAbyssArea;
public bool IsMapAbyssArea => _isMapAbyssArea;
// Property: Current Area
private string _currentArea;
public string CurrentArea => _currentArea;
// Property: Current Area Level
private int _currentAreaLevel;
private long _currentAreaSeed;
public int CurrentAreaLevel => _currentAreaLevel;
// Property: Previous activity in overlay
private TrX_TrackedActivity _prevActivityOverlay;
public TrX_TrackedActivity OverlayPrevActivity => _prevActivityOverlay;
// Property: DB Manager
private TrX_DataBackend _dataBackend;
public TrX_DataBackend Database => _dataBackend;
// Property: Statistics manager
private TrX_StatsManager _myStats;
public TrX_StatsManager Stats => _myStats;
// Property: Long stat names
private Dictionary<string, string> _statNamesLong;
public Dictionary<string, string> StatNamesLong => _statNamesLong;
// Property: Path to Client.txt
public string ClientTxtPath
{
get { return _clientTxtPath; }
set { _clientTxtPath = value; }
}
// Property Minimum activity cap
private int _timeCapMin = 0;
public int MinimumCap
{
get { return _timeCapMin; }
set { _timeCapMin = value; }
}
/// <summary>
/// Main Window Constructor
/// </summary>
public TrX_CoreLogic(int minTimeCap = 0)
{
_timeCapMin = minTimeCap;
Init();
}
/// <summary>
/// Do main initialization
/// ONLY CALL ONCE! S
/// </summary>
private void Init()
{
// Fixing the DateTimeFormatInfo to Gregorian Calendar, to avoid wrong timestamps with other calendars
_dateTimeFormatInfo = DateTimeFormatInfo.GetInstance(new CultureInfo("en-CA"));
_dateTimeFormatInfo.Calendar = new GregorianCalendar();
_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
_eventMapping = new TrX_EventMapping();
_defaultMappings = new TrX_DefaultMappings();
_parsedActivities = new List<string>();
_dict = new Dictionary<int, string>();
_eventQueue = new ConcurrentQueue<TrX_TrackingEvent>();
_eventHistory = new List<TrX_TrackedActivity>();
_knownPlayerNames = new List<string>();
_currentArea = "None";
_eventQueueInitizalized = false;
_lastSimuEndpoint = "";
_tags = new List<TrX_ActivityTag>();
_initStartTime = DateTime.Now;
_dataBackend = new TrX_DataBackend(TrX_Static.DB_PATH, ref _log);
_myStats = new TrX_StatsManager(_dataBackend);
InitDefaultTags();
InitNumStats();
ReadKnownPlayers();
LoadTags();
SaveVersion();
_eventQueue.Enqueue(new TrX_TrackingEvent(EVENT_TYPES.APP_STARTED) { EventTime = DateTime.Now, LogLine = "Application started." });
// Since 0.9.2 stats cache is DB only, do first import if file is still existing
if (File.Exists(TrX_Static.CACHE_PATH))
{
// Import is only needed when last hash is not in kvstore
string last = _dataBackend.GetKVStoreValue("last_hash");
last = null;
if (string.IsNullOrEmpty(last))
{
_log.Info("File 'stats.cache' found wich is deprecated -> importing to database.");
string firstLine;
firstLine = File.ReadAllLines(TrX_Static.CACHE_PATH).First();
if (!string.IsNullOrEmpty(firstLine))
{
try
{
int hash = Convert.ToInt32(firstLine.Split(';')[1]);
_dataBackend.SetKVStoreValue("last_hash", hash.ToString());
_log.Info("Successfully imported stats.cache to database.");
File.Delete(TrX_Static.CACHE_PATH);
}
catch (Exception ex)
{
_log.Warn("Error importing last hash from file, skipping.");
_log.Debug(ex.ToString());
}
}
}
}
ReadStatsCache();
if (!_historyInitialized)
{
ReadActivityLogFromSQLite();
}
// Thread for Log Parsing and Enqueuing
_logParseThread = new Thread(new ThreadStart(LogParsing))
{
Name = "ParserThread",
IsBackground = true
};
// Thread for Queue processing / Dequeuing
_eventThread = new Thread(new ThreadStart(EventHandling))
{
Name = "WorkerThread",
IsBackground = true
};
_log.Info("Core logic initialized.");
}
public bool CheckForValidClientLogFile(string path)
{
if (!File.Exists(path))
{
_log.Error($"Configured Client.txt not found: {path}");
return false;
}
return true;
}
/// <summary>
/// Start logfile parsing and event handling
/// </summary>
public void Start()
{
_logParseThread.Start();
_eventThread.Start();
_log.Info("Core logic started.");
}
/// <summary>
/// Stop logic
/// </summary>
/// <param name="timeout">timeout to wait for exit</param>
public void Stop(int timeout = 2000)
{
_exit = true;
int i = 0;
// Wait for threads to finish
while (_eventThread.IsAlive || _logParseThread.IsAlive)
{
Thread.Sleep(1);
i++;
if (i > timeout)
{
break;
}
}
if (_eventThread.IsAlive)
{
_eventThread.Abort();
}
if (_logParseThread.IsAlive)
{
_logParseThread.Abort();
}
}
/// <summary>
/// Read the statistics cache
/// </summary>
private bool ReadStatsCache()
{
SqliteDataReader dataReader;
// Read last hash
_lastHash = Convert.ToInt32(_dataBackend.GetKVStoreValue("last_hash"));
// Read last stat vaules
List<string> stats = new List<string>();
foreach (KeyValuePair<string, int> kvp in _myStats.NumericStats)
{
stats.Add(kvp.Key);
}
foreach (string s in stats)
{
dataReader = _dataBackend.GetSQLReader($"select stat_value from tx_stats where stat_name ='{s}' order by timestamp desc limit 1");
while (dataReader.Read())
{
_myStats.NumericStats[s] = dataReader.GetInt32(0);
}
}
return true;
}
/// <summary>
/// Write the statistics cache
/// </summary>
private void SaveStatsCache()
{
// DB
_dataBackend.SetKVStoreValue("last_hash", _lastHash.ToString());
}
/// <summary>
/// Initialize all default tags
/// </summary>
private void InitDefaultTags()
{
List<TrX_ActivityTag> tmpTags;
tmpTags = new List<TrX_ActivityTag>
{
new TrX_ActivityTag("blight") { BackColor = Color.LightGreen, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("delirium") { BackColor = Color.WhiteSmoke, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("einhar") { BackColor = Color.Red, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("incursion") { BackColor = Color.GreenYellow, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("syndicate") { BackColor = Color.Gold, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("zana") { BackColor = Color.Blue, ForeColor = Color.White, ShowInListView = true },
new TrX_ActivityTag("niko") { BackColor = Color.OrangeRed, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("zana-map") { BackColor = Color.Blue, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("seer") { BackColor = Color.Red, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("mist") { BackColor = Color.Red, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("memory") { BackColor = Color.Red, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("expedition") { BackColor = Color.Turquoise, ForeColor = Color.Black, ShowInListView = true },
new TrX_ActivityTag("rog") { BackColor = Color.Turquoise, ForeColor = Color.Black },
new TrX_ActivityTag("gwennen") { BackColor = Color.Turquoise, ForeColor = Color.Black },
new TrX_ActivityTag("dannig") { BackColor = Color.Turquoise, ForeColor = Color.Black },
new TrX_ActivityTag("tujen") { BackColor = Color.Turquoise, ForeColor = Color.Black },
new TrX_ActivityTag("karst") { BackColor = Color.IndianRed, ForeColor = Color.Black },
new TrX_ActivityTag("tibbs") { BackColor = Color.IndianRed, ForeColor = Color.Black },
new TrX_ActivityTag("isla") { BackColor = Color.IndianRed, ForeColor = Color.Black },
new TrX_ActivityTag("tullina") { BackColor = Color.IndianRed, ForeColor = Color.Black },
new TrX_ActivityTag("niles") { BackColor = Color.IndianRed, ForeColor = Color.Black },
new TrX_ActivityTag("nenet") { BackColor = Color.IndianRed, ForeColor = Color.Black },
new TrX_ActivityTag("vinderi") { BackColor = Color.IndianRed, ForeColor = Color.Black },
new TrX_ActivityTag("gianna") { BackColor = Color.IndianRed, ForeColor = Color.Black },
new TrX_ActivityTag("huck") { BackColor = Color.IndianRed, ForeColor = Color.Black },
new TrX_ActivityTag("vaal-area") { BackColor = Color.DarkRed, ForeColor = Color.White },
new TrX_ActivityTag("lab-trial") { BackColor = Color.DarkTurquoise, ForeColor = Color.Black },
new TrX_ActivityTag("abyss-depths") { BackColor = Color.ForestGreen, ForeColor = Color.Black },
new TrX_ActivityTag("exp-side-area") { BackColor = Color.Turquoise, ForeColor = Color.Black },
new TrX_ActivityTag("twice-blessed") { BackColor = Color.DarkTurquoise, ForeColor = Color.Black },
new TrX_ActivityTag("harvest") { BackColor = Color.Blue, ForeColor = Color.White },
new TrX_ActivityTag("blueprint") { BackColor = Color.IndianRed, ForeColor = Color.AliceBlue },
new TrX_ActivityTag("sanctum") { BackColor = Color.Purple, ForeColor = Color.White },
new TrX_ActivityTag("ultimatum") { BackColor = Color.MediumVioletRed, ForeColor = Color.White },
new TrX_ActivityTag("ultimatum-win") { BackColor = Color.MediumVioletRed, ForeColor = Color.White },
new TrX_ActivityTag("ultimatum-loss") { BackColor = Color.MediumVioletRed, ForeColor = Color.White },
new TrX_ActivityTag("ultimatum-loss") { BackColor = Color.MediumVioletRed, ForeColor = Color.White },
new TrX_ActivityTag("ultimatum-took-reward") { BackColor = Color.MediumVioletRed, ForeColor = Color.White },
new TrX_ActivityTag("black-knight") { BackColor = Color.DarkBlue, ForeColor = Color.White }
};
foreach (TrX_ActivityTag tag in tmpTags)
{
try
{
_dataBackend.DoNonQueryNoErrorHandling("insert into tx_tags (tag_id, tag_display, tag_bgcolor, tag_forecolor, tag_type, tag_show_in_lv) values " +
$"('{tag.ID}', '{tag.DisplayName}', '{tag.BackColor.ToArgb()}', '{tag.ForeColor.ToArgb()}', 'default', {(tag.ShowInListView ? "1" : "0")})", false);
_log.Info($"Default tag '{tag.ID}' added to database");
}
catch (SqliteException e)
{
if (!e.Message.Contains("SQLite Error 19"))
{
_log.Error(e.ToString());
}
}
}
}
/// <summary>
/// Load user created tags
/// </summary>
private void LoadTags()
{
SqliteDataReader sqlReader;
sqlReader = _dataBackend.GetSQLReader("SELECT * FROM tx_tags ORDER BY tag_display ASC");
while (sqlReader.Read())
{
string sID = sqlReader.GetString(0);
string sType = sqlReader.GetString(4);
TrX_ActivityTag tag = new TrX_ActivityTag(sID, sType != "custom")
{
DisplayName = sqlReader.GetString(1),
BackColor = Color.FromArgb(Convert.ToInt32(sqlReader.GetString(2))),
ForeColor = Color.FromArgb(Convert.ToInt32(sqlReader.GetString(3))),
ShowInListView = sqlReader.GetInt32(5) == 1,
SoundEnabled = sqlReader.GetInt32(6) == 1,
SoundID = sqlReader.GetString(7)
};
_tags.Add(tag);
}
}
/// <summary>
/// Find matching tag for given display name
/// </summary>
/// <param name="s_display_name"></param>
/// <returns></returns>
public TrX_ActivityTag GetTagByDisplayName(string s_display_name)
{
foreach (TrX_ActivityTag t in _tags)
{
if (t.DisplayName == s_display_name)
return t;
}
return null;
}
/// <summary>
/// Initialize the stats
/// </summary>
private void InitNumStats()
{
_myStats.NumericStats = new Dictionary<string, int>
{
{ "AreaChanges", 0 },
{ "TotalKilledCount", 0 },
{ "EinharCaptures", 0 },
{ "ExpeditionEncounters", 0 },
{ "ExpeditionEncounters_Rog", 0 },
{ "ExpeditionEncounters_Tujen", 0 },
{ "ExpeditionEncounters_Gwennen", 0 },
{ "ExpeditionEncounters_Dannig", 0 },
{ "HideoutTimeSec", 0 },
{ "LabsFinished", 0 },
{ "LabsStarted", 0 },
{ "LevelUps", 0 },
{ "NamelessSeerEncounters", 0 },
{ "ReflectingMistEncounters", 0 },
{ "MemoryTears", 0 },
{ "TotalMapsDone", 0 },
{ "TotalHeistsDone", 0 },
{ "SanctumKilledLycia1", 0 },
{ "SanctumKilledLycia2", 0 },
{ "SimulacrumCleared", 0 },
{ "SimulacrumStarted", 0 },
{ "Suicides", 0 },
{ "TemplesDone", 0 },
{ "TrialMasterTookReward", 0 },
{ "TrialMasterVictory", 0 },
{ "TrialMasterSuccess", 0 },
{ "AncestorMatchesWon", 0 },
{ "AncestorMatchesLost", 0 },
{ "AncestorTournamentsWon", 0 },
{ "AncestorTournamentsLost", 0 },
};
_statNamesLong = new Dictionary<string, string>
{
{ "TotalMapsDone", "Total maps done" },
{ "TotalHeistsDone", "Total heists done" },
{ "TotalKilledCount", "Death count" },
{ "EinharCaptures", "Einhar beasts captured" },
{ "TrialMasterTookReward", "Ultimatum: took rewards" },
{ "TrialMasterVictory", "Ultimatum: cleared all rounds" },
{ "TrialMasterSuccess", "Ultimatum: did not fail" },
{ "LevelUps", "Level Ups" },
{ "NamelessSeerEncounters", "Encounters with The Nameless Seer" },
{ "ReflectingMistEncounters", "Encounters with The Reflecting Mist" },
{ "MemoryTears", "Memory Tears opened" },
{ "SimulacrumStarted", "Simulacrum started" },
{ "SimulacrumCleared", "Simulacrum 100% done" },
{ "LabsFinished", "Finished labs" },
{ "TemplesDone", "Temples done" },
{ "LabsStarted", "Labs started" },
{ "ExpeditionEncounters", "Expedition encounters" },
{ "ExpeditionEncounters_Rog", "Expedition encounters: Rog" },
{ "ExpeditionEncounters_Tujen", "Expedition encounters: Tujen" },
{ "ExpeditionEncounters_Gwennen", "Expedition encounters: Gwennen" },
{ "ExpeditionEncounters_Dannig", "Expedition encounters: Dannig" },
{ "HideoutTimeSec", "Hideout time" },
{ "Suicides", "Suicides" },
{ "SanctumKilledLycia1", "Sanctum: Lycia 1 killed" },
{ "SanctumKilledLycia2", "Sanctum: Lycia 2 killed" },
{ "AncestorMatchesWon", "Ancestor: Matches won" },
{ "AncestorMatchesLost", "Ancestor: Matches lost" },
{ "AncestorTournamentsWon", "Ancestor: Tournaments won" },
{ "AncestorTournamentsLost", "Ancestor: Tournaments lost" }
};
labs = new List<string>
{
"Unknown",
"The Labyrinth",
"The Merciless Labyrinth",
"The Cruel Labyrinth",
"Uber-Lab",
"Advanced Uber-Lab"
};
foreach (string s in labs)
{
string sName = s.Replace("'", "");
if (!_myStats.NumericStats.ContainsKey($"LabsCompleted_{sName}"))
_myStats.NumericStats.Add($"LabsCompleted_{sName}", 0);
if (!_statNamesLong.ContainsKey($"LabsCompleted_{sName}"))
_statNamesLong.Add($"LabsCompleted_{sName}", $"Labs completed: {sName}");
}
}
/// <summary>
/// Reset stats
/// </summary>
public void ResetStats()
{
ClearStatsDB();
}
/// <summary>
/// Empty stats DB
/// </summary>
private void ClearStatsDB()
{
_dataBackend.DoNonQuery("drop table tx_stats");
_dataBackend.DoNonQuery("create table if not exists tx_stats " +
"(timestamp int, " +
"stat_name text, " +
"stat_value int)");
InitNumStats();
_log.Info("Stats cleared.");
}
/// <summary>
/// Track known players. Needed to find out if death events are for your own
/// char or not. If a player name enters your area, It could not be you :)
/// </summary>
/// <param name="s_name"></param>
private void AddKnownPlayerIfNotExists(string s_name)
{
if (!_knownPlayerNames.Contains(s_name))
{
_knownPlayerNames.Add(s_name);
_dataBackend.DoNonQuery($"insert into tx_known_players (player_name) VALUES ('{s_name}')");
_log.Info($"KnownPlayerAdded -> name: {s_name}");
}
}
/// <summary>
/// Read list of known players
/// </summary>
private void ReadKnownPlayers()
{
SqliteDataReader sqlReader;
sqlReader = _dataBackend.GetSQLReader("SELECT * FROM tx_known_players");
while (sqlReader.Read())
{
_knownPlayerNames.Add(sqlReader.GetString(0));
}
}
/// <summary>
/// Save activity to database
/// </summary>
/// <param name="i_ts"></param>
/// <param name="s_type"></param>
/// <param name="s_area"></param>
/// <param name="i_area_level"></param>
/// <param name="i_stopwatch"></param>
/// <param name="i_death_counter"></param>
/// <param name="i_ulti_rounds"></param>
/// <param name="b_zana"></param>
/// <param name="l_tags"></param>
private void SaveToActivityLog(long i_ts, string s_type, string s_area, int i_area_level, int i_stopwatch, int i_death_counter, int i_ulti_rounds, bool b_zana, List<string> l_tags, bool b_success, int i_pause_time = 0)
{
//replace ' in area
s_area = s_area.Replace("'", "");
string sTags = "";
for (int i = 0; i < l_tags.Count; i++)
{
sTags += l_tags[i];
if (i < (l_tags.Count - 1))
sTags += "|";
}
_dataBackend.DoNonQuery("insert into tx_activity_log " +
"(timestamp, " +
"act_type, " +
"act_area, " +
"act_area_level, " +
"act_stopwatch, " +
"act_deathcounter, " +
"act_ulti_rounds," +
"act_is_zana," +
"act_tags," +
"act_success," +
"act_pause_time) VALUES (" +
i_ts.ToString()
+ ", '" + s_type
+ "', '" + s_area
+ "', '" + i_area_level.ToString()
+ "', " + i_stopwatch
+ ", " + i_death_counter
+ ", " + i_ulti_rounds
+ ", " + (b_zana ? "1" : "0")
+ ", '" + sTags + "'"
+ ", " + (b_success ? "1" : "0")
+ ", " + i_pause_time.ToString()
+ ")");
_parsedActivities.Add(i_ts.ToString() + "_" + s_area);
}
/// <summary>
/// get activity type object from string
/// </summary>
/// <param name="s_type"></param>
/// <returns></returns>
private ACTIVITY_TYPES GetActTypeFromString(string s_type)
{
ACTIVITY_TYPES returnType;
try
{
returnType = (ACTIVITY_TYPES)Enum.Parse(typeof(ACTIVITY_TYPES), s_type, true);
}
catch
{
returnType = ACTIVITY_TYPES.OTHER;
}
return returnType;
}
/// <summary>
/// Read the activity log from Database
/// </summary>
private void ReadActivityLogFromSQLite()
{
SqliteDataReader sqlReader;
sqlReader = _dataBackend.GetSQLReader("SELECT * FROM tx_activity_log ORDER BY timestamp DESC");
string[] arrTags;
while (sqlReader.Read())
{
TimeSpan ts = TimeSpan.FromSeconds(sqlReader.GetInt32(3));
string sType = sqlReader.GetString(1);
ACTIVITY_TYPES aType = GetActTypeFromString(sType);
TrX_TrackedActivity map;
if (aType == ACTIVITY_TYPES.LABYRINTH)
{
map = new TrX_TrackedActivity
{
Started = new DateTime(1970, 1, 1, 0, 0, 0, 0, System.DateTimeKind.Utc).AddSeconds(sqlReader.GetInt32(0)).ToLocalTime(),
TimeStamp = sqlReader.GetInt32(0),
CustomStopWatchValue = String.Format("{0:00}:{1:00}:{2:00}", ts.Hours, ts.Minutes, ts.Seconds),
TotalSeconds = Convert.ToInt32(ts.TotalSeconds),
Type = aType,
Area = sqlReader.GetString(2),
DeathCounter = sqlReader.GetInt32(4),
TrialMasterCount = sqlReader.GetInt32(5),
PausedTime = sqlReader.GetDouble(10)
};
}
else
{
map = new TrX_TrackedActivity
{
Started = new DateTime(1970, 1, 1, 0, 0, 0, 0, System.DateTimeKind.Utc).AddSeconds(sqlReader.GetInt32(0)).ToLocalTime(),
TimeStamp = sqlReader.GetInt32(0),
CustomStopWatchValue = String.Format("{0:00}:{1:00}:{2:00}", ts.Hours, ts.Minutes, ts.Seconds),
TotalSeconds = Convert.ToInt32(ts.TotalSeconds),
Type = aType,
Area = sqlReader.GetString(2),
DeathCounter = sqlReader.GetInt32(4),
TrialMasterCount = sqlReader.GetInt32(5),
PausedTime = sqlReader.GetDouble(10)
};
}
try
{
map.AreaLevel = sqlReader.GetInt32(8);
}
catch
{
map.AreaLevel = 0;
}
try
{
string sTags = sqlReader.GetString(7);
arrTags = sTags.Split('|');
}
catch
{
arrTags = new string[0];
}
for (int i = 0; i < arrTags.Length; i++)
{
map.AddTag(arrTags[i]);
}
if (!_parsedActivities.Contains(map.UniqueID))
{
if (map.TotalSeconds > _timeCapMin)
{
_eventHistory.Add(map);
}
_parsedActivities.Add(map.UniqueID);
}
}
_historyInitialized = true;
}
/// <summary>
/// Main method for log parsing thread
/// </summary>
private void LogParsing()
{
while (!_exit)
{
// Wait for Valid log file to start parsing
Thread.Sleep(1000);
if (CheckForValidClientLogFile(_clientTxtPath))
{
ParseLogFile();
}
}
}
/// <summary>
/// Get line count from Client.txt. Used for progress calculation
/// </summary>
/// <returns></returns>
private int GetLogFileLineCount()
{
int iCount = 0;
FileStream fs1 = new FileStream(_clientTxtPath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
TextReader reader1 = new StreamReader(fs1);
while ((reader1.ReadLine()) != null)
{
iCount++;
}
reader1.Close();
return iCount;
}
/// <summary>
/// Parse the logfile
/// </summary>
private void ParseLogFile()
{
_log.Info($"Started logfile parsing. Last hash was {_lastHash}");
_logLinesTotal = Convert.ToDouble(GetLogFileLineCount());
var fs = new FileStream(_clientTxtPath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
bool bNewContent = _lastHash == 0;
using (StreamReader reader = new StreamReader(fs))
{
string line;
int lineHash = 0;
DateTime lastEvTime = new DateTime();
// Keep file open
while (!_exit)
{
line = reader.ReadLine();
if (line == null)
{
if (!_eventQueueInitizalized)
{
_currentActivity = null;
_isMapZana = false;
_initEndTime = DateTime.Now;
TimeSpan tsInitDuration = (_initEndTime - _initStartTime);
_eventQueue.Enqueue(new TrX_TrackingEvent(EVENT_TYPES.APP_READY)
{
EventTime = DateTime.Now,
LogLine = $"Application initialized in {Math.Round(tsInitDuration.TotalSeconds, 2)} seconds."
});
_log.Info($"Initialized in {tsInitDuration.TotalSeconds} seconds.");
_lastHash = lineHash;
// Trigger ready event
OnHistoryInitialized(new TrX_CoreLogicGenericEventArgs(this));
SaveStatsCache();
}
_eventQueueInitizalized = true;
bNewContent = true;
Thread.Sleep(100);
continue;
}
lineHash = line.GetHashCode();
if (_dict.ContainsKey(lineHash))
continue;
if (lineHash == _lastHash || _lastHash == 0)
{
bNewContent = true;
}
if (!bNewContent)
{
_logLinesRead++;
continue;
}
_lastHash = lineHash;
foreach (KeyValuePair<string, EVENT_TYPES> kv in _eventMapping.Mapping)
{
if (line.Contains(kv.Key))
{
if (!_dict.ContainsKey(lineHash))
{
TrX_TrackingEvent ev = new TrX_TrackingEvent(kv.Value)
{
LogLine = line
};
try
{
DateTime dt = DateTime.Parse($"{line.Split(' ')[0]} {line.Split(' ')[1]}", _dateTimeFormatInfo);
ev.EventTime = dt;
lastEvTime = ev.EventTime;
}
catch
{
ev.EventTime = lastEvTime;
}
_dict.Add(lineHash, "init");
if (!_eventQueueInitizalized)
{
HandleSingleEvent(ev);
}
else
{
_eventQueue.Enqueue(ev);
}
}
}
}
_logLinesRead++;
}
}
}
/// <summary>
/// Handle events - Read Queue
/// </summary>
private void EventHandling()
{
while (!_exit)
{
Thread.Sleep(1);
if (_eventQueueInitizalized)
{
while (_eventQueue.TryDequeue(out TrX_TrackingEvent deqEvent))
{
HandleSingleEvent(deqEvent);
}
}
}
}
/// <summary>
/// Check if a given area is a Map.
/// </summary>
/// <param name="sArea"></param>
/// <param name="sSourceArea"></param>
/// <returns></returns>
private bool CheckIfAreaIsMap(string sArea, string sSourceArea = "")
{
// Laboratory could be map or heist...
if (sArea == "Laboratory")
{
if (sSourceArea == "The Rogue Harbour")
{
return false;
}
else
{
return true;
}
}
foreach (string s in _defaultMappings.MapAreas)
{
if (s.Trim().Equals(sArea.Trim()))
return true;
}
return false;
}
/// <summary>
/// Check if a given area is a Heist
/// </summary>
/// <param name="sArea"></param>
/// <param name="sSourceArea"></param>
/// <returns></returns>
private bool CheckIfAreaIsHeist(string sArea, string sSourceArea = "")
{
// Laboratory could be map or heist...
if (sArea == "Laboratory")
{
if (sSourceArea == "The Rogue Harbour")
{
return true;
}
else
{
return false;
}
}
foreach (string s in _defaultMappings.HeistAreas)
{
if (s.Trim().Equals(sArea.Trim()))
return true;
}
return false;
}
private void SplitCurrentActivity()
{
if (_currentActivity != null)
{
_log.Debug($"splitting activity {_currentActivity.UniqueID}");
// set same level for next area
_nextAreaLevel = _currentActivity.AreaLevel;
FinishActivity(_currentActivity, _currentActivity.Area, _currentActivity.Type, DateTime.Now);
if (_currentArea != _currentActivity.Area)
{
_currentActivity.Pause();
}
}
}
/// <summary>
/// Process a command entered via ingame chat
/// </summary>
/// <param name="s_command"></param>
private void HandleChatCommand(string s_command)
{
_log.Info($"ChatCommand -> {s_command}");
string[] spl = s_command.Split(' ');
string sMain;
string sArgs = "";
try
{
sMain = spl[0];
if (spl.Length > 1)
{
sArgs = spl[1];
}
TrX_TrackedActivity currentAct = null;
if (_currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
currentAct = _currentActivity.SideArea_ZanaMap;
}
else
{
currentAct = _currentActivity;
}
}
switch (sMain)
{
case "tag":
if (currentAct != null)
{
AddTagAutoCreate(sArgs, currentAct);
}
break;
case "untag":
if (currentAct != null)
{
RemoveTagFromActivity(sArgs, currentAct);
}
break;
case "pause":
PauseCurrentActivityOrSide();
break;
case "resume":
ResumeCurrentActivityOrSide();
break;
case "split":
SplitCurrentActivity();
break;
case "counter":
string cmdArgs = sArgs;
_log.Debug(sArgs);
break;
case "finish":
if (currentAct != null && !_isMapZana)
{
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.MAP, DateTime.Now);
}
break;
}
}
catch (Exception ex)
{
_log.Error($"Error handling chat command '{s_command}' -> {ex.Message}");
_log.Debug(ex.ToString());
}
}
/// <summary>
/// Handle area change. Core logic for nearly all tracking
/// </summary>
/// <param name="ev"></param>
private void HandleAreaChangeEvent(TrX_TrackingEvent ev)
{
string sSourceArea = _currentArea;
string sTargetArea = GetAreaNameFromEvent(ev);
string sAreaName = GetAreaNameFromEvent(ev);
bool bSourceAreaIsMap = CheckIfAreaIsMap(sSourceArea),
bSourceAreaIsVaal = _defaultMappings.VaalSideAreas.Contains(sSourceArea),
bSourceAreaIsSanctum = _defaultMappings.SanctumAreas.Contains(sSourceArea),
bSourceAreaIsAbyss = _defaultMappings.AbyssalAreas.Contains(sSourceArea),
bSourceAreaIsLabTrial = sSourceArea.Contains("Trial of"),
bSourceAreaIsLogbookSide = _defaultMappings.LogbookSideAreas.Contains(sSourceArea),
bSourceAreaIsBlackKnight = _defaultMappings.BlackKnightAreas.Contains(sSourceArea),
bTargetAreaIsMap = CheckIfAreaIsMap(sTargetArea, sSourceArea),
bTargetAreaIsHeist = CheckIfAreaIsHeist(sTargetArea, sSourceArea),
bTargetAreaIsSimu = false,
bTargetAreaMine = _defaultMappings.DelveAreas.Contains(sTargetArea),
bTargetAreaIsTane = _defaultMappings.TaneAreas.Contains(sTargetArea),
bTargetAreaTemple = _defaultMappings.TempleAreas.Contains(sTargetArea),
bTargetAreaIsLab = _defaultMappings.LabyrinthStartAreas.Contains(sTargetArea),
bTargetAreaIsMI = _defaultMappings.MavenInvitationAreas.Contains(sTargetArea),
bTargetAreaIsAtziri = _defaultMappings.AtziriAreas.Contains(sTargetArea),
bTargetAreaIsUberAtziri = _defaultMappings.UberAtziriAreas.Contains(sTargetArea),
bTargetAreaIsElder = _defaultMappings.ElderAreas.Contains(sTargetArea),
bTargetAreaIsShaper = _defaultMappings.ShaperAreas.Contains(sTargetArea),
bTargetAreaIsSirusFight = _defaultMappings.SirusAreas.Contains(sTargetArea),
bTargetAreaIsMavenFight = _defaultMappings.MavenFightAreas.Contains(sTargetArea),
bTargetAreaIsCampaign = _defaultMappings.CampaignAreas.Contains(sTargetArea),
bTargetAreaIsLabTrial = sTargetArea.Contains("Trial of"),
bTargetAreaIsAbyssal = _defaultMappings.AbyssalAreas.Contains(sTargetArea),
bTargetAreaIsVaal = _defaultMappings.VaalSideAreas.Contains(sTargetArea),
bTargetAreaIsLogbook = _defaultMappings.LogbookAreas.Contains(sTargetArea),
bTargetAreaIsLogBookSide = _defaultMappings.LogbookSideAreas.Contains(sTargetArea),
bTargetAreaIsCata = _defaultMappings.CatarinaFightAreas.Contains(sTargetArea),
bTargetAreaIsSafehouse = _defaultMappings.SyndicateSafehouseAreas.Contains(sTargetArea),
bTargetAreaIsBreachStone = _defaultMappings.BreachstoneDomainAreas.Contains(sTargetArea),
bTargetAreaIsExarch = _defaultMappings.SearingExarchAreas.Contains(sTargetArea),
bTargetAreaIsBlackStar = _defaultMappings.BlackStarAreas.Contains(sTargetArea),
bTargetAreaIsInfinitetHunger = _defaultMappings.InfiniteHungerAreas.Contains(sTargetArea),
bTargetAreaIsEaterOfWorlds = _defaultMappings.EaterOfWorldsAreas.Contains(sTargetArea),
bTargetAreaIsLegion = _defaultMappings.TimelessLegionAreas.Contains(sTargetArea),
bTargetAreaIsKalandra = _defaultMappings.LakeOfKalandraAreas.Contains(sTargetArea),
bTargetAreaIsSanctum = _defaultMappings.SanctumAreas.Contains(sTargetArea),
bTargetAreaIsTrialmaster = _defaultMappings.TrialMasterAreas.Contains(sTargetArea),
bTargetAreaIsToTa = _defaultMappings.TotAAreas.Contains(sTargetArea),
bTargetAreaIsUltimatum = _defaultMappings.UltimatumAreas.Contains(sTargetArea),
bTargetAreaIsKingsmarch = _defaultMappings.KingsmarchAreas.Contains(sTargetArea),
bTargetAreaIsDread = _defaultMappings.IncarnationOfDreadAreas.Contains(sTargetArea),
bTargetAreaIsFear = _defaultMappings.IncarnationOfFearAreas.Contains(sTargetArea),
bTargetAreaIsNeglectedFlame = _defaultMappings.NeglectedFlameAreas.Contains(sTargetArea),
bTargetAreaIsDeceitfulGod = _defaultMappings.DeceitfulGodAreas.Contains(sTargetArea),
bTargetAreaIsCardinalOfFear = _defaultMappings.CardinalOfFearAreas.Contains(sTargetArea),
bTargetAreaIsNeglect = _defaultMappings.IncarnationOfNeglectAreas.Contains(sTargetArea),
bTargetAreaIsMists = _defaultMappings.KingInTheMistsAreas.Contains(sTargetArea),
bTargetAreaIsBlackKnight = _defaultMappings.BlackKnightAreas.Contains(sTargetArea),
bTargetAreaIsValerius = _defaultMappings.AdmiralValeriusAreas.Contains(sTargetArea),
bTargetAreaIsSasan = _defaultMappings.SasanAreas.Contains(sTargetArea);
long lTS = ((DateTimeOffset)ev.EventTime).ToUnixTimeSeconds();
// Sanctum runs after sanctum league are tracked differently -> not started from inside map.
bool isOutSideSanctumLeague = (ev.EventTime > new DateTime(2023, 4, 5));
IncrementStat("AreaChanges", ev.EventTime, 1);
// Re-Entered?
if (_currentActivity != null && _currentActivity.Area == sTargetArea && _currentActivity.InstanceEndpoint == _currentInstanceEndpoint)
{
_currentActivity.LastTimeEntered = ev.EventTime;
_log.Debug($"re-entered activity: {_currentActivity.UniqueID}");
}
// Calculate Instance change based statistics:
// ===========================================
//Moving between two sanctums -handling in sanctum league?
if (bSourceAreaIsSanctum && bTargetAreaIsSanctum && !isOutSideSanctumLeague)
{
return;
}
// Moving between two sanctums - handling after sanctum league?
if (bSourceAreaIsSanctum && bTargetAreaIsSanctum && _currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.SANCTUM)
{
// Set the level to non-entering-area, so it will not be always level 1
if (sTargetArea != "The Forbidden Sanctum")
{
_currentActivity.AreaLevel = _nextAreaLevel;
}
// if moving between sacntums, do no further calculations.
return;
}
// Always show same ara for sanctums / after initial calculations
if (bTargetAreaIsSanctum && isOutSideSanctumLeague)
{
sTargetArea = "The Forbidden Sanctum";
}
// Track the very first activity
if ((!sTargetArea.Contains("Hideout")) && (!_defaultMappings.CampAreas.Contains(sTargetArea)))
{
_StartedFlag = false;
}
// Hideout?
if (sTargetArea.Contains("Hideout") && !sTargetArea.Contains("Syndicate"))
{
if (!_trackingHO)
{
_hoStart = ev.EventTime;
_trackingHO = true;
}
}
else
{
if (_trackingHO)
{
int hoSeconds;
hoSeconds = Convert.ToInt32((ev.EventTime - _hoStart).TotalSeconds);
IncrementStat("HideoutTimeSec", ev.EventTime, hoSeconds);
_trackingHO = false;
}
}
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.LABYRINTH)
{
_currentActivity.LastEnded = ev.EventTime;
}
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.DELVE)
{
_currentActivity.LastEnded = ev.EventTime;
}
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.TANES_LABORATORY)
{
_currentActivity.LastEnded = ev.EventTime;
}
//Simu?
if (_defaultMappings.SimulacrumAreas.Contains(sAreaName))
{
bTargetAreaIsSimu = true;
if (_currentInstanceEndpoint != _lastSimuEndpoint)
{
IncrementStat("SimulacrumStarted", ev.EventTime, 1);
_lastSimuEndpoint = _currentInstanceEndpoint;
_currentActivity = new TrX_TrackedActivity
{
Area = sTargetArea,
Type = ACTIVITY_TYPES.SIMULACRUM,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentInstanceEndpoint
};
_prevActivityOverlay = GetLastActivityByType(ACTIVITY_TYPES.SIMULACRUM);
_nextAreaLevel = 0;
_nextAreaSeed = 0;
}
}
ACTIVITY_TYPES actType = ACTIVITY_TYPES.MAP;
if (bTargetAreaIsMap)
{
actType = ACTIVITY_TYPES.MAP;
}
else if (bTargetAreaIsHeist)
{
actType = ACTIVITY_TYPES.HEIST;
}
else if (bTargetAreaIsSimu)
{
actType = ACTIVITY_TYPES.SIMULACRUM;
}
else if (bTargetAreaIsLab)
{
actType = ACTIVITY_TYPES.LABYRINTH;
}
else if (bTargetAreaMine)
{
actType = ACTIVITY_TYPES.DELVE;
}
else if (bTargetAreaTemple)
{
actType = ACTIVITY_TYPES.TEMPLE;
}
else if (bTargetAreaIsMI)
{
actType = ACTIVITY_TYPES.MAVEN_INVITATION;
}
else if (bTargetAreaIsAtziri)
{
actType = ACTIVITY_TYPES.ATZIRI;
}
else if (bTargetAreaIsUberAtziri)
{
actType = ACTIVITY_TYPES.UBER_ATZIRI;
}
else if (bTargetAreaIsShaper)
{
actType = ACTIVITY_TYPES.SHAPER_FIGHT;
}
else if (bTargetAreaIsElder)
{
actType = ACTIVITY_TYPES.ELDER_FIGHT;
}
else if (bTargetAreaIsMavenFight)
{
actType = ACTIVITY_TYPES.MAVEN_FIGHT;
}
else if (bTargetAreaIsSirusFight)
{
actType = ACTIVITY_TYPES.SIRUS_FIGHT;
}
else if (bTargetAreaIsCampaign)
{
actType = ACTIVITY_TYPES.CAMPAIGN;
}
else if (bTargetAreaIsAbyssal)
{
actType = ACTIVITY_TYPES.ABYSSAL_DEPTHS;
}
else if (bTargetAreaIsLabTrial)
{
actType = ACTIVITY_TYPES.LAB_TRIAL;
}
else if (bTargetAreaIsSanctum)
{
actType = ACTIVITY_TYPES.SANCTUM;
}
else if (bTargetAreaIsVaal)
{
actType = ACTIVITY_TYPES.VAAL_SIDEAREA;
}
else if (bTargetAreaIsLogbook)
{
actType = ACTIVITY_TYPES.LOGBOOK;
}
else if (bTargetAreaIsLogBookSide)
{
actType = ACTIVITY_TYPES.LOGBOOK_SIDE;
}
else if (bTargetAreaIsCata)
{
actType = ACTIVITY_TYPES.CATARINA_FIGHT;
}
else if (bTargetAreaIsSafehouse)
{
actType = ACTIVITY_TYPES.SAFEHOUSE;
}
else if (bTargetAreaIsBreachStone)
{
actType = ACTIVITY_TYPES.BREACHSTONE;
}
else if (bTargetAreaIsExarch)
{
actType = ACTIVITY_TYPES.SEARING_EXARCH_FIGHT;
}
else if (bTargetAreaIsBlackStar)
{
actType = ACTIVITY_TYPES.BLACK_STAR_FIGHT;
}
else if (bTargetAreaIsInfinitetHunger)
{
actType = ACTIVITY_TYPES.INFINITE_HUNGER_FIGHT;
}
else if (bTargetAreaIsEaterOfWorlds)
{
actType = ACTIVITY_TYPES.EATER_OF_WORLDS_FIGHT;
}
else if (bTargetAreaIsLegion)
{
actType = ACTIVITY_TYPES.TIMELESS_LEGION;
}
else if (bTargetAreaIsKalandra)
{
actType = ACTIVITY_TYPES.LAKE_OF_KALANDRA;
}
else if (bTargetAreaIsTrialmaster)
{
actType = ACTIVITY_TYPES.TRIALMASTER_FIGHT;
}
else if (bTargetAreaIsTane)
{
actType = ACTIVITY_TYPES.TANES_LABORATORY;
}
else if (bTargetAreaIsToTa)
{
actType = ACTIVITY_TYPES.ANCESTOR_TRIAL;
}
else if (bTargetAreaIsUltimatum)
{
actType = ACTIVITY_TYPES.INSCRIBED_ULTIMATUM;
}
else if (bTargetAreaIsKingsmarch)
{
actType = ACTIVITY_TYPES.KINGSMARCH;
}
else if (bTargetAreaIsDread)
{
actType = ACTIVITY_TYPES.INCARNATION_OF_DREAD_FIGHT;
}
else if (bTargetAreaIsFear)
{
actType = ACTIVITY_TYPES.INCARNATION_OF_FEAR_FIGHT;
}
else if (bTargetAreaIsNeglect)
{
actType = ACTIVITY_TYPES.INCARNATION_OF_NEGLECT_FIGHT;
}
else if (bTargetAreaIsNeglectedFlame)
{
actType = ACTIVITY_TYPES.NEGLECTED_FLAME_FIGHT;
}
else if (bTargetAreaIsDeceitfulGod)
{
actType = ACTIVITY_TYPES.DECEITFUL_GOD_FIGHT;
}
else if (bTargetAreaIsCardinalOfFear)
{
actType = ACTIVITY_TYPES.CARDINAL_OF_FEAR_FIGHT;
}
else if (bTargetAreaIsMists)
{
actType = ACTIVITY_TYPES.KING_IN_THE_MISTS_FIGHT;
}
else if (bTargetAreaIsBlackKnight)
{
actType = ACTIVITY_TYPES.BLACK_KNIGHT_FIGHT;
}
else if (bTargetAreaIsValerius)
{
actType = ACTIVITY_TYPES.ADMIRAL_VALERIUS_FIGHT;
}
else if (bTargetAreaIsSasan)
{
actType = ACTIVITY_TYPES.SASAN_FIGHT;
}
else
{
actType = ACTIVITY_TYPES.OTHER;
}
// Special handling for logbook cemetery + vaal temple
if (bTargetAreaIsLogbook && bTargetAreaIsMap)
{
actType = _nextAreaIsExp ? ACTIVITY_TYPES.LOGBOOK : ACTIVITY_TYPES.MAP;
_nextAreaIsExp = false;
}
//Lab started?
if (actType == ACTIVITY_TYPES.LABYRINTH && sSourceArea == "Aspirants Plaza")
{
string sLabName;
switch (_nextAreaLevel)
{
case 33:
sLabName = "The Labyrinth";
break;
case 55:
sLabName = "The Cruel Labyrinth";
break;
case 68:
sLabName = "The Merciless Labyrinth";
break;
case 75:
sLabName = "Uber-Lab";
break;
case 83:
sLabName = "Advanced Uber-Lab";
break;
default:
sLabName = "Unknown";
break;
}
// Finish activity
if (_currentActivity != null)
{
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.MAP, ev.EventTime);
}
_currentActivity = new TrX_TrackedActivity
{
Area = sLabName,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
Type = actType,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentInstanceEndpoint
};
_currentActivity.StartStopWatch();
_prevActivityOverlay = GetLastActivityByType(actType);
IncrementStat("LabsStarted", ev.EventTime, 1);
OnActivityStarted(new TrX_CoreLogicActivityEventArgs(this, _currentActivity));
}
//Aspirants Trial entered
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.LABYRINTH && sTargetArea == "Aspirants Trial")
{
(_currentActivity).TrialCount++;
}
//Lab cancelled?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.LABYRINTH)
{
if (sTargetArea.Contains("Hideout") || _defaultMappings.CampAreas.Contains(sTargetArea))
{
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.LABYRINTH, DateTime.Now);
}
}
// Sanctum entered?
if (isOutSideSanctumLeague == false && _currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP && actType == ACTIVITY_TYPES.SANCTUM)
{
if (_currentActivity.SideArea_Sanctum == null)
{
_currentActivity.SideArea_Sanctum = new TrX_TrackedActivity
{
Area = sTargetArea,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
Type = actType,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentActivity.InstanceEndpoint
};
_currentActivity.AddTag("sanctum");
}
_currentActivity.Pause();
_currentActivity.StartPauseTime(ev.EventTime);
_currentActivity.SideArea_Sanctum.StartStopWatch();
_currentActivity.SideArea_Sanctum.EndPauseTime(ev.EventTime);
_isMapSanctum = true;
}
else
{
_isMapSanctum = false;
}
// Left Sanctum area?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP && bSourceAreaIsSanctum)
{
if (_currentActivity.SideArea_Sanctum != null)
{
_currentActivity.SideArea_Sanctum.LastEnded = ev.EventTime;
_currentActivity.SideArea_Sanctum.StopStopWatch();
_currentActivity.SideArea_Sanctum.StartPauseTime(ev.EventTime);
_currentActivity.Resume();
_currentActivity.EndPauseTime(ev.EventTime);
}
}
// Vaal Side area entered?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP && actType == ACTIVITY_TYPES.VAAL_SIDEAREA)
{
if (_currentActivity.SideArea_VaalArea == null)
{
_currentActivity.SideArea_VaalArea = new TrX_TrackedActivity
{
Area = sTargetArea,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
Type = actType,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentActivity.InstanceEndpoint
};
_currentActivity.AddTag("vaal-area");
}
_currentActivity.Pause();
_currentActivity.StartPauseTime(ev.EventTime);
_currentActivity.SideArea_VaalArea.StartStopWatch();
_currentActivity.SideArea_VaalArea.EndPauseTime(ev.EventTime);
_isMapVaalArea = true;
}
else
{
_isMapVaalArea = false;
}
// Left Vaal Side area?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP && bSourceAreaIsVaal)
{
if (_currentActivity.SideArea_VaalArea != null)
{
_currentActivity.SideArea_VaalArea.LastEnded = ev.EventTime;
_currentActivity.SideArea_VaalArea.StopStopWatch();
_currentActivity.SideArea_VaalArea.StartPauseTime(ev.EventTime);
_currentActivity.Resume();
_currentActivity.EndPauseTime(ev.EventTime);
}
}
// Black Knight Side area entered?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP && actType == ACTIVITY_TYPES.BLACK_KNIGHT_FIGHT)
{
if (_currentActivity.SideArea_BlackKnight == null)
{
_currentActivity.SideArea_BlackKnight = new TrX_TrackedActivity
{
Area = sTargetArea,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
Type = actType,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentActivity.InstanceEndpoint
};
_currentActivity.AddTag("black-knight");
}
_currentActivity.Pause();
_currentActivity.StartPauseTime(ev.EventTime);
_currentActivity.SideArea_BlackKnight.StartStopWatch();
_currentActivity.SideArea_BlackKnight.EndPauseTime(ev.EventTime);
_isBlackKnightFight = true;
}
else
{
_isBlackKnightFight = false;
}
// Left Black Knight Fight
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP && bSourceAreaIsBlackKnight)
{
if (_currentActivity.SideArea_BlackKnight != null)
{
_currentActivity.SideArea_BlackKnight.LastEnded = ev.EventTime;
_currentActivity.SideArea_BlackKnight.StopStopWatch();
_currentActivity.SideArea_BlackKnight.StartPauseTime(ev.EventTime);
_currentActivity.Resume();
_currentActivity.EndPauseTime(ev.EventTime);
}
}
// Logbook Side area entered?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.LOGBOOK && actType == ACTIVITY_TYPES.LOGBOOK_SIDE)
{
if (_currentActivity.SideArea_LogbookSide == null)
{
_currentActivity.SideArea_LogbookSide = new TrX_TrackedActivity
{
Area = sTargetArea,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
Type = actType,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentActivity.InstanceEndpoint
};
_currentActivity.AddTag("exp-side-area");
}
_currentActivity.Pause();
_currentActivity.StartPauseTime(ev.EventTime);
_currentActivity.SideArea_LogbookSide.StartStopWatch();
_currentActivity.SideArea_LogbookSide.EndPauseTime(ev.EventTime);
_isMapLogbookSide = true;
}
else
{
_isMapLogbookSide = false;
}
// Left Logbook Side area?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.LOGBOOK && bSourceAreaIsLogbookSide)
{
if (_currentActivity.SideArea_LogbookSide != null)
{
_currentActivity.SideArea_LogbookSide.LastEnded = ev.EventTime;
_currentActivity.SideArea_LogbookSide.StopStopWatch();
_currentActivity.SideArea_LogbookSide.StartPauseTime(ev.EventTime);
_currentActivity.Resume();
_currentActivity.EndPauseTime(ev.EventTime);
}
}
// Abyss Side area entered?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP && actType == ACTIVITY_TYPES.ABYSSAL_DEPTHS)
{
if (_currentActivity.SideArea_AbyssArea == null)
{
_currentActivity.SideArea_AbyssArea = new TrX_TrackedActivity
{
Area = sTargetArea,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
Type = actType,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentActivity.InstanceEndpoint
};
_currentActivity.AddTag("abyss-depths");
}
_currentActivity.Pause();
_currentActivity.StartPauseTime(ev.EventTime);
_currentActivity.SideArea_AbyssArea.StartStopWatch();
_currentActivity.SideArea_AbyssArea.EndPauseTime(ev.EventTime);
_isMapAbyssArea = true;
}
else
{
_isMapAbyssArea = false;
}
// Left Abyss Side area?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP && bSourceAreaIsAbyss)
{
if (_currentActivity.SideArea_AbyssArea != null)
{
_currentActivity.SideArea_AbyssArea.LastEnded = ev.EventTime;
_currentActivity.SideArea_AbyssArea.StopStopWatch();
_currentActivity.SideArea_AbyssArea.StartPauseTime(ev.EventTime);
_currentActivity.Resume();
_currentActivity.EndPauseTime(ev.EventTime);
}
}
// Lab Side area entered?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP && actType == ACTIVITY_TYPES.LAB_TRIAL)
{
if (_currentActivity.SideArea_LabTrial == null)
{
_currentActivity.SideArea_LabTrial = new TrX_TrackedActivity
{
Area = sTargetArea,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
Type = actType,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentActivity.InstanceEndpoint
};
_currentActivity.AddTag("lab-trial");
}
_currentActivity.Pause();
_currentActivity.StartPauseTime(ev.EventTime);
_currentActivity.SideArea_LabTrial.StartStopWatch();
_currentActivity.SideArea_LabTrial.EndPauseTime(ev.EventTime);
_isMapLabTrial = true;
}
else
{
_isMapLabTrial = false;
}
// Left Lab Side area?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP && bSourceAreaIsLabTrial)
{
if (_currentActivity.SideArea_LabTrial != null)
{
_currentActivity.SideArea_LabTrial.LastEnded = ev.EventTime;
_currentActivity.SideArea_LabTrial.StopStopWatch();
_currentActivity.SideArea_LabTrial.StartPauseTime(ev.EventTime);
_currentActivity.Resume();
_currentActivity.EndPauseTime(ev.EventTime);
}
}
// Kingsmarch?
if ((_currentActivity == null || _currentActivity.Type != ACTIVITY_TYPES.KINGSMARCH) && actType == ACTIVITY_TYPES.KINGSMARCH)
{
// Finish activity
if (_currentActivity != null)
{
_currentActivity.LastEnded = ev.EventTime;
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.MAP, ev.EventTime);
}
_currentActivity = new TrX_TrackedActivity
{
Area = sTargetArea,
Type = actType,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentInstanceEndpoint
};
_prevActivityOverlay = GetLastActivityByType(actType);
OnActivityStarted(new TrX_CoreLogicActivityEventArgs(this, _currentActivity));
}
// End Kingsmarch?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.KINGSMARCH && !bTargetAreaIsKingsmarch)
{
_currentActivity.LastEnded = ev.EventTime;
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.KINGSMARCH, DateTime.Now);
}
// Delving?
if ((_currentActivity == null || _currentActivity.Type != ACTIVITY_TYPES.DELVE) && actType == ACTIVITY_TYPES.DELVE)
{
// Finish activity
if (_currentActivity != null)
{
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.MAP, ev.EventTime);
}
_currentActivity = new TrX_TrackedActivity
{
Area = "Azurite Mine",
Type = actType,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentInstanceEndpoint
};
_prevActivityOverlay = GetLastActivityByType(actType);
OnActivityStarted(new TrX_CoreLogicActivityEventArgs(this, _currentActivity));
}
// Tane?
if ((_currentActivity == null || _currentActivity.Type != ACTIVITY_TYPES.TANES_LABORATORY) && actType == ACTIVITY_TYPES.TANES_LABORATORY)
{
// Finish activity
if (_currentActivity != null)
{
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.MAP, ev.EventTime);
}
_currentActivity = new TrX_TrackedActivity
{
Area = _defaultMappings.TaneAreas[0],
Type = actType,
Started = ev.EventTime,
AreaLevel = 68,
TimeStamp = lTS,
InstanceEndpoint = _currentInstanceEndpoint
};
_prevActivityOverlay = GetLastActivityByType(actType);
OnActivityStarted(new TrX_CoreLogicActivityEventArgs(this, _currentActivity));
}
// Update Delve level
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.DELVE && actType == ACTIVITY_TYPES.DELVE)
{
if (_nextAreaLevel > _currentActivity.AreaLevel)
{
_currentActivity.AreaLevel = _nextAreaLevel;
}
}
// End Delving?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.DELVE && !bTargetAreaMine)
{
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.DELVE, DateTime.Now);
}
// End Tane?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.TANES_LABORATORY && !bTargetAreaIsTane)
{
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.TANES_LABORATORY, DateTime.Now);
}
//Campaign ?
if (bTargetAreaIsCampaign)
{
// Do not track first camp visit after portal activity
// Do not finish when logging in other char
bool bFromActivity = bSourceAreaIsMap
|| sSourceArea == "Aspirants Trial"
|| _defaultMappings.SimulacrumAreas.Contains(sSourceArea)
|| _defaultMappings.LogbookAreas.Contains(sSourceArea)
|| _defaultMappings.TempleAreas.Contains(sSourceArea)
|| _defaultMappings.AtziriAreas.Contains(sSourceArea)
|| _defaultMappings.CatarinaFightAreas.Contains(sSourceArea)
|| _defaultMappings.ElderAreas.Contains(sSourceArea)
|| _defaultMappings.MavenFightAreas.Contains(sSourceArea)
|| _defaultMappings.SyndicateSafehouseAreas.Contains(sSourceArea)
|| _defaultMappings.ShaperAreas.Contains(sSourceArea)
|| _defaultMappings.SirusAreas.Contains(sSourceArea)
|| _defaultMappings.UberAtziriAreas.Contains(sSourceArea)
|| _defaultMappings.SearingExarchAreas.Contains(sSourceArea)
|| _defaultMappings.BlackStarAreas.Contains(sSourceArea)
|| _defaultMappings.EaterOfWorldsAreas.Contains(sSourceArea)
|| _defaultMappings.InfiniteHungerAreas.Contains(sSourceArea)
|| _defaultMappings.TimelessLegionAreas.Contains(sSourceArea)
|| _defaultMappings.TrialMasterAreas.Contains(sSourceArea)
|| _defaultMappings.UltimatumAreas.Contains(sSourceArea)
|| _defaultMappings.LakeOfKalandraAreas.Contains(sSourceArea)
|| _defaultMappings.IncarnationOfDreadAreas.Contains(sSourceArea)
|| _defaultMappings.IncarnationOfFearAreas.Contains(sSourceArea)
|| _defaultMappings.IncarnationOfNeglectAreas.Contains(sSourceArea)
|| _defaultMappings.DeceitfulGodAreas.Contains(sSourceArea)
|| _defaultMappings.AdmiralValeriusAreas.Contains(sSourceArea)
|| _defaultMappings.SasanAreas.Contains(sSourceArea);
// Do not track first town visit after login
if (!_StartedFlag && !bFromActivity)
{
if (_currentActivity != null)
{
if (sTargetArea != _currentActivity.Area || _currentInstanceEndpoint != _currentActivity.InstanceEndpoint || _currentAreaSeed != _currentActivity.AreaSeed)
{
_currentActivity.LastEnded = ev.EventTime;
FinishActivity(_currentActivity, sTargetArea, ACTIVITY_TYPES.CAMPAIGN, ev.EventTime);
}
}
else
{
_currentActivity = new TrX_TrackedActivity
{
Area = sTargetArea,
Type = ACTIVITY_TYPES.CAMPAIGN,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
TimeStamp = lTS,
Started = ev.EventTime,
InstanceEndpoint = _currentInstanceEndpoint
};
_currentActivity.StartStopWatch();
_prevActivityOverlay = GetLastActivityByType(actType);
OnActivityStarted(new TrX_CoreLogicActivityEventArgs(this, _currentActivity));
}
}
else
{
_StartedFlag = false;
}
}
else
{
// Pause campaing when entering hideout
if (sTargetArea.Contains("Hideout") && _currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.CAMPAIGN)
{
_currentActivity.LastEnded = ev.EventTime;
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.OTHER, ev.EventTime);
}
}
// PAUSE RESUME Handling
if (bTargetAreaIsMap || bTargetAreaIsHeist || bTargetAreaIsSimu || bTargetAreaIsCampaign || bTargetAreaIsBreachStone)
{
if (_currentActivity != null)
{
if (_defaultMappings.CampAreas.Contains(sSourceArea) || sSourceArea.Contains("Hideout"))
{
if (sTargetArea == _currentActivity.Area && _currentInstanceEndpoint == _currentActivity.InstanceEndpoint && _currentActivity.AreaSeed == _currentAreaSeed)
{
_currentActivity.EndPauseTime(ev.EventTime);
}
}
}
}
// Mechanisms that can be tracked with default logic:
// One Area + Own instance
bool enteringDefaultTrackableActivity =
bTargetAreaIsMap ||
bTargetAreaIsHeist ||
bTargetAreaIsSimu ||
bTargetAreaIsLab ||
(bTargetAreaIsSanctum && isOutSideSanctumLeague) ||
bTargetAreaMine ||
bTargetAreaIsToTa ||
bTargetAreaIsKingsmarch ||
bTargetAreaIsTane ||
bTargetAreaTemple ||
bTargetAreaIsMI ||
bTargetAreaIsUberAtziri ||
bTargetAreaIsAtziri ||
bTargetAreaIsElder ||
bTargetAreaIsShaper ||
bTargetAreaIsMavenFight ||
bTargetAreaIsSirusFight ||
bTargetAreaIsLogbook ||
bTargetAreaIsSafehouse ||
bTargetAreaIsCata ||
bTargetAreaIsExarch ||
bTargetAreaIsBreachStone ||
bTargetAreaIsBlackStar ||
bTargetAreaIsEaterOfWorlds ||
bTargetAreaIsInfinitetHunger ||
bTargetAreaIsLegion ||
bTargetAreaIsTrialmaster ||
bTargetAreaIsUltimatum ||
bTargetAreaIsKalandra ||
bTargetAreaIsDread ||
bTargetAreaIsFear ||
bTargetAreaIsNeglectedFlame ||
bTargetAreaIsCardinalOfFear ||
bTargetAreaIsDeceitfulGod ||
bTargetAreaIsNeglect ||
bTargetAreaIsSasan ||
bTargetAreaIsValerius ||
bTargetAreaIsMists;
// Check if opened activity needs to be opened on Mapdevice
bool isMapDeviceActivity =
bTargetAreaIsMap ||
bTargetAreaIsAtziri ||
bTargetAreaIsCata ||
bTargetAreaIsElder ||
bTargetAreaIsShaper ||
bTargetAreaIsSimu ||
bTargetAreaIsSafehouse ||
bTargetAreaIsSirusFight ||
bTargetAreaTemple ||
bTargetAreaIsMI ||
bTargetAreaIsMavenFight ||
bTargetAreaIsLogbook ||
bTargetAreaIsExarch ||
bTargetAreaIsBreachStone ||
bTargetAreaIsBlackStar ||
bTargetAreaIsInfinitetHunger ||
bTargetAreaIsEaterOfWorlds ||
bTargetAreaIsLegion ||
bTargetAreaIsTrialmaster ||
bTargetAreaIsUltimatum ||
bTargetAreaIsKalandra ||
bTargetAreaIsNeglectedFlame ||
bTargetAreaIsCardinalOfFear ||
bTargetAreaIsDeceitfulGod ||
bTargetAreaIsDread ||
bTargetAreaIsFear ||
bTargetAreaIsNeglect ||
bTargetAreaIsSasan ||
bTargetAreaIsValerius ||
bTargetAreaIsMists;
if (enteringDefaultTrackableActivity)
{
if (_currentActivity == null)
{
_currentActivity = new TrX_TrackedActivity
{
Area = sTargetArea,
Type = actType,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
Started = ev.EventTime,
TimeStamp = lTS,
InstanceEndpoint = _currentInstanceEndpoint,
};
_nextAreaLevel = 0;
_nextAreaSeed = 0;
_prevActivityOverlay = GetLastActivityByType(actType);
OnActivityStarted(new TrX_CoreLogicActivityEventArgs(this, _currentActivity));
}
else
{
if (bTargetAreaIsSimu || bTargetAreaIsMap)
{
_currentActivity.PortalsUsed++;
}
}
if (!_currentActivity.ManuallyPaused)
_currentActivity.StartStopWatch();
if (bSourceAreaIsMap && bTargetAreaIsMap)
{
if (!_isMapZana)
{
// entered Zana Map
_isMapZana = true;
_currentActivity.StopStopWatch();
if (_currentActivity.SideArea_ZanaMap == null)
{
_currentActivity.SideArea_ZanaMap = new TrX_TrackedActivity
{
Type = ACTIVITY_TYPES.MAP,
Area = sTargetArea,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
Started = ev.EventTime,
TimeStamp = lTS,
};
_currentActivity.SideArea_ZanaMap.AddTag("zana-map");
_nextAreaLevel = 0;
_nextAreaSeed = 0;
}
if (!_currentActivity.SideArea_ZanaMap.ManuallyPaused)
_currentActivity.SideArea_ZanaMap.StartStopWatch();
}
else
{
_isMapZana = false;
// leave Zana Map
if (_currentActivity.SideArea_ZanaMap != null)
{
_isMapZana = false;
_currentActivity.SideArea_ZanaMap.StopStopWatch();
_currentActivity.SideArea_ZanaMap.LastEnded = ev.EventTime;
if (!_currentActivity.ManuallyPaused)
_currentActivity.StartStopWatch();
}
}
}
else
{
_isMapZana = false; //TMP_DEBUG
// Do not track Lab-Trials
if ((!sSourceArea.Contains("Trial of")) && (_currentActivity.Type != ACTIVITY_TYPES.LABYRINTH) && (_currentActivity.Type != ACTIVITY_TYPES.DELVE) && (_currentActivity.Type != ACTIVITY_TYPES.TANES_LABORATORY))
{
if (sTargetArea != _currentActivity.Area || _currentInstanceEndpoint != _currentActivity.InstanceEndpoint || _currentAreaSeed != _currentActivity.AreaSeed)
{
FinishActivity(_currentActivity, sTargetArea, actType, ev.EventTime);
}
}
}
}
else // ENTERING AN AREA WHICH IS NOT AN DEFAULT ACTIVITY
{
// Set endtime when logouts
if (_currentActivity != null && _currentActivity.Type != ACTIVITY_TYPES.LABYRINTH && _currentActivity.Type != ACTIVITY_TYPES.CAMPAIGN)
{
if (_currentActivity.Type == ACTIVITY_TYPES.BREACHSTONE && _defaultMappings.BreachstoneDomainAreas.Contains(sSourceArea))
{
_currentActivity.StopStopWatch();
_currentActivity.LastEnded = ev.EventTime;
}
//TEST: Pause when left the source area
if (sSourceArea == _currentActivity.Area || _defaultMappings.CampAreas.Contains(sTargetArea))
{
_currentActivity.StopStopWatch();
_currentActivity.LastEnded = ev.EventTime;
// PAUSE TIME
if (_defaultMappings.PausableActivityTypes.Contains(_currentActivity.Type))
{
if (_defaultMappings.CampAreas.Contains(sTargetArea) || (sTargetArea.Contains("Hideout") && !sTargetArea.Contains("Syndicate")))
{
_currentActivity.StartPauseTime(ev.EventTime);
}
}
}
if (_currentActivity.SideArea_ZanaMap != null)
{
if (sSourceArea == _currentActivity.SideArea_ZanaMap.Area)
{
_currentActivity.SideArea_ZanaMap.StopStopWatch();
_currentActivity.SideArea_ZanaMap.LastEnded = ev.EventTime;
}
}
}
}
_currentArea = sAreaName;
}
/// <summary>
/// Handle player died event
/// </summary>
/// <param name="ev"></param>
private void HandlePlayerDiedEvent(TrX_TrackingEvent ev)
{
string sPlayerName = ev.LogLine.Split(' ')[8];
if (!_knownPlayerNames.Contains(sPlayerName))
{
IncrementStat("TotalKilledCount", ev.EventTime, 1);
// Lab?
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.LABYRINTH)
{
_currentActivity.DeathCounter = 1;
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.LABYRINTH, DateTime.Now);
}
if (!_defaultMappings.DeathCountEnabledAreas.Contains(_currentArea))
{
return;
}
if (_currentActivity != null)
{
if (_isMapZana)
{
if (_currentActivity.SideArea_ZanaMap != null)
{
_currentActivity.SideArea_ZanaMap.DeathCounter++;
_currentActivity.SideArea_ZanaMap.LastEnded = ev.EventTime;
}
}
else if (_isMapVaalArea)
{
if (_currentActivity.SideArea_VaalArea != null)
{
_currentActivity.SideArea_VaalArea.DeathCounter++;
_currentActivity.SideArea_VaalArea.LastEnded = ev.EventTime;
}
}
else if (_isMapSanctum)
{
if (_currentActivity.SideArea_Sanctum != null)
{
_currentActivity.SideArea_Sanctum.DeathCounter++;
_currentActivity.SideArea_Sanctum.LastEnded = ev.EventTime;
}
}
else if (_isMapAbyssArea)
{
if (_currentActivity.SideArea_AbyssArea != null)
{
_currentActivity.SideArea_AbyssArea.DeathCounter++;
_currentActivity.SideArea_AbyssArea.LastEnded = ev.EventTime;
}
}
else if (_isMapLabTrial)
{
if (_currentActivity.SideArea_LabTrial != null)
{
_currentActivity.SideArea_LabTrial.DeathCounter++;
_currentActivity.SideArea_LabTrial.LastEnded = ev.EventTime;
}
}
else if (_isMapLogbookSide)
{
if (_currentActivity.SideArea_LogbookSide != null)
{
_currentActivity.SideArea_LogbookSide.DeathCounter++;
_currentActivity.SideArea_LogbookSide.LastEnded = ev.EventTime;
}
}
else
{
_currentActivity.DeathCounter++;
}
}
}
}
/// <summary>
/// Handle single event. Routes more complex calcs to dedicated methods.
/// </summary>
/// <param name="ev"></param>
/// <param name="bInit"></param>
private void HandleSingleEvent(TrX_TrackingEvent ev)
{
try
{
switch (ev.EventType)
{
case EVENT_TYPES.ABNORMAL_DISCONNECT:
if (_currentActivity != null)
{
_log.Info("Abnormal disconnect found in log. Finishing Map.");
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.MAP, ev.EventTime);
}
break;
case EVENT_TYPES.POE_CLIENT_START:
_StartedFlag = true;
if (_currentActivity != null)
{
// Filter out non trackable ends, like town visits right before app close
if (_currentActivity.LastEnded.Year < 2000)
{
_currentActivity = null;
}
else
{
_currentActivity.IsFinished = true;
if (_currentActivity.SideArea_ZanaMap != null)
{
if (_currentActivity.SideArea_ZanaMap.LastEnded.Year < 2000)
{
_currentActivity.SideArea_ZanaMap = null;
}
else
{
_currentActivity.SideArea_ZanaMap.IsFinished = true;
}
}
if (_currentActivity.SideArea_VaalArea != null)
{
if (_currentActivity.SideArea_VaalArea.LastEnded.Year < 2000)
{
_currentActivity.SideArea_VaalArea = null;
}
else
{
_currentActivity.SideArea_VaalArea.IsFinished = true;
}
}
if (_currentActivity.SideArea_LogbookSide != null)
{
if (_currentActivity.SideArea_LogbookSide.LastEnded.Year < 2000)
{
_currentActivity.SideArea_LogbookSide = null;
}
else
{
_currentActivity.SideArea_LogbookSide.IsFinished = true;
}
}
if (_currentActivity.SideArea_AbyssArea != null)
{
if (_currentActivity.SideArea_AbyssArea.LastEnded.Year < 2000)
{
_currentActivity.SideArea_AbyssArea = null;
}
else
{
_currentActivity.SideArea_AbyssArea.IsFinished = true;
}
}
if (_currentActivity.SideArea_LabTrial != null)
{
if (_currentActivity.SideArea_LabTrial.LastEnded.Year < 2000)
{
_currentActivity.SideArea_LabTrial = null;
}
else
{
_currentActivity.SideArea_LabTrial.IsFinished = true;
}
}
FinishActivity(_currentActivity, null, ACTIVITY_TYPES.MAP, ev.EventTime);
}
}
if (_trackingHO)
{
_trackingHO = false;
}
break;
case EVENT_TYPES.CHAT_CMD_RECEIVED:
string sCmd = ev.LogLine.Split(new string[] { "::" }, StringSplitOptions.None)[1];
if (_eventQueueInitizalized)
{
HandleChatCommand(sCmd);
}
break;
case EVENT_TYPES.ENTERED_AREA:
HandleAreaChangeEvent(ev);
break;
case EVENT_TYPES.PLAYER_DIED:
HandlePlayerDiedEvent(ev);
break;
case EVENT_TYPES.PLAYER_SUICIDE:
IncrementStat("Suicides", ev.EventTime, 1);
HandlePlayerDiedEvent(ev);
break;
case EVENT_TYPES.INSTANCE_CONNECTED:
_currentInstanceEndpoint = GetEndpointFromInstanceEvent(ev);
break;
case EVENT_TYPES.TRIALMASTER_VICTORY:
IncrementStat("TrialMasterSuccess", ev.EventTime, 1);
IncrementStat("TrialMasterVictory", ev.EventTime, 1);
if (_currentActivity != null
&& (_currentActivity.Type == ACTIVITY_TYPES.MAP || _currentActivity.Type == ACTIVITY_TYPES.CAMPAIGN || _currentActivity.Type == ACTIVITY_TYPES.INSCRIBED_ULTIMATUM))
{
_currentActivity.AddTag("ultimatum");
_currentActivity.AddTag("ultimatum-win");
_currentActivity.TrialMasterSuccess = true;
_currentActivity.TrialMasterFullFinished = true;
}
break;
case EVENT_TYPES.TRIALMASTER_TOOK_REWARD:
IncrementStat("TrialMasterTookReward", ev.EventTime, 1);
IncrementStat("TrialMasterSuccess", ev.EventTime, 1);
if (_currentActivity != null
&& (_currentActivity.Type == ACTIVITY_TYPES.MAP || _currentActivity.Type == ACTIVITY_TYPES.CAMPAIGN || _currentActivity.Type == ACTIVITY_TYPES.INSCRIBED_ULTIMATUM))
{
_currentActivity.TrialMasterSuccess = true;
_currentActivity.TrialMasterFullFinished = false;
_currentActivity.AddTag("ultimatum");
_currentActivity.AddTag("ultimatum-took-reward");
}
break;
case EVENT_TYPES.TRIALMASTER_PLAYER_LOSS:
if (_currentActivity != null
&& (_currentActivity.Type == ACTIVITY_TYPES.MAP || _currentActivity.Type == ACTIVITY_TYPES.CAMPAIGN || _currentActivity.Type == ACTIVITY_TYPES.INSCRIBED_ULTIMATUM))
{
_currentActivity.TrialMasterSuccess = false;
_currentActivity.TrialMasterFullFinished = false;
_currentActivity.AddTag("ultimatum");
_currentActivity.AddTag("ultimatum-loss");
}
break;
case EVENT_TYPES.TRIALMASTER_ROUND_STARTED:
if (_currentActivity != null
&& (_currentActivity.Type == ACTIVITY_TYPES.MAP || _currentActivity.Type == ACTIVITY_TYPES.CAMPAIGN || _currentActivity.Type == ACTIVITY_TYPES.INSCRIBED_ULTIMATUM))
{
_currentActivity.AddTag("ultimatum");
_currentActivity.TrialMasterCount += 1;
}
break;
case EVENT_TYPES.EINHAR_BEAST_CAPTURE:
IncrementStat("EinharCaptures", ev.EventTime, 1);
break;
case EVENT_TYPES.PARTYMEMBER_ENTERED_AREA:
AddKnownPlayerIfNotExists(ev.LogLine.Split(' ')[8]);
break;
case EVENT_TYPES.DELIRIUM_ENCOUNTER:
if (CheckIfAreaIsMap(_currentArea) && _currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
_currentActivity.SideArea_ZanaMap.AddTag("delirium");
}
else
{
_currentActivity.AddTag("delirium");
}
}
break;
case EVENT_TYPES.NAMELESSSEER_ENCOUNTER:
IncrementStat("NamelessSeerEncounters", ev.EventTime, 1);
if (CheckIfAreaIsMap(_currentArea) && _currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
_currentActivity.SideArea_ZanaMap.AddTag("seer");
}
else
{
_currentActivity.AddTag("seer");
}
}
break;
case EVENT_TYPES.REFLECTINGMIST_ENCOUNTER:
IncrementStat("ReflectingMistEncounters", ev.EventTime, 1);
if (CheckIfAreaIsMap(_currentArea) && _currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
_currentActivity.SideArea_ZanaMap.AddTag("mist");
}
else
{
_currentActivity.AddTag("mist");
}
}
break;
case EVENT_TYPES.MEMORYTEAR_ENCOUNTER:
IncrementStat("MemoryTears", ev.EventTime, 1);
if (CheckIfAreaIsMap(_currentArea) && _currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
_currentActivity.SideArea_ZanaMap.AddTag("memory");
}
else
{
_currentActivity.AddTag("memory");
}
}
break;
case EVENT_TYPES.BLIGHT_ENCOUNTER:
if (CheckIfAreaIsMap(_currentArea) && _currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
_currentActivity.SideArea_ZanaMap.AddTag("blight");
}
else
{
_currentActivity.AddTag("blight");
}
}
break;
case EVENT_TYPES.EINHAR_ENCOUNTER:
if (CheckIfAreaIsMap(_currentArea) && _currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
_currentActivity.SideArea_ZanaMap.AddTag("einhar");
}
else
{
_currentActivity.AddTag("einhar");
}
}
break;
case EVENT_TYPES.INCURSION_ENCOUNTER:
if (CheckIfAreaIsMap(_currentArea) && _currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
_currentActivity.SideArea_ZanaMap.AddTag("incursion");
}
else
{
_currentActivity.AddTag("incursion");
}
}
break;
case EVENT_TYPES.NIKO_ENCOUNTER:
if (CheckIfAreaIsMap(_currentArea) && _currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
_currentActivity.SideArea_ZanaMap.AddTag("niko");
}
else
{
_currentActivity.AddTag("niko");
}
}
break;
case EVENT_TYPES.ZANA_ENCOUNTER:
if (CheckIfAreaIsMap(_currentArea) && _currentActivity != null)
{
_currentActivity.AddTag("zana");
}
break;
case EVENT_TYPES.SYNDICATE_ENCOUNTER:
if (CheckIfAreaIsMap(_currentArea) && _currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
_currentActivity.SideArea_ZanaMap.AddTag("syndicate");
}
else
{
_currentActivity.AddTag("syndicate");
}
}
break;
case EVENT_TYPES.LEVELUP:
bool bIsMySelf = true;
foreach (string s in _knownPlayerNames)
{
if (ev.LogLine.Contains(s))
{
bIsMySelf = false;
break;
}
}
if (bIsMySelf)
{
IncrementStat("LevelUps", ev.EventTime, 1);
}
break;
case EVENT_TYPES.SIMULACRUM_FULLCLEAR:
IncrementStat("SimulacrumCleared", ev.EventTime, 1);
break;
case EVENT_TYPES.LAB_FINISHED:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.LABYRINTH)
{
IncrementStat("LabsFinished", ev.EventTime, 1);
IncrementStat($"LabsCompleted_{_currentActivity.Area}", ev.EventTime, 1);
_currentActivity.Success = true;
PauseCurrentActivityOrSide();
}
break;
case EVENT_TYPES.LAB_START_INFO_RECEIVED:
break;
case EVENT_TYPES.NEXT_AREA_LEVEL_RECEIVED:
string sLvl = ev.LogLine.Split(new string[] { "Generating level " }, StringSplitOptions.None)[1]
.Split(' ')[0];
string sSeed = ev.LogLine.Split(new string[] { " with seed " }, StringSplitOptions.None)[1];
_nextAreaLevel = Convert.ToInt32(sLvl);
_nextAreaSeed = Convert.ToInt64(sSeed);
_currentAreaLevel = _nextAreaLevel;
_currentAreaSeed = _nextAreaSeed;
// Logbook check for cemetery & vaal temple
if (ev.LogLine.Contains("Expedition"))
{
_nextAreaIsExp = true;
}
break;
case EVENT_TYPES.EXP_DANNIG_ENCOUNTER:
if (_currentActivity != null && !_currentActivity.HasTag("dannig") && _currentActivity.Type == ACTIVITY_TYPES.MAP)
{
IncrementStat("ExpeditionEncounters", ev.EventTime, 1);
IncrementStat("ExpeditionEncounters_Dannig", ev.EventTime, 1);
AddTagAutoCreate("expedition", _currentActivity);
_currentActivity.Tags.Add("expedition");
_currentActivity.Tags.Add("dannig");
}
break;
case EVENT_TYPES.EXP_GWENNEN_ENCOUNTER:
if (_currentActivity != null && !_currentActivity.HasTag("gwennen") && _currentActivity.Type == ACTIVITY_TYPES.MAP)
{
IncrementStat("ExpeditionEncounters", ev.EventTime, 1);
IncrementStat("ExpeditionEncounters_Gwennen", ev.EventTime, 1);
_currentActivity.Tags.Add("expedition");
_currentActivity.Tags.Add("gwennen");
}
break;
case EVENT_TYPES.EXP_TUJEN_ENCOUNTER:
if (_currentActivity != null && !_currentActivity.HasTag("tujen") && _currentActivity.Type == ACTIVITY_TYPES.MAP)
{
IncrementStat("ExpeditionEncounters", ev.EventTime, 1);
IncrementStat("ExpeditionEncounters_Tujen", ev.EventTime, 1);
_currentActivity.Tags.Add("expedition");
_currentActivity.Tags.Add("tujen");
}
break;
case EVENT_TYPES.EXP_ROG_ENCOUNTER:
if (_currentActivity != null && !_currentActivity.HasTag("rog") && _currentActivity.Type == ACTIVITY_TYPES.MAP)
{
IncrementStat("ExpeditionEncounters", ev.EventTime, 1);
IncrementStat("ExpeditionEncounters_Rog", ev.EventTime, 1);
_currentActivity.Tags.Add("expedition");
_currentActivity.Tags.Add("rog");
}
break;
case EVENT_TYPES.HEIST_GIANNA_SPEAK:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.HEIST)
{
if (CheckIfAreaIsHeist(_currentArea, "The Rogue Harbour"))
{
if (!_currentActivity.HasTag("gianna"))
{
_currentActivity.RougeCont++;
_currentActivity.AddTag("gianna");
if (_currentActivity.RougeCont >= 3)
{
_currentActivity.AddTag("blueprint");
}
}
}
}
break;
case EVENT_TYPES.HEIST_HUCK_SPEAK:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.HEIST)
{
if (CheckIfAreaIsHeist(_currentArea, "The Rogue Harbour"))
{
if (!_currentActivity.HasTag("huck"))
{
_currentActivity.RougeCont++;
_currentActivity.AddTag("huck");
if (_currentActivity.RougeCont >= 3)
{
_currentActivity.AddTag("blueprint");
}
}
}
}
break;
case EVENT_TYPES.HEIST_ISLA_SPEAK:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.HEIST)
{
if (CheckIfAreaIsHeist(_currentArea, "The Rogue Harbour"))
{
if (!_currentActivity.HasTag("isla"))
{
_currentActivity.RougeCont++;
_currentActivity.AddTag("isla");
if (_currentActivity.RougeCont >= 3)
{
_currentActivity.AddTag("blueprint");
}
}
}
}
break;
case EVENT_TYPES.HEIST_NENET_SPEAK:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.HEIST)
{
if (CheckIfAreaIsHeist(_currentArea, "The Rogue Harbour"))
{
if (!_currentActivity.HasTag("nenet"))
{
_currentActivity.RougeCont++;
_currentActivity.AddTag("nenet");
if (_currentActivity.RougeCont >= 3)
{
_currentActivity.AddTag("blueprint");
}
}
}
}
break;
case EVENT_TYPES.HEIST_NILES_SPEAK:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.HEIST)
{
if (CheckIfAreaIsHeist(_currentArea, "The Rogue Harbour"))
{
if (!_currentActivity.HasTag("niles"))
{
_currentActivity.RougeCont++;
_currentActivity.AddTag("niles");
if (_currentActivity.RougeCont >= 3)
{
_currentActivity.AddTag("blueprint");
}
}
}
}
break;
case EVENT_TYPES.HEIST_TIBBS_SPEAK:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.HEIST)
{
if (CheckIfAreaIsHeist(_currentArea, "The Rogue Harbour"))
{
if (!_currentActivity.HasTag("tibbs"))
{
_currentActivity.RougeCont++;
_currentActivity.AddTag("tibbs");
if (_currentActivity.RougeCont >= 3)
{
_currentActivity.AddTag("blueprint");
}
}
}
}
break;
case EVENT_TYPES.HEIST_TULLINA_SPEAK:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.HEIST)
{
if (CheckIfAreaIsHeist(_currentArea, "The Rogue Harbour"))
{
if (!_currentActivity.HasTag("tullina"))
{
_currentActivity.RougeCont++;
_currentActivity.AddTag("tullina");
if (_currentActivity.RougeCont >= 3)
{
_currentActivity.AddTag("blueprint");
}
}
}
}
break;
case EVENT_TYPES.HEIST_VINDERI_SPEAK:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.HEIST)
{
if (CheckIfAreaIsHeist(_currentArea, "The Rogue Harbour"))
{
if (!_currentActivity.HasTag("vinderi"))
{
_currentActivity.RougeCont++;
_currentActivity.AddTag("vinderi");
if (_currentActivity.RougeCont >= 3)
{
_currentActivity.AddTag("blueprint");
}
}
}
}
break;
case EVENT_TYPES.HEIST_KARST_SPEAK:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.HEIST)
{
if (CheckIfAreaIsHeist(_currentArea, "The Rogue Harbour"))
{
if (!_currentActivity.HasTag("karst"))
{
_currentActivity.RougeCont++;
_currentActivity.AddTag("karst");
if (_currentActivity.RougeCont >= 3)
{
_currentActivity.AddTag("blueprint");
}
}
}
}
break;
case EVENT_TYPES.NEXT_CEMETERY_IS_LOGBOOK:
_nextAreaIsExp = true;
break;
case EVENT_TYPES.TWICE_BLESSED:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.LABYRINTH)
{
_currentActivity.AddTag("twice-blessed");
}
break;
case EVENT_TYPES.HARVEST:
if (_currentActivity != null && _currentActivity.Type == ACTIVITY_TYPES.MAP)
{
_currentActivity.AddTag("harvest");
}
break;
case EVENT_TYPES.SANCTUM_LYCIA_2_KILLED:
IncrementStat("SanctumKilledLycia2", ev.EventTime);
break;
case EVENT_TYPES.SANCTUM_LYCIA_1_KILLED:
IncrementStat("SanctumKilledLycia1", ev.EventTime);
break;
case EVENT_TYPES.ANCESTOR_MATCH_LOST:
IncrementStat("AncestorMatchesLost", ev.EventTime);
break;
case EVENT_TYPES.ANCESTOR_MATCH_WON:
IncrementStat("AncestorMatchesWon", ev.EventTime);
break;
case EVENT_TYPES.ANCESTOR_TOURNAMENT_LOST:
IncrementStat("AncestorTournamentsLost", ev.EventTime);
break;
case EVENT_TYPES.ANCESTOR_TOURNAMENT_WON:
IncrementStat("AncestorTournamentsWon", ev.EventTime);
break;
case EVENT_TYPES.TRIALMASTER_ENCOUNTERED:
if (_currentActivity != null
&& (_currentActivity.Type == ACTIVITY_TYPES.MAP || _currentActivity.Type == ACTIVITY_TYPES.CAMPAIGN))
{
_currentActivity.AddTag("ultimatum");
}
break;
}
if (_eventQueueInitizalized)
{
SaveStatsCache();
}
}
catch (Exception ex)
{
_log.Error($"Error handling event: {ex.Message}.");
_log.Debug(ex.ToString());
}
}
/// <summary>
/// Increment a stat with an defined value. Updates the database.
///
/// </summary>
/// <param name="s_key"></param>
/// <param name="dt"></param>
/// <param name="i_value">default=1</param>
private void IncrementStat(string s_key, DateTime dt, int i_value = 1)
{
_myStats.IncrementStat(s_key, dt, i_value);
}
/// <summary>
/// Update a stat with a fixed value. Updates the database
/// </summary>
/// <param name="s_key"></param>
/// <param name="dt"></param>
/// <param name="i_value"></param>
private void SetStat(string s_key, DateTime dt, int i_value)
{
_myStats.SetStat(s_key, dt, i_value);
}
/// <summary>
/// Extract the instance endpoint from a log line.
/// </summary>
/// <param name="ev"></param>
/// <returns></returns>
private string GetEndpointFromInstanceEvent(TrX_TrackingEvent ev)
{
return ev.LogLine.Split(new String[] { "Connecting to instance server at " }, StringSplitOptions.None)[1];
}
/// <summary>
/// Get most recent activity with given type
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
private TrX_TrackedActivity GetLastActivityByType(ACTIVITY_TYPES type)
{
List<TrX_TrackedActivity> list = new List<TrX_TrackedActivity>();
foreach (TrX_TrackedActivity act in _eventHistory)
{
if (act.Type == type)
list.Add(act);
}
if (list.Count > 0)
return list[0];
return null;
}
/// <summary>
/// Finishs the current activity.
/// </summary>
/// <param name="activity"></param>
/// <param name="sNextMap">next map to start. Set to null if there is none</param>
/// <param name="sNextMapType"></param>
/// <param name="dtNextMapStarted"></param>
public void FinishActivity(TrX_TrackedActivity activity, string sNextMap, ACTIVITY_TYPES sNextMapType, DateTime dtNextMapStarted, bool stats_only = false)
{
_log.Debug($"Finishing activity: {activity.UniqueID} | Started: {activity.Started}");
_currentActivity.StopStopWatch();
bool isValid = true;
if (!stats_only)
{
TimeSpan ts = new TimeSpan();
TimeSpan tsZana = new TimeSpan();
TimeSpan tsVaal = new TimeSpan();
TimeSpan tsBlackKnight = new TimeSpan();
TimeSpan tsAbyss = new TimeSpan();
TimeSpan tsLabTrial = new TimeSpan();
TimeSpan tsLogbookSide = new TimeSpan();
TimeSpan tsSanctum = new TimeSpan();
int totalSecondsMainActivity;
int totalSecondsZanaMap = 0;
int totalSecondsVallSideArea = 0;
int totalSecondsBlackKnightSideArea = 0;
int totalSecondsSanctum = 0;
int totalSecondsAbyss = 0;
int totalSecondsLabTrial = 0;
int totalSecondsLogBookSide = 0;
// Filter out invalid labs (discnnect etc)
if (activity.Type == ACTIVITY_TYPES.LABYRINTH)
{
if (activity.Area == "Unknown")
{
// no area changes logged for some old lab runs :/
activity.Success = activity.DeathCounter == 0;
}
// Labs must be successfull or death counter 1
if ((activity.Success != true && activity.DeathCounter == 0) && (activity).TrialCount < 3)
{
_log.Warn($"Filtered out lab run [time={activity.Started}, area: {activity.Area}]. Reason Success=False AND DeathCounter = 0. Maybe disconnect or game crash while lab.");
_currentActivity = null;
return;
}
}
// When parsing at startup
if (!_eventQueueInitizalized)
{
ts = (activity.LastEnded - activity.Started);
try
{
totalSecondsMainActivity = Convert.ToInt32(ts.TotalSeconds);
totalSecondsMainActivity -= Convert.ToInt32(activity.PausedTime);
}
catch
{
totalSecondsMainActivity = 0;
}
if (activity.SideArea_ZanaMap != null)
{
tsZana = (activity.SideArea_ZanaMap.LastEnded - activity.SideArea_ZanaMap.Started);
}
if (activity.SideArea_VaalArea != null)
{
tsVaal = (activity.SideArea_VaalArea.LastEnded - activity.SideArea_VaalArea.Started);
}
if (activity.SideArea_BlackKnight != null)
{
tsBlackKnight = (activity.SideArea_BlackKnight.LastEnded - activity.SideArea_BlackKnight.Started);
}
if (activity.SideArea_Sanctum != null)
{
tsSanctum = (activity.SideArea_Sanctum.LastEnded - activity.SideArea_Sanctum.Started);
}
if (activity.SideArea_LogbookSide != null)
{
tsLogbookSide = (activity.SideArea_LogbookSide.LastEnded - activity.SideArea_LogbookSide.Started);
}
if (activity.SideArea_AbyssArea != null)
{
tsAbyss = (activity.SideArea_AbyssArea.LastEnded - activity.SideArea_AbyssArea.Started);
}
if (activity.SideArea_LabTrial != null)
{
tsLabTrial = (activity.SideArea_LabTrial.LastEnded - activity.SideArea_LabTrial.Started);
}
// Filter out town activities without end date
if (activity.LastEnded.Year < 2000)
{
isValid = false;
}
// Filter out 0-second town visits
if (activity.Type == ACTIVITY_TYPES.CAMPAIGN && totalSecondsMainActivity == 0)
{
isValid = false;
}
}
else // when tracking live
{
ts = activity.StopWatchTimeSpan;
totalSecondsMainActivity = Convert.ToInt32(ts.TotalSeconds);
if (activity.SideArea_ZanaMap != null)
{
tsZana = activity.SideArea_ZanaMap.StopWatchTimeSpan;
}
if (activity.SideArea_VaalArea != null)
{
tsVaal = (activity.SideArea_VaalArea.StopWatchTimeSpan);
}
if (activity.SideArea_BlackKnight != null)
{
tsVaal = (activity.SideArea_BlackKnight.StopWatchTimeSpan);
}
if (activity.SideArea_Sanctum != null)
{
tsSanctum = (activity.SideArea_Sanctum.StopWatchTimeSpan);
}
if (activity.SideArea_LogbookSide != null)
{
tsLogbookSide = (activity.SideArea_LogbookSide.StopWatchTimeSpan);
}
if (activity.SideArea_AbyssArea != null)
{
tsAbyss = (activity.SideArea_AbyssArea.StopWatchTimeSpan);
}
if (activity.SideArea_LabTrial != null)
{
tsLabTrial = (activity.SideArea_LabTrial.StopWatchTimeSpan);
}
}
// Calculate times
totalSecondsZanaMap = Convert.ToInt32(tsZana.TotalSeconds); // historic, no zana side aras
totalSecondsVallSideArea = Convert.ToInt32(tsVaal.TotalSeconds);
totalSecondsBlackKnightSideArea = Convert.ToInt32(tsBlackKnight.TotalSeconds);
totalSecondsLogBookSide = Convert.ToInt32(tsLogbookSide.TotalSeconds);
totalSecondsAbyss = Convert.ToInt32(tsAbyss.TotalSeconds);
totalSecondsLabTrial = Convert.ToInt32(tsLabTrial.TotalSeconds);
totalSecondsSanctum = Convert.ToInt32(tsSanctum.TotalSeconds);
if (isValid)
{
_currentActivity.TotalSeconds = totalSecondsMainActivity;
bool greaterThenMinCap = totalSecondsMainActivity > _timeCapMin;
if (!_eventHistory.Contains(_currentActivity))
{
if (greaterThenMinCap)
{
_eventHistory.Insert(0, _currentActivity);
}
}
TimeSpan tsMain = TimeSpan.FromSeconds(totalSecondsMainActivity);
activity.CustomStopWatchValue = String.Format("{0:00}:{1:00}:{2:00}",
tsMain.Hours, tsMain.Minutes, tsMain.Seconds);
if (!_parsedActivities.Contains(activity.UniqueID))
{
// Save to DB
SaveToActivityLog(((DateTimeOffset)activity.Started).ToUnixTimeSeconds(), GetStringFromActType(activity.Type), activity.Area, activity.AreaLevel, totalSecondsMainActivity, activity.DeathCounter, activity.TrialMasterCount, false, activity.Tags, activity.Success, Convert.ToInt32(activity.PausedTime));
}
if (activity.SideArea_ZanaMap != null)
{
TimeSpan tsZanaMap = TimeSpan.FromSeconds(totalSecondsZanaMap);
activity.SideArea_ZanaMap.CustomStopWatchValue = String.Format("{0:00}:{1:00}:{2:00}",
tsZanaMap.Hours, tsZanaMap.Minutes, tsZanaMap.Seconds);
activity.SideArea_ZanaMap.TotalSeconds = totalSecondsZanaMap;
if (greaterThenMinCap) _eventHistory.Insert(0, _currentActivity.SideArea_ZanaMap);
if (!_parsedActivities.Contains(activity.SideArea_ZanaMap.UniqueID))
{
//Save to DB
SaveToActivityLog(((DateTimeOffset)activity.SideArea_ZanaMap.Started).ToUnixTimeSeconds(), GetStringFromActType(activity.SideArea_ZanaMap.Type), activity.SideArea_ZanaMap.Area, activity.SideArea_ZanaMap.AreaLevel, totalSecondsZanaMap, activity.SideArea_ZanaMap.DeathCounter, activity.SideArea_ZanaMap.TrialMasterCount, true, activity.SideArea_ZanaMap
.Tags, activity.SideArea_ZanaMap.Success, Convert.ToInt32(activity.SideArea_ZanaMap.PausedTime));
}
}
if (activity.SideArea_VaalArea != null)
{
TimeSpan tsVaalMap = TimeSpan.FromSeconds(totalSecondsVallSideArea);
activity.SideArea_VaalArea.CustomStopWatchValue = String.Format("{0:00}:{1:00}:{2:00}",
tsVaalMap.Hours, tsVaalMap.Minutes, tsVaalMap.Seconds);
activity.SideArea_VaalArea.TotalSeconds = totalSecondsVallSideArea;
if (greaterThenMinCap) _eventHistory.Insert(0, _currentActivity.SideArea_VaalArea);
if (!_parsedActivities.Contains(activity.SideArea_VaalArea.UniqueID))
{
//Save to DB
SaveToActivityLog(((DateTimeOffset)activity.SideArea_VaalArea.Started).ToUnixTimeSeconds(), GetStringFromActType(activity.SideArea_VaalArea.Type), activity.SideArea_VaalArea.Area, activity.SideArea_VaalArea.AreaLevel, totalSecondsVallSideArea, activity.SideArea_VaalArea.DeathCounter, activity.SideArea_VaalArea.TrialMasterCount, true, activity.SideArea_VaalArea
.Tags, activity.SideArea_VaalArea.Success, Convert.ToInt32(activity.SideArea_VaalArea.PausedTime));
}
}
if (activity.SideArea_BlackKnight != null)
{
TimeSpan tsBlackKnightMap = TimeSpan.FromSeconds(totalSecondsBlackKnightSideArea);
activity.SideArea_BlackKnight.CustomStopWatchValue = String.Format("{0:00}:{1:00}:{2:00}",
tsBlackKnightMap.Hours, tsBlackKnightMap.Minutes, tsBlackKnightMap.Seconds);
activity.SideArea_BlackKnight.TotalSeconds = totalSecondsBlackKnightSideArea;
if (greaterThenMinCap) _eventHistory.Insert(0, _currentActivity.SideArea_BlackKnight);
if (!_parsedActivities.Contains(activity.SideArea_BlackKnight.UniqueID))
{
//Save to DB
SaveToActivityLog(((DateTimeOffset)activity.SideArea_BlackKnight.Started).ToUnixTimeSeconds(), GetStringFromActType(activity.SideArea_BlackKnight.Type), activity.SideArea_BlackKnight.Area, activity.SideArea_BlackKnight.AreaLevel, totalSecondsBlackKnightSideArea, activity.SideArea_BlackKnight.DeathCounter, activity.SideArea_BlackKnight.TrialMasterCount, true, activity.SideArea_BlackKnight
.Tags, activity.SideArea_BlackKnight.Success, Convert.ToInt32(activity.SideArea_BlackKnight.PausedTime));
}
}
if (activity.SideArea_Sanctum != null)
{
TimeSpan tsSanctumArea = TimeSpan.FromSeconds(totalSecondsSanctum);
activity.SideArea_Sanctum.CustomStopWatchValue = String.Format("{0:00}:{1:00}:{2:00}",
tsSanctumArea.Hours, tsSanctumArea.Minutes, tsSanctumArea.Seconds);
activity.SideArea_Sanctum.TotalSeconds = totalSecondsSanctum;
if (greaterThenMinCap) _eventHistory.Insert(0, _currentActivity.SideArea_Sanctum);
if (!_parsedActivities.Contains(activity.SideArea_Sanctum.UniqueID))
{
//Save to DB
SaveToActivityLog(((DateTimeOffset)activity.SideArea_Sanctum.Started).ToUnixTimeSeconds(), GetStringFromActType(activity.SideArea_Sanctum.Type), activity.SideArea_Sanctum.Area, activity.SideArea_Sanctum.AreaLevel, totalSecondsSanctum, activity.SideArea_Sanctum.DeathCounter, activity.SideArea_Sanctum.TrialMasterCount, true, activity.SideArea_Sanctum
.Tags, activity.SideArea_Sanctum.Success, Convert.ToInt32(activity.SideArea_Sanctum.PausedTime));
}
}
if (activity.SideArea_LogbookSide != null)
{
TimeSpan tsLBSide = TimeSpan.FromSeconds(totalSecondsLogBookSide);
activity.SideArea_LogbookSide.CustomStopWatchValue = String.Format("{0:00}:{1:00}:{2:00}",
tsLBSide.Hours, tsLBSide.Minutes, tsLBSide.Seconds);
activity.SideArea_LogbookSide.TotalSeconds = totalSecondsLogBookSide;
if (greaterThenMinCap) _eventHistory.Insert(0, _currentActivity.SideArea_LogbookSide);
if (!_parsedActivities.Contains(activity.SideArea_LogbookSide.UniqueID))
{
//Save to DB
SaveToActivityLog(((DateTimeOffset)activity.SideArea_LogbookSide.Started).ToUnixTimeSeconds(), GetStringFromActType(activity.SideArea_LogbookSide.Type), activity.SideArea_LogbookSide.Area, activity.SideArea_LogbookSide.AreaLevel, totalSecondsVallSideArea, activity.SideArea_LogbookSide.DeathCounter, activity.SideArea_LogbookSide.TrialMasterCount, true, activity.SideArea_LogbookSide
.Tags, activity.SideArea_LogbookSide.Success, Convert.ToInt32(activity.SideArea_LogbookSide.PausedTime));
}
}
if (activity.SideArea_AbyssArea != null)
{
TimeSpan tsAbyssMap = TimeSpan.FromSeconds(totalSecondsAbyss);
activity.SideArea_AbyssArea.CustomStopWatchValue = String.Format("{0:00}:{1:00}:{2:00}",
tsAbyssMap.Hours, tsAbyssMap.Minutes, tsAbyssMap.Seconds);
activity.SideArea_AbyssArea.TotalSeconds = totalSecondsAbyss;
if (greaterThenMinCap) _eventHistory.Insert(0, _currentActivity.SideArea_AbyssArea);
if (!_parsedActivities.Contains(activity.SideArea_AbyssArea.UniqueID))
{
//Save to DB
SaveToActivityLog(((DateTimeOffset)activity.SideArea_AbyssArea.Started).ToUnixTimeSeconds(), GetStringFromActType(activity.SideArea_AbyssArea.Type), activity.SideArea_AbyssArea.Area, activity.SideArea_AbyssArea.AreaLevel, totalSecondsAbyss, activity.SideArea_AbyssArea.DeathCounter, activity.SideArea_AbyssArea.TrialMasterCount, true, activity.SideArea_AbyssArea
.Tags, activity.SideArea_AbyssArea.Success, Convert.ToInt32(activity.SideArea_AbyssArea.PausedTime));
}
}
if (activity.SideArea_LabTrial != null)
{
TimeSpan tsLabTrial2 = TimeSpan.FromSeconds(totalSecondsLabTrial);
activity.SideArea_LabTrial.CustomStopWatchValue = String.Format("{0:00}:{1:00}:{2:00}",
tsLabTrial2.Hours, tsLabTrial2.Minutes, tsLabTrial2.Seconds);
if (greaterThenMinCap) _eventHistory.Insert(0, _currentActivity.SideArea_LabTrial);
if (!_parsedActivities.Contains(activity.SideArea_LabTrial.UniqueID))
{
//Save to DB
SaveToActivityLog(((DateTimeOffset)activity.SideArea_LabTrial.Started).ToUnixTimeSeconds(), GetStringFromActType(activity.SideArea_LabTrial.Type), activity.SideArea_LabTrial.Area, activity.SideArea_LabTrial.AreaLevel, totalSecondsLabTrial, activity.SideArea_LabTrial.DeathCounter, activity.SideArea_LabTrial.TrialMasterCount, true, activity.SideArea_LabTrial
.Tags, activity.SideArea_LabTrial.Success, Convert.ToInt32(activity.SideArea_LabTrial.PausedTime));
}
}
// Trigger event
if (greaterThenMinCap)
{
OnActivityFinished(new TrX_CoreLogicActivityEventArgs(this, activity));
}
}
else
{
_log.Warn($"Filtered out invalid activity: {activity.UniqueID}, Started: {activity.Started}, LastEnded: {activity.LastEnded}, Type: {activity.Type}, Instance: {activity.InstanceEndpoint}");
}
if (activity.Type == ACTIVITY_TYPES.HEIST)
{
IncrementStat("TotalHeistsDone", activity.Started, 1);
}
else if (activity.Type == ACTIVITY_TYPES.MAP)
{
IncrementStat("TotalMapsDone", activity.Started, 1);
if (activity.SideArea_ZanaMap != null)
{
IncrementStat("TotalMapsDone", activity.SideArea_ZanaMap.Started, 1);
}
}
else if (activity.Type == ACTIVITY_TYPES.TEMPLE)
{
IncrementStat("TemplesDone", activity.Started, 1);
}
}
if (sNextMap != null)
{
_prevActivityOverlay = GetLastActivityByType(sNextMapType);
_currentActivity = new TrX_TrackedActivity
{
Area = sNextMap,
Type = sNextMapType,
AreaLevel = _nextAreaLevel,
AreaSeed = _nextAreaSeed,
InstanceEndpoint = _currentInstanceEndpoint,
Started = dtNextMapStarted,
TimeStamp = ((DateTimeOffset)dtNextMapStarted).ToUnixTimeSeconds()
};
_nextAreaLevel = 0;
_nextAreaSeed = 0;
_currentActivity.StartStopWatch();
OnActivityStarted(new TrX_CoreLogicActivityEventArgs(this, _currentActivity));
}
else
{
_currentActivity = null;
}
}
/// <summary>
/// Simply save the current app version to VERSION.txt
/// </summary>
private void SaveVersion()
{
StreamWriter wrt = new StreamWriter(TrX_Static.VERSION_FILE_PATH);
wrt.WriteLine(TrX_Static.VERSION);
wrt.Close();
}
/// <summary>
/// Get name of a given Breachstone
/// </summary>
/// <param name="s_ara"></param>
/// <param name="i_area_level"></param>
/// <returns></returns>
public string GetBreachStoneName(string s_ara, int i_area_level)
{
string breachLoard = "";
string breachStoneQuality = "";
switch (s_ara)
{
case "Chayulas Domain":
breachLoard = "Chayulas";
switch (i_area_level)
{
// Normal
case 80:
breachStoneQuality = "";
break;
// Charged
case 81:
breachStoneQuality = "Charged";
break;
// Enriched
case 82:
breachStoneQuality = "Enriched";
break;
// Pure
case 83:
breachStoneQuality = "Pure";
break;
// Flawless
case 84:
breachStoneQuality = "Flawless";
break;
}
break;
case "Eshs Domain":
breachLoard = "Eshs";
switch (i_area_level)
{
// Normal
case 70:
breachStoneQuality = "";
break;
// Charged
case 74:
breachStoneQuality = "Charged";
break;
// Enriched
case 79:
breachStoneQuality = "Enriched";
break;
// Pure
case 81:
breachStoneQuality = "Pure";
break;
// Flawless
case 84:
breachStoneQuality = "Flawless";
break;
}
break;
case "Xophs Domain":
breachLoard = "Xophs";
switch (i_area_level)
{
// Normal
case 70:
breachStoneQuality = "";
break;
// Charged
case 74:
breachStoneQuality = "Charged";
break;
// Enriched
case 79:
breachStoneQuality = "Enriched";
break;
// Pure
case 81:
breachStoneQuality = "Pure";
break;
// Flawless
case 84:
breachStoneQuality = "Flawless";
break;
}
break;
case "Uul-Netols Domain":
breachLoard = "Uul-Netols";
switch (i_area_level)
{
// Normal
case 75:
breachStoneQuality = "";
break;
// Charged
case 78:
breachStoneQuality = "Charged";
break;
// Enriched
case 81:
breachStoneQuality = "Enriched";
break;
// Pure
case 82:
breachStoneQuality = "Pure";
break;
// Flawless
case 84:
breachStoneQuality = "Flawless";
break;
}
break;
case "Tuls Domain":
breachLoard = "Tuls";
switch (i_area_level)
{
// Normal
case 70:
breachStoneQuality = "";
break;
// Charged
case 74:
breachStoneQuality = "Charged";
break;
// Enriched
case 79:
breachStoneQuality = "Enriched";
break;
// Pure
case 81:
breachStoneQuality = "Pure";
break;
// Flawless
case 84:
breachStoneQuality = "Flawless";
break;
}
break;
}
if (string.IsNullOrEmpty(breachStoneQuality))
{
return string.Format("{0} {1}", breachLoard, "Breachstone");
}
else
{
return string.Format("{0} {1} {2}", breachLoard, breachStoneQuality, "Breachstone");
}
}
public int GetImageIndex(TrX_TrackedActivity map)
{
int iIndex = 0;
// Calculate Image Index
if (map.Type == ACTIVITY_TYPES.MAP)
{
if (map.MapTier > 0 && map.MapTier <= 5)
{
iIndex = 0;
}
else if (map.MapTier >= 6 && map.MapTier <= 10)
{
iIndex = 1;
}
else if (map.MapTier >= 11)
{
iIndex = 2;
}
}
else if (map.Type == ACTIVITY_TYPES.TEMPLE)
{
iIndex = 3;
}
else if (map.Type == ACTIVITY_TYPES.HEIST)
{
iIndex = 4;
}
else if (map.Type == ACTIVITY_TYPES.ABYSSAL_DEPTHS)
{
iIndex = 5;
}
else if (map.Type == ACTIVITY_TYPES.LABYRINTH || map.Type == ACTIVITY_TYPES.LAB_TRIAL)
{
iIndex = 6;
}
else if (map.Type == ACTIVITY_TYPES.CAMPAIGN)
{
iIndex = 7;
}
else if (map.Type == ACTIVITY_TYPES.LOGBOOK || map.Type == ACTIVITY_TYPES.LOGBOOK_SIDE)
{
iIndex = 8;
}
else if (map.Type == ACTIVITY_TYPES.VAAL_SIDEAREA)
{
iIndex = 9;
}
else if (map.Type == ACTIVITY_TYPES.CATARINA_FIGHT)
{
iIndex = 10;
}
else if (map.Type == ACTIVITY_TYPES.SAFEHOUSE)
{
iIndex = 11;
}
else if (map.Type == ACTIVITY_TYPES.DELVE)
{
iIndex = 12;
}
else if (map.Type == ACTIVITY_TYPES.MAVEN_INVITATION)
{
iIndex = 13;
}
else if (map.Type == ACTIVITY_TYPES.SIRUS_FIGHT)
{
iIndex = 14;
}
else if (map.Type == ACTIVITY_TYPES.ATZIRI)
{
iIndex = 15;
}
else if (map.Type == ACTIVITY_TYPES.UBER_ATZIRI)
{
iIndex = 16;
}
else if (map.Type == ACTIVITY_TYPES.ELDER_FIGHT)
{
iIndex = 17;
}
else if (map.Type == ACTIVITY_TYPES.SHAPER_FIGHT)
{
iIndex = 18;
}
else if (map.Type == ACTIVITY_TYPES.SIMULACRUM)
{
iIndex = 19;
}
else if (map.Type == ACTIVITY_TYPES.MAVEN_FIGHT)
{
iIndex = 20;
}
else if (map.Type == ACTIVITY_TYPES.INCARNATION_OF_DREAD_FIGHT) // Dread
{
iIndex = 46;
}
else if (map.Type == ACTIVITY_TYPES.INCARNATION_OF_FEAR_FIGHT) // Fear
{
iIndex = 47;
}
else if (map.Type == ACTIVITY_TYPES.INCARNATION_OF_NEGLECT_FIGHT) // Neglect
{
iIndex = 48;
}
else if (map.Type == ACTIVITY_TYPES.BREACHSTONE)
{
if (map.Area.Contains("Chayula"))
{
switch (map.AreaLevel)
{
// Normal
case 80:
iIndex = 21;
break;
// Charged
case 81:
iIndex = 41;
break;
// Enriched
case 82:
iIndex = 40;
break;
// Pure
case 83:
iIndex = 39;
break;
// Flawless
case 84:
iIndex = 38;
break;
}
}
else if (map.Area.Contains("Esh"))
{
switch (map.AreaLevel)
{
// Normal
case 70:
iIndex = 22;
break;
// Charged
case 74:
iIndex = 45;
break;
// Enriched
case 79:
iIndex = 44;
break;
// Pure
case 81:
iIndex = 43;
break;
// Flawless
case 84:
iIndex = 42;
break;
}
}
else if (map.Area.Contains("Xoph"))
{
switch (map.AreaLevel)
{
// Normal
case 70:
iIndex = 23;
break;
// Charged
case 74:
iIndex = 37;
break;
// Enriched
case 79:
iIndex = 36;
break;
// Pure
case 81:
iIndex = 35;
break;
// Flawless
case 84:
iIndex = 34;
break;
}
}
else if (map.Area.Contains("Uul-Netol"))
{
switch (map.AreaLevel)
{
// Normal
case 75:
iIndex = 24;
break;
// Charged
case 78:
iIndex = 33;
break;
// Enriched
case 81:
iIndex = 32;
break;
// Pure
case 82:
iIndex = 31;
break;
// Flawless
case 84:
iIndex = 30;
break;
}
}
else if (map.Area.Contains("Tul"))
{
switch (map.AreaLevel)
{
// Normal
case 70:
iIndex = 25;
break;
// Charged
case 74:
iIndex = 29;
break;
// Enriched
case 79:
iIndex = 28;
break;
// Pure
case 81:
iIndex = 27;
break;
// Flawless
case 84:
iIndex = 26;
break;
}
}
}
return iIndex;
}
/// <summary>
/// Convert an activity type to string
/// </summary>
/// <param name="a_type"></param>
/// <returns></returns>
private string GetStringFromActType(ACTIVITY_TYPES a_type)
{
return a_type.ToString().ToLower();
}
/// <summary>
/// Extract an arae name out of a log line
/// </summary>
/// <param name="ev"></param>
/// <returns></returns>
private string GetAreaNameFromEvent(TrX_TrackingEvent ev)
{
string sArea = ev.LogLine.Split(new string[] { "You have entered" }, StringSplitOptions.None)[1]
.Replace(".", "").Trim();
return sArea.Replace("'", "");
}
/// <summary>
/// Get activity tag object for ID
/// </summary>
/// <param name="s_id"></param>
/// <returns></returns>
public TrX_ActivityTag GetTagByID(string s_id)
{
foreach (TrX_ActivityTag tag in _tags)
{
if (tag.ID == s_id)
return tag;
}
return null;
}
/// <summary>
/// Export Activity log to CSV
/// </summary>
/// <param name="sPath"></param>
public void WriteActivitiesToCSV(string sPath)
{
StreamWriter wrt = new StreamWriter(sPath);
TrX_TrackedActivity tm;
//Write headline
string sLine = "time;type;area;area_level;stopwatch;death_counter";
wrt.WriteLine(sLine);
for (int i = 0; i < _eventHistory.Count; i++)
{
tm = _eventHistory[i];
sLine = "";
sLine += tm.Started;
sLine += ";" + tm.Type;
sLine += ";" + tm.Area;
sLine += ";" + tm.AreaLevel;
sLine += ";" + tm.StopWatchValue;
sLine += ";" + tm.DeathCounter;
wrt.WriteLine(sLine);
}
wrt.Close();
}
/// <summary>
/// Add a new tag
/// </summary>
/// <param name="tag"></param>
private void AddTag(TrX_ActivityTag tag)
{
_tags.Add(tag);
_dataBackend.DoNonQuery("INSERT INTO tx_tags (tag_id, tag_display, tag_bgcolor, tag_forecolor, tag_type, tag_show_in_lv) VALUES "
+ "('" + tag.ID + "', '" + tag.DisplayName + "', '" + tag.BackColor.ToArgb() + "', '" + tag.ForeColor.ToArgb() + "', 'custom', " + (tag.ShowInListView ? "1" : "0") + ")");
// Trigger event
OnTagsUpdated(new TrX_CoreLogicGenericEventArgs(this));
}
/// <summary>
/// Add tag. Create if not exists
/// </summary>
/// <param name="s_id"></param>
/// <param name="act"></param>
public void AddTagAutoCreate(string s_id, TrX_TrackedActivity act)
{
int iIndex = GetTagIndex(s_id);
TrX_ActivityTag tag;
if (true) // TODO
{
if (iIndex < 0)
{
tag = new TrX_ActivityTag(s_id, false)
{
BackColor = Color.White,
ForeColor = Color.Black
};
AddTag(tag);
}
else
{
tag = _tags[iIndex];
}
if (!tag.IsDefault)
{
act.AddTag(tag.ID);
string sTags = "";
// Update tags in DB // TODO
for (int i = 0; i < act.Tags.Count; i++)
{
sTags += act.Tags[i];
if (i < (act.Tags.Count - 1))
sTags += "|";
}
_dataBackend.DoNonQuery("UPDATE tx_activity_log SET act_tags = '" + sTags + "' WHERE timestamp = " + act.TimeStamp.ToString());
}
}
}
public void RemoveTagFromActivity(string s_id, TrX_TrackedActivity act)
{
TrX_ActivityTag tag = GetTagByID(s_id);
if (tag != null && !tag.IsDefault)
{
act.RemoveTag(s_id);
string sTags = "";
// Update tags in DB // TODO
for (int i = 0; i < act.Tags.Count; i++)
{
sTags += act.Tags[i];
if (i < (act.Tags.Count - 1))
sTags += "|";
_dataBackend.DoNonQuery("UPDATE tx_activity_log SET act_tags = '" + sTags + "' WHERE timestamp = " + act.TimeStamp.ToString());
}
}
}
private int GetTagIndex(string s_id)
{
for (int i = 0; i < _tags.Count; i++)
{
if (_tags[i].ID == s_id)
{
return i;
}
}
return -1;
}
public void PauseCurrentActivityOrSide()
{
if (_currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
if (!_currentActivity.SideArea_ZanaMap.ManuallyPaused)
{
_currentActivity.SideArea_ZanaMap.Pause();
}
}
else if (_isMapVaalArea && _currentActivity.SideArea_VaalArea != null)
{
if (!_currentActivity.SideArea_VaalArea.ManuallyPaused)
{
_currentActivity.SideArea_VaalArea.Pause();
}
}
else if (_isMapAbyssArea && _currentActivity.SideArea_AbyssArea != null)
{
if (!_currentActivity.SideArea_AbyssArea.ManuallyPaused)
{
_currentActivity.SideArea_AbyssArea.Pause();
}
}
else if (_isMapLabTrial && _currentActivity.SideArea_LabTrial != null)
{
if (!_currentActivity.SideArea_LabTrial.ManuallyPaused)
{
_currentActivity.SideArea_LabTrial.Pause();
}
}
else if (_isMapLogbookSide && _currentActivity.SideArea_LogbookSide != null)
{
if (!_currentActivity.SideArea_LogbookSide.ManuallyPaused)
{
_currentActivity.SideArea_LogbookSide.Pause();
}
}
else
{
if (!_currentActivity.ManuallyPaused)
{
_currentActivity.Pause();
}
}
}
}
public void ResumeCurrentActivityOrSide()
{
if (_currentActivity != null)
{
if (_isMapZana && _currentActivity.SideArea_ZanaMap != null)
{
if (_currentActivity.SideArea_ZanaMap.ManuallyPaused)
{
_currentActivity.SideArea_ZanaMap.Resume();
}
}
else if (_isMapVaalArea && _currentActivity.SideArea_VaalArea != null)
{
if (_currentActivity.SideArea_VaalArea.ManuallyPaused)
{
_currentActivity.SideArea_VaalArea.Resume();
}
}
else if (_isMapAbyssArea && _currentActivity.SideArea_AbyssArea != null)
{
if (_currentActivity.SideArea_AbyssArea.ManuallyPaused)
{
_currentActivity.SideArea_AbyssArea.Resume();
}
}
else if (_isMapLabTrial && _currentActivity.SideArea_LabTrial != null)
{
if (_currentActivity.SideArea_LabTrial.ManuallyPaused)
{
_currentActivity.SideArea_LabTrial.Resume();
}
}
else if (_isMapLogbookSide && _currentActivity.SideArea_LogbookSide != null)
{
if (_currentActivity.SideArea_LogbookSide.ManuallyPaused)
{
_currentActivity.SideArea_LogbookSide.Resume();
}
}
else
{
if (_currentActivity.ManuallyPaused)
{
_currentActivity.Resume();
}
}
}
}
}
} | 1 | 0.979923 | 1 | 0.979923 | game-dev | MEDIA | 0.379387 | game-dev | 0.779624 | 1 | 0.779624 |
Mercury-Language/mercury | 1,235 | tests/valid/mostly_uniq_neg.m | %---------------------------------------------------------------------------%
% vim: ts=4 sw=4 et ft=mercury
%---------------------------------------------------------------------------%
%
% A regression test, adapted from a bug report by Ralph Becket.
% Mercury 0.8.1 and earlier reported a spurious mode error for this code.
:- module mostly_uniq_neg.
:- interface.
:- import_module list.
:- import_module store.
:- type term(S) == store_mutvar(term_type(S), S).
:- type var(S) == term(S).
:- type term_type(S)
---> free
; functor(string, int, list(term(S))).
:- pred unify(term(S)::in, term_type(S)::in, term(S)::in, term_type(S)::in,
store(S)::mdi, store(S)::muo) is semidet.
:- implementation.
:- pred occurs(var(S)::in, list(term(S))::in, store(S)::mdi, store(S)::muo)
is semidet.
:- pragma no_inline(occurs/4).
occurs(_, _, !S) :-
semidet_true.
:- pred tr_store_set_mutvar(store_mutvar(T, S)::in, T::in,
store(S)::mdi, store(S)::muo) is det.
:- pragma no_inline(tr_store_set_mutvar/4).
tr_store_set_mutvar(_, _, S, S).
unify(T1, free, _T2, functor(Name2, Arity2, Args2), !Store) :-
not occurs(T1, Args2, !Store),
tr_store_set_mutvar(T1, functor(Name2, Arity2, Args2), !Store).
| 1 | 0.559237 | 1 | 0.559237 | game-dev | MEDIA | 0.788665 | game-dev | 0.671066 | 1 | 0.671066 |
samdauwe/BabylonCpp | 1,151 | src/BabylonCpp/src/collisions/intersection_info.cpp | #include <babylon/collisions/intersection_info.h>
namespace BABYLON {
IntersectionInfo::IntersectionInfo()
: bu{std::nullopt}, bv{std::nullopt}, distance{0.f}, faceId{0}, subMeshId{0}
{
}
IntersectionInfo::IntersectionInfo(float _distance)
: bu{std::nullopt}
, bv{std::nullopt}
, distance{_distance}
, faceId{0}
, subMeshId{0}
{
}
IntersectionInfo::IntersectionInfo(float _bu, float _bv, float _distance)
: bu{_bu}, bv{_bv}, distance{_distance}, faceId{0}, subMeshId{0}
{
}
IntersectionInfo::IntersectionInfo(const IntersectionInfo& other) = default;
IntersectionInfo::IntersectionInfo(IntersectionInfo&& other) = default;
IntersectionInfo& IntersectionInfo::operator=(const IntersectionInfo& other) = default;
IntersectionInfo& IntersectionInfo::operator=(IntersectionInfo&& other)
{
if (&other != this) {
bu = std::move(other.bu);
bv = std::move(other.bv);
distance = std::move(other.distance);
faceId = std::move(other.faceId);
subMeshId = std::move(other.subMeshId);
}
return *this;
}
IntersectionInfo::~IntersectionInfo() = default;
} // end of namespace BABYLON
| 1 | 0.841985 | 1 | 0.841985 | game-dev | MEDIA | 0.327883 | game-dev | 0.710629 | 1 | 0.710629 |
chukong/quick-cocos2d-x | 25,497 | lib/cocos2d-x/cocos2dx/CCScheduler.cpp | /****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http://www.cocos2d-x.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.
****************************************************************************/
#include "CCScheduler.h"
#include "ccMacros.h"
#include "CCDirector.h"
#include "support/data_support/utlist.h"
#include "support/data_support/ccCArray.h"
#include "cocoa/CCArray.h"
#include "script_support/CCScriptSupport.h"
using namespace std;
NS_CC_BEGIN
// data structures
// A list double-linked list used for "updates with priority"
typedef struct _listEntry
{
struct _listEntry *prev, *next;
CCObject *target; // not retained (retained by hashUpdateEntry)
int priority;
bool paused;
bool markedForDeletion; // selector will no longer be called and entry will be removed at end of the next tick
} tListEntry;
typedef struct _hashUpdateEntry
{
tListEntry **list; // Which list does it belong to ?
tListEntry *entry; // entry in the list
CCObject *target; // hash key (retained)
UT_hash_handle hh;
} tHashUpdateEntry;
// Hash Element used for "selectors with interval"
typedef struct _hashSelectorEntry
{
ccArray *timers;
CCObject *target; // hash key (retained)
unsigned int timerIndex;
CCTimer *currentTimer;
bool currentTimerSalvaged;
bool paused;
UT_hash_handle hh;
} tHashTimerEntry;
// implementation CCTimer
CCTimer::CCTimer()
: m_pTarget(NULL)
, m_fElapsed(-1)
, m_bRunForever(false)
, m_bUseDelay(false)
, m_uTimesExecuted(0)
, m_uRepeat(0)
, m_fDelay(0.0f)
, m_fInterval(0.0f)
, m_pfnSelector(NULL)
, m_nScriptHandler(0)
{
}
CCTimer* CCTimer::timerWithTarget(CCObject *pTarget, SEL_SCHEDULE pfnSelector)
{
CCTimer *pTimer = new CCTimer();
pTimer->initWithTarget(pTarget, pfnSelector, 0.0f, kCCRepeatForever, 0.0f);
pTimer->autorelease();
return pTimer;
}
CCTimer* CCTimer::timerWithTarget(CCObject *pTarget, SEL_SCHEDULE pfnSelector, float fSeconds)
{
CCTimer *pTimer = new CCTimer();
pTimer->initWithTarget(pTarget, pfnSelector, fSeconds, kCCRepeatForever, 0.0f);
pTimer->autorelease();
return pTimer;
}
CCTimer* CCTimer::timerWithScriptHandler(int nHandler, float fSeconds)
{
CCTimer *pTimer = new CCTimer();
pTimer->initWithScriptHandler(nHandler, fSeconds);
pTimer->autorelease();
return pTimer;
}
bool CCTimer::initWithScriptHandler(int nHandler, float fSeconds)
{
m_nScriptHandler = nHandler;
m_fElapsed = -1;
m_fInterval = fSeconds;
return true;
}
bool CCTimer::initWithTarget(CCObject *pTarget, SEL_SCHEDULE pfnSelector)
{
return initWithTarget(pTarget, pfnSelector, 0, kCCRepeatForever, 0.0f);
}
bool CCTimer::initWithTarget(CCObject *pTarget, SEL_SCHEDULE pfnSelector, float fSeconds, unsigned int nRepeat, float fDelay)
{
m_pTarget = pTarget;
m_pfnSelector = pfnSelector;
m_fElapsed = -1;
m_fInterval = fSeconds;
m_fDelay = fDelay;
m_bUseDelay = (fDelay > 0.0f) ? true : false;
m_uRepeat = nRepeat;
m_bRunForever = (nRepeat == kCCRepeatForever) ? true : false;
return true;
}
void CCTimer::update(float dt)
{
if (m_fElapsed == -1)
{
m_fElapsed = 0;
m_uTimesExecuted = 0;
}
else
{
if (m_bRunForever && !m_bUseDelay)
{//standard timer usage
m_fElapsed += dt;
if (m_fElapsed >= m_fInterval)
{
if (m_pTarget && m_pfnSelector)
{
(m_pTarget->*m_pfnSelector)(m_fElapsed);
}
if (m_nScriptHandler)
{
CCScriptEngineManager::sharedManager()->getScriptEngine()->executeSchedule(m_nScriptHandler, m_fElapsed);
}
m_fElapsed = 0;
}
}
else
{//advanced usage
m_fElapsed += dt;
if (m_bUseDelay)
{
if( m_fElapsed >= m_fDelay )
{
if (m_pTarget && m_pfnSelector)
{
(m_pTarget->*m_pfnSelector)(m_fElapsed);
}
if (m_nScriptHandler)
{
CCScriptEngineManager::sharedManager()->getScriptEngine()->executeSchedule(m_nScriptHandler, m_fElapsed);
}
m_fElapsed = m_fElapsed - m_fDelay;
m_uTimesExecuted += 1;
m_bUseDelay = false;
}
}
else
{
if (m_fElapsed >= m_fInterval)
{
if (m_pTarget && m_pfnSelector)
{
(m_pTarget->*m_pfnSelector)(m_fElapsed);
}
if (m_nScriptHandler)
{
CCScriptEngineManager::sharedManager()->getScriptEngine()->executeSchedule(m_nScriptHandler, m_fElapsed);
}
m_fElapsed = 0;
m_uTimesExecuted += 1;
}
}
if (!m_bRunForever && m_uTimesExecuted > m_uRepeat)
{ //unschedule timer
CCDirector::sharedDirector()->getScheduler()->unscheduleSelector(m_pfnSelector, m_pTarget);
}
}
}
}
float CCTimer::getInterval() const
{
return m_fInterval;
}
void CCTimer::setInterval(float fInterval)
{
m_fInterval = fInterval;
}
SEL_SCHEDULE CCTimer::getSelector() const
{
return m_pfnSelector;
}
// implementation of CCScheduler
CCScheduler::CCScheduler(void)
: m_fTimeScale(1.0f)
, m_pUpdatesNegList(NULL)
, m_pUpdates0List(NULL)
, m_pUpdatesPosList(NULL)
, m_pHashForUpdates(NULL)
, m_pHashForTimers(NULL)
, m_pCurrentTarget(NULL)
, m_bCurrentTargetSalvaged(false)
, m_bUpdateHashLocked(false)
, m_pScriptHandlerEntries(NULL)
{
}
CCScheduler::~CCScheduler(void)
{
unscheduleAll();
CC_SAFE_RELEASE(m_pScriptHandlerEntries);
}
void CCScheduler::removeHashElement(_hashSelectorEntry *pElement)
{
cocos2d::CCObject *target = pElement->target;
ccArrayFree(pElement->timers);
HASH_DEL(m_pHashForTimers, pElement);
free(pElement);
// make sure the target is released after we have removed the hash element
// otherwise we access invalid memory when the release call deletes the target
// and the target calls removeAllSelectors() during its destructor
target->release();
}
void CCScheduler::scheduleSelector(SEL_SCHEDULE pfnSelector, CCObject *pTarget, float fInterval, bool bPaused)
{
this->scheduleSelector(pfnSelector, pTarget, fInterval, kCCRepeatForever, 0.0f, bPaused);
}
void CCScheduler::scheduleSelector(SEL_SCHEDULE pfnSelector, CCObject *pTarget, float fInterval, unsigned int repeat, float delay, bool bPaused)
{
CCAssert(pfnSelector, "Argument selector must be non-NULL");
CCAssert(pTarget, "Argument target must be non-NULL");
tHashTimerEntry *pElement = NULL;
HASH_FIND_INT(m_pHashForTimers, &pTarget, pElement);
if (! pElement)
{
pElement = (tHashTimerEntry *)calloc(sizeof(*pElement), 1);
pElement->target = pTarget;
if (pTarget)
{
pTarget->retain();
}
HASH_ADD_INT(m_pHashForTimers, target, pElement);
// Is this the 1st element ? Then set the pause level to all the selectors of this target
pElement->paused = bPaused;
}
else
{
CCAssert(pElement->paused == bPaused, "");
}
if (pElement->timers == NULL)
{
pElement->timers = ccArrayNew(10);
}
else
{
for (unsigned int i = 0; i < pElement->timers->num; ++i)
{
CCTimer *timer = (CCTimer*)pElement->timers->arr[i];
if (pfnSelector == timer->getSelector())
{
CCLOG("CCScheduler#scheduleSelector. Selector already scheduled. Updating interval from: %.4f to %.4f", timer->getInterval(), fInterval);
timer->setInterval(fInterval);
return;
}
}
ccArrayEnsureExtraCapacity(pElement->timers, 1);
}
CCTimer *pTimer = new CCTimer();
pTimer->initWithTarget(pTarget, pfnSelector, fInterval, repeat, delay);
ccArrayAppendObject(pElement->timers, pTimer);
pTimer->release();
}
void CCScheduler::unscheduleSelector(SEL_SCHEDULE pfnSelector, CCObject *pTarget)
{
// explicity handle nil arguments when removing an object
if (pTarget == 0 || pfnSelector == 0)
{
return;
}
//CCAssert(pTarget);
//CCAssert(pfnSelector);
tHashTimerEntry *pElement = NULL;
HASH_FIND_INT(m_pHashForTimers, &pTarget, pElement);
if (pElement)
{
for (unsigned int i = 0; i < pElement->timers->num; ++i)
{
CCTimer *pTimer = (CCTimer*)(pElement->timers->arr[i]);
if (pfnSelector == pTimer->getSelector())
{
if (pTimer == pElement->currentTimer && (! pElement->currentTimerSalvaged))
{
pElement->currentTimer->retain();
pElement->currentTimerSalvaged = true;
}
ccArrayRemoveObjectAtIndex(pElement->timers, i, true);
// update timerIndex in case we are in tick:, looping over the actions
if (pElement->timerIndex >= i)
{
pElement->timerIndex--;
}
if (pElement->timers->num == 0)
{
if (m_pCurrentTarget == pElement)
{
m_bCurrentTargetSalvaged = true;
}
else
{
removeHashElement(pElement);
}
}
return;
}
}
}
}
void CCScheduler::priorityIn(tListEntry **ppList, CCObject *pTarget, int nPriority, bool bPaused)
{
tListEntry *pListElement = (tListEntry *)malloc(sizeof(*pListElement));
pListElement->target = pTarget;
pListElement->priority = nPriority;
pListElement->paused = bPaused;
pListElement->next = pListElement->prev = NULL;
pListElement->markedForDeletion = false;
// empty list ?
if (! *ppList)
{
DL_APPEND(*ppList, pListElement);
}
else
{
bool bAdded = false;
for (tListEntry *pElement = *ppList; pElement; pElement = pElement->next)
{
if (nPriority < pElement->priority)
{
if (pElement == *ppList)
{
DL_PREPEND(*ppList, pListElement);
}
else
{
pListElement->next = pElement;
pListElement->prev = pElement->prev;
pElement->prev->next = pListElement;
pElement->prev = pListElement;
}
bAdded = true;
break;
}
}
// Not added? priority has the higher value. Append it.
if (! bAdded)
{
DL_APPEND(*ppList, pListElement);
}
}
// update hash entry for quick access
tHashUpdateEntry *pHashElement = (tHashUpdateEntry *)calloc(sizeof(*pHashElement), 1);
pHashElement->target = pTarget;
pTarget->retain();
pHashElement->list = ppList;
pHashElement->entry = pListElement;
HASH_ADD_INT(m_pHashForUpdates, target, pHashElement);
}
void CCScheduler::appendIn(_listEntry **ppList, CCObject *pTarget, bool bPaused)
{
tListEntry *pListElement = (tListEntry *)malloc(sizeof(*pListElement));
pListElement->target = pTarget;
pListElement->paused = bPaused;
pListElement->markedForDeletion = false;
DL_APPEND(*ppList, pListElement);
// update hash entry for quicker access
tHashUpdateEntry *pHashElement = (tHashUpdateEntry *)calloc(sizeof(*pHashElement), 1);
pHashElement->target = pTarget;
pTarget->retain();
pHashElement->list = ppList;
pHashElement->entry = pListElement;
HASH_ADD_INT(m_pHashForUpdates, target, pHashElement);
}
void CCScheduler::scheduleUpdateForTarget(CCObject *pTarget, int nPriority, bool bPaused)
{
tHashUpdateEntry *pHashElement = NULL;
HASH_FIND_INT(m_pHashForUpdates, &pTarget, pHashElement);
if (pHashElement)
{
#if COCOS2D_DEBUG >= 1
CCAssert(pHashElement->entry->markedForDeletion,"");
#endif
// TODO: check if priority has changed!
pHashElement->entry->paused = bPaused;
pHashElement->entry->markedForDeletion = false;
return;
}
// most of the updates are going to be 0, that's way there
// is an special list for updates with priority 0
if (nPriority == 0)
{
appendIn(&m_pUpdates0List, pTarget, bPaused);
}
else if (nPriority < 0)
{
priorityIn(&m_pUpdatesNegList, pTarget, nPriority, bPaused);
}
else
{
// priority > 0
priorityIn(&m_pUpdatesPosList, pTarget, nPriority, bPaused);
}
}
void CCScheduler::removeUpdateFromHash(struct _listEntry *entry)
{
tHashUpdateEntry *element = NULL;
HASH_FIND_INT(m_pHashForUpdates, &entry->target, element);
if (element)
{
// list entry
DL_DELETE(*element->list, element->entry);
free(element->entry);
// hash entry
CCObject* pTarget = element->target;
HASH_DEL(m_pHashForUpdates, element);
free(element);
// target#release should be the last one to prevent
// a possible double-free. eg: If the [target dealloc] might want to remove it itself from there
pTarget->release();
}
}
void CCScheduler::unscheduleUpdateForTarget(const CCObject *pTarget)
{
if (pTarget == NULL)
{
return;
}
tHashUpdateEntry *pElement = NULL;
HASH_FIND_INT(m_pHashForUpdates, &pTarget, pElement);
if (pElement)
{
if (m_bUpdateHashLocked)
{
pElement->entry->markedForDeletion = true;
}
else
{
this->removeUpdateFromHash(pElement->entry);
}
}
}
void CCScheduler::unscheduleAll(void)
{
unscheduleAllWithMinPriority(kCCPrioritySystem);
}
void CCScheduler::unscheduleAllWithMinPriority(int nMinPriority)
{
// Custom Selectors
tHashTimerEntry *pElement = NULL;
tHashTimerEntry *pNextElement = NULL;
for (pElement = m_pHashForTimers; pElement != NULL;)
{
// pElement may be removed in unscheduleAllSelectorsForTarget
pNextElement = (tHashTimerEntry *)pElement->hh.next;
unscheduleAllForTarget(pElement->target);
pElement = pNextElement;
}
// Updates selectors
tListEntry *pEntry, *pTmp;
if(nMinPriority < 0)
{
DL_FOREACH_SAFE(m_pUpdatesNegList, pEntry, pTmp)
{
if(pEntry->priority >= nMinPriority)
{
unscheduleUpdateForTarget(pEntry->target);
}
}
}
if(nMinPriority <= 0)
{
DL_FOREACH_SAFE(m_pUpdates0List, pEntry, pTmp)
{
unscheduleUpdateForTarget(pEntry->target);
}
}
DL_FOREACH_SAFE(m_pUpdatesPosList, pEntry, pTmp)
{
if(pEntry->priority >= nMinPriority)
{
unscheduleUpdateForTarget(pEntry->target);
}
}
if (m_pScriptHandlerEntries)
{
m_pScriptHandlerEntries->removeAllObjects();
}
}
void CCScheduler::unscheduleAllForTarget(CCObject *pTarget)
{
// explicit NULL handling
if (pTarget == NULL)
{
return;
}
// Custom Selectors
tHashTimerEntry *pElement = NULL;
HASH_FIND_INT(m_pHashForTimers, &pTarget, pElement);
if (pElement)
{
if (ccArrayContainsObject(pElement->timers, pElement->currentTimer)
&& (! pElement->currentTimerSalvaged))
{
pElement->currentTimer->retain();
pElement->currentTimerSalvaged = true;
}
ccArrayRemoveAllObjects(pElement->timers);
if (m_pCurrentTarget == pElement)
{
m_bCurrentTargetSalvaged = true;
}
else
{
removeHashElement(pElement);
}
}
// update selector
unscheduleUpdateForTarget(pTarget);
}
unsigned int CCScheduler::scheduleScriptFunc(unsigned int nHandler, float fInterval, bool bPaused)
{
CCSchedulerScriptHandle* pEntry = CCSchedulerScriptHandle::create(nHandler, fInterval, bPaused);
if (!m_pScriptHandlerEntries)
{
m_pScriptHandlerEntries = CCArray::createWithCapacity(20);
m_pScriptHandlerEntries->retain();
}
m_pScriptHandlerEntries->addObject(pEntry);
return pEntry->getHandle();
}
void CCScheduler::unscheduleScriptEntry(unsigned int uScheduleScriptEntryID)
{
for (int i = m_pScriptHandlerEntries->count() - 1; i >= 0; i--)
{
CCSchedulerScriptHandle* pEntry = static_cast<CCSchedulerScriptHandle*>(m_pScriptHandlerEntries->objectAtIndex(i));
if (pEntry->getHandle() == (int)uScheduleScriptEntryID)
{
pEntry->markedForDeletion();
break;
}
}
}
void CCScheduler::resumeTarget(CCObject *pTarget)
{
CCAssert(pTarget != NULL, "");
// custom selectors
tHashTimerEntry *pElement = NULL;
HASH_FIND_INT(m_pHashForTimers, &pTarget, pElement);
if (pElement)
{
pElement->paused = false;
}
// update selector
tHashUpdateEntry *pElementUpdate = NULL;
HASH_FIND_INT(m_pHashForUpdates, &pTarget, pElementUpdate);
if (pElementUpdate)
{
CCAssert(pElementUpdate->entry != NULL, "");
pElementUpdate->entry->paused = false;
}
}
void CCScheduler::pauseTarget(CCObject *pTarget)
{
CCAssert(pTarget != NULL, "");
// custom selectors
tHashTimerEntry *pElement = NULL;
HASH_FIND_INT(m_pHashForTimers, &pTarget, pElement);
if (pElement)
{
pElement->paused = true;
}
// update selector
tHashUpdateEntry *pElementUpdate = NULL;
HASH_FIND_INT(m_pHashForUpdates, &pTarget, pElementUpdate);
if (pElementUpdate)
{
CCAssert(pElementUpdate->entry != NULL, "");
pElementUpdate->entry->paused = true;
}
}
bool CCScheduler::isTargetPaused(CCObject *pTarget)
{
CCAssert( pTarget != NULL, "target must be non nil" );
// Custom selectors
tHashTimerEntry *pElement = NULL;
HASH_FIND_INT(m_pHashForTimers, &pTarget, pElement);
if( pElement )
{
return pElement->paused;
}
// We should check update selectors if target does not have custom selectors
tHashUpdateEntry *elementUpdate = NULL;
HASH_FIND_INT(m_pHashForUpdates, &pTarget, elementUpdate);
if ( elementUpdate )
{
return elementUpdate->entry->paused;
}
return false; // should never get here
}
CCSet* CCScheduler::pauseAllTargets()
{
return pauseAllTargetsWithMinPriority(kCCPrioritySystem);
}
CCSet* CCScheduler::pauseAllTargetsWithMinPriority(int nMinPriority)
{
CCSet* idsWithSelectors = new CCSet();// setWithCapacity:50];
idsWithSelectors->autorelease();
// Custom Selectors
for(tHashTimerEntry *element = m_pHashForTimers; element != NULL;
element = (tHashTimerEntry*)element->hh.next)
{
element->paused = true;
idsWithSelectors->addObject(element->target);
}
// Updates selectors
tListEntry *entry, *tmp;
if(nMinPriority < 0)
{
DL_FOREACH_SAFE( m_pUpdatesNegList, entry, tmp )
{
if(entry->priority >= nMinPriority)
{
entry->paused = true;
idsWithSelectors->addObject(entry->target);
}
}
}
if(nMinPriority <= 0)
{
DL_FOREACH_SAFE( m_pUpdates0List, entry, tmp )
{
entry->paused = true;
idsWithSelectors->addObject(entry->target);
}
}
DL_FOREACH_SAFE( m_pUpdatesPosList, entry, tmp )
{
if(entry->priority >= nMinPriority)
{
entry->paused = true;
idsWithSelectors->addObject(entry->target);
}
}
return idsWithSelectors;
}
void CCScheduler::resumeTargets(CCSet* pTargetsToResume)
{
CCSetIterator iter;
for (iter = pTargetsToResume->begin(); iter != pTargetsToResume->end(); ++iter)
{
resumeTarget(*iter);
}
}
// main loop
void CCScheduler::update(float dt)
{
m_bUpdateHashLocked = true;
if (m_fTimeScale != 1.0f)
{
dt *= m_fTimeScale;
}
// Iterate over all the Updates' selectors
tListEntry *pEntry, *pTmp;
// updates with priority < 0
DL_FOREACH_SAFE(m_pUpdatesNegList, pEntry, pTmp)
{
if ((! pEntry->paused) && (! pEntry->markedForDeletion))
{
pEntry->target->update(dt);
}
}
// updates with priority == 0
DL_FOREACH_SAFE(m_pUpdates0List, pEntry, pTmp)
{
if ((! pEntry->paused) && (! pEntry->markedForDeletion))
{
pEntry->target->update(dt);
}
}
// updates with priority > 0
DL_FOREACH_SAFE(m_pUpdatesPosList, pEntry, pTmp)
{
if ((! pEntry->paused) && (! pEntry->markedForDeletion))
{
pEntry->target->update(dt);
}
}
// Iterate over all the custom selectors
for (tHashTimerEntry *elt = m_pHashForTimers; elt != NULL; )
{
m_pCurrentTarget = elt;
m_bCurrentTargetSalvaged = false;
if (! m_pCurrentTarget->paused)
{
// The 'timers' array may change while inside this loop
for (elt->timerIndex = 0; elt->timerIndex < elt->timers->num; ++(elt->timerIndex))
{
elt->currentTimer = (CCTimer*)(elt->timers->arr[elt->timerIndex]);
elt->currentTimerSalvaged = false;
elt->currentTimer->update(dt);
if (elt->currentTimerSalvaged)
{
// The currentTimer told the remove itself. To prevent the timer from
// accidentally deallocating itself before finishing its step, we retained
// it. Now that step is done, it's safe to release it.
elt->currentTimer->release();
}
elt->currentTimer = NULL;
}
}
// elt, at this moment, is still valid
// so it is safe to ask this here (issue #490)
elt = (tHashTimerEntry *)elt->hh.next;
// only delete currentTarget if no actions were scheduled during the cycle (issue #481)
if (m_bCurrentTargetSalvaged && m_pCurrentTarget->timers->num == 0)
{
removeHashElement(m_pCurrentTarget);
}
}
// Iterate over all the script callbacks
if (m_pScriptHandlerEntries)
{
for (int i = m_pScriptHandlerEntries->count() - 1; i >= 0; i--)
{
CCSchedulerScriptHandle* pEntry = static_cast<CCSchedulerScriptHandle*>(m_pScriptHandlerEntries->objectAtIndex(i));
if (pEntry->isMarkedForDeletion())
{
m_pScriptHandlerEntries->removeObjectAtIndex(i);
}
else if (!pEntry->isPaused())
{
pEntry->getTimer()->update(dt);
}
}
}
// delete all updates that are marked for deletion
// updates with priority < 0
DL_FOREACH_SAFE(m_pUpdatesNegList, pEntry, pTmp)
{
if (pEntry->markedForDeletion)
{
this->removeUpdateFromHash(pEntry);
}
}
// updates with priority == 0
DL_FOREACH_SAFE(m_pUpdates0List, pEntry, pTmp)
{
if (pEntry->markedForDeletion)
{
this->removeUpdateFromHash(pEntry);
}
}
// updates with priority > 0
DL_FOREACH_SAFE(m_pUpdatesPosList, pEntry, pTmp)
{
if (pEntry->markedForDeletion)
{
this->removeUpdateFromHash(pEntry);
}
}
m_bUpdateHashLocked = false;
m_pCurrentTarget = NULL;
}
NS_CC_END
| 1 | 0.981482 | 1 | 0.981482 | game-dev | MEDIA | 0.500305 | game-dev | 0.898326 | 1 | 0.898326 |
stabix/stabix | 4,744 | gui_preCPFE/preCPFE_mesh_level.m | % Copyright 2013 Max-Planck-Institut fr Eisenforschung GmbH
function preCPFE_mesh_level(ratio)
%% Function to set the mesh level
gui = guidata(gcf);
lvl0 = ...
str2num(get(gui.handles.other_setting.mesh_quality_lvl_val, 'String'));
lvl = lvl0 + ratio;
set(gui.handles.other_setting.mesh_quality_lvl_val, ...
'String', num2str(round(10*lvl)/10));
if ~isempty(strfind(gui.description, 'bicrystal')) || ...
~isempty(strfind(gui.description, 'Scratch'))
if (lvl0 > lvl && lvl > 1) || (lvl0 < lvl && lvl < 1)
gui.variables.box_elm_nx = ...
round(str2num(get(gui.handles.mesh.box_elm_nx_val, 'String'))...
/ lvl);
gui.variables.box_elm_nz = ...
round(str2num(get(gui.handles.mesh.box_elm_nz_val, 'String'))...
/ lvl);
gui.variables.box_elm_ny1 = ...
round(str2num(get(gui.handles.mesh.box_elm_ny1_val, 'String'))...
/ lvl);
gui.variables.box_elm_ny2 = ...
round(str2num(get(gui.handles.mesh.box_elm_ny2_val, 'String'))...
/ lvl);
gui.variables.box_elm_ny3 = ...
round(str2num(get(gui.handles.mesh.box_elm_ny3_val, 'String'))...
/ lvl);
elseif (lvl0 < lvl && lvl > 1) || (lvl0 > lvl && lvl < 1)
gui.variables.box_elm_nx = ...
round(str2num(get(gui.handles.mesh.box_elm_nx_val, 'String'))...
* lvl);
gui.variables.box_elm_nz = ...
round(str2num(get(gui.handles.mesh.box_elm_nz_val, 'String'))...
* lvl);
gui.variables.box_elm_ny1 = ...
round(str2num(get(gui.handles.mesh.box_elm_ny1_val, 'String'))...
* lvl);
gui.variables.box_elm_ny2 = ...
round(str2num(get(gui.handles.mesh.box_elm_ny2_val, 'String'))...
* lvl);
gui.variables.box_elm_ny3 = ...
round(str2num(get(gui.handles.mesh.box_elm_ny3_val, 'String'))...
* lvl);
else
gui.variables.box_elm_nx = ...
str2num(get(gui.handles.mesh.box_elm_nx_val, 'String'));
gui.variables.box_elm_nz = ...
str2num(get(gui.handles.mesh.box_elm_nz_val, 'String'));
gui.variables.box_elm_ny1 = ...
str2num(get(gui.handles.mesh.box_elm_ny1_val, 'String'));
gui.variables.box_elm_ny2 = ...
str2num(get(gui.handles.mesh.box_elm_ny2_val, 'String'));
gui.variables.box_elm_ny3 = ...
str2num(get(gui.handles.mesh.box_elm_ny3_val, 'String'));
end
set(gui.handles.mesh.box_elm_nx_val, ...
'String', num2str(gui.variables.box_elm_nx));
set(gui.handles.mesh.box_elm_nz_val, ...
'String', num2str(gui.variables.box_elm_nz));
set(gui.handles.mesh.box_elm_ny1_val, ...
'String', num2str(gui.variables.box_elm_ny1));
set(gui.handles.mesh.box_elm_ny2_val, ...
'String', num2str(gui.variables.box_elm_ny2));
set(gui.handles.mesh.box_elm_ny3_val, ...
'String', num2str(gui.variables.box_elm_ny3));
elseif strfind(gui.description, 'single')
if (lvl0 > lvl && lvl > 1) || (lvl0 < lvl && lvl < 1)
gui.variables.box_elm_nx = ...
round(str2num(get(gui.handles.mesh.box_elm_nx_val, 'String'))...
/ lvl);
gui.variables.box_elm_nz = ...
round(str2num(get(gui.handles.mesh.box_elm_nz_val, 'String'))...
/ lvl);
gui.variables.radial_divi = ...
round(str2num(get(gui.handles.mesh.radial_divi_val, 'String'))...
/ lvl);
elseif (lvl0 < lvl && lvl > 1) || (lvl0 > lvl && lvl < 1)
gui.variables.box_elm_nx = ...
round(str2num(get(gui.handles.mesh.box_elm_nx_val, 'String'))...
* lvl);
gui.variables.box_elm_nz = ...
round(str2num(get(gui.handles.mesh.box_elm_nz_val, 'String'))...
* lvl);
gui.variables.radial_divi = ...
round(str2num(get(gui.handles.mesh.radial_divi_val, 'String'))...
* lvl);
else
gui.variables.box_elm_nx = ...
str2num(get(gui.handles.mesh.box_elm_nx_val, 'String'));
gui.variables.box_elm_nz = ...
str2num(get(gui.handles.mesh.box_elm_nz_val, 'String'));
gui.variables.radial_divi = ...
str2num(get(gui.handles.mesh.radial_divi_val, 'String'));
end
set(gui.handles.mesh.box_elm_nx_val, ...
'String', num2str(gui.variables.box_elm_nx));
set(gui.handles.mesh.box_elm_nz_val, ...
'String', num2str(gui.variables.box_elm_nz));
set(gui.handles.mesh.radial_divi_val, ...
'String', num2str(gui.variables.radial_divi));
end
gui.variables.mesh_quality_lvl = lvl;
guidata(gcf, gui);
end | 1 | 0.712485 | 1 | 0.712485 | game-dev | MEDIA | 0.429323 | game-dev | 0.671823 | 1 | 0.671823 |
thomashope/native-menu-bar | 4,307 | examples/lib/sdl2/windows/include/SDL_clipboard.h | /*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_clipboard.h
*
* Include file for SDL clipboard handling
*/
#ifndef SDL_clipboard_h_
#define SDL_clipboard_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* Put UTF-8 text into the clipboard.
*
* \param text the text to store in the clipboard
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_HasClipboardText
*/
extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
/**
* Get UTF-8 text from the clipboard, which must be freed with SDL_free().
*
* This functions returns empty string if there was not enough memory left for
* a copy of the clipboard's content.
*
* \returns the clipboard text on success or an empty string on failure; call
* SDL_GetError() for more information. Caller must call SDL_free()
* on the returned pointer when done with it (even if there was an
* error).
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasClipboardText
* \sa SDL_SetClipboardText
*/
extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/**
* Query whether the clipboard exists and contains a non-empty text string.
*
* \returns SDL_TRUE if the clipboard has text, or SDL_FALSE if it does not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_SetClipboardText
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
/**
* Put UTF-8 text into the primary selection.
*
* \param text the text to store in the primary selection
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_GetPrimarySelectionText
* \sa SDL_HasPrimarySelectionText
*/
extern DECLSPEC int SDLCALL SDL_SetPrimarySelectionText(const char *text);
/**
* Get UTF-8 text from the primary selection, which must be freed with
* SDL_free().
*
* This functions returns empty string if there was not enough memory left for
* a copy of the primary selection's content.
*
* \returns the primary selection text on success or an empty string on
* failure; call SDL_GetError() for more information. Caller must
* call SDL_free() on the returned pointer when done with it (even if
* there was an error).
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_HasPrimarySelectionText
* \sa SDL_SetPrimarySelectionText
*/
extern DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void);
/**
* Query whether the primary selection exists and contains a non-empty text
* string.
*
* \returns SDL_TRUE if the primary selection has text, or SDL_FALSE if it
* does not.
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_GetPrimarySelectionText
* \sa SDL_SetPrimarySelectionText
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasPrimarySelectionText(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_clipboard_h_ */
/* vi: set ts=4 sw=4 expandtab: */
| 1 | 0.894375 | 1 | 0.894375 | game-dev | MEDIA | 0.680715 | game-dev | 0.63738 | 1 | 0.63738 |
d-mod/ExtractorSharp | 1,812 | ExtractorSharp/Command/FileCommand/RecoverFile.cs | using ExtractorSharp.Core.Coder;
using ExtractorSharp.Core.Command;
using ExtractorSharp.Core.Model;
using System.Text.RegularExpressions;
namespace ExtractorSharp.Command.FileCommand {
/// <summary>
/// 恢复文件,将文件恢复为原始文件
/// </summary>
class RecoverFile : IMutipleAciton, ICommandMessage {
private Album[] currents;
private Album[] olds;
public bool CanUndo => true;
public bool IsChanged => true;
public string Name => "RecoverFile";
private string GamePath => Program.Config["GamePath"].Value;
public void Do(params object[] args) {
currents = args as Album[];
if (currents == null) {
return;
}
olds = new Album[currents.Length];
var i = 0;
var dir = NpkCoder.IMAGE_DIR;
if (currents.Length > 0) {
if (Regex.IsMatch(currents[0].Path, "^sounds/.*\\.ogg$")) {
dir = NpkCoder.SOUND_DIR;
}
}
NpkCoder.Compare(GamePath, dir, (a1, a2) => {
var old = new Album();
old.Replace(a2);//保存旧文件
a2.Replace(a1); //替换为源文件
olds[i++] = old;
}, currents);
}
public void Redo() {
Do(currents);
}
public void Action(params Album[] array) {
NpkCoder.Compare(GamePath, (a1, a2) =>a1.Replace(a2), array);
}
public void Undo() {
if (currents == null) {
return;
}
for (var i = 0; i < currents.Length; i++) {
if (olds[i] == null) {
continue;
}
currents[i].Replace(olds[i]);
}
}
}
} | 1 | 0.879105 | 1 | 0.879105 | game-dev | MEDIA | 0.854662 | game-dev | 0.981516 | 1 | 0.981516 |
chainreactors/mal-community | 40,822 | community-common/modules/powersharppack.lua | -- Invoke-BadPotato
local function run_Invoke_BadPotato(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-BadPotato"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-BadPotato.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-BadPotato", run_Invoke_BadPotato, "powersharppack Invoke-BadPotato", "T1059.001")
-- Invoke-BetterSafetyKatz
local function run_Invoke_BetterSafetyKatz(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-BetterSafetyKatz"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-BetterSafetyKatz.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-BetterSafetyKatz", run_Invoke_BetterSafetyKatz, "powersharppack Invoke-BetterSafetyKatz", "T1059.001")
-- Invoke-Carbuncle
local function run_Invoke_Carbuncle(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Carbuncle"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Carbuncle.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Carbuncle", run_Invoke_Carbuncle, "powersharppack Invoke-Carbuncle", "T1059.001")
-- Invoke-Certify
local function run_Invoke_Certify(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Certify"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Certify.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Certify", run_Invoke_Certify, "powersharppack Invoke-Certify", "T1059.001")
-- Invoke-DAFT
local function run_Invoke_DAFT(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-DAFT"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-DAFT.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-DAFT", run_Invoke_DAFT, "powersharppack Invoke-DAFT", "T1059.001")
-- Invoke-DinvokeKatz
local function run_Invoke_DinvokeKatz(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-DinvokeKatz"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-DinvokeKatz.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-DinvokeKatz", run_Invoke_DinvokeKatz, "powersharppack Invoke-DinvokeKatz", "T1059.001")
-- Invoke-Eyewitness
local function run_Invoke_Eyewitness(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Eyewitness"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Eyewitness.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Eyewitness", run_Invoke_Eyewitness, "powersharppack Invoke-Eyewitness", "T1059.001")
-- Invoke-FakeLogonScreen
local function run_Invoke_FakeLogonScreen(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-FakeLogonScreen"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-FakeLogonScreen.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-FakeLogonScreen", run_Invoke_FakeLogonScreen, "powersharppack Invoke-FakeLogonScreen", "T1059.001")
-- Invoke-Farmer
local function run_Invoke_Farmer(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Farmer"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Farmer.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Farmer", run_Invoke_Farmer, "powersharppack Invoke-Farmer", "T1059.001")
-- Invoke-Get-RBCD-Threaded
local function run_Invoke_Get_RBCD_Threaded(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Get-RBCD-Threaded"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Get-RBCD-Threaded.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Get-RBCD-Threaded", run_Invoke_Get_RBCD_Threaded, "powersharppack Invoke-Get-RBCD-Threaded", "T1059.001")
-- Invoke-Gopher
local function run_Invoke_Gopher(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Gopher"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Gopher.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Gopher", run_Invoke_Gopher, "powersharppack Invoke-Gopher", "T1059.001")
-- Invoke-Grouper2
local function run_Invoke_Grouper2(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Grouper2"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Grouper2.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Grouper2", run_Invoke_Grouper2, "powersharppack Invoke-Grouper2", "T1059.001")
-- Invoke-Grouper3
local function run_Invoke_Grouper3(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Grouper3"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Grouper3.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Grouper3", run_Invoke_Grouper3, "powersharppack Invoke-Grouper3", "T1059.001")
-- Invoke-HandleKatz
local function run_Invoke_HandleKatz(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-HandleKatz"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-HandleKatz.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-HandleKatz", run_Invoke_HandleKatz, "powersharppack Invoke-HandleKatz", "T1059.001")
-- Invoke-Internalmonologue
local function run_Invoke_Internalmonologue(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Internalmonologue"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Internalmonologue.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Internalmonologue", run_Invoke_Internalmonologue, "powersharppack Invoke-Internalmonologue", "T1059.001")
-- Invoke-Inveigh
local function run_Invoke_Inveigh(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Inveigh"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Inveigh.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Inveigh", run_Invoke_Inveigh, "powersharppack Invoke-Inveigh", "T1059.001")
-- Invoke-KrbRelay
local function run_Invoke_KrbRelay(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-KrbRelay"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-KrbRelay.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-KrbRelay", run_Invoke_KrbRelay, "powersharppack Invoke-KrbRelay", "T1059.001")
-- Invoke-LdapSignCheck
local function run_Invoke_LdapSignCheck(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-LdapSignCheck"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-LdapSignCheck.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-LdapSignCheck", run_Invoke_LdapSignCheck, "powersharppack Invoke-LdapSignCheck", "T1059.001")
-- Invoke-Lockless
local function run_Invoke_Lockless(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Lockless"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Lockless.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Lockless", run_Invoke_Lockless, "powersharppack Invoke-Lockless", "T1059.001")
-- Invoke-MalSCCM
local function run_Invoke_MalSCCM(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-MalSCCM"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-MalSCCM.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-MalSCCM", run_Invoke_MalSCCM, "powersharppack Invoke-MalSCCM", "T1059.001")
-- Invoke-MITM6
local function run_Invoke_MITM6(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-MITM6"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-MITM6.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-MITM6", run_Invoke_MITM6, "powersharppack Invoke-MITM6", "T1059.001")
-- Invoke-NanoDump
local function run_Invoke_NanoDump(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-NanoDump"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-NanoDump.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-NanoDump", run_Invoke_NanoDump, "powersharppack Invoke-NanoDump", "T1059.001")
-- Invoke-OxidResolver
local function run_Invoke_OxidResolver(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-OxidResolver"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-OxidResolver.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-OxidResolver", run_Invoke_OxidResolver, "powersharppack Invoke-OxidResolver", "T1059.001")
-- Invoke-P0wnedshell
local function run_Invoke_P0wnedshell(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-P0wnedshell"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-P0wnedshell.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-P0wnedshell", run_Invoke_P0wnedshell, "powersharppack Invoke-P0wnedshell", "T1059.001")
-- Invoke-P0wnedshellx86
local function run_Invoke_P0wnedshellx86(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-P0wnedshellx86"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-P0wnedshellx86.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-P0wnedshellx86", run_Invoke_P0wnedshellx86, "powersharppack Invoke-P0wnedshellx86", "T1059.001")
-- Invoke-Postdump
local function run_Invoke_Postdump(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Postdump"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Postdump.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Postdump", run_Invoke_Postdump, "powersharppack Invoke-Postdump", "T1059.001")
-- Invoke-PPLDump
local function run_Invoke_PPLDump(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-PPLDump"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-PPLDump.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-PPLDump", run_Invoke_PPLDump, "powersharppack Invoke-PPLDump", "T1059.001")
-- Invoke-Rubeus
local function run_Invoke_Rubeus(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Rubeus"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Rubeus.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Rubeus", run_Invoke_Rubeus, "powersharppack Invoke-Rubeus", "T1059.001")
-- Invoke-SafetyKatz
local function run_Invoke_SafetyKatz(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SafetyKatz"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SafetyKatz.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SafetyKatz", run_Invoke_SafetyKatz, "powersharppack Invoke-SafetyKatz", "T1059.001")
-- Invoke-SauronEye
local function run_Invoke_SauronEye(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SauronEye"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SauronEye.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SauronEye", run_Invoke_SauronEye, "powersharppack Invoke-SauronEye", "T1059.001")
-- Invoke-SCShell
local function run_Invoke_SCShell(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SCShell"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SCShell.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SCShell", run_Invoke_SCShell, "powersharppack Invoke-SCShell", "T1059.001")
-- Invoke-Seatbelt
local function run_Invoke_Seatbelt(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Seatbelt"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Seatbelt.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Seatbelt", run_Invoke_Seatbelt, "powersharppack Invoke-Seatbelt", "T1059.001")
-- Invoke-ShadowSpray
local function run_Invoke_ShadowSpray(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-ShadowSpray"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-ShadowSpray.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-ShadowSpray", run_Invoke_ShadowSpray, "powersharppack Invoke-ShadowSpray", "T1059.001")
-- Invoke-SharpAllowedToAct
local function run_Invoke_SharpAllowedToAct(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpAllowedToAct"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpAllowedToAct.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpAllowedToAct", run_Invoke_SharpAllowedToAct, "powersharppack Invoke-SharpAllowedToAct", "T1059.001")
-- Invoke-SharpBlock
local function run_Invoke_SharpBlock(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpBlock"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpBlock.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpBlock", run_Invoke_SharpBlock, "powersharppack Invoke-SharpBlock", "T1059.001")
-- Invoke-SharpBypassUAC
local function run_Invoke_SharpBypassUAC(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpBypassUAC"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpBypassUAC.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpBypassUAC", run_Invoke_SharpBypassUAC, "powersharppack Invoke-SharpBypassUAC", "T1059.001")
-- Invoke-SharpChrome
local function run_Invoke_SharpChrome(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpChrome"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpChrome.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpChrome", run_Invoke_SharpChrome, "powersharppack Invoke-SharpChrome", "T1059.001")
-- Invoke-SharpChromium
local function run_Invoke_SharpChromium(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpChromium"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpChromium.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpChromium", run_Invoke_SharpChromium, "powersharppack Invoke-SharpChromium", "T1059.001")
-- Invoke-SharpClipboard
local function run_Invoke_SharpClipboard(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpClipboard"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpClipboard.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpClipboard", run_Invoke_SharpClipboard, "powersharppack Invoke-SharpClipboard", "T1059.001")
-- Invoke-SharpCloud
local function run_Invoke_SharpCloud(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpCloud"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpCloud.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpCloud", run_Invoke_SharpCloud, "powersharppack Invoke-SharpCloud", "T1059.001")
-- Invoke-SharpDPAPI
local function run_Invoke_SharpDPAPI(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpDPAPI"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpDPAPI.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpDPAPI", run_Invoke_SharpDPAPI, "powersharppack Invoke-SharpDPAPI", "T1059.001")
-- Invoke-SharpDump
local function run_Invoke_SharpDump(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpDump"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpDump.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpDump", run_Invoke_SharpDump, "powersharppack Invoke-SharpDump", "T1059.001")
-- Invoke-SharPersist
local function run_Invoke_SharPersist(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharPersist"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharPersist.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharPersist", run_Invoke_SharPersist, "powersharppack Invoke-SharPersist", "T1059.001")
-- Invoke-SharpGPO-RemoteAccessPolicies
local function run_Invoke_SharpGPO_RemoteAccessPolicies(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpGPO-RemoteAccessPolicies"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpGPO-RemoteAccessPolicies.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpGPO-RemoteAccessPolicies", run_Invoke_SharpGPO_RemoteAccessPolicies, "powersharppack Invoke-SharpGPO-RemoteAccessPolicies", "T1059.001")
-- Invoke-SharpGPOAbuse
local function run_Invoke_SharpGPOAbuse(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpGPOAbuse"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpGPOAbuse.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpGPOAbuse", run_Invoke_SharpGPOAbuse, "powersharppack Invoke-SharpGPOAbuse", "T1059.001")
-- Invoke-SharpHandler
local function run_Invoke_SharpHandler(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpHandler"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpHandler.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpHandler", run_Invoke_SharpHandler, "powersharppack Invoke-SharpHandler", "T1059.001")
-- Invoke-SharpHide
local function run_Invoke_SharpHide(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpHide"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpHide.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpHide", run_Invoke_SharpHide, "powersharppack Invoke-SharpHide", "T1059.001")
-- Invoke-Sharphound2
local function run_Invoke_Sharphound2(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Sharphound2"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Sharphound2.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Sharphound2", run_Invoke_Sharphound2, "powersharppack Invoke-Sharphound2", "T1059.001")
-- Invoke-Sharphound3
local function run_Invoke_Sharphound3(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Sharphound3"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Sharphound3.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Sharphound3", run_Invoke_Sharphound3, "powersharppack Invoke-Sharphound3", "T1059.001")
-- Invoke-SharpHound4
local function run_Invoke_SharpHound4(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpHound4"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpHound4.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpHound4", run_Invoke_SharpHound4, "powersharppack Invoke-SharpHound4", "T1059.001")
-- Invoke-SharpImpersonation
local function run_Invoke_SharpImpersonation(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpImpersonation"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpImpersonation.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpImpersonation", run_Invoke_SharpImpersonation, "powersharppack Invoke-SharpImpersonation", "T1059.001")
-- Invoke-SharpImpersonationNoSpace
local function run_Invoke_SharpImpersonationNoSpace(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpImpersonationNoSpace"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpImpersonationNoSpace.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpImpersonationNoSpace", run_Invoke_SharpImpersonationNoSpace, "powersharppack Invoke-SharpImpersonationNoSpace", "T1059.001")
-- Invoke-SharpKatz
local function run_Invoke_SharpKatz(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpKatz"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpKatz.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpKatz", run_Invoke_SharpKatz, "powersharppack Invoke-SharpKatz", "T1059.001")
-- Invoke-SharpLdapRelayScan
local function run_Invoke_SharpLdapRelayScan(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpLdapRelayScan"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpLdapRelayScan.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpLdapRelayScan", run_Invoke_SharpLdapRelayScan, "powersharppack Invoke-SharpLdapRelayScan", "T1059.001")
-- Invoke-Sharplocker
local function run_Invoke_Sharplocker(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Sharplocker"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Sharplocker.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Sharplocker", run_Invoke_Sharplocker, "powersharppack Invoke-Sharplocker", "T1059.001")
-- Invoke-SharpLoginPrompt
local function run_Invoke_SharpLoginPrompt(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpLoginPrompt"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpLoginPrompt.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpLoginPrompt", run_Invoke_SharpLoginPrompt, "powersharppack Invoke-SharpLoginPrompt", "T1059.001")
-- Invoke-SharpMove
local function run_Invoke_SharpMove(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpMove"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpMove.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpMove", run_Invoke_SharpMove, "powersharppack Invoke-SharpMove", "T1059.001")
-- Invoke-SharpPrinter
local function run_Invoke_SharpPrinter(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpPrinter"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpPrinter.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpPrinter", run_Invoke_SharpPrinter, "powersharppack Invoke-SharpPrinter", "T1059.001")
-- Invoke-SharpPrintNightmare
local function run_Invoke_SharpPrintNightmare(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpPrintNightmare"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpPrintNightmare.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpPrintNightmare", run_Invoke_SharpPrintNightmare, "powersharppack Invoke-SharpPrintNightmare", "T1059.001")
-- Invoke-SharpRDP
local function run_Invoke_SharpRDP(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpRDP"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpRDP.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpRDP", run_Invoke_SharpRDP, "powersharppack Invoke-SharpRDP", "T1059.001")
-- Invoke-SharpSCCM
local function run_Invoke_SharpSCCM(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpSCCM"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpSCCM.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpSCCM", run_Invoke_SharpSCCM, "powersharppack Invoke-SharpSCCM", "T1059.001")
-- Invoke-SharpSecDump
local function run_Invoke_SharpSecDump(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpSecDump"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpSecDump.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpSecDump", run_Invoke_SharpSecDump, "powersharppack Invoke-SharpSecDump", "T1059.001")
-- Invoke-Sharpshares
local function run_Invoke_Sharpshares(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Sharpshares"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Sharpshares.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Sharpshares", run_Invoke_Sharpshares, "powersharppack Invoke-Sharpshares", "T1059.001")
-- Invoke-SharpSniper
local function run_Invoke_SharpSniper(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpSniper"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpSniper.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpSniper", run_Invoke_SharpSniper, "powersharppack Invoke-SharpSniper", "T1059.001")
-- Invoke-Sharpsploit_nomimi
local function run_Invoke_Sharpsploit_nomimi(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Sharpsploit_nomimi"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Sharpsploit_nomimi.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Sharpsploit_nomimi", run_Invoke_Sharpsploit_nomimi, "powersharppack Invoke-Sharpsploit_nomimi", "T1059.001")
-- Invoke-SharpSploit
local function run_Invoke_SharpSploit(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpSploit"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpSploit.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpSploit", run_Invoke_SharpSploit, "powersharppack Invoke-SharpSploit", "T1059.001")
-- Invoke-SharpSpray
local function run_Invoke_SharpSpray(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpSpray"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpSpray.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpSpray", run_Invoke_SharpSpray, "powersharppack Invoke-SharpSpray", "T1059.001")
-- Invoke-SharpSSDP
local function run_Invoke_SharpSSDP(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpSSDP"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpSSDP.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpSSDP", run_Invoke_SharpSSDP, "powersharppack Invoke-SharpSSDP", "T1059.001")
-- Invoke-SharpStay
local function run_Invoke_SharpStay(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpStay"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpStay.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpStay", run_Invoke_SharpStay, "powersharppack Invoke-SharpStay", "T1059.001")
-- Invoke-SharpUp
local function run_Invoke_SharpUp(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpUp"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpUp.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpUp", run_Invoke_SharpUp, "powersharppack Invoke-SharpUp", "T1059.001")
-- Invoke-Sharpview
local function run_Invoke_Sharpview(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Sharpview"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Sharpview.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Sharpview", run_Invoke_Sharpview, "powersharppack Invoke-Sharpview", "T1059.001")
-- Invoke-SharpWatson
local function run_Invoke_SharpWatson(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpWatson"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpWatson.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpWatson", run_Invoke_SharpWatson, "powersharppack Invoke-SharpWatson", "T1059.001")
-- Invoke-Sharpweb
local function run_Invoke_Sharpweb(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Sharpweb"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Sharpweb.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Sharpweb", run_Invoke_Sharpweb, "powersharppack Invoke-Sharpweb", "T1059.001")
-- Invoke-SharpWSUS
local function run_Invoke_SharpWSUS(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-SharpWSUS"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-SharpWSUS.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-SharpWSUS", run_Invoke_SharpWSUS, "powersharppack Invoke-SharpWSUS", "T1059.001")
-- Invoke-Snaffler
local function run_Invoke_Snaffler(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Snaffler"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Snaffler.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Snaffler", run_Invoke_Snaffler, "powersharppack Invoke-Snaffler", "T1059.001")
-- Invoke-Spoolsample
local function run_Invoke_Spoolsample(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Spoolsample"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Spoolsample.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Spoolsample", run_Invoke_Spoolsample, "powersharppack Invoke-Spoolsample", "T1059.001")
-- Invoke-StandIn
local function run_Invoke_StandIn(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-StandIn"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-StandIn.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-StandIn", run_Invoke_StandIn, "powersharppack Invoke-StandIn", "T1059.001")
-- Invoke-StickyNotesExtract
local function run_Invoke_StickyNotesExtract(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-StickyNotesExtract"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-StickyNotesExtract.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-StickyNotesExtract", run_Invoke_StickyNotesExtract, "powersharppack Invoke-StickyNotesExtract", "T1059.001")
-- Invoke-Thunderfox
local function run_Invoke_Thunderfox(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Thunderfox"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Thunderfox.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Thunderfox", run_Invoke_Thunderfox, "powersharppack Invoke-Thunderfox", "T1059.001")
-- Invoke-Tokenvator
local function run_Invoke_Tokenvator(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Tokenvator"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Tokenvator.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Tokenvator", run_Invoke_Tokenvator, "powersharppack Invoke-Tokenvator", "T1059.001")
-- Invoke-UrbanBishop
local function run_Invoke_UrbanBishop(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-UrbanBishop"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-UrbanBishop.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-UrbanBishop", run_Invoke_UrbanBishop, "powersharppack Invoke-UrbanBishop", "T1059.001")
-- Invoke-Whisker
local function run_Invoke_Whisker(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-Whisker"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-Whisker.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-Whisker", run_Invoke_Whisker, "powersharppack Invoke-Whisker", "T1059.001")
-- Invoke-winPEAS
local function run_Invoke_winPEAS(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-winPEAS"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-winPEAS.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-winPEAS", run_Invoke_winPEAS, "powersharppack Invoke-winPEAS", "T1059.001")
-- Invoke-WireTap
local function run_Invoke_WireTap(args)
local session = active()
local arch = session.Os.Arch
local function_name = "Invoke-WireTap"
local ps_script = script_resource("PowerSharpPack/PowerSharpBinaries/Invoke-WireTap.ps1")
return powerpick(session, ps_script, {function_name, unpack(args)}, new_bypass_all())
end
command("powersharppack:Invoke-WireTap", run_Invoke_WireTap, "powersharppack Invoke-WireTap", "T1059.001") | 1 | 0.656795 | 1 | 0.656795 | game-dev | MEDIA | 0.42065 | game-dev | 0.562741 | 1 | 0.562741 |
Sigma-Skidder-Team/SigmaRebase | 1,366 | src/main/java/net/minecraft/client/renderer/entity/BipedRenderer.java | package net.minecraft.client.renderer.entity;
import net.minecraft.client.renderer.entity.layers.ElytraLayer;
import net.minecraft.client.renderer.entity.layers.HeadLayer;
import net.minecraft.client.renderer.entity.layers.HeldItemLayer;
import net.minecraft.client.renderer.entity.model.BipedModel;
import net.minecraft.entity.MobEntity;
import net.minecraft.util.ResourceLocation;
public class BipedRenderer<T extends MobEntity, M extends BipedModel<T>> extends MobRenderer<T, M>
{
private static final ResourceLocation DEFAULT_RES_LOC = new ResourceLocation("textures/entity/steve.png");
public BipedRenderer(EntityRendererManager renderManagerIn, M modelBipedIn, float shadowSize)
{
this(renderManagerIn, modelBipedIn, shadowSize, 1.0F, 1.0F, 1.0F);
}
public BipedRenderer(EntityRendererManager p_i232471_1_, M p_i232471_2_, float p_i232471_3_, float p_i232471_4_, float p_i232471_5_, float p_i232471_6_)
{
super(p_i232471_1_, p_i232471_2_, p_i232471_3_);
this.addLayer(new HeadLayer<>(this, p_i232471_4_, p_i232471_5_, p_i232471_6_));
this.addLayer(new ElytraLayer<>(this));
this.addLayer(new HeldItemLayer<>(this));
}
/**
* Returns the location of an entity's texture.
*/
public ResourceLocation getEntityTexture(T entity)
{
return DEFAULT_RES_LOC;
}
}
| 1 | 0.606506 | 1 | 0.606506 | game-dev | MEDIA | 0.896921 | game-dev,graphics-rendering | 0.954575 | 1 | 0.954575 |
cyanbun96/qrustyquake | 17,246 | haiku/SDL3/include/SDL3/SDL_scancode.h | /*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryScancode
*
* Defines keyboard scancodes.
*
* Please refer to the Best Keyboard Practices document for details on what
* this information means and how best to use it.
*
* https://wiki.libsdl.org/SDL3/BestKeyboardPractices
*/
#ifndef SDL_scancode_h_
#define SDL_scancode_h_
#include <SDL3/SDL_stdinc.h>
/**
* The SDL keyboard scancode representation.
*
* An SDL scancode is the physical representation of a key on the keyboard,
* independent of language and keyboard mapping.
*
* Values of this type are used to represent keyboard keys, among other places
* in the `scancode` field of the SDL_KeyboardEvent structure.
*
* The values in this enumeration are based on the USB usage page standard:
* https://usb.org/sites/default/files/hut1_5.pdf
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_Scancode
{
SDL_SCANCODE_UNKNOWN = 0,
/**
* \name Usage page 0x07
*
* These values are from usage page 0x07 (USB keyboard page).
*/
/* @{ */
SDL_SCANCODE_A = 4,
SDL_SCANCODE_B = 5,
SDL_SCANCODE_C = 6,
SDL_SCANCODE_D = 7,
SDL_SCANCODE_E = 8,
SDL_SCANCODE_F = 9,
SDL_SCANCODE_G = 10,
SDL_SCANCODE_H = 11,
SDL_SCANCODE_I = 12,
SDL_SCANCODE_J = 13,
SDL_SCANCODE_K = 14,
SDL_SCANCODE_L = 15,
SDL_SCANCODE_M = 16,
SDL_SCANCODE_N = 17,
SDL_SCANCODE_O = 18,
SDL_SCANCODE_P = 19,
SDL_SCANCODE_Q = 20,
SDL_SCANCODE_R = 21,
SDL_SCANCODE_S = 22,
SDL_SCANCODE_T = 23,
SDL_SCANCODE_U = 24,
SDL_SCANCODE_V = 25,
SDL_SCANCODE_W = 26,
SDL_SCANCODE_X = 27,
SDL_SCANCODE_Y = 28,
SDL_SCANCODE_Z = 29,
SDL_SCANCODE_1 = 30,
SDL_SCANCODE_2 = 31,
SDL_SCANCODE_3 = 32,
SDL_SCANCODE_4 = 33,
SDL_SCANCODE_5 = 34,
SDL_SCANCODE_6 = 35,
SDL_SCANCODE_7 = 36,
SDL_SCANCODE_8 = 37,
SDL_SCANCODE_9 = 38,
SDL_SCANCODE_0 = 39,
SDL_SCANCODE_RETURN = 40,
SDL_SCANCODE_ESCAPE = 41,
SDL_SCANCODE_BACKSPACE = 42,
SDL_SCANCODE_TAB = 43,
SDL_SCANCODE_SPACE = 44,
SDL_SCANCODE_MINUS = 45,
SDL_SCANCODE_EQUALS = 46,
SDL_SCANCODE_LEFTBRACKET = 47,
SDL_SCANCODE_RIGHTBRACKET = 48,
SDL_SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return
* key on ISO keyboards and at the right end
* of the QWERTY row on ANSI keyboards.
* Produces REVERSE SOLIDUS (backslash) and
* VERTICAL LINE in a US layout, REVERSE
* SOLIDUS and VERTICAL LINE in a UK Mac
* layout, NUMBER SIGN and TILDE in a UK
* Windows layout, DOLLAR SIGN and POUND SIGN
* in a Swiss German layout, NUMBER SIGN and
* APOSTROPHE in a German layout, GRAVE
* ACCENT and POUND SIGN in a French Mac
* layout, and ASTERISK and MICRO SIGN in a
* French Windows layout.
*/
SDL_SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code
* instead of 49 for the same key, but all
* OSes I've seen treat the two codes
* identically. So, as an implementor, unless
* your keyboard generates both of those
* codes and your OS treats them differently,
* you should generate SDL_SCANCODE_BACKSLASH
* instead of this code. As a user, you
* should not rely on this code because SDL
* will never generate it with most (all?)
* keyboards.
*/
SDL_SCANCODE_SEMICOLON = 51,
SDL_SCANCODE_APOSTROPHE = 52,
SDL_SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI
* and ISO keyboards). Produces GRAVE ACCENT and
* TILDE in a US Windows layout and in US and UK
* Mac layouts on ANSI keyboards, GRAVE ACCENT
* and NOT SIGN in a UK Windows layout, SECTION
* SIGN and PLUS-MINUS SIGN in US and UK Mac
* layouts on ISO keyboards, SECTION SIGN and
* DEGREE SIGN in a Swiss German layout (Mac:
* only on ISO keyboards), CIRCUMFLEX ACCENT and
* DEGREE SIGN in a German layout (Mac: only on
* ISO keyboards), SUPERSCRIPT TWO and TILDE in a
* French Windows layout, COMMERCIAL AT and
* NUMBER SIGN in a French Mac layout on ISO
* keyboards, and LESS-THAN SIGN and GREATER-THAN
* SIGN in a Swiss German, German, or French Mac
* layout on ANSI keyboards.
*/
SDL_SCANCODE_COMMA = 54,
SDL_SCANCODE_PERIOD = 55,
SDL_SCANCODE_SLASH = 56,
SDL_SCANCODE_CAPSLOCK = 57,
SDL_SCANCODE_F1 = 58,
SDL_SCANCODE_F2 = 59,
SDL_SCANCODE_F3 = 60,
SDL_SCANCODE_F4 = 61,
SDL_SCANCODE_F5 = 62,
SDL_SCANCODE_F6 = 63,
SDL_SCANCODE_F7 = 64,
SDL_SCANCODE_F8 = 65,
SDL_SCANCODE_F9 = 66,
SDL_SCANCODE_F10 = 67,
SDL_SCANCODE_F11 = 68,
SDL_SCANCODE_F12 = 69,
SDL_SCANCODE_PRINTSCREEN = 70,
SDL_SCANCODE_SCROLLLOCK = 71,
SDL_SCANCODE_PAUSE = 72,
SDL_SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but
does send code 73, not 117) */
SDL_SCANCODE_HOME = 74,
SDL_SCANCODE_PAGEUP = 75,
SDL_SCANCODE_DELETE = 76,
SDL_SCANCODE_END = 77,
SDL_SCANCODE_PAGEDOWN = 78,
SDL_SCANCODE_RIGHT = 79,
SDL_SCANCODE_LEFT = 80,
SDL_SCANCODE_DOWN = 81,
SDL_SCANCODE_UP = 82,
SDL_SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards
*/
SDL_SCANCODE_KP_DIVIDE = 84,
SDL_SCANCODE_KP_MULTIPLY = 85,
SDL_SCANCODE_KP_MINUS = 86,
SDL_SCANCODE_KP_PLUS = 87,
SDL_SCANCODE_KP_ENTER = 88,
SDL_SCANCODE_KP_1 = 89,
SDL_SCANCODE_KP_2 = 90,
SDL_SCANCODE_KP_3 = 91,
SDL_SCANCODE_KP_4 = 92,
SDL_SCANCODE_KP_5 = 93,
SDL_SCANCODE_KP_6 = 94,
SDL_SCANCODE_KP_7 = 95,
SDL_SCANCODE_KP_8 = 96,
SDL_SCANCODE_KP_9 = 97,
SDL_SCANCODE_KP_0 = 98,
SDL_SCANCODE_KP_PERIOD = 99,
SDL_SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO
* keyboards have over ANSI ones,
* located between left shift and Z.
* Produces GRAVE ACCENT and TILDE in a
* US or UK Mac layout, REVERSE SOLIDUS
* (backslash) and VERTICAL LINE in a
* US or UK Windows layout, and
* LESS-THAN SIGN and GREATER-THAN SIGN
* in a Swiss German, German, or French
* layout. */
SDL_SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */
SDL_SCANCODE_POWER = 102, /**< The USB document says this is a status flag,
* not a physical key - but some Mac keyboards
* do have a power key. */
SDL_SCANCODE_KP_EQUALS = 103,
SDL_SCANCODE_F13 = 104,
SDL_SCANCODE_F14 = 105,
SDL_SCANCODE_F15 = 106,
SDL_SCANCODE_F16 = 107,
SDL_SCANCODE_F17 = 108,
SDL_SCANCODE_F18 = 109,
SDL_SCANCODE_F19 = 110,
SDL_SCANCODE_F20 = 111,
SDL_SCANCODE_F21 = 112,
SDL_SCANCODE_F22 = 113,
SDL_SCANCODE_F23 = 114,
SDL_SCANCODE_F24 = 115,
SDL_SCANCODE_EXECUTE = 116,
SDL_SCANCODE_HELP = 117, /**< AL Integrated Help Center */
SDL_SCANCODE_MENU = 118, /**< Menu (show menu) */
SDL_SCANCODE_SELECT = 119,
SDL_SCANCODE_STOP = 120, /**< AC Stop */
SDL_SCANCODE_AGAIN = 121, /**< AC Redo/Repeat */
SDL_SCANCODE_UNDO = 122, /**< AC Undo */
SDL_SCANCODE_CUT = 123, /**< AC Cut */
SDL_SCANCODE_COPY = 124, /**< AC Copy */
SDL_SCANCODE_PASTE = 125, /**< AC Paste */
SDL_SCANCODE_FIND = 126, /**< AC Find */
SDL_SCANCODE_MUTE = 127,
SDL_SCANCODE_VOLUMEUP = 128,
SDL_SCANCODE_VOLUMEDOWN = 129,
/* not sure whether there's a reason to enable these */
/* SDL_SCANCODE_LOCKINGCAPSLOCK = 130, */
/* SDL_SCANCODE_LOCKINGNUMLOCK = 131, */
/* SDL_SCANCODE_LOCKINGSCROLLLOCK = 132, */
SDL_SCANCODE_KP_COMMA = 133,
SDL_SCANCODE_KP_EQUALSAS400 = 134,
SDL_SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see
footnotes in USB doc */
SDL_SCANCODE_INTERNATIONAL2 = 136,
SDL_SCANCODE_INTERNATIONAL3 = 137, /**< Yen */
SDL_SCANCODE_INTERNATIONAL4 = 138,
SDL_SCANCODE_INTERNATIONAL5 = 139,
SDL_SCANCODE_INTERNATIONAL6 = 140,
SDL_SCANCODE_INTERNATIONAL7 = 141,
SDL_SCANCODE_INTERNATIONAL8 = 142,
SDL_SCANCODE_INTERNATIONAL9 = 143,
SDL_SCANCODE_LANG1 = 144, /**< Hangul/English toggle */
SDL_SCANCODE_LANG2 = 145, /**< Hanja conversion */
SDL_SCANCODE_LANG3 = 146, /**< Katakana */
SDL_SCANCODE_LANG4 = 147, /**< Hiragana */
SDL_SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */
SDL_SCANCODE_LANG6 = 149, /**< reserved */
SDL_SCANCODE_LANG7 = 150, /**< reserved */
SDL_SCANCODE_LANG8 = 151, /**< reserved */
SDL_SCANCODE_LANG9 = 152, /**< reserved */
SDL_SCANCODE_ALTERASE = 153, /**< Erase-Eaze */
SDL_SCANCODE_SYSREQ = 154,
SDL_SCANCODE_CANCEL = 155, /**< AC Cancel */
SDL_SCANCODE_CLEAR = 156,
SDL_SCANCODE_PRIOR = 157,
SDL_SCANCODE_RETURN2 = 158,
SDL_SCANCODE_SEPARATOR = 159,
SDL_SCANCODE_OUT = 160,
SDL_SCANCODE_OPER = 161,
SDL_SCANCODE_CLEARAGAIN = 162,
SDL_SCANCODE_CRSEL = 163,
SDL_SCANCODE_EXSEL = 164,
SDL_SCANCODE_KP_00 = 176,
SDL_SCANCODE_KP_000 = 177,
SDL_SCANCODE_THOUSANDSSEPARATOR = 178,
SDL_SCANCODE_DECIMALSEPARATOR = 179,
SDL_SCANCODE_CURRENCYUNIT = 180,
SDL_SCANCODE_CURRENCYSUBUNIT = 181,
SDL_SCANCODE_KP_LEFTPAREN = 182,
SDL_SCANCODE_KP_RIGHTPAREN = 183,
SDL_SCANCODE_KP_LEFTBRACE = 184,
SDL_SCANCODE_KP_RIGHTBRACE = 185,
SDL_SCANCODE_KP_TAB = 186,
SDL_SCANCODE_KP_BACKSPACE = 187,
SDL_SCANCODE_KP_A = 188,
SDL_SCANCODE_KP_B = 189,
SDL_SCANCODE_KP_C = 190,
SDL_SCANCODE_KP_D = 191,
SDL_SCANCODE_KP_E = 192,
SDL_SCANCODE_KP_F = 193,
SDL_SCANCODE_KP_XOR = 194,
SDL_SCANCODE_KP_POWER = 195,
SDL_SCANCODE_KP_PERCENT = 196,
SDL_SCANCODE_KP_LESS = 197,
SDL_SCANCODE_KP_GREATER = 198,
SDL_SCANCODE_KP_AMPERSAND = 199,
SDL_SCANCODE_KP_DBLAMPERSAND = 200,
SDL_SCANCODE_KP_VERTICALBAR = 201,
SDL_SCANCODE_KP_DBLVERTICALBAR = 202,
SDL_SCANCODE_KP_COLON = 203,
SDL_SCANCODE_KP_HASH = 204,
SDL_SCANCODE_KP_SPACE = 205,
SDL_SCANCODE_KP_AT = 206,
SDL_SCANCODE_KP_EXCLAM = 207,
SDL_SCANCODE_KP_MEMSTORE = 208,
SDL_SCANCODE_KP_MEMRECALL = 209,
SDL_SCANCODE_KP_MEMCLEAR = 210,
SDL_SCANCODE_KP_MEMADD = 211,
SDL_SCANCODE_KP_MEMSUBTRACT = 212,
SDL_SCANCODE_KP_MEMMULTIPLY = 213,
SDL_SCANCODE_KP_MEMDIVIDE = 214,
SDL_SCANCODE_KP_PLUSMINUS = 215,
SDL_SCANCODE_KP_CLEAR = 216,
SDL_SCANCODE_KP_CLEARENTRY = 217,
SDL_SCANCODE_KP_BINARY = 218,
SDL_SCANCODE_KP_OCTAL = 219,
SDL_SCANCODE_KP_DECIMAL = 220,
SDL_SCANCODE_KP_HEXADECIMAL = 221,
SDL_SCANCODE_LCTRL = 224,
SDL_SCANCODE_LSHIFT = 225,
SDL_SCANCODE_LALT = 226, /**< alt, option */
SDL_SCANCODE_LGUI = 227, /**< windows, command (apple), meta */
SDL_SCANCODE_RCTRL = 228,
SDL_SCANCODE_RSHIFT = 229,
SDL_SCANCODE_RALT = 230, /**< alt gr, option */
SDL_SCANCODE_RGUI = 231, /**< windows, command (apple), meta */
SDL_SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered
* by any of the above, but since there's a
* special SDL_KMOD_MODE for it I'm adding it here
*/
/* @} *//* Usage page 0x07 */
/**
* \name Usage page 0x0C
*
* These values are mapped from usage page 0x0C (USB consumer page).
*
* There are way more keys in the spec than we can represent in the
* current scancode range, so pick the ones that commonly come up in
* real world usage.
*/
/* @{ */
SDL_SCANCODE_SLEEP = 258, /**< Sleep */
SDL_SCANCODE_WAKE = 259, /**< Wake */
SDL_SCANCODE_CHANNEL_INCREMENT = 260, /**< Channel Increment */
SDL_SCANCODE_CHANNEL_DECREMENT = 261, /**< Channel Decrement */
SDL_SCANCODE_MEDIA_PLAY = 262, /**< Play */
SDL_SCANCODE_MEDIA_PAUSE = 263, /**< Pause */
SDL_SCANCODE_MEDIA_RECORD = 264, /**< Record */
SDL_SCANCODE_MEDIA_FAST_FORWARD = 265, /**< Fast Forward */
SDL_SCANCODE_MEDIA_REWIND = 266, /**< Rewind */
SDL_SCANCODE_MEDIA_NEXT_TRACK = 267, /**< Next Track */
SDL_SCANCODE_MEDIA_PREVIOUS_TRACK = 268, /**< Previous Track */
SDL_SCANCODE_MEDIA_STOP = 269, /**< Stop */
SDL_SCANCODE_MEDIA_EJECT = 270, /**< Eject */
SDL_SCANCODE_MEDIA_PLAY_PAUSE = 271, /**< Play / Pause */
SDL_SCANCODE_MEDIA_SELECT = 272, /* Media Select */
SDL_SCANCODE_AC_NEW = 273, /**< AC New */
SDL_SCANCODE_AC_OPEN = 274, /**< AC Open */
SDL_SCANCODE_AC_CLOSE = 275, /**< AC Close */
SDL_SCANCODE_AC_EXIT = 276, /**< AC Exit */
SDL_SCANCODE_AC_SAVE = 277, /**< AC Save */
SDL_SCANCODE_AC_PRINT = 278, /**< AC Print */
SDL_SCANCODE_AC_PROPERTIES = 279, /**< AC Properties */
SDL_SCANCODE_AC_SEARCH = 280, /**< AC Search */
SDL_SCANCODE_AC_HOME = 281, /**< AC Home */
SDL_SCANCODE_AC_BACK = 282, /**< AC Back */
SDL_SCANCODE_AC_FORWARD = 283, /**< AC Forward */
SDL_SCANCODE_AC_STOP = 284, /**< AC Stop */
SDL_SCANCODE_AC_REFRESH = 285, /**< AC Refresh */
SDL_SCANCODE_AC_BOOKMARKS = 286, /**< AC Bookmarks */
/* @} *//* Usage page 0x0C */
/**
* \name Mobile keys
*
* These are values that are often used on mobile phones.
*/
/* @{ */
SDL_SCANCODE_SOFTLEFT = 287, /**< Usually situated below the display on phones and
used as a multi-function feature key for selecting
a software defined function shown on the bottom left
of the display. */
SDL_SCANCODE_SOFTRIGHT = 288, /**< Usually situated below the display on phones and
used as a multi-function feature key for selecting
a software defined function shown on the bottom right
of the display. */
SDL_SCANCODE_CALL = 289, /**< Used for accepting phone calls. */
SDL_SCANCODE_ENDCALL = 290, /**< Used for rejecting phone calls. */
/* @} *//* Mobile keys */
/* Add any other keys here. */
SDL_SCANCODE_RESERVED = 400, /**< 400-500 reserved for dynamic keycodes */
SDL_SCANCODE_COUNT = 512 /**< not a key, just marks the number of scancodes for array bounds */
} SDL_Scancode;
#endif /* SDL_scancode_h_ */
| 1 | 0.784797 | 1 | 0.784797 | game-dev | MEDIA | 0.448842 | game-dev | 0.580623 | 1 | 0.580623 |
ChengF3ng233/Aluminium | 5,401 | src/main/java/net/minecraft/world/WorldSettings.java | package net.minecraft.world;
import net.minecraft.entity.player.PlayerCapabilities;
import net.minecraft.world.storage.WorldInfo;
public final class WorldSettings {
/**
* The seed for the map.
*/
private final long seed;
/**
* The EnumGameType.
*/
private final WorldSettings.GameType theGameType;
/**
* Switch for the map features. 'true' for enabled, 'false' for disabled.
*/
private final boolean mapFeaturesEnabled;
/**
* True if hardcore mode is enabled
*/
private final boolean hardcoreEnabled;
private final WorldType terrainType;
/**
* True if Commands (cheats) are allowed.
*/
private boolean commandsAllowed;
/**
* True if the Bonus Chest is enabled.
*/
private boolean bonusChestEnabled;
private String worldName;
public WorldSettings(long seedIn, WorldSettings.GameType gameType, boolean enableMapFeatures, boolean hardcoreMode, WorldType worldTypeIn) {
this.worldName = "";
this.seed = seedIn;
this.theGameType = gameType;
this.mapFeaturesEnabled = enableMapFeatures;
this.hardcoreEnabled = hardcoreMode;
this.terrainType = worldTypeIn;
}
public WorldSettings(WorldInfo info) {
this(info.getSeed(), info.getGameType(), info.isMapFeaturesEnabled(), info.isHardcoreModeEnabled(), info.getTerrainType());
}
/**
* Enables the bonus chest.
*/
public WorldSettings enableBonusChest() {
this.bonusChestEnabled = true;
return this;
}
/**
* Enables Commands (cheats).
*/
public WorldSettings enableCommands() {
this.commandsAllowed = true;
return this;
}
public WorldSettings setWorldName(String name) {
this.worldName = name;
return this;
}
/**
* Returns true if the Bonus Chest is enabled.
*/
public boolean isBonusChestEnabled() {
return this.bonusChestEnabled;
}
/**
* Returns the seed for the world.
*/
public long getSeed() {
return this.seed;
}
/**
* Gets the game type.
*/
public WorldSettings.GameType getGameType() {
return this.theGameType;
}
/**
* Returns true if hardcore mode is enabled, otherwise false
*/
public boolean getHardcoreEnabled() {
return this.hardcoreEnabled;
}
/**
* Get whether the map features (e.g. strongholds) generation is enabled or disabled.
*/
public boolean isMapFeaturesEnabled() {
return this.mapFeaturesEnabled;
}
public WorldType getTerrainType() {
return this.terrainType;
}
/**
* Returns true if Commands (cheats) are allowed.
*/
public boolean areCommandsAllowed() {
return this.commandsAllowed;
}
/**
* Gets the GameType by ID
*/
public static WorldSettings.GameType getGameTypeById(int id) {
return WorldSettings.GameType.getByID(id);
}
public String getWorldName() {
return this.worldName;
}
public enum GameType {
NOT_SET(-1, ""),
SURVIVAL(0, "survival"),
CREATIVE(1, "creative"),
ADVENTURE(2, "adventure"),
SPECTATOR(3, "spectator");
int id;
String name;
GameType(int typeId, String nameIn) {
this.id = typeId;
this.name = nameIn;
}
public int getID() {
return this.id;
}
public String getName() {
return this.name;
}
public void configurePlayerCapabilities(PlayerCapabilities capabilities) {
if (this == CREATIVE) {
capabilities.allowFlying = true;
capabilities.isCreativeMode = true;
capabilities.disableDamage = true;
} else if (this == SPECTATOR) {
capabilities.allowFlying = true;
capabilities.isCreativeMode = false;
capabilities.disableDamage = true;
capabilities.isFlying = true;
} else {
capabilities.allowFlying = false;
capabilities.isCreativeMode = false;
capabilities.disableDamage = false;
capabilities.isFlying = false;
}
capabilities.allowEdit = !this.isAdventure();
}
public boolean isAdventure() {
return this == ADVENTURE || this == SPECTATOR;
}
public boolean isCreative() {
return this == CREATIVE;
}
public boolean isSurvivalOrAdventure() {
return this == SURVIVAL || this == ADVENTURE;
}
public static WorldSettings.GameType getByID(int idIn) {
for (WorldSettings.GameType worldsettings$gametype : values()) {
if (worldsettings$gametype.id == idIn) {
return worldsettings$gametype;
}
}
return SURVIVAL;
}
public static WorldSettings.GameType getByName(String gamemodeName) {
for (WorldSettings.GameType worldsettings$gametype : values()) {
if (worldsettings$gametype.name.equals(gamemodeName)) {
return worldsettings$gametype;
}
}
return SURVIVAL;
}
}
}
| 1 | 0.902069 | 1 | 0.902069 | game-dev | MEDIA | 0.965968 | game-dev | 0.711882 | 1 | 0.711882 |
atframework/atsf4g-co | 1,495 | src/tools/simulator/lua/cpp/lua_engine/lua_binding_mgr.cpp | #include <cstdlib>
#include "lua_engine.h"
#include "lua_binding_mgr.h"
namespace script {
namespace lua {
lua_binding_class_mgr_base::lua_binding_class_mgr_base() { lua_binding_mgr::me()->lua_states_.push_back(this); }
lua_binding_class_mgr_base::~lua_binding_class_mgr_base() {}
lua_binding_mgr::lua_binding_mgr() {}
lua_binding_mgr::~lua_binding_mgr() {}
int lua_binding_mgr::add_lua_engine(lua_engine *engine) {
if (nullptr == engine || nullptr == engine->get_lua_state()) {
return -1;
}
for (func_type &fn : auto_bind_list_) {
lua_auto_block block(engine->get_lua_state());
fn(engine->get_lua_state());
}
for (auto &cmgr : lua_states_) {
cmgr->add_lua_state(engine->get_lua_state());
}
return 0;
}
int lua_binding_mgr::remove_lua_engine(lua_engine *engine) {
if (nullptr == engine || nullptr == engine->get_lua_state()) {
return -1;
}
for (auto &cmgr : lua_states_) {
cmgr->remove_lua_state(engine->get_lua_state());
}
return 0;
}
int lua_binding_mgr::proc(lua_engine *engine) {
lua_State *L = nullptr;
if (nullptr != engine) {
L = engine->get_lua_state();
}
for (auto &mgr : lua_states_) {
mgr->proc(L);
}
return 0;
}
void lua_binding_mgr::add_bind(func_type fn) { auto_bind_list_.push_back(fn); }
lua_binding_wrapper::lua_binding_wrapper(lua_binding_mgr::func_type fn) { lua_binding_mgr::me()->add_bind(fn); }
lua_binding_wrapper::~lua_binding_wrapper() {}
} // namespace lua
} // namespace script
| 1 | 0.646269 | 1 | 0.646269 | game-dev | MEDIA | 0.251532 | game-dev | 0.632991 | 1 | 0.632991 |
HyperMC-Team/OpenRoxy | 1,960 | src/main/java/Rename/Class270.java | package Rename;
/**
* @HyperTeam
* @author Treasure # 1337
* @date 2024/8/23
* @Description: thanks help for QianXia
*/
import java.util.ArrayList;
import java.util.List;
import net.minecraft.block.BlockWeb;
import net.minecraft.util.BlockPos;
import net.minecraft.util.EnumFacing;
import tech.skidonion.obfuscator.annotations.StringEncryption;
@StringEncryption
public class Class270
extends Class252 {
private final Class257 mode = new Class257("Mode", "Vanilla", "Vanilla", "GrimAC");
private final List<BlockPos> pos = new ArrayList<BlockPos>();
private boolean pass = true;
public Class270() {
super("Class270", Class263.Movement);
}
@Class14
public void onUpdate(Class50 event) {
if (Class270.mc.thePlayer.isInWeb) {
Class270.mc.thePlayer.isInWeb = false;
}
}
@Class14
public void onWorld(Class55 event) {
this.pos.clear();
}
@Class14
public void onTick(Class52 event) {
if (this.isNull()) {
return;
}
if (this.mode.getMode().equals("GrimAC")) {
for (int i = -2; i <= 2; ++i) {
for (int j = -2; j < 2; ++j) {
for (int k = -2; k < 2; ++k) {
BlockPos pos = Class270.mc.thePlayer.getPosition().add(i, j, k);
if (Class270.mc.theWorld.getBlockState(pos) == null || !(Class270.mc.theWorld.getBlockState(pos).getBlock() instanceof BlockWeb) || this.pos.contains(pos)) continue;
mc.getNetHandler().addToSendQueue(new Class365(Class365.Action.START_DESTROY_BLOCK, pos, EnumFacing.DOWN));
mc.getNetHandler().addToSendQueue(new Class365(Class365.Action.STOP_DESTROY_BLOCK, pos, EnumFacing.DOWN));
Class270.mc.theWorld.setBlockToAir(pos);
this.pass = true;
}
}
}
}
}
}
| 1 | 0.747088 | 1 | 0.747088 | game-dev | MEDIA | 0.929501 | game-dev | 0.765236 | 1 | 0.765236 |
tangziwen/CubeMiniGame | 6,824 | CubeEngine/External/Bullet/BulletSoftBody/btSoftBodyData.h | /*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_SOFTBODY_FLOAT_DATA
#define BT_SOFTBODY_FLOAT_DATA
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
struct SoftBodyMaterialData
{
float m_linearStiffness;
float m_angularStiffness;
float m_volumeStiffness;
int m_flags;
};
struct SoftBodyNodeData
{
SoftBodyMaterialData *m_material;
btVector3FloatData m_position;
btVector3FloatData m_previousPosition;
btVector3FloatData m_velocity;
btVector3FloatData m_accumulatedForce;
btVector3FloatData m_normal;
float m_inverseMass;
float m_area;
int m_attach;
int m_pad;
};
struct SoftBodyLinkData
{
SoftBodyMaterialData *m_material;
int m_nodeIndices[2]; // Node pointers
float m_restLength; // Rest length
int m_bbending; // Bending link
};
struct SoftBodyFaceData
{
btVector3FloatData m_normal; // Normal
SoftBodyMaterialData *m_material;
int m_nodeIndices[3]; // Node pointers
float m_restArea; // Rest area
};
struct SoftBodyTetraData
{
btVector3FloatData m_c0[4]; // gradients
SoftBodyMaterialData *m_material;
int m_nodeIndices[4]; // Node pointers
float m_restVolume; // Rest volume
float m_c1; // (4*kVST)/(im0+im1+im2+im3)
float m_c2; // m_c1/sum(|g0..3|^2)
int m_pad;
};
struct SoftRigidAnchorData
{
btMatrix3x3FloatData m_c0; // Impulse matrix
btVector3FloatData m_c1; // Relative anchor
btVector3FloatData m_localFrame; // Anchor position in body space
btRigidBodyData *m_rigidBody;
int m_nodeIndex; // Node pointer
float m_c2; // ima*dt
};
struct SoftBodyConfigData
{
int m_aeroModel; // Aerodynamic model (default: V_Point)
float m_baumgarte; // Velocities correction factor (Baumgarte)
float m_damping; // Damping coefficient [0,1]
float m_drag; // Drag coefficient [0,+inf]
float m_lift; // Lift coefficient [0,+inf]
float m_pressure; // Pressure coefficient [-inf,+inf]
float m_volume; // Volume conversation coefficient [0,+inf]
float m_dynamicFriction; // Dynamic friction coefficient [0,1]
float m_poseMatch; // Pose matching coefficient [0,1]
float m_rigidContactHardness; // Rigid contacts hardness [0,1]
float m_kineticContactHardness; // Kinetic contacts hardness [0,1]
float m_softContactHardness; // Soft contacts hardness [0,1]
float m_anchorHardness; // Anchors hardness [0,1]
float m_softRigidClusterHardness; // Soft vs rigid hardness [0,1] (cluster only)
float m_softKineticClusterHardness; // Soft vs kinetic hardness [0,1] (cluster only)
float m_softSoftClusterHardness; // Soft vs soft hardness [0,1] (cluster only)
float m_softRigidClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
float m_softKineticClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
float m_softSoftClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
float m_maxVolume; // Maximum volume ratio for pose
float m_timeScale; // Time scale
int m_velocityIterations; // Velocities solver iterations
int m_positionIterations; // Positions solver iterations
int m_driftIterations; // Drift solver iterations
int m_clusterIterations; // Cluster solver iterations
int m_collisionFlags; // Collisions flags
};
struct SoftBodyPoseData
{
btMatrix3x3FloatData m_rot; // Rotation
btMatrix3x3FloatData m_scale; // Scale
btMatrix3x3FloatData m_aqq; // Base scaling
btVector3FloatData m_com; // COM
btVector3FloatData *m_positions; // Reference positions
float *m_weights; // Weights
int m_numPositions;
int m_numWeigts;
int m_bvolume; // Is valid
int m_bframe; // Is frame
float m_restVolume; // Rest volume
int m_pad;
};
struct SoftBodyClusterData
{
btTransformFloatData m_framexform;
btMatrix3x3FloatData m_locii;
btMatrix3x3FloatData m_invwi;
btVector3FloatData m_com;
btVector3FloatData m_vimpulses[2];
btVector3FloatData m_dimpulses[2];
btVector3FloatData m_lv;
btVector3FloatData m_av;
btVector3FloatData *m_framerefs;
int *m_nodeIndices;
float *m_masses;
int m_numFrameRefs;
int m_numNodes;
int m_numMasses;
float m_idmass;
float m_imass;
int m_nvimpulses;
int m_ndimpulses;
float m_ndamping;
float m_ldamping;
float m_adamping;
float m_matching;
float m_maxSelfCollisionImpulse;
float m_selfCollisionImpulseFactor;
int m_containsAnchor;
int m_collide;
int m_clusterIndex;
};
enum btSoftJointBodyType
{
BT_JOINT_SOFT_BODY_CLUSTER=1,
BT_JOINT_RIGID_BODY,
BT_JOINT_COLLISION_OBJECT
};
struct btSoftBodyJointData
{
void *m_bodyA;
void *m_bodyB;
btVector3FloatData m_refs[2];
float m_cfm;
float m_erp;
float m_split;
int m_delete;
btVector3FloatData m_relPosition[2];//linear
int m_bodyAtype;
int m_bodyBtype;
int m_jointType;
int m_pad;
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btSoftBodyFloatData
{
btCollisionObjectFloatData m_collisionObjectData;
SoftBodyPoseData *m_pose;
SoftBodyMaterialData **m_materials;
SoftBodyNodeData *m_nodes;
SoftBodyLinkData *m_links;
SoftBodyFaceData *m_faces;
SoftBodyTetraData *m_tetrahedra;
SoftRigidAnchorData *m_anchors;
SoftBodyClusterData *m_clusters;
btSoftBodyJointData *m_joints;
int m_numMaterials;
int m_numNodes;
int m_numLinks;
int m_numFaces;
int m_numTetrahedra;
int m_numAnchors;
int m_numClusters;
int m_numJoints;
SoftBodyConfigData m_config;
};
#endif //BT_SOFTBODY_FLOAT_DATA
| 1 | 0.867182 | 1 | 0.867182 | game-dev | MEDIA | 0.98074 | game-dev | 0.5686 | 1 | 0.5686 |
KirillOsenkov/MetadataTools | 7,976 | src/PETree/PE/Resources.cs | using System.Collections.Generic;
using System.Linq;
namespace GuiLabs.FileFormat.PE;
public class ResourceTable : Node
{
public override void Parse()
{
var directory = Add<ResourceDirectory>("Root directory");
Process(directory);
AddRemainingPadding();
}
private void Process(ResourceDirectory directory, string parentResourceKind = null)
{
foreach (var idEntry in directory.Children.OfType<IdDirectoryEntry>())
{
var offset = idEntry.Offset.ReadUint32();
if ((offset & 0x80000000) != 0)
{
string resourceKind = parentResourceKind;
if (parentResourceKind == null && IdDirectoryEntry.ResourceTypes.TryGetValue(idEntry.Id.Value, out resourceKind))
{
idEntry.Text = resourceKind;
}
var directoryOffset = offset & ~0x80000000;
var subdirectory = new ResourceDirectory { Start = Start + (int)directoryOffset };
Add(subdirectory);
Process(subdirectory, resourceKind);
}
else
{
Resource resource;
if (parentResourceKind == "Version")
{
resource = new VersionResource();
}
else if (parentResourceKind == "Manifest")
{
resource = new NativeManifestResource();
}
else
{
resource = new Resource();
}
resource.Start = Start + (int)offset;
if (parentResourceKind != null)
{
resource.Text = parentResourceKind;
resource.Type = parentResourceKind;
}
Add(resource);
AddAlignedPadding(4);
}
}
}
}
public class Resource : Node
{
public override void Parse()
{
RVA = AddFourBytes("RVA");
Size = AddFourBytes("Size");
Codepage = AddFourBytes("Codepage");
Zero = AddFourBytes("Zero");
var peFile = Root as PEFile;
var start = peFile.ResolveVirtualAddress(RVA.Value);
ParseBytes(start);
}
protected virtual void ParseBytes(int start)
{
Bytes = new BytesNode()
{
Start = start,
Length = Size.Value,
Text = $"{Type} bytes"
};
this.Root.Add(Bytes);
}
public FourBytes RVA { get; set; }
public FourBytes Size { get; set; }
public FourBytes Codepage { get; set; }
public FourBytes Zero { get; set; }
public Node Bytes { get; set; }
public string Type { get; set; }
}
public class VersionResource : Resource
{
protected override void ParseBytes(int start)
{
VersionHeader = new VersionHeader { Start = start };
Root.Add(VersionHeader);
}
public VersionHeader VersionHeader { get; set; }
}
public class NativeManifestResource : Resource
{
protected override void ParseBytes(int start)
{
Xml = new Utf8String
{
Start = start,
Length = Size.Value,
Text = "Native manifest XML"
};
Root.Add(Xml);
}
public Utf8String Xml { get; set; }
}
public class VersionHeader : Node
{
public override void Parse()
{
Size = AddTwoBytes("Size");
Length = Size.Value;
ValueLength = AddTwoBytes("Value length");
Type = AddTwoBytes("Type");
Key = Add<ZeroTerminatedUtf16String>("Key");
Text = Key.Text;
AddAlignedPadding(4);
if (ValueLength.Value > 0)
{
if (Key.Text == "VS_VERSION_INFO" && ValueLength.Value == 52)
{
Value = Add<VSFixedFileInfo>("File info");
}
else if (Type.Value == 1)
{
Value = Add<ZeroTerminatedUtf16String>("Value");
Text = $"{Key.Text} = {Value.Text}";
}
else
{
Value = AddBytes(ValueLength.Value, "Value");
}
AddAlignedPadding(4);
}
while (this.LastChildEnd < End)
{
Add<VersionHeader>();
}
}
public TwoBytes Size { get; set; }
public TwoBytes ValueLength { get; set; }
public TwoBytes Type { get; set; }
public ZeroTerminatedUtf16String Key { get; set; }
public Node Value { get; set; }
}
public class VSFixedFileInfo : Node
{
public override void Parse()
{
Signature = AddFourBytes("Signature");
StrucVersion = AddFourBytes("StrucVersion");
FileVersionMS = AddFourBytes("FileVersionMS");
FileVersionLS = AddFourBytes("FileVersionLS");
ProductVersionMS = AddFourBytes("ProductVersionMS");
ProductVersionLS = AddFourBytes("ProductVersionLS");
FileFlagsMask = AddFourBytes("FileFlagsMask");
FileFlags = AddFourBytes("FileFlags");
FileOS = AddFourBytes("FileOS");
FileType = AddFourBytes("FileType");
FileSubType = AddFourBytes("FileSubType");
FileDateMS = AddFourBytes("FileDateMS");
FileDateLS = AddFourBytes("FileDateLS");
}
public FourBytes Signature { get; set; }
public FourBytes StrucVersion { get; set; }
public FourBytes FileVersionMS { get; set; }
public FourBytes FileVersionLS { get; set; }
public FourBytes ProductVersionMS { get; set; }
public FourBytes ProductVersionLS { get; set; }
public FourBytes FileFlagsMask { get; set; }
public FourBytes FileFlags { get; set; }
public FourBytes FileOS { get; set; }
public FourBytes FileType { get; set; }
public FourBytes FileSubType { get; set; }
public FourBytes FileDateMS { get; set; }
public FourBytes FileDateLS { get; set; }
}
public class ResourceDirectory : Node
{
public override void Parse()
{
ResourceDirectoryTable = Add<ResourceDirectoryTable>("Resource directory table");
int nameCount = ResourceDirectoryTable.NameEntriesAmount.Value;
int idCount = ResourceDirectoryTable.IdEntriesAmount.Value;
int count = nameCount + idCount;
for (int i = 0; i < count; i++)
{
uint id = Buffer.ReadUInt32(LastChildEnd);
if ((id & 0x80000000) == 0)
{
var idEntry = Add<IdDirectoryEntry>($"Id: {id}");
}
}
}
public ResourceDirectoryTable ResourceDirectoryTable { get; set; }
}
public class ResourceDirectoryTable : Node
{
public override void Parse()
{
Characteristics = AddFourBytes("Characteristics");
TimeDateStamp = AddFourBytes("TimeDate stamp");
MajorVersion = AddTwoBytes("Major version");
MinorVersion = AddTwoBytes("Minor version");
NameEntriesAmount = AddTwoBytes("NameEntriesAmount");
IdEntriesAmount = AddTwoBytes("IdEntriesAmount");
}
public FourBytes Characteristics { get; set; }
public FourBytes TimeDateStamp { get; set; }
public TwoBytes MajorVersion { get; set; }
public TwoBytes MinorVersion { get; set; }
public TwoBytes NameEntriesAmount { get; set; }
public TwoBytes IdEntriesAmount { get; set; }
}
public class IdDirectoryEntry : Node
{
public static Dictionary<int, string> ResourceTypes = new()
{
[1] = "Cursor",
[2] = "Bitmap",
[3] = "Icon",
[4] = "Menu",
[5] = "Dialog",
[6] = "String",
[9] = "Accelerator",
[10] = "StringData",
[12] = "GroupCursor",
[14] = "GroupIcon",
[16] = "Version",
[24] = "Manifest"
};
public override void Parse()
{
Id = AddFourBytes("Id");
Offset = AddFourBytes("Offset");
}
public FourBytes Id { get; set; }
public FourBytes Offset { get; set; }
} | 1 | 0.878016 | 1 | 0.878016 | game-dev | MEDIA | 0.663646 | game-dev | 0.913629 | 1 | 0.913629 |
kuaifengle/2d-player-statemachine | 1,112 | player/states/AIR_ATTACK_1.gd | extends State
var attack_time = 0.45
var attack_direction = 0
## 进入状态
func enter() -> void:
attack_direction = 0
parent.is_combo = false
state_time = attack_time
parent.direction = gameInputControl.get_movemonet_direction()
attack_direction = sign(parent.direction.x if !is_zero_approx(parent.direction.x) else parent.get_direction())
animation_player.play("AIR_ATTACK_1")
parent.change_attack_shape('AIR_ATTACK_1')
if(parent.active_weapon_state != parent.WEAPONS.sword):
parent.change_weapons()
## 退出状态
func exit() -> void:
animation_player.stop()
## 常规帧
func update(_delta: float) -> void:
pass
## 物理帧
func physics_process(delta: float) -> void:
state_time -= delta
parent.velocity.y = 10
if (gameInputControl.is_attack() && state_time < 0.3 && !parent.is_combo):
parent.is_combo = true
elif (state_time <= 0):
parent.velocity.x = 0
parent.velocity.y = 0
if(parent.is_combo):
finished.emit("AIR_ATTACK_2")
else:
finished.emit("FALL")
parent.velocity.x = 40 * attack_direction
parent.move_and_slide()
## 按键处理
func handled_input(_event:InputEvent) -> void:
pass
| 1 | 0.813669 | 1 | 0.813669 | game-dev | MEDIA | 0.981516 | game-dev | 0.968351 | 1 | 0.968351 |
id-Software/Enemy-Territory | 199,125 | src/botai/ai_dmnet_mp.c | /*
===========================================================================
Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).
Wolf ET Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Wolf ET Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Wolf ET Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*****************************************************************************
* name: ai_dmnet_mp.c
*
* desc: Wolf bot AI
*
*
*****************************************************************************/
#include "../game/g_local.h"
#include "../game/botlib.h"
#include "../game/be_aas.h"
#include "../game/be_ea.h"
#include "../game/be_ai_char.h"
#include "../game/be_ai_chat.h"
#include "../game/be_ai_gen.h"
#include "../game/be_ai_goal.h"
#include "../game/be_ai_move.h"
#include "../game/be_ai_weap.h"
#include "../botai/botai.h"
//
#include "ai_main.h"
#include "ai_team.h"
#include "ai_dmq3.h"
#include "ai_cmd.h"
#include "ai_dmnet_mp.h"
//data file headers
#include "chars.h" //characteristics
#include "inv.h" //indexes into the inventory
#include "syn.h" //synonyms
#include "match.h" //string matching types and vars
/*
==================
BotMP_MoveToGoal
==================
*/
void BotMP_MoveToGoal( bot_state_t *bs, bot_moveresult_t * result, int movestate, bot_goal_t * goal, int travelflags ) {
#ifdef _DEBUG
if ( bot_debug.integer == 3 && level.clients[0].sess.spectatorClient == bs->client ) {
goal->flags |= GFL_DEBUGPATH;
} else {
goal->flags &= ~GFL_DEBUGPATH;
}
#endif // _DEBUG
trap_BotMoveToGoal( result, movestate, goal, travelflags );
}
/*
==================
AIEnter_MP_Intermission()
==================
*/
void AIEnter_MP_Intermission( bot_state_t *bs ) {
//reset the bot state
BotResetState( bs );
bs->ainode = AINode_MP_Intermission;
bs->ainodeText = "AINode_MP_Intermission";
}
/*
==================
AINode_MP_Intermission()
==================
*/
int AINode_MP_Intermission( bot_state_t *bs ) {
//if the intermission ended
if ( !BotIntermission( bs ) ) {
AIEnter_MP_Stand( bs );
}
return qtrue;
}
/*
==================
AIEnter_MP_Observer()
==================
*/
void AIEnter_MP_Observer( bot_state_t *bs ) {
//reset the bot state
BotResetState( bs );
bs->ainode = AINode_MP_Observer;
bs->ainodeText = "AINode_MP_Observer";
}
/*
==================
AINode_MP_Observer()
==================
*/
int AINode_MP_Observer( bot_state_t *bs ) {
//if the bot left observer mode
if ( !BotIsObserver( bs ) ) {
AIEnter_MP_Stand( bs );
}
return qtrue;
}
/*
==================
AIEnter_MP_Stand()
==================
*/
void AIEnter_MP_Stand( bot_state_t *bs ) {
//bs->standfindenemy_time = trap_AAS_Time() + 1;
bs->respawn_time = trap_AAS_Time() + 20; // after this long just standing around, suicide
bs->ignore_specialgoal_time = 0;
bs->ainode = AINode_MP_Stand;
bs->ainodeText = "AINode_MP_Stand";
}
/*
==================
AINode_MP_Stand()
==================
*/
int AINode_MP_Stand( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t pos;
// Gordon: pow, so just stand around till scripted
if ( BotIsPOW( bs ) ) {
return qtrue;
}
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
if ( bs->standfindenemy_time < trap_AAS_Time() ) {
if ( BotFindEnemyMP( bs, -1, qfalse ) ) {
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
//bs->standfindenemy_time = trap_AAS_Time() + 1;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
if ( bs->stand_time < trap_AAS_Time() ) {
//trap_BotEnterChat(bs->cs, bs->client, bs->chatto);
//bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
if ( bs->ainode != AINode_MP_Stand ) {
return qfalse;
} else if ( !bs->areanum ) {
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
} else {
// stand for a bit longer
bs->stand_time = trap_AAS_Time() + 0.4 + 0.4 * random();
}
} else {
// look for health/ammo packs
if ( BotFindNearbyGoal( bs ) ) {
AIEnter_MP_Seek_NBG( bs );
return qfalse;
}
}
// check for dangerous elements
VectorCopy( bs->origin, goal.origin );
goal.areanum = bs->areanum;
goal.entitynum = bs->client;
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
// if we are outside HALF autonomy range, get back there
if ( BotGetMovementAutonomyPos( bs, pos ) ) {
float halfDist = 0.5 * BotGetMovementAutonomyRange( bs, NULL );
if ( VectorDistanceSquared( bs->origin, pos ) > ( halfDist * halfDist ) ) {
AIEnter_MP_MoveToAutonomyRange( bs );
return qfalse;
}
}
// if we have been standing for too long
if ( bs->respawn_time < trap_AAS_Time() ) {
Cmd_Kill_f( &g_entities[bs->client] );
}
//
return qtrue;
}
/*
==================
AIEnter_MP_Respawn()
==================
*/
void AIEnter_MP_Respawn( bot_state_t *bs ) {
//reset some states
trap_BotResetMoveState( bs->ms );
trap_BotResetGoalState( bs->gs );
trap_BotResetAvoidGoals( bs->gs );
trap_BotResetAvoidReach( bs->ms );
bs->respawn_time = trap_AAS_Time() + 1 + random();
bs->respawnchat_time = 0;
//
bs->flags &= ~BFL_MISCFLAG;
bs->lastClassCheck = 0;
//set respawn state
bs->respawn_wait = qfalse;
bs->ainode = AINode_MP_Respawn;
bs->ainodeText = "AINode_MP_Respawn";
}
/*
==================
AINode_MP_Respawn()
==================
*/
int AINode_MP_Respawn( bot_state_t *bs ) {
qboolean do_respawn = qfalse;
gentity_t *ent;
int testtime;
// RF, only hit jump if reinforcement time is about to run out
ent = BotGetEntity( bs->entitynum );
// disabled, if medic has troubles finding us, we'll be waiting forever
// if (ent->missionLevel < level.time) { // else medic is heading to us to revive
if ( ent->client->sess.sessionTeam == TEAM_AXIS ) {
testtime = level.time % g_redlimbotime.integer;
if ( testtime > g_redlimbotime.integer - 2000 ) {
do_respawn = qtrue;
}
} else if ( ent->client->sess.sessionTeam == TEAM_ALLIES ) {
testtime = level.time % g_bluelimbotime.integer;
if ( testtime > g_bluelimbotime.integer - 2000 ) {
do_respawn = qtrue;
}
}
// }
//
if ( bs->lastClassCheck < level.time - 4000 ) { // check for a better class
bs->mpClass = BotSuggestClass( bs, bs->mpTeam );
ent->client->sess.latchPlayerType = bs->mpClass;
if ( bs->mpClass != ent->client->sess.playerType ) {
bs->flags |= BFL_MISCFLAG;
}
bs->lastClassCheck = level.time + rand() % 1000;
// sometimes when we die, we should re-evaluate our weapon selection
if ( ( bs->flags & BFL_MISCFLAG ) || ( random() < 0.3 ) ) {
bs->mpWeapon = BotSuggestWeapon( bs, bs->sess.sessionTeam );
ent->client->sess.latchPlayerWeapon = bs->mpWeapon;
}
}
if ( bs->respawn_wait ) {
if ( !BotIsDead( bs ) ) {
// perhaps we should tell everyone who we are
if ( bs->flags & BFL_MISCFLAG ) {
static int lastCall;
if ( lastCall > level.time || lastCall < level.time - 2000 ) {
lastCall = level.time;
switch ( bs->mpClass ) {
case PC_SOLDIER:
BotVoiceChatAfterIdleTime( bs->client, "IamSoldier", SAY_TEAM, 1000 + rand() % 5000, BOT_SHOWTEXT, 20000, qfalse );
break;
case PC_MEDIC:
BotVoiceChatAfterIdleTime( bs->client, "IamMedic", SAY_TEAM, 1000 + rand() % 5000, BOT_SHOWTEXT, 20000, qfalse );
break;
case PC_FIELDOPS:
BotVoiceChatAfterIdleTime( bs->client, "IamLieutenant", SAY_TEAM, 1000 + rand() % 5000, BOT_SHOWTEXT, 20000, qfalse );
break;
case PC_ENGINEER:
BotVoiceChatAfterIdleTime( bs->client, "IamEngineer", SAY_TEAM, 1000 + rand() % 5000, BOT_SHOWTEXT, 20000, qfalse );
break;
}
}
} else if ( bs->sess.sessionTeam == level.attackingTeam ) {
if ( rand() % 2 ) {
BotVoiceChatAfterIdleTime( bs->client, "LetsGo", SAY_TEAM, 1000 + rand() % 2000, qfalse, 20000, qfalse );
}
}
//
BotDefaultNode( bs );
} else {
trap_EA_Respawn( bs->client );
// RF, Wolf uses jump
if ( do_respawn ) {
trap_EA_Jump( bs->client );
}
}
} else if ( bs->respawn_time < trap_AAS_Time() ) {
//wait until respawned
bs->respawn_wait = qtrue;
//elementary action respawn
trap_EA_Respawn( bs->client );
// RF, Wolf uses jump
if ( do_respawn ) {
trap_EA_Jump( bs->client );
}
//
if ( bs->respawnchat_time ) {
//trap_BotEnterChat(bs->cs, bs->client, bs->chatto);
bs->enemy = -1;
}
}
if ( bs->respawnchat_time && bs->respawnchat_time < trap_AAS_Time() - 0.5 ) {
trap_EA_Talk( bs->client );
}
//
return qtrue;
}
/*
==================
AIEnter_MP_Seek_ActivateEntity()
==================
*/
void AIEnter_MP_Seek_ActivateEntity( bot_state_t *bs ) {
bs->ainode = AINode_MP_Seek_ActivateEntity;
bs->ainodeText = "AINode_MP_Seek_ActivateEntity";
}
/*
==================
AINode_MP_Seek_Activate_Entity()
==================
*/
int AINode_MP_Seek_ActivateEntity( bot_state_t *bs ) {
bot_goal_t *goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
//
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//no enemy
bs->enemy = -1;
//
goal = &bs->activategoal;
//if the bot has no goal
if ( !goal ) {
bs->activate_time = 0;
}
//if the bot touches the current goal
else if ( trap_BotTouchingGoal( bs->origin, goal ) ) {
BotChooseWeapon( bs );
#ifdef DEBUG
BotAI_Print( PRT_MESSAGE, "touched button or trigger\n" );
#endif //DEBUG
bs->activate_time = 0;
}
//
if ( bs->activate_time < trap_AAS_Time() ) {
AIEnter_MP_Seek_NBG( bs );
return qfalse;
}
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
}
//check if the bot is blocked
BotAIBlocked( bs, &moveresult, qtrue );
//
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else if ( !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( trap_BotMovementViewTarget( bs->ms, goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else {
//vectoangles(moveresult.movedir, bs->ideal_viewangles);
}
bs->ideal_viewangles[2] *= 0.5;
}
//if the weapon is used for the bot movement
if ( moveresult.flags & MOVERESULT_MOVEMENTWEAPON ) {
bs->weaponnum = moveresult.weapon;
}
//if there is an enemy
if ( BotFindEnemyMP( bs, -1, qfalse ) ) {
if ( BotWantsToRetreat( bs ) ) {
//keep the current long term goal and retreat
// !!! TODO
} else {
trap_BotResetLastAvoidReach( bs->ms );
//empty the goal stack
trap_BotEmptyGoalStack( bs->gs );
//go fight
AIEnter_MP_Battle_Fight( bs );
}
}
return qtrue;
}
/*
==================
AIEnter_MP_Seek_NBG()
==================
*/
void AIEnter_MP_Seek_NBG( bot_state_t *bs ) {
//level.clients[0].sess.spectatorClient = bs->client;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_Seek_NBG;
bs->ainodeText = "AINode_MP_Seek_NBG";
}
/*
==================
AINode_MP_Seek_NBG()
==================
*/
int AINode_MP_Seek_NBG( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *ent;
//
goal = bs->nearbygoal;
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
//
// should we stop pursuing this target?
ent = BotGetEntity( goal.entitynum );
if ( !ent->inuse ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
} else if ( ent->s.eType == ET_SUPPLIER ) {
if ( !ClientNeedsAmmo( bs->client ) ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
} else if ( ent->s.eType == ET_HEALER ) {
if ( BotHealthScale( bs->client ) >= 1.0 ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
} else if ( ent->s.eType == ET_ITEM && ent->touch ) {
if ( /*trap_BotTouchingGoal( bs->origin, &goal ) ||*/ ( ent->r.svFlags & SVF_NOCLIENT ) ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
}
//choose the best weapon to fight with
BotChooseWeapon( bs );
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
// fail
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
//
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
//
return qtrue;
}
/*
==================
AIEnter_MP_AvoidDanger()
==================
*/
void AIEnter_MP_AvoidDanger( bot_state_t *bs ) {
int bestarea;
// if this is dynamite
if ( g_entities[bs->avoid_goal.entitynum].s.eType == ET_MISSILE && g_entities[bs->avoid_goal.entitynum].methodOfDeath == MOD_DYNAMITE ) {
if ( !( rand() % 3 ) ) {
BotVoiceChatAfterIdleTime( bs->client, "FireInTheHole", SAY_TEAM, 500, qfalse, 3000, qfalse );
}
}
bs->flags &= ~BFL_MISCFLAG;
if ( !( bestarea = trap_AAS_AvoidDangerArea( bs->origin, bs->areanum, bs->avoid_goal.origin, BotPointAreaNum( -1, bs->avoid_goal.origin ), bs->avoid_goal.number + 100, bs->tfl ) ) ) { // no hiding spot, ignore it
bs->flags |= BFL_MISCFLAG;
} else {
trap_AAS_AreaWaypoint( bestarea, bs->avoid_goal.origin );
bs->avoid_goal.areanum = bestarea;
}
bs->ainode = AINode_MP_AvoidDanger;
bs->ainodeText = "AINode_MP_AvoidDanger";
}
/*
==================
AINode_MP_AvoidDanger()
==================
*/
int AINode_MP_AvoidDanger( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *trav;
int bestarea;
qboolean moved = qfalse;
memset( &moveresult, 0, sizeof( moveresult ) );
goal = bs->avoid_goal;
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
//if the target has gone
trav = &g_entities[goal.entitynum];
if ( !trav->inuse ) {
// just look for a goal
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
} else if ( trav->client && trav->health <= 0 ) {
// just look for a goal
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
} else if ( trav->s.eType == ET_CONSTRUCTIBLE ) {
if ( ( g_entities[bs->client].client->lastConstructibleBlockingWarnEnt != goal.entitynum ) ||
( ( level.time - g_entities[bs->client].client->lastConstructibleBlockingWarnTime ) > 5000 ) ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
}
// if the avoid entity has changed
if ( bs->avoid_spawnCount != trav->spawnCount ) {
// just look for a goal
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
// if the thing we're avoiding is a landmine, then we don't really need to run away from it, just take a few steps
// don't need to move, is this a landmine?
if ( ( trav->methodOfDeath == MOD_LANDMINE ) && VectorDistanceSquared( bs->origin, trav->r.currentOrigin ) > SQR( 256 ) ) {
// we're done running
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
// make sure the current goal origin is still safe
// is this entity dangerous?
if ( trav->client ) {
// is this player dangerous?
if ( !( trav->client->ps.weapon == WP_PANZERFAUST && trav->client->ps.weaponDelay ) ) {
// not dangerous
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
VectorCopy( trav->r.currentOrigin, target );
} else if ( trav->s.eType == ET_CONSTRUCTIBLE ) {
} else {
if ( trav->s.eType == ET_MISSILE && trav->s.weapon == WP_DYNAMITE ) {
VectorCopy( trav->r.currentOrigin, target );
} else {
if ( !G_PredictMissile( trav, trav->nextthink - level.time, target, ( trav->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) ) {
// not dangerous
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
}
if ( ( bs->last_avoiddangerarea < level.time - 200 ) && ( VectorDistanceSquared( target, goal.origin ) < ( SQR( trav->splashRadius + 100 ) ) ) ) {
bs->last_avoiddangerarea = level.time + rand() % 200;
if ( !( bestarea = trap_AAS_AvoidDangerArea( bs->origin, bs->areanum, target, BotPointAreaNum( -1, target ), trav->splashRadius + 100, bs->tfl ) ) ) {
// move away from the danger
bs->flags |= BFL_MISCFLAG;
} else {
trap_AAS_AreaWaypoint( bestarea, bs->avoid_goal.origin );
bs->avoid_goal.areanum = bestarea;
goal = bs->avoid_goal;
}
}
}
//update goal information
// check for emergency targets (flags, etc)
//if (BotCheckEmergencyTargets( bs )) {
// return qfalse;
//}
if ( bs->flags & BFL_MISCFLAG ) {
moved = qtrue;
//initialize the movement state
BotSetupForMovement( bs );
// move away from danger
VectorSubtract( target, bs->origin, dir );
VectorNormalize( dir );
trap_EA_Move( bs->client, dir, 400 );
// randomly strafe also
if ( level.time % 2000 < 1000 ) {
trap_EA_MoveLeft( bs->client );
} else { trap_EA_MoveRight( bs->client );}
} else {
// are we close enough to the goal?
if ( VectorDistanceSquared( bs->origin, goal.origin ) > ( 24 * 24 ) ) {
// MOVEMENT REQUIRED
//
moved = qtrue;
//choose the best weapon to fight with
BotChooseWeapon( bs );
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
}
//
BotAIBlocked( bs, &moveresult, qtrue );
}
}
//
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( !moved ) {
VectorSubtract( g_entities[goal.entitynum].r.currentOrigin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
//
return qtrue;
}
/*
==================
AIEnter_MP_GiveAmmo()
==================
*/
void AIEnter_MP_GiveAmmo( bot_state_t *bs ) {
//level.clients[0].sess.spectatorClient = bs->client;
bs->give_health_time = 0;
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_GiveAmmo;
bs->ainodeText = "AINode_MP_GiveAmmo";
}
/*
==================
AINode_MP_GiveAmmo()
==================
*/
int AINode_MP_GiveAmmo( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *trav;
goal = bs->target_goal;
//if we have changed class
if ( bs->sess.playerType != PC_FIELDOPS ) {
BotDefaultNode( bs );
return qfalse;
}
//if we have to wait
// Gordon: FIXME: this looks wrong
if ( bs->cur_ps.classWeaponTime > level.time - 8000 ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
//if the target is dead
trav = BotGetEntity( goal.entitynum );
// FIXME: temp hack in dealing with NULL returns from BotGetEntity (??)
if ( trav == NULL ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
if ( !trav->inuse ||
!trav->client ||
( trav->client->ps.pm_type != PM_NORMAL ) ) {
// let them roam again
trav->awaitingHelpTime = 0;
// just look for a goal
BotDefaultNode( bs );
return qfalse;
}
// do they have enough ammo now?
if ( !ClientNeedsAmmo( trav->s.number ) ) {
if ( VectorDistanceSquared( bs->origin, goal.origin ) < SQR( 72 ) ) {
// we just helped them
bs->last_helped_client = trav->s.number;
bs->last_helped_time = level.time;
// they should thank us
if ( trav->r.svFlags & SVF_BOT ) {
BotVoiceChatAfterIdleTime( trav->s.number, "Thanks", SAY_TEAM, 1000 + rand() % 2000, qfalse, 3000 + rand() % 2000, qfalse );
}
}
// let them roam again
trav->awaitingHelpTime = 0;
// just look for a goal
BotDefaultNode( bs );
return qfalse;
}
//update goal information
VectorCopy( trav->r.currentOrigin, bs->target_goal.origin );
bs->target_goal.areanum = BotPointAreaNum( trav->s.number, trav->r.currentOrigin );
if ( !bs->target_goal.areanum ) {
BotDefaultNode( bs );
return qfalse;
}
goal = bs->target_goal;
if ( VectorDistanceSquared( bs->origin, goal.origin ) < SQR( 100 ) && BotEntityVisible( bs->client, bs->eye, bs->viewangles, 360, trav->s.number, NULL ) ) {
// make sure other bots dont head for this target also
trav->awaitingHelpTime = level.time + 1500;
}
// are we close enough to the goal?
if ( VectorDistanceSquared( bs->origin, goal.origin ) < SQR( 72 ) ) {
if ( !bs->give_health_time ) {
bs->give_health_time = level.time + 8000;
} else if ( bs->give_health_time < level.time ) {
BotDefaultNode( bs );
return qfalse;
}
// make sure other bots dont head for this target also
trav->awaitingHelpTime = level.time + 1500;
trav->botIgnoreAmmoTime = level.time + 1000;
// switch to regen and pump away
bs->weaponnum = WP_AMMO;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// aim directly at the dynamite
VectorCopy( bs->origin, target );
VectorSubtract( trav->r.currentOrigin, target, dir );
dir[2] *= 0.5;
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
// hold fire
if ( bs->cur_ps.weapon == WP_AMMO && BotWeaponCharged( bs, WP_AMMO ) ) {
trap_EA_Attack( bs->client );
}
//
return qtrue;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
// MOVEMENT REQUIRED
//
//choose the best weapon to fight with
BotChooseWeapon( bs );
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
}
//
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
// reload?
if ( ( bs->last_fire != level.time ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )]
< (int)( 0.8 * ( GetAmmoTableData( bs->cur_ps.weapon ) )->maxclip ) )
&& bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) {
trap_EA_Reload( bs->client );
}
//
return qtrue;
}
/*
==================
AIEnter_MP_MedicGiveHealth()
==================
*/
void AIEnter_MP_MedicGiveHealth( bot_state_t *bs ) {
bs->give_health_time = 0;
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_MedicGiveHealth;
bs->ainodeText = "AINode_MP_MedicGiveHealth";
}
/*
==================
AINode_MP_MedicGiveHealth()
==================
*/
int AINode_MP_MedicGiveHealth( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *trav;
goal = bs->target_goal;
//if we have changed class
if ( bs->sess.playerType != PC_MEDIC ) {
BotDefaultNode( bs );
return qfalse;
}
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
//if the target has full health
trav = &g_entities[goal.entitynum];
if ( !trav->inuse || !trav->client || ( trav->client->ps.pm_type != PM_NORMAL ) || ( trav->client->ps.pm_flags & PMF_LIMBO ) ) {
// let them roam again
trav->awaitingHelpTime = 0;
// just look for a goal
BotDefaultNode( bs );
return qfalse;
}
if ( BotHealthScale( trav->s.number ) >= 1.0 ) {
if ( VectorDistanceSquared( bs->origin, goal.origin ) < SQR( 72 ) ) {
// we just helped them
bs->last_helped_client = trav->s.number;
bs->last_helped_time = level.time;
// they should thank us
if ( trav->r.svFlags & SVF_BOT ) {
BotVoiceChatAfterIdleTime( trav->s.number, "Thanks", SAY_TEAM, 1000 + rand() % 2000, qfalse, 3000 + rand() % 2000, qfalse );
}
}
// let them roam again
trav->awaitingHelpTime = 0;
// just look for a goal
BotDefaultNode( bs );
return qfalse;
}
//update goal information
VectorCopy( trav->r.currentOrigin, BotGetOrigin( trav->s.number ) );
bs->target_goal.areanum = BotGetArea( trav->s.number );
if ( !bs->target_goal.areanum ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
goal = bs->target_goal;
// are we close enough to the goal?
if ( VectorDistanceSquared( bs->origin, goal.origin ) < SQR( 72 ) ) {
if ( !bs->give_health_time ) {
bs->give_health_time = level.time + 8000;
} else if ( bs->give_health_time < level.time ) {
BotDefaultNode( bs );
return qfalse;
}
// make sure other bots dont head for this target also
trav->awaitingHelpTime = level.time + 1500;
trav->botIgnoreHealthTime = level.time + 1000;
// switch to regen and pump away
bs->weaponnum = WP_MEDKIT;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// aim directly at the player
VectorCopy( bs->origin, target );
VectorSubtract( trav->r.currentOrigin, target, dir );
dir[2] *= 0.5;
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
// hold fire
if ( bs->cur_ps.weapon == WP_MEDKIT && BotWeaponCharged( bs, WP_MEDKIT ) ) {
trap_EA_Attack( bs->client );
}
return qtrue;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
// MOVEMENT REQUIRED
//
//choose the best weapon to fight with
BotChooseWeapon( bs );
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
}
//
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
// reload?
if ( ( bs->last_fire != level.time ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )] < (int)( 0.8 * GetAmmoTableData( bs->cur_ps.weapon )->maxclip ) ) && bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) {
trap_EA_Reload( bs->client );
}
//
return qtrue;
}
/*
==================
AIEnter_MP_MedicRevive()
==================
*/
void AIEnter_MP_MedicRevive( bot_state_t *bs ) {
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_MedicRevive;
bs->ainodeText = "AINode_MP_MedicRevive";
}
/*
==================
AINode_MP_MedicRevive()
==================
*/
int AINode_MP_MedicRevive( bot_state_t *bs ) {
bot_goal_t goal, target;
vec3_t targetpos, dir;
bot_moveresult_t moveresult;
int range;
gentity_t *trav;
goal = bs->target_goal;
//if we have changed class
if ( bs->sess.playerType != PC_MEDIC ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
//if the target is not dead or is in limbo
trav = BotGetEntity( goal.entitynum );
if (
// START Gordon changes, 23/8/2002
!trav ||
// END Gordon changes, 23/8/2002
!trav->inuse ||
!trav->client ||
( trav->client->ps.pm_flags & PMF_LIMBO ) ) {
// just look for a goal
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
// if someone is close to them, only they should continue reviving
if ( g_entities[goal.entitynum].botIgnoreHealthTime >= level.time ) {
int list[MAX_CLIENTS], numList;
float ourDist, *distances;
//
// if there are too many defenders, and we are the furthest away, stop defending
if ( ( numList = BotNumTeamMatesWithTarget( bs, goal.entitynum, list, MAX_CLIENTS ) ) > 0 ) {
ourDist = VectorDistanceSquared( bs->origin, g_entities[goal.entitynum].r.currentOrigin );
if ( !trap_InPVS( bs->origin, g_entities[goal.entitynum].r.currentOrigin ) ) {
ourDist += ( 2048 * 2048 );
}
distances = BotSortPlayersByDistance( g_entities[goal.entitynum].r.currentOrigin, list, numList );
if ( distances[numList - 1] < ourDist ) {
// we are the furthest
bs->ignore_specialgoal_time = 0;
bs->leader = -1;
BotDefaultNode( bs );
return qfalse;
}
}
}
// if they are alive
if ( trav->client->ps.pm_type != PM_DEAD ) {
if ( VectorDistanceSquared( bs->origin, goal.origin ) < SQR( 72 ) ) {
// we just helped them
bs->last_helped_client = trav->s.number;
bs->last_helped_time = level.time;
// they should thank us
if ( trav->r.svFlags & SVF_BOT ) {
BotVoiceChatAfterIdleTime( trav->s.number, "Thanks", SAY_TEAM, 1000 + rand() % 2000, qfalse, 4000 + rand() % 2000, qfalse );
}
}
// look for someone to heal (like the person we just revived)
if ( BotClass_MedicCheckGiveHealth( bs, 200, &target ) ) {
bs->target_goal = target;
AIEnter_MP_MedicGiveHealth( bs );
return qtrue;
}
// just look for a goal
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
//update goal information
VectorCopy( trav->r.currentOrigin, bs->target_goal.origin );
bs->target_goal.areanum = BotPointAreaNum( trav->s.number, trav->r.currentOrigin );
if ( !bs->target_goal.areanum ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
goal = bs->target_goal;
//look for closer revives
range = trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin, goal.areanum, bs->tfl );
//
if ( range < 200 && bs->enemy < 0 ) {
// switch to regen
bs->weaponnum = WP_MEDIC_SYRINGE;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// make sure other bots dont head for this target also
g_entities[goal.entitynum].botIgnoreHealthTime = level.time + 500;
}
// are we close enough to the goal?
if ( VectorDistanceSquared( bs->eye, goal.origin ) < SQR( 42 ) ) {
// make sure other bots dont head for this target also
g_entities[goal.entitynum].botIgnoreHealthTime = level.time + 1500;
// crouch down
trap_EA_Crouch( bs->client );
// switch to regen and pump away
bs->weaponnum = WP_MEDIC_SYRINGE;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// aim directly at the dynamite
VectorCopy( bs->origin, targetpos );
targetpos[2] += bs->cur_ps.viewheight;
VectorSubtract( trav->r.currentOrigin, targetpos, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
// hold fire
if ( bs->cur_ps.weapon == WP_MEDIC_SYRINGE ) {
trap_EA_Attack( bs->client );
}
//
return qtrue;
}
//
if ( range > 200 ) {
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
}
//
// MOVEMENT REQUIRED
//
//choose the best weapon to fight with
BotChooseWeapon( bs );
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
}
//
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, targetpos );
VectorSubtract( targetpos, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, targetpos ) ) {
VectorSubtract( targetpos, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, targetpos );
VectorSubtract( targetpos, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
//
return qtrue;
}
/*
==================
AIEnter_MP_PanzerTarget()
==================
*/
void AIEnter_MP_PanzerTarget( bot_state_t *bs ) {
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_PanzerTarget;
bs->ainodeText = "AINode_MP_PanzerTarget";
bs->enemy = ENTITYNUM_WORLD; // fast view
}
/*
==================
AINode_MP_PanzerTarget()
==================
*/
int AINode_MP_PanzerTarget( bot_state_t *bs ) {
vec3_t vec;
//
if ( BotIsDead( bs ) ) {
bs->enemy = -1;
AIEnter_MP_Respawn( bs );
return qfalse;
}
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//
if ( !BotWeaponWantScale( bs, WP_PANZERFAUST ) ) {
bs->enemy = -1;
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
bs->weaponnum = WP_PANZERFAUST;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
//
// have we fired already?
if ( !BotWeaponCharged( bs, bs->weaponnum ) ) {
bs->enemy = -1;
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
// look at the target
VectorSubtract( bs->target_goal.origin, bs->eye, vec );
VectorNormalize( vec );
vectoangles( vec, bs->ideal_viewangles );
//
if ( ( bs->cur_ps.weapon == bs->weaponnum )
&& ( AngleDifference( bs->ideal_viewangles[YAW], bs->viewangles[YAW] ) < 0.5 )
&& ( AngleDifference( bs->ideal_viewangles[PITCH], bs->viewangles[PITCH] ) < 0.5 ) ) {
trap_EA_Attack( bs->client );
}
//
return qtrue;
}
/*
==================
AIEnter_MP_AttackTarget()
==================
*/
void AIEnter_MP_AttackTarget( bot_state_t *bs ) {
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_AttackTarget;
bs->ainodeText = "AINode_MP_AttackTarget";
bs->enemy = bs->target_goal.entitynum; // fast view
}
/*
==================
AINode_MP_AttackTarget()
==================
*/
int AINode_MP_AttackTarget( bot_state_t *bs ) {
vec3_t vec;
bot_goal_t goal;
gentity_t *check;
//
goal = bs->target_goal;
bs->weaponnum = BotBestTargetWeapon( bs, goal.entitynum );
if ( bs->weaponnum == WP_NONE ) {
bs->enemy = -1;
BotDefaultNode( bs );
return qfalse;
}
//
if ( BotIsDead( bs ) ) {
bs->enemy = -1;
AIEnter_MP_Respawn( bs );
return qfalse;
}
//
if ( BotIsObserver( bs ) ) {
bs->enemy = -1;
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
bs->enemy = -1;
AIEnter_MP_Intermission( bs );
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
bs->enemy = -1;
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
//
check = BotGetVisibleDamagableScriptMover( bs );
if ( !check || ( check->s.number != goal.entitynum ) ) {
bs->enemy = -1;
BotDefaultNode( bs );
return qfalse;
}
//
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// look at the target
VectorSubtract( bs->target_goal.origin, bs->eye, vec );
VectorNormalize( vec );
vectoangles( vec, bs->ideal_viewangles );
//
if ( ( bs->cur_ps.weapon == bs->weaponnum )
&& ( AngleDifference( bs->ideal_viewangles[YAW], bs->viewangles[YAW] ) < 0.5 )
&& ( AngleDifference( bs->ideal_viewangles[PITCH], bs->viewangles[PITCH] ) < 0.5 ) ) {
if ( bs->cur_ps.weapon == WP_GRENADE_LAUNCHER || bs->cur_ps.weapon == WP_GRENADE_PINEAPPLE ) {
if ( BotSinglePlayer() || BotCoop() ) {
// release immediately in single player
} else if ( bs->cur_ps.grenadeTimeLeft ) {
// release grenade
} else {
// hold onto it
trap_EA_Attack( bs->client );
}
} else {
trap_EA_Attack( bs->client );
}
}
//
return qtrue;
}
/*
==================
AIEnter_MP_FixMG42()
==================
*/
void AIEnter_MP_FixMG42( bot_state_t *bs ) {
//level.clients[0].sess.spectatorClient = bs->client;
bs->arrive_time = level.time;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_FixMG42;
bs->ainodeText = "AINode_MP_FixMG42";
}
/*
==================
AINode_MP_FixMG42()
==================
*/
int AINode_MP_FixMG42( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *ent;
trace_t tr;
//
goal = bs->target_goal;
ent = BotGetEntity( bs->target_goal.entitynum );
// return to this sniper spot if we go off temporarily
ent->botIgnoreTime = 0;
//
if ( ent->melee->takedamage ) {
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
ent->botIgnoreTime = level.time + 5000; // other bots should avoid this spot
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
// return to this sniper spot after we're done
ent->botIgnoreTime = 0;
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
// return to this sniper spot after we're done
ent->botIgnoreTime = 0;
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
// have we been waiting here for too long?
if ( bs->arrive_time < level.time - 40000 ) {
ent->botIgnoreTime = level.time + 5000; // other bots should avoid this spot
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
//
// other bots should avoid this spot
ent->botIgnoreTime = level.time + 5000;
VectorSubtract( bs->origin, goal.origin, dir );
if ( fabs( dir[2] ) < 100 ) {
dir[2] = 0;
}
// is the destination blocked?
if ( VectorLengthSquared( dir ) < SQR( 64 ) ) {
trap_Trace( &tr, ent->s.origin, NULL, NULL, ent->s.origin, bs->client, MASK_PLAYERSOLID );
if ( tr.startsolid || tr.allsolid ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
}
if ( VectorLengthSquared( dir ) > SQR( 8 ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//
bs->arrive_time = level.time; // wait a bit longer
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
// fail
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else if ( moveresult.flags & MOVERESULT_WAITING ) { //if waiting for something
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
if ( VectorDistanceSquared( bs->origin, goal.origin ) > SQR( 32 ) ) {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
bs->enemyposition_time = 0;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( VectorLengthSquared( moveresult.movedir ) ) { //FIXME: look at cluster portals?
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
}
}
if ( VectorDistanceSquared( bs->origin, goal.origin ) < SQR( 16 ) ) {
// We are at the spot, so start fixing
bs->weaponnum = WP_PLIERS;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
bs->enemyposition_time = 0;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
if ( VectorDistanceSquared( bs->origin, bs->enemyorigin ) < SQR( 512 ) ) {
// if they are real close, abort sniper mode
if ( VectorDistanceSquared( bs->origin, g_entities[bs->enemy].r.currentOrigin ) < SQR( 1024 ) ) {
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
} else {
bs->enemy = -1;
}
}
} else {
// face the mg42 and start repairing
VectorSubtract( ent->melee->r.currentOrigin, bs->eye, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
// hold fire
trap_EA_Attack( bs->client );
// dont abort until finished
bs->arrive_time = level.time;
}
} else if ( ( bs->last_fire != level.time ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )] < (int)( 0.8 * GetAmmoTableData( bs->cur_ps.weapon )->maxclip ) ) && bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) { // reload?
trap_EA_Reload( bs->client );
}
return qtrue;
}
/*
==================
AIEnter_MP_Battle_MobileMG42
==================
*/
void AIEnter_MP_Battle_MobileMG42( bot_state_t *bs ) {
BotDebugViewClient( bs->client );
//
bs->arrive_time = level.time;
bs->lasthealth = g_entities[bs->client].health;
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_Battle_MobileMG42;
bs->ainodeText = "AINode_MP_Battle_MobileMG42";
}
/*
==================
AINode_MP_Battle_MobileMG42()
==================
*/
int AINode_MP_Battle_MobileMG42( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t dir, ang;
int tookDamage = 0;
bs->weaponnum = WP_MOBILE_MG42;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
bs->mobileMG42ProneTime = level.time;
// if our health has dropped, abort
tookDamage = bs->lasthealth - g_entities[bs->client].health;
// bs->lasthealth = g_entities[bs->client].health;
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// if we have run out of ammo
if ( !BotGotEnoughAmmoForWeapon( bs, bs->weaponnum ) ) {
BotDefaultNode( bs );
return qtrue;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
// look for something better to do
if ( level.captureFlagMode && BotFlagAtBase( bs->sess.sessionTeam, NULL ) == qfalse ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
// have we been waiting here for too long? or been hit too much?
if ( tookDamage > 20 || g_entities[bs->client].health < 40 || bs->arrive_time < level.time - 5000 ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
BotAimAtEnemy( bs );
// wait until we are facing them correctly before going prone
if ( !( bs->cur_ps.eFlags & EF_PRONE ) && ( fabs( AngleDifference( bs->ideal_viewangles[YAW], bs->viewangles[YAW] ) ) > 5.0f ) ) {
return qtrue;
}
// stay prone
trap_EA_Prone( bs->client );
// look for enemies
// if we have an enemy, make sure they are still within view limits
if ( bs->enemy >= 0 ) {
if ( !BotEntityWithinView( bs, bs->enemy ) ) {
bs->enemy = -1;
}
}
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy < 0 ) {
// if we still have no enemy, then after a slight pause, allow us to escape prone mode if we find an
// enemy outside our view
if ( bs->arrive_time < level.time - 1500 ) {
BotFindEnemyMP( bs, -1, qtrue );
// if we found one this time, escape prone mode
if ( bs->enemy >= 0 ) {
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
}
}
// if we took damage, check that there isn't a closer enemy we can attack
if ( tookDamage > 0 ) {
int oldEnemy;
//
oldEnemy = bs->enemy;
bs->enemy = -1;
BotFindEnemyMP( bs, -1, qtrue );
if ( bs->enemy >= 0 && bs->enemy != oldEnemy ) {
// found someone else to attack
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
// otherwise continue
bs->enemy = oldEnemy;
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
bs->enemyposition_time = 0;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
if ( bs->enemy >= 0 ) {
VectorSubtract( entinfo.origin, bs->eye, dir );
VectorNormalize( dir );
vectoangles( dir, ang );
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 120, bs->enemy, NULL ) ) {
// if they are real close, abort mg42 mode
if ( VectorDistanceSquared( bs->origin, g_entities[bs->enemy].r.currentOrigin ) < SQR( 400 ) ) {
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
//
bs->arrive_time = level.time; // wait a bit longer
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
trap_EA_Attack( bs->client );
} else {
bs->enemy = -1;
}
}
} else {
// int spotNum;
//
// TODO: cycle through visible enemy sniper spots
// NOTE: remember last visible enemy positions, so we can stay on them longer than usual
if ( bs->enemyposition_time > trap_AAS_Time() - 5.0 ) {
VectorSubtract( bs->enemyorigin, bs->origin, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( bs->viewchangetime > level.time ) {
// use same angles
/* } else if ((spotNum = BotGetRandomVisibleSniperSpot( bs )) > -1) {
// look at new spot
VectorSubtract( g_entities[spotNum].s.origin, bs->origin, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
//
bs->viewchangetime = level.time + 1000 + rand()%1500;
*/ } else {
// use mg42 angles
VectorCopy( level.clients[bs->client].pmext.mountedWeaponAngles, bs->ideal_viewangles );
// add some random angle
bs->ideal_viewangles[YAW] += crandom() * 20.f * 0.45;
bs->ideal_viewangles[PITCH] += crandom() * 20.f * 0.15;
//
bs->viewchangetime = level.time + 1000 + rand() % 1500;
}
}
//
// stay mounted
bs->flags &= ~BFL_DISMOUNT_MG42;
return qtrue;
}
/*
==================
AIEnter_MP_MG42Scan()
==================
*/
void AIEnter_MP_MG42Scan( bot_state_t *bs ) {
//level.clients[0].sess.spectatorClient = bs->client;
bs->arrive_time = level.time;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->lasthealth = g_entities[bs->client].health;
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_MG42Scan;
bs->ainodeText = "AINode_MP_MG42Scan";
}
/*
==================
AINode_MP_MG42Scan()
==================
*/
int AINode_MP_MG42Scan( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t dir, ang;
gentity_t *ent, *mg42;
//
// set the dismount flag. clear it if we want to stay on
bs->flags |= BFL_DISMOUNT_MG42;
//
goal = bs->target_goal;
ent = BotGetEntity( bs->target_goal.entitynum );
mg42 = ent->melee;
//
ent->botIgnoreTime = 0; // set this now, only reset it to ignore if we want to ignore it
//
// if it's the wrong one
if ( VectorDistanceSquared( bs->origin, ent->r.currentOrigin ) > SQR( 64 ) ) {
trap_EA_Activate( bs->client );
return qfalse;
}
// return to this sniper spot if we go off temporarily
ent->botIgnoreTime = 0;
// if our health has dropped, abort
if ( bs->lasthealth > g_entities[bs->client].health + 40 ) {
ent->botIgnoreTime = level.time + 5000;
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// if we are not mounted on an mg42
if ( !( g_entities[bs->client].s.eFlags & EF_MG42_ACTIVE ) ) {
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
// return to this sniper spot after we're done
ent->botIgnoreTime = 0;
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
// return to this sniper spot after we're done
ent->botIgnoreTime = 0;
//
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
/* // check for special class actions
if (BotCheckClassActions(bs)) {
// return to this sniper spot after we're done
ent->missionLevel = 0;
return qfalse;
}
*/ // look for something better to do
if ( BotFlagAtBase( bs->sess.sessionTeam, NULL ) == qfalse ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
// have we been waiting here for too long?
if ( bs->arrive_time < level.time - 40000 ) {
ent->missionLevel = level.time; // other bots should avoid this spot
ent->botIgnoreTime = level.time + 20000; // we should ignore it for a while now
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
// if this spot is disabled now
if ( mg42->aiInactive & ( 1 << bs->sess.sessionTeam ) ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
//
// other bots should avoid this spot
if ( ent->botIgnoreTime < level.time + 5000 ) {
ent->botIgnoreTime = level.time + 5000;
}
//
// look for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
bs->enemyposition_time = 0;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
VectorSubtract( entinfo.origin, mg42->r.currentOrigin, dir );
VectorNormalize( dir );
vectoangles( dir, ang );
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 120, bs->enemy, NULL ) ) {
if ( ( fabs( AngleDifference( ang[PITCH], mg42->s.angles[PITCH] ) ) >= mg42->varc )
|| ( fabs( AngleDifference( ang[YAW], mg42->s.angles[YAW] ) ) >= mg42->harc ) ) {
ent->botIgnoreTime = level.time + 5000;
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
// if they are real close, abort mg42 mode
if ( VectorDistanceSquared( bs->origin, g_entities[bs->enemy].r.currentOrigin ) < SQR( 512 ) ) {
ent->botIgnoreTime = level.time + 5000;
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
//
bs->arrive_time = level.time; // wait a bit longer
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
trap_EA_Attack( bs->client );
} else {
bs->enemy = -1;
}
}
} else {
// int spotNum;
//
// TODO: cycle through visible enemy sniper spots
// NOTE: remember last visible enemy positions, so we can stay on them longer than usual
if ( bs->enemyposition_time > trap_AAS_Time() - 5.0 ) {
VectorSubtract( bs->enemyorigin, bs->origin, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( bs->viewchangetime > level.time ) {
// use same angles
/* } else if ((spotNum = BotGetRandomVisibleSniperSpot( bs )) > -1) {
// look at new spot
VectorSubtract( g_entities[spotNum].s.origin, bs->origin, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
//
bs->viewchangetime = level.time + 1000 + rand()%1500;
*/ } else {
vec3_t start, end;
trace_t tr;
// use mg42 angles
VectorCopy( mg42->s.angles, bs->ideal_viewangles );
// add some random angle
bs->ideal_viewangles[YAW] += crandom() * mg42->harc * 0.45;
bs->ideal_viewangles[PITCH] += crandom() * mg42->varc * 0.15;
//
// trace out to get the ground
AngleVectors( bs->ideal_viewangles, dir, NULL, NULL );
VectorMA( mg42->r.currentOrigin, 48, dir, start );
VectorMA( start, 4096, dir, end );
trap_Trace( &tr, start, NULL, NULL, end, bs->client, MASK_SHOT );
if ( tr.fraction > 0.2 ) {
VectorCopy( tr.endpos, start );
VectorCopy( tr.endpos, end );
end[2] -= 1024 * tr.fraction;
trap_Trace( &tr, start, NULL, NULL, end, bs->client, MASK_SHOT );
VectorSubtract( tr.endpos, bs->eye, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
}
//
bs->viewchangetime = level.time + 1000 + rand() % 1500;
}
}
//
// stay mounted
bs->flags &= ~BFL_DISMOUNT_MG42;
//
return qtrue;
}
/*
==================
AIEnter_MP_MG42Mount()
==================
*/
void AIEnter_MP_MG42Mount( bot_state_t *bs ) {
//level.clients[0].sess.spectatorClient = bs->client;
bs->arrive_time = level.time;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_MG42Mount;
bs->ainodeText = "AINode_MP_MG42Mount";
}
/*
==================
AINode_MP_MG42Mount()
==================
*/
int AINode_MP_MG42Mount( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *ent;
trace_t tr;
goal = bs->target_goal;
ent = BotGetEntity( bs->target_goal.entitynum );
// return to this sniper spot if we go off temporarily
ent->botIgnoreTime = 0;
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// if we have mounted an mg42
if ( g_entities[bs->client].s.eFlags & EF_MG42_ACTIVE ) {
// if it's the wrong one
if ( VectorDistanceSquared( bs->origin, ent->r.currentOrigin ) > SQR( 64 ) ) {
trap_EA_Activate( bs->client );
return qfalse;
}
AIEnter_MP_MG42Scan( bs );
return qfalse;
}
// if the mg42 is broken, or being used
if ( ent->melee->health <= 0 || ( ent->melee->entstate != STATE_DEFAULT ) || ent->melee->active ) {
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
//
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
/* // check for special class actions
if (BotCheckClassActions(bs)) {
return qfalse;
}
*/ // look for something better to do
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
// have we been waiting here for too long?
if ( bs->arrive_time < level.time - 40000 ) {
ent->botIgnoreTime = level.time + 15000; // other bots should avoid this spot
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
//
// other bots should avoid this spot
ent->botIgnoreTime = level.time + 5000;
//
VectorSubtract( bs->origin, goal.origin, dir );
if ( fabs( dir[2] ) < 100 ) {
dir[2] = 0;
}
// is the destination blocked?
if ( VectorLengthSquared( dir ) < SQR( 64 ) ) {
trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, ent->r.currentOrigin, bs->client, MASK_PLAYERSOLID );
if ( tr.startsolid || tr.allsolid ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
}
if ( VectorLengthSquared( dir ) > SQR( 8 ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//
bs->arrive_time = level.time; // wait a bit longer
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
// fail
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
//
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
if ( VectorDistanceSquared( bs->origin, goal.origin ) > SQR( 32 ) ) {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
bs->enemyposition_time = 0;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
if ( VectorDistanceSquared( bs->origin, goal.origin ) > SQR( 128 ) ||
VectorDistanceSquared( bs->origin, g_entities[bs->enemy].r.currentOrigin ) > SQR( 256 ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else { // go fight them
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
}
}
//
if ( VectorDistanceSquared( bs->origin, goal.origin ) < SQR( 64 ) ) {
vec3_t forward, right, up, offset;
// look at the gun
AngleVectors( bs->viewangles, forward, right, up );
CalcMuzzlePointForActivate( &g_entities[bs->client], forward, right, up, offset );
VectorSubtract( ent->melee->r.currentOrigin, offset, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
if ( bs->arrive_time < level.time - 500 ) {
// randomize the angles a bit to solve some times when a direct sight isn't "enough"
if ( rand() % 4 == 0 ) {
bs->ideal_viewangles[YAW] += crandom() * 10.0;
bs->ideal_viewangles[PITCH] += crandom() * 10.0;
}
// if we have been waiting longer, move backwards slowly
if ( bs->arrive_time < level.time - 2000 ) {
VectorInverse( dir );
dir[2] = 0;
VectorNormalize( dir );
trap_EA_Move( bs->client, dir, 40 );
}
}
// hit activate so we mount it
if ( rand() % 2 ) {
trap_EA_Activate( bs->client );
}
}
// reload?
if ( ( bs->last_fire != level.time ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )] < (int)( 0.8 * GetAmmoTableData( bs->cur_ps.weapon )->maxclip ) ) && bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) {
trap_EA_Reload( bs->client );
}
//
return qtrue;
}
/*
==================
AIEnter_MP_ScanForLandmines()
==================
*/
void AIEnter_MP_ScanForLandmines( bot_state_t *bs ) {
bs->arrive_time = level.time;
bs->altenemy = 0;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_ScanForLandmines;
bs->ainodeText = "AINode_MP_ScanForLandmines";
}
#define DETECT_RADIUS 225
/*
==================
AINode_MP_ScanForLandmines()
==================
*/
int AINode_MP_ScanForLandmines( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *ent;
trace_t tr;
goal = bs->target_goal;
ent = &g_entities[bs->target_goal.entitynum];
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
ent->missionLevel = level.time;
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
ent->missionLevel = level.time;
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
ent->missionLevel = level.time;
return qfalse;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
ent->missionLevel = level.time;
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &bs->target_goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
ent->missionLevel = level.time;
return qfalse;
}
// is this spot disabled now?
if ( ent->aiInactive & ( 1 << bs->sess.sessionTeam ) ) {
if ( BotFindSpecialGoals( bs ) ) {
ent->missionLevel = level.time;
return qfalse;
}
}
// is the destination blocked?
trap_Trace( &tr, ent->s.origin, NULL, NULL, ent->s.origin, bs->client, MASK_PLAYERSOLID );
if ( tr.startsolid || tr.allsolid ) {
if ( BotFindSpecialGoals( bs ) ) {
ent->missionLevel = level.time;
return qfalse;
}
}
VectorSubtract( bs->origin, goal.origin, dir );
if ( fabs( dir[2] ) < 16 ) {
dir[2] = 0;
}
if ( VectorLengthSquared( dir ) > SQR( 32 ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->arrive_time = level.time; // wait a bit longer
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
// fail
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else if ( moveresult.flags & MOVERESULT_WAITING ) { //if waiting for something
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
if ( VectorDistanceSquared( bs->origin, goal.origin ) > SQR( 32 ) ) {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
bs->enemyposition_time = 0;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( VectorLengthSquared( moveresult.movedir ) ) { //FIXME: look at cluster portals?
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
}
}
if ( VectorLengthSquared( dir ) < SQR( 32 ) ) {
// start zooming if we aren't already
bs->weaponnum = WP_BINOCULARS;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
if ( bs->altenemy <= 0 ) {
vec3_t target;
if ( bs->target_goal.number >= 3 ) {
BotChooseWeapon( bs );
BotDefaultNode( bs );
ent->missionLevel = level.time;
return qfalse;
}
// we're going to modify the point we're looking at, based on the current counter number
VectorCopy( ent->s.origin2, target );
// if our index is 0 or 2, we move it left
switch ( bs->target_goal.number ) {
case 0:
target[1] += DETECT_RADIUS;
break;
case 1:
target[0] += DETECT_RADIUS;
break;
case 2:
target[0] -= DETECT_RADIUS;
target[1] -= DETECT_RADIUS;
break;
}
// look at the proper spot
VectorSubtract( target, bs->eye, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
bs->altenemy = AngleNormalize360( RAD2DEG( 2 * tan( DETECT_RADIUS / VectorDistance( bs->eye, target ) ) ) );
// set the time of our next view update
bs->viewchangetime = level.time + 100 + rand() % 150;
// next target!
bs->target_goal.number++;
} else if ( bs->viewchangetime < level.time ) {
// we're doing a sweep - on the 2nd pass we sweep the reverse direction of the other 2 passes
// move viewangle by a bit
switch ( bs->target_goal.number ) {
case 2:
bs->ideal_viewangles[1]--;
break;
default:
bs->ideal_viewangles[1]++;
break;
}
bs->altenemy--;
// set the time of our next view update
bs->viewchangetime = level.time + 100 + rand() % 150;
}
}
return qtrue;
}
/*
==================
AIEnter_MP_SniperSpot()
==================
*/
void AIEnter_MP_SniperSpot( bot_state_t *bs ) {
bs->arrive_time = level.time;
bs->enemyposition_time = 0;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_SniperSpot;
bs->ainodeText = "AINode_MP_SniperSpot";
}
/*
==================
AINode_MP_SniperSpot()
==================
*/
int AINode_MP_SniperSpot( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *ent;
trace_t tr;
goal = bs->target_goal;
ent = &g_entities[bs->target_goal.entitynum];
// return to this sniper spot if we go off temporarily
ent->missionLevel = 0;
bs->flags |= BFL_SNIPING;
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
ent->missionLevel = level.time; // other bots should avoid this spot
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
// return to this sniper spot after we're done
ent->missionLevel = 0;
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
// return to this sniper spot after we're done
ent->missionLevel = 0;
//
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
// look for something better to do
if ( !BotFlagAtBase( bs->sess.sessionTeam, NULL ) ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
// have we got enough ammo?
if ( !BotCanSnipe( bs, qfalse ) ) {
if ( !BotFindSpecialGoals( bs ) ) {
BotDefaultNode( bs );
}
return qfalse;
}
// is this spot disabled now?
if ( ent->aiInactive & ( 1 << bs->sess.sessionTeam ) ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
//
// other bots should avoid this spot
ent->missionLevel = level.time;
// is the destination blocked?
trap_Trace( &tr, ent->s.origin, NULL, NULL, ent->s.origin, bs->client, MASK_PLAYERSOLID );
if ( tr.startsolid || tr.allsolid ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
VectorSubtract( bs->origin, goal.origin, dir );
if ( fabs( dir[2] ) < 100 ) {
dir[2] = 0;
}
if ( VectorLengthSquared( dir ) > SQR( 32 ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->arrive_time = level.time; // wait a bit longer
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
// fail
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else if ( moveresult.flags & MOVERESULT_WAITING ) { //if waiting for something
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
if ( VectorDistanceSquared( bs->origin, goal.origin ) > SQR( 32 ) ) {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
bs->enemyposition_time = 0;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( VectorLengthSquared( moveresult.movedir ) ) { //FIXME: look at cluster portals?
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
}
}
if ( VectorLengthSquared( dir ) < SQR( 32 ) ) {
// have we been waiting here for too long?
if ( bs->arrive_time < level.time - 40000 ) {
ent->missionLevel = level.time; // other bots should avoid this spot
if ( !BotFindSpecialGoals( bs ) ) {
BotDefaultNode( bs );
}
return qfalse;
}
// Gordon: crouching spot
if ( ent->spawnflags & 2 ) {
trap_EA_Crouch( bs->client );
}
// We are at the sniper spot, so start sniping
bs->weaponnum = BotCanSnipe( bs, qfalse );
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( EntityIsDead( &entinfo ) ) {
bs->enemy = -1;
}
if ( bs->enemy >= 0 ) {
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 50, bs->enemy, NULL ) ) {
// if they are real close, abort sniper mode
if ( VectorDistanceSquared( bs->origin, g_entities[bs->enemy].r.currentOrigin ) < SQR( 512 ) ) {
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
bs->arrive_time = level.time; // wait a bit longer
// remember this position
bs->enemyposition_time = trap_AAS_Time();
VectorCopy( BotGetOrigin( bs->enemy ), bs->enemyorigin );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon && BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 5, bs->enemy, NULL ) ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
} else {
int spotNum;
if ( bs->arrive_time < level.time - 20000 ) {
// if not suggesting sniper, suicide so we can change
if ( !BG_IsScopedWeapon( BotSuggestWeapon( bs, bs->sess.sessionTeam ) ) ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
}
// NOTE: remember last visible enemy positions, so we can stay on them longer than usual
if ( bs->enemyposition_time > trap_AAS_Time() - 5.0 ) {
VectorSubtract( bs->enemyorigin, bs->origin, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( bs->viewchangetime > level.time ) {
//
// use same angles
//
} else if ( !( rand() % ( 1 + BotGetNumVisibleSniperSpots( bs ) ) ) && ( spotNum = BotGetRandomVisibleSniperSpot( bs ) ) > -1 ) {
// look at new spot
VectorSubtract( g_entities[spotNum].s.origin, bs->origin, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
//
bs->viewchangetime = level.time + 1500 + rand() % 3000;
} else if ( rand() % 2 && bs->enemyposition_time && ( bs->enemyposition_time > trap_AAS_Time() - 60.0 ) ) {
// look at last enemy pos
VectorSubtract( bs->enemyorigin, bs->origin, dir );
// if it's not too far away, use non-zoomed view
if ( VectorNormalize( dir ) < 3000 ) {
// switch to non-zoomed view
if ( bs->weaponnum >= WP_BEGINSECONDARY && bs->weaponnum <= WP_LASTSECONDARY ) {
bs->weaponnum = weapAlts[bs->weaponnum];
}
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
}
vectoangles( dir, bs->ideal_viewangles );
bs->viewchangetime = level.time + 2000 + rand() % 2000;
} else if ( !VectorCompare( ent->s.angles, vec3_origin ) ) {
// just face direction of sniper spot
// switch to non-zoomed view
if ( bs->weaponnum >= WP_BEGINSECONDARY && bs->weaponnum <= WP_LASTSECONDARY ) {
bs->weaponnum = weapAlts[bs->weaponnum];
}
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
VectorCopy( ent->s.angles, bs->ideal_viewangles );
//
bs->viewchangetime = level.time + 2500 + rand() % 3000;
}
}
}
// reload?
if ( ( level.time - bs->last_fire > 2000 ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )] < (int)( 0.8 * GetAmmoTableData( bs->cur_ps.weapon )->maxclip ) ) && bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) {
trap_EA_Reload( bs->client );
}
return qtrue;
}
/*
==================
AIEnter_MP_DefendTarget()
==================
*/
void AIEnter_MP_DefendTarget( bot_state_t *bs ) {
//VectorCopy( bs->origin, bs->aimtarget );
//choose the best weapon to fight with
bs->arrive_time = 0;
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_DefendTarget;
bs->ainodeText = "AINode_MP_DefendTarget";
}
/*
==================
AINode_MP_DefendTarget()
==================
*/
int AINode_MP_DefendTarget( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *ent, *flag;
qboolean move;
trace_t tr;
goal = bs->target_goal;
bs->defendgoal = bs->target_goal;
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
/* // check for special class actions
if (BotCheckClassActions(bs)) {
return qfalse;
}
*/
// look for health/ammo packs
if ( BotFindNearbyGoal( bs ) ) {
AIEnter_MP_Seek_NBG( bs );
return qfalse;
}
if ( goal.entitynum < 0 ) {
BotDefaultNode( bs );
return qfalse;
}
// look for better goals
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
// if we are defending a leader, and they are not valid anymore, then stop
if ( goal.flags & GFL_LEADER ) {
// make sure our leader is still valid
if ( bs->leader > -1 ) {
if ( !g_entities[bs->leader].inuse ||
!g_entities[bs->leader].client ||
( g_entities[bs->leader].client->ps.pm_flags & PMF_LIMBO ) ) {
bs->leader = -1;
BotDefaultNode( bs );
return qfalse;
} else if ( bs->sess.playerType == PC_MEDIC ) {
if ( g_entities[bs->leader].health <= 0 && trap_AAS_PointAreaNum( g_entities[bs->leader].r.currentOrigin ) &&
BotGoalForEntity( bs, bs->leader, &bs->target_goal, BGU_MEDIUM ) ) {
// revive
g_entities[bs->target_goal.entitynum].missionLevel = level.time + 3000;
AIEnter_MP_MedicRevive( bs );
return qfalse;
} else if ( BotHealthScale( bs->leader ) <= 0.7 && trap_AAS_PointAreaNum( g_entities[bs->leader].r.currentOrigin ) &&
BotGoalForEntity( bs, bs->leader, &bs->target_goal, BGU_MEDIUM ) ) { // health stock?
// make this our goal
g_entities[bs->target_goal.entitynum].missionLevel = level.time + 3000;
AIEnter_MP_MedicGiveHealth( bs );
return qfalse;
}
} else if ( ( VectorLengthSquared( g_entities[bs->leader].client->ps.velocity ) < SQR( 10 ) ) && ( VectorLengthSquared( bs->cur_ps.velocity ) < SQR( 10 ) ) ) {
if ( !( g_entities[bs->leader].r.svFlags & SVF_BOT ) ) {
BotVoiceChatAfterIdleTime( bs->client, "WhereTo", SAY_BUDDY, 1000 + rand() % 3000, BOT_SHOWTEXT, 12000, qfalse );
}
}
//
if ( !g_entities[bs->leader].inuse ||
g_entities[bs->leader].health <= 0 ||
VectorDistanceSquared( g_entities[bs->leader].r.currentOrigin, bs->origin ) > SQR( MAX_BOTLEADER_DIST ) ) {
bs->leader = -1;
}
}
//
if ( bs->leader == -1 ) {
BotDefaultNode( bs );
return qfalse;
}
}
//
//if there is an enemy
if ( BotFindEnemyMP( bs, -1, qfalse ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
// if we made it to the destination, let us roam to fight people
if ( BotCarryingFlag( bs->enemy ) || ( !( goal.flags & GFL_LEADER ) && ( bs->flags & BFL_MISCFLAG ) ) ) {
if ( !BotCarryingFlag( bs->enemy ) && VectorLengthSquared( bs->cur_ps.velocity ) && BotWantsToRetreat( bs ) ) {
//keep the current long term goal and retreat
} else {
trap_BotResetLastAvoidReach( bs->ms );
//go fight
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
}
}
// if the target has been cleared
if ( goal.entitynum < 0 ) {
BotDefaultNode( bs );
return qfalse;
}
// should we stop pursuing this target?
ent = &g_entities[bs->target_goal.entitynum];
switch ( ent->s.eType ) {
case ET_TRIGGER_FLAGONLY:
if ( BotFlagAtBase( bs->sess.sessionTeam, &flag ) == qtrue ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
break;
case ET_TRIGGER_FLAGONLY_MULTIPLE:
if ( !BotEnemyCarryingFlag( bs->client ) ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
break;
case ET_ITEM:
if ( !Q_stricmp( ent->classname, "team_CTF_redflag" ) && !( ent->flags & FL_DROPPED_ITEM ) ) {
if ( bs->sess.sessionTeam != TEAM_AXIS ) {
// this is the enemy flag, so abort "defending" it when it shows up
if ( BotFlagAtBase( TEAM_AXIS, NULL ) == qtrue ) {
BotDefaultNode( bs );
return qfalse;
} else if ( BotCarryingFlag( bs->client ) ) { // we have it!
BotDefaultNode( bs );
return qfalse;
}
}
} else if ( !Q_stricmp( ent->classname, "team_CTF_blueflag" ) && !( ent->flags & FL_DROPPED_ITEM ) ) {
if ( bs->sess.sessionTeam != TEAM_ALLIES ) {
// this is the enemy flag, so abort "defending" it when it shows up
if ( BotFlagAtBase( TEAM_ALLIES, NULL ) == qtrue ) {
BotDefaultNode( bs );
return qfalse;
} else if ( BotCarryingFlag( bs->client ) ) { // we have it!
BotDefaultNode( bs );
return qfalse;
}
}
} else if ( ent->touch ) {
if ( ent->r.svFlags & SVF_NOCLIENT ) {
BotDefaultNode( bs );
return qfalse;
}
}
break;
case ET_TRAP:
if ( !Q_stricmp( ent->classname, "team_WOLF_checkpoint" ) ) {
if ( ent->count == ( bs->sess.sessionTeam == TEAM_AXIS ? TEAM_ALLIES : TEAM_AXIS ) ) {
// the enemy is controlling this checkpoint now
BotDefaultNode( bs );
return qfalse;
}
}
break;
case ET_TRIGGER_MULTIPLE:
// if we are within range, stop here
if ( bs->arrive_time < level.time - 5000 ) {
if ( ( VectorDistanceSquared( bs->origin, BotGetOrigin( ent->s.number ) ) < SQR( 600 ) )
&& trap_InPVS( bs->origin, BotGetOrigin( ent->s.number ) ) ) {
// check the trace
trap_Trace( &tr, bs->eye, vec3_origin, vec3_origin, BotGetOrigin( ent->s.number ), -1, (MASK_SHOT) &~( CONTENTS_BODY | CONTENTS_CORPSE ) );
if ( tr.entityNum != ENTITYNUM_WORLD ) {
VectorCopy( bs->origin, bs->target_goal.origin );
goal = bs->target_goal;
bs->arrive_time = level.time;
}
}
}
break;
case ET_PLAYER:
if ( ent->client && ent->health <= 0 ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
break;
case ET_ATTRACTOR_HINT:
default: // rain
break;
}
// if we are defending a player, and they have moved, get a new sparse defend area
if ( ent->client && ( bs->target_goal.number < level.time - 300 ) && !VectorCompare( ent->r.currentOrigin, bs->defendgoal_origin ) ) {
int list[MAX_CLIENTS], numList;
float ourDist, *distances;
//
// if there are too many defenders, and we are the furthest away, stop defending
if ( BotCarryingFlag( bs->target_goal.entitynum ) ) {
if ( ( numList = BotNumTeamMatesWithTarget( bs, goal.entitynum, list, MAX_CLIENTS ) ) > BOT_FLAG_CARRIER_DEFENDERS ) {
ourDist = VectorDistanceSquared( bs->origin, g_entities[goal.entitynum].r.currentOrigin );
if ( !trap_InPVS( bs->origin, g_entities[goal.entitynum].r.currentOrigin ) ) {
ourDist += 2048 * 2048;
}
distances = BotSortPlayersByDistance( g_entities[goal.entitynum].r.currentOrigin, list, numList );
if ( distances[numList - 1] < ourDist ) {
// we are the furthest
bs->ignore_specialgoal_time = 0;
bs->leader = -1;
BotDefaultNode( bs );
return qfalse;
}
}
}
// look for a new defend pos
VectorCopy( ent->r.currentOrigin, bs->target_goal.origin );
bs->target_goal.areanum = BotPointAreaNum( ent->s.number, ent->r.currentOrigin );
// BotFindSparseDefendArea( bs, &bs->target_goal, qtrue );
VectorCopy( ent->r.currentOrigin, bs->defendgoal_origin );
bs->target_goal.number = level.time + rand() % 100;
goal = bs->target_goal;
bs->defendgoal = bs->target_goal;
}
//
// remember the last position we couldnt see the DESTINATION from, so we can look there once we arrive
if ( !trap_InPVS( bs->origin, goal.origin ) ) {
VectorCopy( bs->origin, bs->aimtarget );
}
//
// do we need to get closer to the goal?
//
move = qfalse;
if ( !( bs->target_goal.flags & GFL_DEFEND_CLOSE ) ) {
if ( !move && VectorDistanceSquared( bs->origin, goal.origin ) > SQR( 384 ) ) {
move = qtrue;
}
if ( !move && trap_InPVS( bs->origin, goal.origin ) ) {
trace_t tr;
trap_Trace( &tr, bs->origin, NULL, NULL, goal.origin, -1, MASK_SHOT & ~( CONTENTS_BODY | CONTENTS_CORPSE ) );
if ( tr.startsolid || tr.allsolid || tr.fraction < 1.0 ) {
move = qtrue;
}
}
} else {
if ( !move && VectorDistanceSquared( bs->origin, goal.origin ) > ( ( goal.flags & GFL_LEADER ) ? SQR( 80 ) : SQR( 32 ) ) ) {
move = qtrue;
}
}
if ( move ) {
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
if ( goal.flags & GFL_LEADER ) {
bs->leader = -1;
}
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly?
//trap_EA_Jump(bs->client);
//trap_EA_Move(bs->client, tv(crandom(), crandom(), crandom()), 100+random()*200 );
// fail
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
if ( bs->blockentTime > level.time - 500 && bs->blockent < level.maxclients ) {
// if we are within range, then stop here
if ( goal.flags & GFL_LEADER ) {
if ( ( BotPointWithinMovementAutonomy( bs, &goal, bs->origin ) )
&& ( VectorDistanceSquared( bs->origin, g_entities[bs->leader].r.currentOrigin ) < SQR( 512 ) ) ) {
VectorCopy( bs->origin, bs->target_goal.origin );
bs->target_goal.areanum = bs->areanum;
}
}
}
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else if ( moveresult.flags & MOVERESULT_WAITING ) { //if waiting for something
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
// under special circumstances, we should go into battle mode
if ( !BotCarryingFlag( bs->target_goal.entitynum ) &&
( ( bs->weaponnum == WP_LUGER ) || ( bs->weaponnum == WP_COLT ) || ( bs->weaponnum == WP_MOBILE_MG42 ) ) ) {
AIEnter_MP_Battle_Fight( bs );
return qfalse;
} else {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
}
} else {
bs->enemy = -1;
}
}
}
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( VectorLengthSquared( moveresult.movedir ) ) { //FIXME: look at cluster portals?
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
// check for giving ourselves some ammo
if ( bs->sess.playerType == PC_FIELDOPS && ClientNeedsAmmo( bs->client ) ) {
// switch to regen and pump away
bs->weaponnum = WP_AMMO;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
if ( bs->cur_ps.weapon == WP_AMMO && BotWeaponCharged( bs, WP_AMMO ) ) {
trap_EA_Attack( bs->client );
}
}
// check for giving ourselves some health
if ( bs->sess.playerType == PC_MEDIC && BotHealthScale( bs->client ) < 1.0 ) {
// switch to regen and pump away
bs->weaponnum = WP_MEDKIT;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
if ( bs->cur_ps.weapon == WP_MEDKIT && BotWeaponCharged( bs, WP_MEDKIT ) ) {
trap_EA_Attack( bs->client );
}
}
}
}
} else {
gentity_t *objtarg;
// NOTE: dont bother looking for enemies, since we have reached the destination, so we are free to
// pursue enemies now
//
// call for an engineer (if required)
if ( ( ent->s.eType == ET_OID_TRIGGER ) && ( objtarg = ent->target_ent ) ) {
if ( objtarg->spawnflags & 64 ) {
if ( ent->lastHintCheckTime < level.time && rand() % 2 ) {
// if there is no dynamite planted here
int list[10], numList, i;
//
numList = BotGetTargetExplosives( bs->sess.sessionTeam, list, 10, qfalse );
for ( i = 0; i < numList; i++ ) {
if ( list[i] == ent->s.number ) {
break;
}
}
// if this objective doesn ont have armed dynamite
if ( numList && i < numList ) {
BotVoiceChatAfterIdleTime( bs->client, "NeedEngineer", SAY_TEAM, 500 + rand() % 4000, qfalse, 5000 + rand() % 5000, qfalse );
}
}
// if we are an engineer, throw out an air-strike
if ( bs->sess.playerType == PC_FIELDOPS && ( level.time - bs->cur_ps.classWeaponTime > ( level.lieutenantChargeTime[bs->sess.sessionTeam - 1] * 0.5f ) ) ) {
// select smoke grenade
bs->weaponnum = WP_SMOKE_MARKER;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// look upwards
bs->ideal_viewangles[PITCH] = -70;
if ( bs->cur_ps.weapon == bs->weaponnum && bs->viewangles[PITCH] < -60 ) {
trap_EA_Attack( bs->client );
}
return qtrue;
}
}
}
// set flag so we know that we made it to the destination
bs->flags |= BFL_MISCFLAG;
//
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
} else {
if ( bs->viewchangetime < level.time ) {
// look for a better pos
if ( !bs->arrive_time && random() < 0.1 ) {
if ( bs->target_goal.entitynum ) {
BotFindSparseDefendArea( bs, &bs->target_goal, qfalse );
}
}
if ( ++bs->viewtype > 1 ) {
bs->viewtype = 0;
}
bs->viewchangetime = level.time + 500 + rand() % 3000;
}
// if guarding a carrier, look towards the flag goal
if ( goal.entitynum > -1 && goal.entitynum < level.maxclients && BotCarryingFlag( goal.entitynum ) ) {
bot_goal_t fgoal;
gentity_t *flaggoal;
qboolean setdir = qfalse;
//
flaggoal = BotFindNextStaticEntity( NULL, BOTSTATICENTITY_FLAGONLY );
if ( !flaggoal ) {
flaggoal = BotFindNextStaticEntity( NULL, BOTSTATICENTITY_FLAGONLY_MULTIPLE );
}
if ( flaggoal ) {
if ( BotGoalForEntity( NULL, flaggoal->s.number, &fgoal, BGU_HIGH ) ) {
if ( trap_BotMovementViewTarget( bs->ms, &fgoal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
setdir = qtrue;
}
}
}
if ( !setdir ) {
// look away from the defense object
VectorAdd( g_entities[bs->target_goal.entitynum].r.absmax, g_entities[bs->target_goal.entitynum].r.absmin, target );
VectorScale( target, 0.5, target );
VectorSubtract( target, bs->origin, dir );
VectorNormalize( dir );
VectorInverse( dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[PITCH] = 0;
}
} else if ( bs->viewtype == 0 ) {
// face the current aimtarget
VectorSubtract( bs->aimtarget, bs->origin, dir );
if ( VectorNormalize( dir ) ) {
if ( fabs( dir[2] ) < 0.8 ) {
vectoangles( dir, bs->ideal_viewangles );
}
bs->ideal_viewangles[PITCH] = 0;
}
} else if ( bs->target_goal.entitynum > 0 ) {
// look at the defense object
VectorAdd( g_entities[bs->target_goal.entitynum].r.absmax, g_entities[bs->target_goal.entitynum].r.absmin, target );
VectorScale( target, 0.5, target );
VectorSubtract( target, bs->origin, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[PITCH] = 0;
}
}
}
// reload?
if ( ( bs->last_fire != level.time ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )] < (int)( 0.8 * GetAmmoTableData( bs->cur_ps.weapon )->maxclip ) ) && bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) {
trap_EA_Reload( bs->client );
}
return qtrue;
}
/*
==================
AIEnter_MP_TouchTarget()
==================
*/
void AIEnter_MP_TouchTarget( bot_state_t *bs ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_TouchTarget;
bs->ainodeText = "AINode_MP_TouchTarget";
}
/*
==================
AINode_MP_TouchTarget()
==================
*/
int AINode_MP_TouchTarget( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *ent;
qboolean altroute = qfalse;
vec3_t mins, maxs;
goal = bs->target_goal;
if ( bs->alt_goal.number && bs->alt_goal.entitynum == goal.entitynum && bs->alt_goal.number == goal.number ) {
if ( ( bs->alt_goal.number < level.time - 12000 ) || ( trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin, bs->target_goal.areanum, bs->tfl ) < 700 ) ) {
// stop pursuing altgoal after some time
BotClearGoal( &bs->alt_goal );
bs->target_goal.number = 0;
goal = bs->target_goal;
} else {
goal = bs->alt_goal;
altroute = qtrue;
}
}
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
/* // check for special class actions
if (BotCheckClassActions(bs)) {
return qfalse;
}
*/
// look for health/ammo packs
if ( BotFindNearbyGoal( bs ) ) {
AIEnter_MP_Seek_NBG( bs );
return qfalse;
}
//
// should we stop pursuing this target?
ent = &g_entities[bs->target_goal.entitynum];
if ( ent->aiInactive & ( 1 << bs->sess.sessionTeam ) ) {
if ( !BotFindSpecialGoals( bs ) ) {
BotDefaultNode( bs );
}
return qfalse;
}
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
if ( ent->s.eType == ET_TRAP && !Q_stricmp( ent->classname, "team_WOLF_checkpoint" ) ) {
if ( ent->count == bs->sess.sessionTeam ) {
// we have captured it
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
} else if ( ent->s.eType == ET_ITEM && ent->touch ) {
if ( ent->r.svFlags & SVF_NOCLIENT ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
} else {
if ( ent->s.eType == ET_TRIGGER_MULTIPLE ) {
//
if ( !ent->r.linked || ent->nextthink > level.time + 1000 ) {
BotDefaultNode( bs );
return qfalse;
}
// if we are currently touching the target, then use this as our spot
if ( bs->arrive_time + 3000 < level.time ) {
VectorAdd( bs->origin, bs->cur_ps.mins, mins );
VectorAdd( bs->origin, bs->cur_ps.maxs, maxs );
if ( trap_EntityContactCapsule( mins, maxs, ent ) ) {
VectorCopy( bs->origin, goal.origin );
bs->arrive_time = level.time;
}
}
// if the current destination is no longer touching the brush, get a new position
VectorAdd( goal.origin, bs->cur_ps.mins, mins );
VectorAdd( goal.origin, bs->cur_ps.maxs, maxs );
if ( !trap_EntityContactCapsule( mins, maxs, ent ) || ( rand() % 50 == 0 ) ) {
// need a new position
if ( !BotGetReachableEntityArea( bs, ent->s.number, &goal ) ) {
BotDefaultNode( bs );
return qfalse;
}
// check this position
VectorAdd( goal.origin, bs->cur_ps.mins, mins );
VectorAdd( goal.origin, bs->cur_ps.maxs, maxs );
if ( !trap_EntityContactCapsule( mins, maxs, ent ) ) {
BotDefaultNode( bs );
return qfalse;
}
// this is the new goal
bs->target_goal = goal;
}
}
if ( !Q_stricmp( ent->classname, "trigger_flagonly" ) ) {
// if we dont have the flag anymore, then stop
if ( !BotCarryingFlag( bs->client ) ) {
BotDefaultNode( bs );
return qfalse;
}
}
}
//
VectorCopy( goal.origin, target );
if ( fabs( target[2] - bs->origin[2] ) < 80 ) {
target[2] = bs->origin[2];
}
if ( altroute && VectorDistanceSquared( goal.origin, bs->origin ) < SQR( 80 ) ) {
// made it to the altroute
BotClearGoal( &bs->alt_goal );
bs->target_goal.number = 0;
goal = bs->target_goal;
}
//
// if we have an enemy, then we should look for an alternate route away from them
if ( ( BotCarryingFlag( bs->client ) ) && ( goal.number < level.time - 8000 ) &&
( BotNumTeamMatesWithTarget( bs, bs->client, NULL, -1 ) < 2 ) &&
( trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin, bs->target_goal.areanum, bs->tfl ) > 1500 ) ) {
if ( bs->enemy > -1 ) {
aas_altroutegoal_t altroutegoals[40];
int numList, i;
bot_goal_t tempgoal;
vec3_t edir;
//
// get the vector towards the enemy
VectorSubtract( g_entities[bs->enemy].r.currentOrigin, bs->origin, edir );
VectorNormalize( edir );
// if we are running towards them
if ( DotProduct( edir, bs->cur_ps.velocity ) > 0 ) {
// dont do this check again for a while
bs->alt_goal.number = level.time;
bs->target_goal.number = level.time;
//initialize the movement state
BotSetupForMovement( bs );
// check for an alternate route
if ( ( numList = trap_AAS_AlternativeRouteGoals( bs->origin, bs->target_goal.origin, bs->tfl, altroutegoals, 40, 0 ) ) ) {
for ( i = 0; i < numList; i++ ) {
BotClearGoal( &tempgoal );
tempgoal.areanum = altroutegoals[i].areanum;
VectorCopy( altroutegoals[i].origin, tempgoal.origin );
if ( qtrue ) { //trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
//VectorSubtract(target, bs->origin, dir);
VectorSubtract( tempgoal.origin, bs->origin, dir );
VectorNormalize( dir );
if ( DotProduct( dir, edir ) < 0 ) { // moving away from the enemy
//make this the altroutegoal
bs->alt_goal = bs->target_goal;
trap_AAS_AreaWaypoint( altroutegoals[i].areanum, bs->alt_goal.origin );
bs->alt_goal.areanum = trap_AAS_PointAreaNum( bs->alt_goal.origin );
break;
}
}
}
}
}
} else if ( bs->enemy < 0 ) {
int list[MAX_CLIENTS], numList;
int i, t;
bot_state_t *tbs;
// if we have defenders, stop every now and then to let them get infront of us
if ( ( bs->stand_time < level.time - 3000 ) && ( trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin, bs->target_goal.areanum, bs->tfl ) > 600 ) &&
( numList = BotNumTeamMatesWithTarget( bs, bs->client, list, MAX_CLIENTS ) ) ) {
// if one of them has a goal infront of us, and they are not near it, we should pause for a bit
for ( i = 0; i < numList; i++ ) {
tbs = &botstates[list[i]];
//
if ( ( VectorDistanceSquared( tbs->origin, tbs->defendgoal.origin ) < SQR( 1500 ) ) &&
( VectorDistanceSquared( tbs->origin, bs->origin ) < SQR( 1024 ) ) &&
( trap_InPVS( tbs->origin, bs->origin ) ) &&
( trap_AAS_AreaTravelTimeToGoalArea( tbs->defendgoal.areanum, tbs->defendgoal.origin, goal.areanum, bs->tfl ) < trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin, bs->target_goal.areanum, bs->tfl ) ) &&
( trap_AAS_AreaTravelTimeToGoalArea( tbs->areanum, tbs->origin, goal.areanum, bs->tfl ) - trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin, goal.areanum, bs->tfl ) ) ) {
t = trap_AAS_AreaTravelTimeToGoalArea( tbs->areanum, tbs->origin, tbs->defendgoal.areanum, bs->tfl );
if ( t > 300 ) {
t = 300;
}
if ( t > 100 ) {
bs->stand_time = level.time + 1000 + 5 * t;
}
}
}
}
}
}
//choose the best weapon to fight with
BotChooseWeapon( bs );
//
//initialize the movement state
BotSetupForMovement( bs );
//
if ( bs->stand_time < level.time ) {
qboolean move = qtrue;
//move towards the goal
if ( ent->s.eType == ET_TRAP && !Q_stricmp( ent->classname, "team_WOLF_checkpoint" )
&& ( VectorDistanceSquared( goal.origin, bs->origin ) < SQR( 128 ) ) ) {
// move straight torward it
VectorAdd( ent->r.absmin, ent->r.absmax, target );
VectorScale( target, 0.5, target );
VectorSubtract( target, bs->origin, dir );
dir[2] = 0;
VectorNormalize( dir );
trap_EA_Move( bs->client, dir, 300 );
// randomly jump
if ( rand() % 10 == 0 ) {
trap_EA_Jump( bs->client );
}
move = qfalse;
} else if ( ent->s.eType == ET_TRIGGER_MULTIPLE ) {
int i;
// if we are touching the brush, we dont need to move
VectorAdd( bs->origin, bs->cur_ps.mins, mins );
VectorAdd( bs->origin, bs->cur_ps.maxs, maxs );
// make them a bit smaller to be safe
for ( i = 0; i < 3; i++ ) {
mins[i] += 2;
maxs[i] -= 2;
}
if ( trap_EntityContactCapsule( mins, maxs, ent ) ) {
move = qfalse;
}
}
if ( move ) {
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
// fail
bs->ainode = NULL;
bs->ainodeText = "NULL";
return qtrue;
}
//
BotAIBlocked( bs, &moveresult, qtrue );
}
}
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
/* // if we are not going for an urgent goal, go into battle mode
if (!BotCarryingFlag(bs->client) && bs->ignore_specialgoal_time < level.time && BotWantsToChase(bs) &&
(VectorDistanceSquared( goal.origin, bs->origin ) > SQR(384)) &&
(VectorDistanceSquared( bs->enemyorigin, bs->origin ) < SQR(2048)) &&
Q_stricmp(g_entities[goal.entitynum].classname, "team_CTF_redflag") &&
Q_stricmp(g_entities[goal.entitynum].classname, "team_CTF_blueflag")) {
AIEnter_MP_Battle_Fight(bs);
return qfalse;
}
*/
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( ent->s.eType == ET_TRIGGER_MULTIPLE && trap_InPVS( bs->origin, goal.origin ) && Distance( bs->origin, goal.origin ) < 512 ) {
VectorSubtract( ent->r.currentOrigin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
// check for giving ourselves some ammo
if ( bs->sess.playerType == PC_FIELDOPS && ClientNeedsAmmo( bs->client ) ) {
// switch to regen and pump away
bs->weaponnum = WP_AMMO;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
if ( bs->cur_ps.weapon == WP_AMMO && BotWeaponCharged( bs, WP_AMMO ) ) {
trap_EA_Attack( bs->client );
}
}
// check for giving ourselves some health
if ( bs->sess.playerType == PC_MEDIC && BotHealthScale( bs->client ) < 1.0 ) {
// switch to regen and pump away
bs->weaponnum = WP_MEDKIT;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
if ( bs->cur_ps.weapon == WP_MEDKIT && BotWeaponCharged( bs, WP_MEDKIT ) ) {
trap_EA_Attack( bs->client );
}
}
}
}
// reload?
if ( ( bs->last_fire != level.time ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )] < (int)( 0.8 * GetAmmoTableData( bs->cur_ps.weapon )->maxclip ) ) && bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) {
trap_EA_Reload( bs->client );
}
return qtrue;
}
/*
==================
AIEnter_MP_SatchelChargeTarget
==================
*/
void AIEnter_MP_SatchelChargeTarget( bot_state_t *bs ) {
bs->target_goal.flags &= ~GFL_NOSLOWAPPROACH;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_SatchelChargeTarget;
bs->ainodeText = "AINode_MP_SatchelChargeTarget";
}
/*
==================
AINode_MP_SatchelChargeTarget
==================
*/
int AINode_MP_SatchelChargeTarget( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *trav;
int list[10], numList, i;
float goalDist;
aas_entityinfo_t entinfo;
goal = bs->target_goal;
//if we have changed class
if ( bs->sess.playerType != PC_COVERTOPS ) {
BotDefaultNode( bs );
return qfalse;
}
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
//if there are 2 bots going for this goal, then we should abort if we are further away
goalDist = VectorDistanceSquared( bs->origin, goal.origin );
if ( ( numList = BotNumTeamMatesWithTargetByClass( bs, goal.entitynum, list, 10, PC_ENGINEER ) ) ) {
if ( goalDist > SQR( 256 ) ) {
goalDist = SQR( 256 ); // only abort if one of our teammates is close to the goal
}
for ( i = 0; i < numList; i++ ) {
if ( botstates[list[i]].ainode == AINode_MP_SatchelChargeTarget ) {
if ( VectorDistanceSquared( botstates[list[i]].origin, goal.origin ) < goalDist ) {
// make sure other bots dont head for this target also
g_entities[goal.entitynum].lastHintCheckTime = level.time + 5000;
BotDefaultNode( bs );
return qfalse;
}
}
}
}
VectorSubtract( bs->origin, goal.origin, dir );
if ( fabs( dir[2] ) < 128 ) {
dir[2] = 0;
}
goalDist = VectorLengthSquared( dir );
// are we close enough to the goal?
if ( goalDist < SQR( 32 ) ) {
// have we recently dropped some dynamite?
for ( trav = G_FindSatchels( NULL ); trav; trav = G_FindSatchels( trav ) ) {
if ( !trav->parent || trav->parent->s.number != bs->client ) {
continue;
}
if ( VectorDistanceSquared( bs->origin, trav->r.currentOrigin ) > SQR( 64 ) ) {
continue;
}
// found some!
bs->flags |= BFL_MISCFLAG;
VectorCopy( trav->r.currentOrigin, bs->target_goal.origin );
bs->target_goal.origin[2] += 24;
break;
}
if ( !trav ) {
// no dynamite found, keep trying to plant some
if ( bs->flags & BFL_MISCFLAG ) {
// it's gone, so reset goal
BotDefaultNode( bs );
return qfalse;
}
if ( BotWeaponCharged( bs, WP_SATCHEL ) ) {
// VOICE: cover me!
BotVoiceChatAfterIdleTime( bs->client, "CoverMe", SAY_TEAM, 500 + rand() % 1000, qfalse, 10000, qfalse );
// make sure other bots dont head for this target also
g_entities[bs->target_goal.entitynum].lastHintCheckTime = level.time + 2000;
// crouch down
trap_EA_Crouch( bs->client );
// look downwards
bs->ideal_viewangles[PITCH] = 70;
// select the dynamite
bs->weaponnum = WP_SATCHEL;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// hold fire
if ( !VectorLengthSquared( bs->velocity ) && fabs( bs->viewangles[PITCH] - bs->ideal_viewangles[PITCH] ) < 2 && bs->cur_ps.weapon == WP_SATCHEL && !bs->cur_ps.grenadeTimeLeft ) {
trap_EA_Attack( bs->client );
}
return qtrue;
}
} else if ( ( trav = G_FindSatchel( &g_entities[bs->client] ) ) ) {
/* // check for emergency targets (flags, etc)
if (BotCheckEmergencyTargets( bs )) {
return qfalse;
}
// check for dangerous elements
if (BotDangerousGoal(bs, &goal)) {
AIEnter_MP_AvoidDanger(bs); // avoid this danger until it passes
return qfalse;
}
// just look for a goal
BotDefaultNode(bs);
return qfalse;*/
}
}
if ( !( bs->flags & BFL_MISCFLAG ) ) {
if ( goalDist > SQR( 128 ) ) {
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
//choose the best weapon to fight with
BotChooseWeapon( bs );
// are we close enough to the goal?
if ( goalDist >= SQR( 32 ) ) {
// MOVEMENT REQUIRED
//
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
}
//
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
}
//
return qtrue;
}
/*
==================
AIEnter_MP_DynamiteTarget()
==================
*/
void AIEnter_MP_DynamiteTarget( bot_state_t *bs ) {
bs->toggleHidingTime = level.time;
bs->target_goal.flags &= ~GFL_NOSLOWAPPROACH;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_DynamiteTarget;
bs->ainodeText = "AINode_MP_DynamiteTarget";
}
/*
==================
AINode_MP_DynamiteTarget()
==================
*/
int AINode_MP_DynamiteTarget( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *trav;
int list[10], numList, i;
float goalDist;
aas_entityinfo_t entinfo;
goal = bs->target_goal;
//if we have changed class
if ( bs->sess.playerType != PC_ENGINEER ) {
BotDefaultNode( bs );
return qfalse;
}
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
//if there are 2 bots going for this goal, then we should abort if we are further away
goalDist = VectorDistanceSquared( bs->origin, goal.origin );
if ( ( numList = BotNumTeamMatesWithTargetByClass( bs, goal.entitynum, list, 10, PC_ENGINEER ) ) ) {
if ( goalDist > SQR( 256 ) ) {
goalDist = SQR( 256 ); // only abort if one of our teammates is close to the goal
}
for ( i = 0; i < numList; i++ ) {
if ( list[i] == bs->client ) {
continue;
}
if ( botstates[list[i]].ainode == AINode_MP_DynamiteTarget ) {
if ( VectorDistanceSquared( botstates[list[i]].origin, goal.origin ) < goalDist ) {
// make sure other bots dont head for this target also
g_entities[goal.entitynum].lastHintCheckTime = level.time + 5000;
BotDefaultNode( bs );
return qfalse;
}
}
}
}
//
//map specific code
BotMapScripts( bs );
//
VectorSubtract( bs->origin, goal.origin, dir );
if ( fabs( dir[2] ) < 128 ) {
dir[2] = 0;
}
goalDist = VectorLengthSquared( dir );
// are we close enough to the goal?
if ( goalDist < SQR( 32 ) ) {
// have we recently dropped some dynamite?
for ( trav = G_FindDynamite( NULL ); trav; trav = G_FindDynamite( trav ) ) {
if ( !trav->parent || trav->parent->s.number != bs->client ) {
continue;
}
if ( VectorDistanceSquared( bs->origin, trav->r.currentOrigin ) > SQR( 100 ) ) {
continue;
}
if ( trav->spawnTime < bs->toggleHidingTime ) {
// armed before we started this node
continue;
}
// found some!
bs->flags |= BFL_MISCFLAG;
VectorCopy( trav->r.currentOrigin, bs->target_goal.origin );
bs->target_goal.origin[2] += 24;
break;
}
if ( !trav ) {
// no dynamite found, keep trying to plant some
if ( bs->flags & BFL_MISCFLAG ) {
// it's gone, so reset goal
BotDefaultNode( bs );
return qfalse;
}
if ( BotWeaponCharged( bs, WP_DYNAMITE ) ) {
// VOICE: cover me!
BotVoiceChatAfterIdleTime( bs->client, "CoverMe", SAY_TEAM, 500 + rand() % 1000, qfalse, 10000, qfalse );
// make sure other bots dont head for this target also
g_entities[bs->target_goal.entitynum].lastHintCheckTime = level.time + 2000;
// crouch down
trap_EA_Crouch( bs->client );
// look downwards
bs->ideal_viewangles[PITCH] = 70;
// select the dynamite
bs->weaponnum = WP_DYNAMITE;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// hold fire
if ( rand() % 2 && !VectorLengthSquared( bs->velocity ) && fabs( bs->viewangles[PITCH] - bs->ideal_viewangles[PITCH] ) < 2 && bs->cur_ps.weapon == WP_DYNAMITE && !bs->cur_ps.grenadeTimeLeft ) {
trap_EA_Attack( bs->client );
}
return qtrue;
}
} else if ( trav->s.teamNum >= 4 ) { // the dynamite is not armed
// switch to pliers and arm the dynamite
bs->weaponnum = WP_PLIERS;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// aim directly at the dynamite
VectorCopy( bs->origin, target );
target[2] += bs->cur_ps.viewheight;
VectorSubtract( trav->r.currentOrigin, target, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
// hold fire
if ( bs->cur_ps.weapon == WP_PLIERS ) {
trap_EA_Attack( bs->client );
}
return qtrue;
} else { // the dynamite is armed, get out of here!
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
// just look for a goal
BotDefaultNode( bs );
// if we are still in dynamite mode, then we may be trying to plant more dynamite at same place
bs->toggleHidingTime = level.time;
return qfalse;
}
}
//
if ( !( bs->flags & BFL_MISCFLAG ) ) {
if ( goalDist > SQR( 128 ) ) {
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
//
//choose the best weapon to fight with
BotChooseWeapon( bs );
//
// are we close enough to the goal?
if ( goalDist >= SQR( 32 ) ) {
// MOVEMENT REQUIRED
//
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
}
//
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
}
//
return qtrue;
}
/*
==================
AIEnter_MP_ConstructibleTarget()
==================
*/
void AIEnter_MP_ConstructibleTarget( bot_state_t *bs ) {
bs->target_goal.flags &= ~GFL_NOSLOWAPPROACH;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_ConstructibleTarget;
bs->ainodeText = "AINode_MP_ConstructibleTarget";
}
/*
==================
AINode_MP_ConstructibleTarget()
==================
*/
int AINode_MP_ConstructibleTarget( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *trav, *ent, *constructible;
int list[10], numList, i;
float goalDist;
ent = &g_entities[bs->client];
trav = &g_entities[bs->target_goal.entitynum];
constructible = G_ConstructionForTeam( trav, bs->sess.sessionTeam );
goal = bs->target_goal;
/* if(bot_profile.integer == 2) {
// update this in case it is moving
if (bs->lastLeaderMoveTime < level.time - 500) {
BotGoalForEntity( bs, goal.entitynum, &goal, BGU_HIGH );
bs->lastLeaderMoveTime = level.time;
}
}*/
//if we have changed class
if ( bs->sess.playerType != PC_ENGINEER ) {
BotDefaultNode( bs );
return qfalse;
}
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// is this constructible finished building?
if ( !BotIsConstructible( bs->sess.sessionTeam, goal.entitynum ) ) {
// finished building
BotDefaultNode( bs );
return qfalse;
}
//if there are 2 bots going for this goal, then we should abort if we are further away
if ( ( numList = BotNumTeamMatesWithTarget( bs, goal.entitynum, list, 10 ) ) > botgoalMaxCloser[BFG_CONSTRUCT] ) {
goalDist = VectorDistanceSquared( bs->origin, goal.origin );
if ( goalDist > SQR( 1024 ) ) {
goalDist = SQR( 1024 ); // only abort if one of our teammates is close to the goal
}
for ( i = 0; i < numList; i++ ) {
if ( botstates[list[i]].ainode == AINode_MP_ConstructibleTarget ) {
if ( VectorDistanceSquared( botstates[list[i]].origin, goal.origin ) < goalDist ) {
// only abort if there is something else to do
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
}
}
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
// are we close enough to the goal?
if ( ent->client->touchingTOI && ent->client->touchingTOI == trav ) {
// if the construction has changed level, we should reset the construction flag so we wait for full power again
if ( ( bs->flags & BFL_MISCFLAG ) && constructible->count2 && !constructible->s.angles2[0] ) {
bs->flags &= ~BFL_MISCFLAG;
}
// if we haven't started yet, make sure we wait until we have reasonable power before starting
if ( !( bs->flags & BFL_MISCFLAG ) ) {
if ( bs->cur_ps.classWeaponTime > ( level.time - level.engineerChargeTime[bs->sess.sessionTeam - 1] / 4 ) ) {
// just crouch, and look ahead
trap_EA_Crouch( bs->client );
bs->ideal_viewangles[PITCH] = 0;
// look for things to attack
BotFindAndAttackEnemy( bs );
return qtrue;
}
}
// we have started
// if we are out of power, wait until it's full before starting again
if ( !ReadyToConstruct( ent, constructible, qfalse ) ) {
bs->flags &= ~BFL_MISCFLAG;
return qtrue;
}
bs->flags |= BFL_MISCFLAG;
// VOICE: cover me!
BotVoiceChatAfterIdleTime( bs->client, "CoverMe", SAY_TEAM, 500 + rand() % 1000, qfalse, 10000, qfalse );
// look downwards
bs->ideal_viewangles[PITCH] = 70;
// select pliers (the all-in-one handyman tool)
bs->weaponnum = WP_PLIERS;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// hold fire
if ( bs->cur_ps.weapon == WP_PLIERS ) {
trap_EA_Attack( bs->client );
}
return qtrue;
}
//choose the best weapon to fight with
BotChooseWeapon( bs );
//
// MOVEMENT REQUIRED
//
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
goalDist = VectorDistanceSquared( bs->origin, goal.origin );
if ( moveresult.failure || ( VectorLengthSquared( bs->cur_ps.velocity ) < SQR( 3 ) && goalDist < ( 128 * 128 ) ) ) { // allow for boxes at construction site that may get in the way
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
}
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else if ( moveresult.flags & MOVERESULT_WAITING ) { // if waiting for something
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
//
return qtrue;
}
/*
==================
AIEnter_MP_PlantMine()
==================
*/
void AIEnter_MP_PlantMine( bot_state_t *bs ) {
bs->target_goal.flags &= ~GFL_NOSLOWAPPROACH;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_PlantMine;
bs->ainodeText = "AINode_MP_PlantMine";
}
/*
==================
AINode_MP_PlantMine()
==================
*/
int AINode_MP_PlantMine( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *trav;
goal = bs->target_goal;
//if we have changed class
if ( bs->sess.playerType != PC_ENGINEER ) {
BotDefaultNode( bs );
return qfalse;
}
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
// if I have no landmines, I can't do this
if ( !BotGotEnoughAmmoForWeapon( bs, WP_LANDMINE ) ) {
BotDefaultNode( bs );
return qfalse;
}
// are we close enough to the goal?
if ( VectorDistanceSquared( bs->origin, goal.origin ) < SQR( 32 ) ) {
// VOICE: cover me!
BotVoiceChatAfterIdleTime( bs->client, "CoverMe", SAY_TEAM, 500 + rand() % 1000, qfalse, 60000, qfalse );
// crouch down
trap_EA_Crouch( bs->client );
// look downwards
bs->ideal_viewangles[PITCH] = 70;
// have we recently dropped a land mine?
trav = NULL;
while ( ( trav = G_FindLandmine( trav ) ) ) {
if ( !trav->parent || trav->parent->s.number != bs->client ) {
continue;
}
if ( VectorDistanceSquared( bs->target_goal.origin, trav->r.currentOrigin ) > SQR( 100 ) ) {
continue;
}
if ( trav->awaitingHelpTime < level.time - 5000 ) {
continue;
}
if ( G_LandmineArmed( trav ) ) {
bs->last_dangerousgoal = 0; // Gordon: force a reset
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
}
// found some!
bs->flags |= BFL_MISCFLAG;
VectorCopy( trav->r.currentOrigin, bs->target_goal.origin );
bs->target_goal.origin[2] += 24;
break;
}
if ( !trav ) {
// select the land mine
bs->weaponnum = WP_LANDMINE;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// hold fire
if ( !VectorLengthSquared( bs->velocity ) && fabs( bs->viewangles[PITCH] - bs->ideal_viewangles[PITCH] ) < 2 && bs->cur_ps.weapon == bs->weaponnum && !bs->cur_ps.grenadeTimeLeft ) {
trap_EA_Attack( bs->client );
}
} else if ( trav->s.teamNum >= 4 ) { // the dynamite is not armed
// switch to pliers and arm the dynamite
bs->weaponnum = WP_PLIERS;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// aim directly at the dynamite
VectorCopy( bs->origin, target );
target[2] += bs->cur_ps.viewheight;
VectorSubtract( trav->r.currentOrigin, target, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
// hold fire
if ( bs->cur_ps.weapon == WP_PLIERS ) {
trap_EA_Attack( bs->client );
}
} else {
// the dynamite is armed, get out of here!
BotDefaultNode( bs );
return qfalse;
}
return qtrue;
}
//choose the best weapon to fight with
BotChooseWeapon( bs );
// MOVEMENT REQUIRED
//
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
BotDefaultNode( bs );
return qfalse;
}
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else if ( moveresult.flags & MOVERESULT_WAITING ) { // if waiting for something
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
BotFindAndAttackEnemy( bs );
BotUpdateViewAngles( bs, &goal, moveresult );
}
return qtrue;
}
/*
==================
AIEnter_MP_DisarmDynamite()
==================
*/
void AIEnter_MP_DisarmDynamite( bot_state_t *bs ) {
// VOICE: cover me!
BotVoiceChatAfterIdleTime( bs->client, "CoverMe", SAY_TEAM, 500 + rand() % 1000, qfalse, 4000, qfalse );
bs->target_goal.flags &= ~GFL_NOSLOWAPPROACH;
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_DisarmDynamite;
bs->ainodeText = "AINode_MP_DisarmDynamite";
}
/*
==================
AINode_MP_DisarmDynamite()
==================
*/
int AINode_MP_DisarmDynamite( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
gentity_t *trav;
float goalDist;
goal = bs->target_goal;
//if we have changed class
if ( bs->sess.playerType != PC_ENGINEER ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
//if there are 2 bots going for this goal, then we should abort if we are further away
goalDist = VectorDistanceSquared( bs->origin, goal.origin );
/* if (numList = BotNumTeamMatesWithTarget( bs, goal.entitynum, list, 10 )) {
for (i=0; i<numList; i++) {
if (list[i] == bs->client) continue;
if (botstates[list[i]].ainode == AINode_MP_DisarmDynamite) {
if (VectorDistanceSquared( botstates[list[i]].origin, goal.origin ) < goalDist) {
// make sure other bots dont head for this target also
bs->ignore_specialgoal_time = 0;
g_entities[goal.entitynum].missionLevel = level.time + 5000;
BotDefaultNode( bs );
return qfalse;
}
}
}
}
*/ //
trav = BotGetEntity( goal.entitynum );
// FIXME: temp hack in dealing with NULL returns from BotGetEntity (??)
if ( trav == NULL ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
if ( !trav->inuse || trav->s.eType != ET_MISSILE || trav->s.weapon != WP_DYNAMITE ) {
// it's gone, so reset goal
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
if ( trav->s.teamNum >= 4 ) { // the dynamite is not armed
// make sure other bots dont head for this target also
bs->ignore_specialgoal_time = 0;
g_entities[goal.entitynum].missionLevel = level.time + 5000;
BotDefaultNode( bs );
return qfalse;
}
// make sure other bots dont head for this target also
trav->missionLevel = level.time + 1000;
//
//map specific code
BotMapScripts( bs );
//
// are we close enough to the goal?
if ( goalDist < SQR( 32 ) ) {
// crouch down
trap_EA_Crouch( bs->client );
//
// switch to pliers and disarm the dynamite
bs->weaponnum = WP_PLIERS;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
// aim directly at the dynamite
VectorCopy( bs->origin, target );
target[2] += bs->cur_ps.viewheight;
VectorSubtract( trav->r.currentOrigin, target, dir );
VectorNormalize( dir );
vectoangles( dir, bs->ideal_viewangles );
// hold fire
if ( bs->cur_ps.weapon == WP_PLIERS ) {
trap_EA_Attack( bs->client );
}
//
return qtrue;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
//choose the best weapon to fight with
BotChooseWeapon( bs );
// MOVEMENT REQUIRED
//
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// jump randomly?
trap_EA_Jump( bs->client );
trap_EA_Move( bs->client, tv( crandom(), crandom(), crandom() ), 100 + random() * 200 );
}
//
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
}
// reload?
if ( ( bs->last_fire != level.time ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )] < (int)( 0.8 * GetAmmoTableData( bs->cur_ps.weapon )->maxclip ) ) && bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) {
trap_EA_Reload( bs->client );
}
//
return qtrue;
}
/*
==================
AIEnter_MP_Battle_Fight()
==================
*/
void AIEnter_MP_Battle_Fight( bot_state_t *bs ) {
BotClearGoal( &bs->target_goal );
trap_BotResetLastAvoidReach( bs->ms );
bs->ainode = AINode_MP_Battle_Fight;
bs->ainodeText = "AINode_MP_Battle_Fight";
}
/*
==================
AINode_MP_Battle_Fight()
==================
*/
int AINode_MP_Battle_Fight( bot_state_t *bs ) {
int areanum;
aas_entityinfo_t entinfo;
bot_moveresult_t moveresult;
bot_goal_t goal;
float enemydist;
memset( &moveresult, 0, sizeof( moveresult ) );
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
//if no enemy
if ( bs->enemy < 0 ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
// if using MOBILE MG42, conditionally go into special prone mode
if ( bs->weaponnum == WP_MOBILE_MG42 ) {
if ( VectorDistanceSquared( bs->origin, BotGetOrigin( bs->enemy ) ) > SQR( 700 ) ) {
vec3_t dir, ang, mountedWeaponAngles;
trace_t tr;
vec3_t end;
// make sure they are within pitch range
VectorSubtract( BotGetOrigin( bs->enemy ), bs->eye, dir );
VectorNormalize( dir );
vectoangles( dir, ang );
//
VectorCopy( bs->origin, end );
end[2] -= 40;
trap_Trace( &tr, bs->origin, vec3_origin, vec3_origin, end, bs->client, MASK_PLAYERSOLID );
if ( tr.fraction < 1.f ) {
vec3_t axis[3], forward, right;
AngleVectors( bs->viewangles, forward, right, NULL );
forward[2] = 0;
right[2] = 0;
PM_ClipVelocity( forward, tr.plane.normal, forward, OVERCLIP );
PM_ClipVelocity( right, tr.plane.normal, right, OVERCLIP );
//
VectorNormalize( forward );
VectorNormalize( right );
//
VectorCopy( forward, axis[0] );
VectorCopy( right, axis[2] );
CrossProduct( axis[0], axis[2], axis[1] );
AxisToAngles( axis, mountedWeaponAngles );
// make sure these angles are within view limits towards the enemy
if ( fabs( AngleDifference( mountedWeaponAngles[PITCH], ang[PITCH] ) ) < 15.f ) {
int oldviewheight;
// check for obstruction at feet
oldviewheight = level.clients[bs->client].ps.viewheight;
level.clients[bs->client].ps.viewheight = PRONE_VIEWHEIGHT;
if ( BotVisibleFromPos( bs->origin, bs->client, BotGetOrigin( bs->enemy ), bs->enemy, qtrue ) ) {
AIEnter_MP_Battle_MobileMG42( bs );
return qfalse;
}
}
}
}
}
// check for dangerous elements
VectorCopy( bs->origin, goal.origin );
goal.areanum = bs->areanum;
goal.entitynum = bs->client;
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
//
BotEntityInfo( bs->enemy, &entinfo );
enemydist = VectorDistanceSquared( bs->origin, entinfo.origin );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->ignore_specialgoal_time = 0;
bs->enemydeath_time = 0;
bs->enemy = -1;
BotDefaultNode( bs );
return qfalse;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//if the enemy is invisible and not shooting the bot looses track easily
if ( EntityIsInvisible( &entinfo ) && !EntityIsShooting( &entinfo ) ) {
if ( random() < 0.2 ) {
BotDefaultNode( bs );
return qfalse;
}
}
//update the reachability area and origin if possible
areanum = BotGetArea( bs->enemy ); //BotPointAreaNum(entinfo.number, entinfo.origin);
if ( areanum ) {
VectorCopy( entinfo.origin, bs->lastenemyorigin );
bs->lastenemyareanum = areanum;
}
//update the attack inventory values
BotUpdateBattleInventory( bs, bs->enemy );
// get in real close to enemy flag carriers
if ( BotCarryingFlag( bs->enemy ) && VectorDistanceSquared( bs->origin, bs->lastenemyorigin ) > SQR( 72 ) ) {
if ( trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin, bs->lastenemyareanum, bs->tfl ) ) {
AIEnter_MP_Battle_Chase( bs );
return qfalse;
}
}
//if the enemy is not visible, or is too far away
if ( ( bs->weaponnum == WP_KNIFE ) || ( enemydist > SQR( BotWeaponRange( bs, bs->weaponnum ) ) ) || !BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
if ( BotWantsToChase( bs ) ) {
AIEnter_MP_Battle_Chase( bs );
return qfalse;
} else {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qtrue; // wait until next frame, incase this triggers a loop
}
}
//use holdable items
BotBattleUseItems( bs );
//
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//
if ( BotCanAndWantsToRocketJump( bs ) ) {
bs->tfl |= TFL_ROCKETJUMP;
}
//choose the best weapon to fight with
BotChooseWeapon( bs );
if ( BotMoveWhileFiring( bs->weaponnum ) ) {
//do attack movements
moveresult = BotAttackMove( bs, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
}
//
BotAIBlocked( bs, &moveresult, qfalse );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( !BotCheckAttack( bs ) ) {
if ( BotWantsToChase( bs ) ) {
AIEnter_MP_Battle_Chase( bs );
return qfalse; // chase them immediately
} else {
BotDefaultNode( bs );
return qtrue; // prevent loop
}
}
//if the bot wants to retreat
if ( BotWantsToRetreat( bs ) ) {
BotFindSpecialGoals( bs );
return qtrue;
}
return qtrue;
}
/*
==================
AIEnter_MP_Battle_Chase()
==================
*/
void AIEnter_MP_Battle_Chase( bot_state_t *bs ) {
bs->altenemy = -1;
BotClearGoal( &bs->target_goal );
bs->chase_time = trap_AAS_Time();
bs->ainode = AINode_MP_Battle_Chase;
bs->ainodeText = "AINode_MP_Battle_Chase";
}
/*
==================
AINode_MP_Battle_Chase()
==================
*/
int AINode_MP_Battle_Chase( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
aas_entityinfo_t entinfo;
int oldenemy;
float enemydist;
memset( &moveresult, 0, sizeof( moveresult ) );
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// RF, if we have a leader, go back to protecting them
if ( ( bs->leader > -1 ) && !BotCarryingFlag( bs->enemy ) ) {
AIEnter_MP_DefendTarget( bs );
return qfalse;
}
//if no enemy
if ( bs->enemy < 0 ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( !BotCarryingFlag( bs->enemy ) && BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
//if the enemy is visible
BotEntityInfo( bs->enemy, &entinfo );
VectorCopy( entinfo.origin, bs->lastenemyorigin );
enemydist = VectorDistanceSquared( bs->origin, bs->lastenemyorigin );
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
// update chase org
bs->lastenemyareanum = BotPointAreaNum( bs->enemy, entinfo.origin );
bs->chase_time = trap_AAS_Time() + 5.0;
// RF, if we are in the air, wait until we land (we may be climbing a ladder)
if ( bs->cur_ps.groundEntityNum != ENTITYNUM_NONE || bs->cur_ps.velocity[2] < 0 ) {
// get real close to flag carrier
if ( ( bs->weaponnum != WP_KNIFE ) && ( ( !BotCarryingFlag( bs->enemy ) && ( enemydist < SQR( BotWeaponRange( bs, bs->weaponnum ) ) ) ) || ( enemydist < SQR( 64 ) ) ) ) {
// make sure it is safe to attack
if ( BotCheckAttack( bs ) ) {
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
} else { // attack and keep moving towards them
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
}
}
}
//
if ( !BotCarryingFlag( bs->enemy ) ) {
int oldEnemy;
//if there is another enemy
oldEnemy = bs->enemy;
if ( ( bs->weaponnum != WP_KNIFE ) && BotFindEnemyMP( bs, -1, qfalse ) && ( bs->enemy != oldEnemy ) ) {
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
}
//there is no last enemy area
if ( ( bs->weaponnum != WP_KNIFE ) && !bs->lastenemyareanum ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
//
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//
if ( BotCanAndWantsToRocketJump( bs ) ) {
bs->tfl |= TFL_ROCKETJUMP;
}
//map specific code
BotMapScripts( bs );
//create the chase goal
goal.entitynum = bs->enemy;
goal.areanum = bs->lastenemyareanum;
VectorCopy( bs->lastenemyorigin, goal.origin );
VectorSet( goal.mins, -8, -8, -8 );
VectorSet( goal.maxs, 8, 8, 8 );
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
//if the last seen enemy spot is reached the enemy could not be found
if ( ( bs->weaponnum != WP_KNIFE ) && trap_BotTouchingGoal( bs->origin, &goal ) ) {
bs->chase_time = 0;
}
//if there's no chase time left
if ( !bs->chase_time || bs->chase_time < trap_AAS_Time() - 10 ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
//
BotUpdateBattleInventory( bs, bs->enemy );
//initialize the movement state
BotSetupForMovement( bs );
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
bs->enemy = -1;
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// try and find something else to do
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
//
BotAIBlocked( bs, &moveresult, qfalse );
//
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else {
// forget about our current enemy temporarily, so we can shoot at other while pursuing the flag carrier
oldenemy = bs->enemy;
if ( BotCarryingFlag( oldenemy ) ) {
// check for enemies
bs->enemy = -1;
if ( bs->altenemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
} else {
bs->enemy = bs->altenemy;
}
if ( bs->enemy > -1 ) {
bs->altenemy = bs->enemy;
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->altenemy = -1;
}
} else {
bs->altenemy = -1;
}
}
//
if ( ( bs->altenemy < 0 || !BotCarryingFlag( oldenemy ) ) && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
// restore the enemy
bs->enemy = oldenemy;
}
//if the weapon is used for the bot movement
if ( moveresult.flags & MOVERESULT_MOVEMENTWEAPON ) {
bs->weaponnum = moveresult.weapon;
}
//if the bot is in the area the enemy was last seen in
if ( bs->areanum == bs->lastenemyareanum ) {
bs->chase_time = 0;
}
//if the bot wants to retreat (the bot could have been damage during the chase)
if ( BotWantsToRetreat( bs ) ) {
AIEnter_MP_Battle_Retreat( bs );
return qtrue;
}
// reload?
if ( ( bs->last_fire != level.time ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )] < (int)( 0.8 * GetAmmoTableData( bs->cur_ps.weapon )->maxclip ) ) && bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) {
trap_EA_Reload( bs->client );
}
//
return qtrue;
}
/*
==================
AIEnter_MP_Battle_Retreat()
==================
*/
void AIEnter_MP_Battle_Retreat( bot_state_t *bs ) {
bs->ainode = AINode_MP_Battle_Retreat;
bs->ainodeText = "AINode_MP_Battle_Retreat";
}
/*
==================
AINode_MP_Battle_Retreat()
==================
*/
int AINode_MP_Battle_Retreat( bot_state_t *bs ) {
aas_entityinfo_t entinfo;
bot_moveresult_t moveresult;
int areanum;
memset( &moveresult, 0, sizeof( moveresult ) );
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
//if no enemy
if ( bs->enemy < 0 ) {
BotDefaultNode( bs );
return qfalse;
}
//
BotEntityInfo( bs->enemy, &entinfo );
if ( EntityIsDead( &entinfo ) ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
//
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//map specific code
BotMapScripts( bs );
//update the attack inventory values
BotUpdateBattleInventory( bs, bs->enemy );
//if the bot doesn't want to retreat anymore... probably picked up some nice items
if ( BotWantsToChase( bs ) ) {
//empty the goal stack, when chasing, only the enemy is the goal
trap_BotEmptyGoalStack( bs->gs );
//go chase the enemy
AIEnter_MP_Battle_Chase( bs );
return qfalse;
}
//update the last time the enemy was visible
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
bs->enemyvisible_time = trap_AAS_Time();
//update the reachability area and origin if possible
areanum = BotPointAreaNum( entinfo.number, entinfo.origin );
if ( areanum && trap_AAS_AreaReachability( areanum ) ) {
VectorCopy( entinfo.origin, bs->lastenemyorigin );
bs->lastenemyareanum = areanum;
}
}
//if the enemy is NOT visible for 4 seconds
if ( bs->enemyvisible_time < trap_AAS_Time() - 4 ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
//else if the enemy is NOT visible
else if ( bs->enemyvisible_time < trap_AAS_Time() ) {
//if there is another enemy
if ( BotFindEnemyMP( bs, -1, qfalse ) ) {
AIEnter_MP_Battle_Fight( bs );
return qfalse;
}
}
//
//use holdable items
BotBattleUseItems( bs );
//
// !!! RF, we should try to move somewhere safe here
//
//choose the best weapon to fight with
BotChooseWeapon( bs );
//if the view is fixed for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEW
//|MOVERESULT_SWIMVIEW
) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else if ( !( moveresult.flags & MOVERESULT_MOVEMENTVIEWSET )
&& !( bs->flags & BFL_IDEALVIEWSET ) ) {
BotAimAtEnemy( bs );
}
//if the weapon is used for the bot movement
if ( moveresult.flags & MOVERESULT_MOVEMENTWEAPON ) {
bs->weaponnum = moveresult.weapon;
}
//attack the enemy if possible
BotCheckAttack( bs );
//
return qtrue;
}
/*
==================
AIEnter_MP_Script_MoveToMarker()
==================
*/
void AIEnter_MP_Script_MoveToMarker( bot_state_t *bs ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_Script_MoveToMarker;
bs->ainodeText = "AINode_MP_Script_MoveToMarker";
}
/*
==================
AINode_MP_Script_MoveToMarker()
==================
*/
int AINode_MP_Script_MoveToMarker( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
g_serverEntity_t *marker;
//
goal = bs->target_goal;
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( !BotIsPOW( bs ) ) {
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
}
// check for dangerous elements
if ( !BotIsPOW( bs ) ) {
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
}
/* // check for special class actions
if (BotCheckClassActions(bs)) {
return qfalse;
}
*/ // look for health/ammo packs
if ( !BotIsPOW( bs ) ) {
if ( BotFindNearbyGoal( bs ) ) {
AIEnter_MP_Seek_NBG( bs );
return qfalse;
}
}
if ( !BotIsPOW( bs ) ) {
if ( BotFindSpecialGoals( bs ) ) {
return qfalse;
}
}
//
// should we stop pursuing this target?
marker = GetServerEntity( bs->target_goal.entitynum );
if ( !marker || !marker->inuse ) {
bs->ignore_specialgoal_time = 0;
BotDefaultNode( bs );
return qfalse;
}
//
VectorCopy( goal.origin, target );
if ( fabs( target[2] - bs->origin[2] ) < 80 ) {
target[2] = bs->origin[2];
}
//
//choose the best weapon to fight with
BotChooseWeapon( bs );
//
//map specific code
BotMapScripts( bs );
//initialize the movement state
BotSetupForMovement( bs );
//
memset( &moveresult, 0, sizeof( moveresult ) );
//
if ( VectorDistanceSquared( bs->origin, target ) >= SQR( 12 ) ) {
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
if ( !( bs->flags & BFL_MISCFLAG ) ) {
Bot_ScriptLog_Entry( bs, qfalse, NULL, "movement failure" );
bs->flags |= BFL_MISCFLAG;
}
return qtrue;
} else {
if ( bs->flags & BFL_MISCFLAG ) {
Bot_ScriptLog_Entry( bs, qfalse, NULL, "resumed movement" );
bs->flags &= ~BFL_MISCFLAG;
}
}
// set the movement type
if ( bs->script.moveType == BSMT_WALKING ) {
trap_EA_Walk( bs->client );
} else if ( bs->script.moveType == BSMT_CROUCHING ) {
trap_EA_Crouch( bs->client );
}
//
BotAIBlocked( bs, &moveresult, qtrue );
} else {
// Gordon: TEMP: i doubt this should be here
if ( BotIsPOW( bs ) ) {
BotDefaultNode( bs );
return qfalse;
}
}
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
// check for giving ourselves some ammo
if ( bs->sess.playerType == PC_FIELDOPS && ClientNeedsAmmo( bs->client ) ) {
// switch to regen and pump away
bs->weaponnum = WP_AMMO;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
if ( bs->cur_ps.weapon == WP_AMMO && BotWeaponCharged( bs, WP_AMMO ) ) {
trap_EA_Attack( bs->client );
}
}
// check for giving ourselves some health
if ( bs->sess.playerType == PC_MEDIC && BotHealthScale( bs->client ) < 1.0 ) {
// switch to regen and pump away
bs->weaponnum = WP_MEDKIT;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
if ( bs->cur_ps.weapon == WP_MEDKIT && BotWeaponCharged( bs, WP_MEDKIT ) ) {
trap_EA_Attack( bs->client );
}
}
}
}
// reload?
if ( ( bs->last_fire != level.time ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )] < (int)( 0.8 * GetAmmoTableData( bs->cur_ps.weapon )->maxclip ) ) && bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) {
trap_EA_Reload( bs->client );
}
//
return qtrue;
}
/*
==================
AIEnter_MP_MoveToAutonomyRange()
==================
*/
void AIEnter_MP_MoveToAutonomyRange( bot_state_t *bs ) {
vec3_t pos;
//
if ( !BotGetMovementAutonomyPos( bs, pos ) ) {
if ( g_developer.integer ) {
G_Printf( "AIEnter_MP_MoveToAutonomyRange: autonomy pos unknown\n" );
}
}
// make the current goal our autonomy spot
BotClearGoal( &bs->target_goal );
VectorCopy( pos, bs->target_goal.origin );
bs->target_goal.areanum = BotPointAreaNum( bs->client, pos );
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->ainode = AINode_MP_MoveToAutonomyRange;
bs->ainodeText = "AINode_MP_MoveToAutonomyRange";
}
/*
==================
AINode_MP_MoveToAutonomyRange()
==================
*/
int AINode_MP_MoveToAutonomyRange( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
//
goal = bs->target_goal;
//
if ( BotIsObserver( bs ) ) {
AIEnter_MP_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_MP_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_MP_Respawn( bs );
return qfalse;
}
// check for emergency targets (flags, etc)
if ( BotCheckEmergencyTargets( bs ) ) {
return qfalse;
}
// check for dangerous elements
if ( BotDangerousGoal( bs, &goal ) ) {
AIEnter_MP_AvoidDanger( bs ); // avoid this danger until it passes
return qfalse;
}
/* // check for special class actions
if (BotCheckClassActions(bs)) {
return qfalse;
}
*/ // look for health/ammo packs
//if (BotFindNearbyGoal( bs )) {
// AIEnter_MP_Seek_NBG( bs );
// return qfalse;
//}
//if (BotFindSpecialGoals(bs)) {
// return qfalse;
//}
//
// should we stop pursuing this target?
//ent = BotGetEntity( bs->target_goal.entitynum );
//if (!ent->inuse) {
// bs->ignore_specialgoal_time = 0;
// BotDefaultNode(bs);
// return qfalse;
//}
//
VectorCopy( goal.origin, target );
if ( fabs( target[2] - bs->origin[2] ) < 80 ) {
target[2] = bs->origin[2];
}
//
//choose the best weapon to fight with
BotChooseWeapon( bs );
//
//map specific code
BotMapScripts( bs );
//initialize the movement state
BotSetupForMovement( bs );
//
memset( &moveresult, 0, sizeof( moveresult ) );
//
{
float halfRange = ( 0.5 * BotGetMovementAutonomyRange( bs, NULL ) );
if ( VectorDistanceSquared( bs->origin, target ) <= SQR( halfRange ) ) {
// go back to standing
AIEnter_MP_Stand( bs );
return qfalse;
}
}
//
//try a direct movement
if ( !BotDirectMoveToGoal( bs, &goal, &moveresult ) ) {
//move towards the goal
BotMP_MoveToGoal( bs, &moveresult, bs->ms, &goal, bs->tfl );
}
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
if ( !( bs->flags & BFL_MISCFLAG ) ) {
Bot_ScriptLog_Entry( bs, qfalse, NULL, "movement failure" );
bs->flags |= BFL_MISCFLAG;
}
return qtrue;
} else {
if ( bs->flags & BFL_MISCFLAG ) {
Bot_ScriptLog_Entry( bs, qfalse, NULL, "resumed movement" );
bs->flags &= ~BFL_MISCFLAG;
}
}
// set the movement type
if ( bs->script.moveType == BSMT_WALKING ) {
trap_EA_Walk( bs->client );
} else if ( bs->script.moveType == BSMT_CROUCHING ) {
trap_EA_Crouch( bs->client );
}
//
BotAIBlocked( bs, &moveresult, qtrue );
//
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else {
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
//
if ( bs->enemy < 0 && !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( moveresult.flags & MOVERESULT_DIRECTMOVE ) {
VectorSubtract( goal.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLengthSquared( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
// check for giving ourselves some ammo
if ( bs->sess.playerType == PC_FIELDOPS && ClientNeedsAmmo( bs->client ) ) {
// switch to regen and pump away
bs->weaponnum = WP_AMMO;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
if ( bs->cur_ps.weapon == WP_AMMO && BotWeaponCharged( bs, WP_AMMO ) ) {
trap_EA_Attack( bs->client );
}
}
// check for giving ourselves some health
if ( bs->sess.playerType == PC_MEDIC && BotHealthScale( bs->client ) < 1.0 ) {
// switch to regen and pump away
bs->weaponnum = WP_MEDKIT;
trap_EA_SelectWeapon( bs->client, bs->weaponnum );
if ( bs->cur_ps.weapon == WP_MEDKIT && BotWeaponCharged( bs, WP_MEDKIT ) ) {
trap_EA_Attack( bs->client );
}
}
}
}
// reload?
if ( ( bs->last_fire != level.time ) && ( bs->cur_ps.ammoclip[BG_FindClipForWeapon( bs->cur_ps.weapon )] < (int)( 0.8 * GetAmmoTableData( bs->cur_ps.weapon )->maxclip ) ) && bs->cur_ps.ammo[BG_FindAmmoForWeapon( bs->cur_ps.weapon )] ) {
trap_EA_Reload( bs->client );
}
//
return qtrue;
}
/*
==================
AIEnter_MP_NavigateFromVoid()
==================
*/
void AIEnter_MP_NavigateFromVoid( bot_state_t *bs ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
bs->flags &= ~BFL_MISCFLAG;
bs->last_SparseDefense = 0;
bs->ainode = AINode_MP_NavigateFromVoid;
bs->ainodeText = "AINode_MP_NavigateFromVoid";
}
/*
==================
AINode_MP_NavigateFromVoid()
==================
*/
int AINode_MP_NavigateFromVoid( bot_state_t *bs ) {
const int checkFrames = 40;
const float checkFrametime = 0.05;
const int randomChecksPerSlice = 5;
int i;
vec3_t dir, angles;
aas_clientmove_t move;
qboolean success;
float bestDist;
vec3_t bestDir;
// are we out of the void?
if ( bs->areanum ) {
BotDefaultNode( bs );
return qfalse;
}
// try to navigate out of the void
// if we have a current direction, validate it
if ( bs->flags & BFL_MISCFLAG ) {
// we are currently heading in a direction, verify to make sure it's still valid
if ( bs->last_attackShout < level.time - 250 ) {
VectorCopy( bs->lastLeaderPosition, dir );
success = qfalse;
if ( trap_AAS_PredictClientMovement( &move, bs->client, bs->origin, -1, qfalse, dir, vec3_origin, checkFrames, 0, checkFrametime, SE_HITGROUNDDAMAGE | SE_HITGROUNDAREA | SE_STUCK | SE_GAP, -1, qfalse ) ) {
switch ( move.stopevent ) {
case SE_HITGROUNDAREA:
// success!
success = qtrue;
// keep it valid
bs->last_SparseDefense = level.time + 500;
break;
}
}
//
if ( !success ) {
bs->flags &= ~BFL_MISCFLAG;
}
}
}
// do we need a new direction?
if ( !( bs->flags & BFL_MISCFLAG ) ) {
bestDist = -1.0;
for ( i = 0; i < randomChecksPerSlice; i++ ) {
// choose a random direction
VectorClear( angles );
angles[YAW] = rand() % 360;
AngleVectors( angles, dir, NULL, NULL );
// how far will this direction get us?
success = qfalse;
if ( trap_AAS_PredictClientMovement( &move, bs->client, bs->origin, -1, qfalse, dir, vec3_origin, checkFrames, 0, checkFrametime, SE_HITGROUNDDAMAGE | SE_HITGROUNDAREA | SE_STUCK | SE_GAP, -1, qfalse ) ) {
switch ( move.stopevent ) {
case SE_HITGROUNDAREA:
// success!
success = qtrue;
break;
}
}
//
if ( success ) {
bs->flags |= BFL_MISCFLAG;
bs->last_attackShout = level.time;
bs->last_SparseDefense = level.time + 200;
VectorCopy( dir, bs->lastLeaderPosition );
break;
} else {
switch ( move.stopevent ) {
case SE_HITGROUNDDAMAGE:
case SE_GAP:
// bad direction
break;
default:
// Gordon: OPT: bleh....
if ( bestDist < 0 || VectorDistanceSquared( bs->origin, move.endpos ) < SQR( bestDist ) ) {
bestDist = VectorDistance( bs->origin, move.endpos );
VectorCopy( dir, bestDir );
}
}
}
}
if ( !( bs->flags & BFL_MISCFLAG ) && ( bestDist > 0.0 ) ) {
bs->last_SparseDefense = level.time + 200;
VectorCopy( bestDir, bs->lastLeaderPosition );
}
}
// check for enemies
if ( bs->enemy < 0 ) {
BotFindEnemyMP( bs, -1, qfalse );
}
if ( bs->enemy >= 0 ) {
aas_entityinfo_t entinfo;
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 0.3 ) {
bs->enemydeath_time = 0;
bs->enemy = -1;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//
if ( bs->enemy >= 0 ) {
// attack and keep moving
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy, NULL ) ) {
//choose the best weapon to fight with
BotChooseWeapon( bs );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
if ( bs->weaponnum == bs->cur_ps.weapon ) {
BotCheckAttack( bs );
}
} else {
bs->enemy = -1;
}
}
}
// do we have a current direction?
if ( bs->last_SparseDefense > level.time ) {
// continue in that direction
trap_EA_Move( bs->client, bs->lastLeaderPosition, 400 );
if ( bs->enemy < 0 ) {
vectoangles( bs->lastLeaderPosition, angles );
trap_EA_View( bs->client, angles );
}
}
return qtrue;
}
| 1 | 0.943064 | 1 | 0.943064 | game-dev | MEDIA | 0.988672 | game-dev | 0.988494 | 1 | 0.988494 |
gridengine/gridengine | 13,555 | source/libs/jgdi/cullconv/src/com/sun/grid/cull/CullDependencies.java | /*___INFO__MARK_BEGIN__*/
/*************************************************************************
*
* The Contents of this file are made available subject to the terms of
* the Sun Industry Standards Source License Version 1.2
*
* Sun Microsystems Inc., March, 2001
*
*
* Sun Industry Standards Source License Version 1.2
* =================================================
* The contents of this file are subject to the Sun Industry Standards
* Source License Version 1.2 (the "License"); You may not use this file
* except in compliance with the License. You may obtain a copy of the
* License at http://gridengine.sunsource.net/Gridengine_SISSL_license.html
*
* Software provided under this License is provided on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING,
* WITHOUT LIMITATION, WARRANTIES THAT THE SOFTWARE IS FREE OF DEFECTS,
* MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE, OR NON-INFRINGING.
* See the License for the specific provisions governing your rights and
* obligations concerning the Software.
*
* The Initial Developer of the Original Code is: Sun Microsystems, Inc.
*
* Copyright: 2001 by Sun Microsystems, Inc.
*
* All Rights Reserved.
*
************************************************************************/
/*___INFO__MARK_END__*/
package com.sun.grid.cull;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.StringTokenizer;
import java.util.logging.Logger;
import javax.swing.tree.DefaultMutableTreeNode;
import org.apache.tools.ant.BuildException;
/**
*
*/
public class CullDependencies {
private Logger logger = Logger.getLogger("cullconv");
Map<String, Node> nodeMap = new HashMap<String, Node>();
public static final String FILTER_OBJECTS = "objects";
public static final String FILTER_PRIMITIVE_OBJECTS = "primitives";
public static final String FILTER_ROOT_OBJECTS = "root";
public static final String FILTER_PRIMITIVE_ROOT_OBJECTS = "primitive_root";
public static final String FILTER_MAPPED_OBJECTS = "mapped";
public static final String FILTER_MAP_OBJECTS = "map";
public static final String FILTER_DEPEND_OBJECTS = "depend";
public static final String FILTER_EVENT_OBJECTS = "event";
public static final int INCLUDE_ROOT_OBJECTS = 1;
public static final int INCLUDE_OBJECTS = 2;
public static final int INCLUDE_PRIMITIVE_OBJECTS = 4;
public static final int INCLUDE_PRIMITIVE_ROOT_OBJECTS = 8;
public static final int INCLUDE_MAPPED_OBJECTS = 16;
public static final int INCLUDE_MAP_OBJECTS = 32;
public static final int INCLUDE_DEPEND_OBJECTS = 64;
public static final int INCLUDE_EVENT_OBJECTS = 128;
public static final int INCLUDE_ALL = 65535;
private int includeMask;
/** Creates a new instance of CullDependencies */
public CullDependencies(CullDefinition culldef, Set<String> nameSet, String objectFilter) throws BuildException {
includeMask = 0;
if (objectFilter == null) {
includeMask = INCLUDE_ALL;
} else {
StringTokenizer st = new StringTokenizer(objectFilter);
while (st.hasMoreTokens()) {
String token = st.nextToken();
if (FILTER_OBJECTS.equals(token)) {
includeMask |= INCLUDE_OBJECTS;
} else if (FILTER_PRIMITIVE_OBJECTS.equals(token)) {
includeMask |= INCLUDE_PRIMITIVE_OBJECTS;
} else if (FILTER_ROOT_OBJECTS.equals(token)) {
includeMask |= INCLUDE_ROOT_OBJECTS;
} else if (FILTER_EVENT_OBJECTS.equals(token)) {
includeMask |= INCLUDE_EVENT_OBJECTS;
} else if (FILTER_DEPEND_OBJECTS.equals(token)) {
includeMask |= INCLUDE_DEPEND_OBJECTS;
} else if (FILTER_MAPPED_OBJECTS.equals(token)) {
includeMask |= INCLUDE_MAPPED_OBJECTS;
} else if (FILTER_MAP_OBJECTS.equals(token)) {
includeMask |= INCLUDE_MAP_OBJECTS;
} else if (FILTER_PRIMITIVE_ROOT_OBJECTS.equals(token)) {
includeMask |= INCLUDE_PRIMITIVE_ROOT_OBJECTS;
} else {
throw new BuildException("Invalid object filter '" + token + "'");
}
}
}
for (String name : nameSet) {
CullObject obj = culldef.getCullObject(name);
Node node = nodeMap.get(name);
if (node == null) {
node = new Node(obj);
nodeMap.put(name, node);
}
for (int i = 0; i < obj.getAttrCount(); i++) {
CullAttr attr = obj.getAttr(i);
String type = attr.getType();
CullObject subobj = culldef.getCullObject(type);
if (subobj != null) {
node = (Node) nodeMap.get(type);
if (node == null) {
node = new Node(subobj);
nodeMap.put(type, node);
}
node.addDepend(obj);
}
}
if (obj.getParentObject() != null) {
CullObject subobj = obj.getParentObject();
if (subobj != null) {
node = (Node) nodeMap.get(subobj.getName());
if (node == null) {
node = new Node(subobj);
nodeMap.put(subobj.getName(), node);
}
node.addDepend(obj);
}
}
}
}
public boolean includeRootObjects() {
return (includeMask & INCLUDE_ROOT_OBJECTS) == INCLUDE_ROOT_OBJECTS;
}
public boolean includeEventObjects() {
return (includeMask & INCLUDE_EVENT_OBJECTS) == INCLUDE_EVENT_OBJECTS;
}
public boolean includeObjects() {
return (includeMask & INCLUDE_OBJECTS) == INCLUDE_OBJECTS;
}
public boolean includePrimitveObjects() {
return (includeMask & INCLUDE_PRIMITIVE_OBJECTS) == INCLUDE_PRIMITIVE_OBJECTS;
}
public boolean includeMappedObjects() {
return (includeMask & INCLUDE_MAPPED_OBJECTS) == INCLUDE_MAPPED_OBJECTS;
}
public boolean includePrimitveRootObjects() {
return (includeMask & INCLUDE_PRIMITIVE_ROOT_OBJECTS) == INCLUDE_PRIMITIVE_ROOT_OBJECTS;
}
public boolean includeMapObjects() {
return (includeMask & INCLUDE_MAP_OBJECTS) == INCLUDE_MAP_OBJECTS;
}
public boolean includeDependObjects() {
return (includeMask & INCLUDE_DEPEND_OBJECTS) == INCLUDE_DEPEND_OBJECTS;
}
public Node getNode(String name) {
return (Node) nodeMap.get(name);
}
public class Node {
private CullObject obj;
private List<CullObject> dependSet = new ArrayList<CullObject>();
public Node(CullObject obj) {
this.obj = obj;
}
public void addDepend(CullObject obj) {
dependSet.add(obj);
needed = null;
}
public int getDependCount() {
return dependSet.size();
}
private Boolean needed = null;
private boolean isNeededArmed = false;
public boolean isNeeded() {
if (needed == null) {
if (isNeededArmed) {
needed = Boolean.FALSE;
} else {
isNeededArmed = true;
if (obj.hasEvents() && includeEventObjects()) {
needed = Boolean.TRUE;
} else if (obj.getType() == CullObject.TYPE_PRIMITIVE && includePrimitveObjects()) {
needed = Boolean.TRUE;
} else if (obj.getType() == CullObject.TYPE_MAPPED && includeMappedObjects()) {
needed = Boolean.TRUE;
} else if (obj.getType() == CullObject.TYPE_MAP && includeMapObjects()) {
needed = Boolean.TRUE;
} else if (obj.isRootObject()) {
if (obj.getType() == CullObject.TYPE_PRIMITIVE) {
if (includePrimitveRootObjects()) {
needed = Boolean.TRUE;
}
} else {
if (includeRootObjects()) {
needed = Boolean.TRUE;
}
}
} else if (includeObjects()) {
needed = Boolean.TRUE;
}
if (needed == null) {
for (CullObject dependObj : dependSet) {
Node node = getNode(dependObj.getName());
if (node != null) {
if (node.isNeeded()) {
switch (obj.getType()) {
case CullObject.TYPE_PRIMITIVE:
{
if (includePrimitveObjects()) {
needed = Boolean.TRUE;
} else {
needed = Boolean.FALSE;
}
break;
}
case CullObject.TYPE_MAPPED:
{
if (includeMappedObjects()) {
needed = Boolean.TRUE;
} else {
needed = Boolean.FALSE;
}
break;
}
case CullObject.TYPE_MAP:
{
if (includeMapObjects()) {
needed = Boolean.TRUE;
} else {
needed = Boolean.FALSE;
}
break;
}
default:
{
if (includeDependObjects()) {
needed = Boolean.TRUE;
}
}
}
}
}
}
if (needed == null) {
needed = Boolean.FALSE;
}
}
isNeededArmed = false;
}
}
return needed.booleanValue();
}
boolean toStringArmed = false;
public String toString() {
StringBuffer ret = new StringBuffer();
ret.append(obj.getName());
ret.append("(");
if (obj.isRootObject()) {
ret.append("]");
}
CullObject testObj = obj;
if (obj.getParentObject() != null) {
testObj = obj.getParentObject();
}
if (testObj.getType() == CullObject.TYPE_PRIMITIVE) {
ret.append("P");
}
if (testObj.getType() == CullObject.TYPE_MAPPED) {
ret.append("M");
}
ret.append(")");
if (!toStringArmed) {
toStringArmed = true;
if (isNeeded()) {
ret.append("*");
}
if (!dependSet.isEmpty()) {
boolean first = true;
ret.append(" --> [");
for (CullObject obj : dependSet) {
Node node = getNode(obj.getName());
if (first) {
first = false;
} else {
ret.append(", ");
}
ret.append(node.toString());
}
ret.append("]");
}
toStringArmed = false;
}
return ret.toString();
}
}
private static DefaultMutableTreeNode findNode(DefaultMutableTreeNode node, CullObject obj) {
if (node.getUserObject().equals(obj)) {
return node;
}
DefaultMutableTreeNode ret = null;
for (DefaultMutableTreeNode child = (DefaultMutableTreeNode) node.getFirstChild(); child != null; child = (DefaultMutableTreeNode) child.getNextSibling()) {
ret = findNode(child, obj);
if (ret != null) {
break;
}
}
return ret;
}
}
| 1 | 0.941973 | 1 | 0.941973 | game-dev | MEDIA | 0.551471 | game-dev,graphics-rendering | 0.938767 | 1 | 0.938767 |
StranikS-Scan/WorldOfTanks-Decompiled | 6,171 | source/res/scripts/client/gui/prb_control/entities/base/squad/entity.py | # Python bytecode 2.7 (decompiled from Python 2.7)
# Embedded file name: scripts/client/gui/prb_control/entities/base/squad/entity.py
from debug_utils import LOG_ERROR
from gui.prb_control.ctrl_events import g_prbCtrlEvents
from gui.prb_control.entities.base.squad.actions_handler import SquadActionsHandler
from gui.prb_control.entities.base.squad.actions_validator import SquadActionsValidator
from gui.prb_control.entities.base.squad.ctx import SquadSettingsCtx
from gui.prb_control.entities.base.squad.permissions import SquadPermissions
from gui.prb_control.entities.base.unit.entity import UnitEntryPoint, UnitEntity
from gui.prb_control.events_dispatcher import g_eventDispatcher
from gui.Scaleform.daapi.settings.views import VIEW_ALIAS
from gui.Scaleform.framework.entities.View import ViewKey
from gui.prb_control.items import SelectResult
from gui.shared.gui_items.Vehicle import Vehicle
from gui.shared.utils.requesters import REQ_CRITERIA
from gui.impl.gen.resources import R
from helpers import dependency
from skeletons.gui.app_loader import IAppLoader
from th_async import th_async, th_await
class SquadEntryPoint(UnitEntryPoint):
def makeDefCtx(self):
return SquadSettingsCtx(waitingID='prebattle/create', accountsToInvite=self._accountsToInvite)
def join(self, ctx, callback=None):
super(SquadEntryPoint, self).join(ctx, callback)
LOG_ERROR('Player can join to squad by invite only')
if callback:
callback(False)
class SquadEntity(UnitEntity):
__appLoader = dependency.descriptor(IAppLoader)
def init(self, ctx=None):
self.invalidateVehicleStates()
return super(SquadEntity, self).init(ctx)
def fini(self, ctx=None, woEvents=False):
self.__clearCustomVehicleStates()
super(SquadEntity, self).fini(ctx, woEvents)
def canKeepMode(self):
return False
def hasLockedState(self):
pInfo = self.getPlayerInfo()
return pInfo.isReady and super(SquadEntity, self).hasLockedState()
def unit_onUnitRosterChanged(self):
rosterSettings = self._createRosterSettings()
if rosterSettings != self.getRosterSettings():
self._rosterSettings = rosterSettings
self.invalidateVehicleStates()
self._vehiclesWatcher.validate()
self._invokeListeners('onUnitRosterChanged')
g_eventDispatcher.updateUI()
def rejoin(self):
super(SquadEntity, self).rejoin()
self.unit_onUnitRosterChanged()
self._actionsHandler.setUnitChanged()
def invalidateVehicleStates(self, vehicles=None):
state = Vehicle.VEHICLE_STATE.UNSUITABLE_TO_UNIT
if vehicles:
criteria = REQ_CRITERIA.IN_CD_LIST(vehicles)
else:
criteria = REQ_CRITERIA.INVENTORY
vehicles = self.itemsCache.items.getVehicles(criteria)
updatedVehicles = [ intCD for intCD, v in vehicles.iteritems() if self._updateVehicleState(v, state) ]
if updatedVehicles:
g_prbCtrlEvents.onVehicleClientStateChanged(updatedVehicles)
def isBalancedSquadEnabled(self):
return False
def getSquadLevelBounds(self):
pass
def showDialog(self, meta, callback, parent=None):
self.__showDefaultDialog(meta, callback, parent=parent)
def doSelectAction(self, action):
name = action.actionName
if name in self._showUnitActionNames:
g_eventDispatcher.showUnitWindow(self._prbType)
if action.accountsToInvite:
self._actionsHandler.processInvites(action.accountsToInvite)
return SelectResult(True)
return super(SquadEntity, self).doSelectAction(action)
def loadHangar(self):
g_eventDispatcher.loadHangar()
@property
def _showUnitActionNames(self):
pass
def _buildPermissions(self, roles, flags, isCurrentPlayer=False, isPlayerReady=False, hasLockedState=False):
return SquadPermissions(roles, flags, isCurrentPlayer, isPlayerReady)
def setVehicle(self, ctx, callback=None):
if self.isParentControlActivated(callback=callback):
return
super(SquadEntity, self).setVehicle(ctx, callback)
def _createActionsHandler(self):
return SquadActionsHandler(self)
def _createActionsValidator(self):
return SquadActionsValidator(self)
def _vehicleStateCondition(self, v):
return True
def _updateVehicleState(self, vehicle, state):
invalid = not self._vehicleStateCondition(vehicle)
stateSet = vehicle.getCustomState() == state
if invalid and not stateSet:
vehicle.setCustomState(state)
elif not invalid and stateSet:
vehicle.clearCustomState()
changed = invalid != stateSet
return changed
def __clearCustomVehicleStates(self):
vehicles = self.itemsCache.items.getVehicles(REQ_CRITERIA.INVENTORY)
updatedVehicles = []
for intCD, v in vehicles.iteritems():
if v.isCustomStateSet():
v.clearCustomState()
updatedVehicles.append(intCD)
if updatedVehicles:
g_prbCtrlEvents.onVehicleClientStateChanged(updatedVehicles)
def __resourceSplitter(self, resourceStr):
resourceList = resourceStr.split('/')
if not resourceList:
return None
else:
current = R.strings.dialogs.dyn(resourceList[0])
i = 1
while i < len(resourceList):
current = current.dyn(resourceList[i])
i += 1
return current
@th_async
def __showDefaultDialog(self, meta, callback, parent=None):
from gui.shared.event_dispatcher import showDynamicButtonInfoDialogBuilder
key = meta.getKey()
res = self.__resourceSplitter(key)
if res:
app = self.__appLoader.getApp()
if parent is None:
parent = app.containerManager.getViewByKey(ViewKey(VIEW_ALIAS.LOBBY))
result = yield th_await(showDynamicButtonInfoDialogBuilder(res, None, '', parent))
callback(result)
return
| 1 | 0.894959 | 1 | 0.894959 | game-dev | MEDIA | 0.82828 | game-dev | 0.959138 | 1 | 0.959138 |
AlanMorel/MapleServer2 | 4,514 | MapleServer2/Types/ItemStats/StaticStats.cs | using Maple2Storage.Enums;
using Maple2Storage.Types.Metadata;
using MapleServer2.Data.Static;
using MapleServer2.Tools;
using MoonSharp.Interpreter;
namespace MapleServer2.Types;
public static class StaticStats
{
public static void GetStats(Item item, int optionId, float optionLevelFactor, out Dictionary<StatAttribute, ItemStat> staticStats)
{
staticStats = new();
if (optionLevelFactor < 50)
{
return;
}
int staticId = ItemMetadataStorage.GetOptionMetadata(item.Id).Static;
ItemOptionsStatic staticOptions = ItemOptionStaticMetadataStorage.GetMetadata(staticId, item.Rarity);
if (staticOptions == null)
{
GetDefault(item, staticStats, optionId, optionLevelFactor);
return;
}
foreach (ParserStat stat in staticOptions.Stats)
{
staticStats[stat.Attribute] = new BasicStat(stat);
}
foreach (ParserSpecialStat stat in staticOptions.SpecialStats)
{
staticStats[stat.Attribute] = new SpecialStat(stat);
}
// TODO: Implement Hidden ndd (defense) and wapmax (Max Weapon Attack)
GetDefault(item, staticStats, optionId, optionLevelFactor);
}
private static void GetDefault(Item item, Dictionary<StatAttribute, ItemStat> stats, int optionId, float optionLevelFactor)
{
ItemOptionPick baseOptions = ItemOptionPickMetadataStorage.GetMetadata(optionId, item.Rarity);
if (baseOptions is null)
{
return;
}
Script script = ScriptLoader.GetScript("Functions/calcItemValues");
foreach (StaticPick staticPickFlat in baseOptions.StaticValues)
{
SetStat(stats, staticPickFlat, item, script, optionLevelFactor);
}
foreach (StaticPick staticPickRate in baseOptions.StaticRates)
{
SetStat(stats, staticPickRate, item, script, optionLevelFactor);
}
}
private static void SetStat(Dictionary<StatAttribute, ItemStat> stats, StaticPick staticPick, Item item, Script script, float optionLevelFactor)
{
if (!stats.ContainsKey(staticPick.Stat))
{
stats[staticPick.Stat] = new BasicStat(staticPick.Stat, 0, StatAttributeType.Flat);
}
float currentStatValue = stats[staticPick.Stat].GetValue();
double statValue = CalculateStat(item, optionLevelFactor, staticPick, script, currentStatValue);
stats[staticPick.Stat].SetValue((float) statValue);
if (stats[staticPick.Stat].GetValue() <= 0.0000f)
{
stats.Remove(staticPick.Stat);
}
}
private static double CalculateStat(Item item, float optionLevelFactor, StaticPick staticPick, Script script, float currentStatValue)
{
Random random = Random.Shared;
string calcScript;
switch (staticPick.Stat)
{
case StatAttribute.Hp:
calcScript = "static_value_hp";
break;
case StatAttribute.Defense: // TODO: this is not calculating correctly
calcScript = "static_value_ndd";
break;
case StatAttribute.MagicRes:
calcScript = "static_value_mar";
break;
case StatAttribute.PhysicalRes:
calcScript = "static_value_par";
break;
case StatAttribute.PhysicalAtk:
calcScript = "static_value_pap";
break;
case StatAttribute.MagicAtk:
calcScript = "static_value_map";
break;
case StatAttribute.MaxWeaponAtk:
calcScript = "static_value_wapmax";
break;
case StatAttribute.PerfectGuard:
calcScript = "static_rate_abp";
break;
default:
return 0;
}
DynValue result = script.RunFunction(calcScript, currentStatValue, staticPick.DeviationValue, (int) item.Type,
(int) item.RecommendJobs.First(), optionLevelFactor, item.Rarity, item.Level);
if (result.Tuple.Length < 2)
{
return 0;
}
if (result.Tuple[0].Number == 0 && result.Tuple[1].Number == 0)
{
return 0;
}
// Get random between min and max values
return random.NextDouble() * (result.Tuple[1].Number - result.Tuple[0].Number) + result.Tuple[0].Number;
}
}
| 1 | 0.837104 | 1 | 0.837104 | game-dev | MEDIA | 0.257926 | game-dev | 0.917883 | 1 | 0.917883 |
Ravesli/OpenGL | 3,480 | Часть №04. Создание уровней в игре Breakout на C++ и OpenGL/Hello_Window/game.cpp | /*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "game.h"
#include "resource_manager.h"
#include "sprite_renderer.h"
#include "game_object.h"
// Данные, относящиеся к состоянию игры
SpriteRenderer* Renderer;
GameObject* Player;
Game::Game(unsigned int width, unsigned int height)
: State(GAME_ACTIVE), Keys(), Width(width), Height(height)
{
}
Game::~Game()
{
delete Renderer;
delete Player;
}
void Game::Init()
{
// Загрузка шейдеров
ResourceManager::LoadShader("../shaders/sprite.vs", "../shaders/sprite.frag", nullptr, "sprite");
// Конфигурирование шейдеров
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width),
static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
// Установка специфичных для рендеринга элементов управления
Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
// Загрузка текстур
ResourceManager::LoadTexture("../textures/background.jpg", false, "background");
ResourceManager::LoadTexture("../textures/awesomeface.png", true, "face");
ResourceManager::LoadTexture("../textures/block.png", false, "block");
ResourceManager::LoadTexture("../textures/block_solid.png", false, "block_solid");
ResourceManager::LoadTexture("../textures/paddle.png", true, "paddle");
// Загрузка уровней
GameLevel one; one.Load("../levels/one.lvl", this->Width, this->Height / 2);
GameLevel two; two.Load("../levels/two.lvl", this->Width, this->Height / 2);
GameLevel three; three.Load("../levels/three.lvl", this->Width, this->Height / 2);
GameLevel four; four.Load("../levels/four.lvl", this->Width, this->Height / 2);
this->Levels.push_back(one);
this->Levels.push_back(two);
this->Levels.push_back(three);
this->Levels.push_back(four);
this->Level = 0;
// Конфигурирование игровых объектов
glm::vec2 playerPos = glm::vec2(this->Width / 2.0f - PLAYER_SIZE.x / 2.0f, this->Height - PLAYER_SIZE.y);
Player = new GameObject(playerPos, PLAYER_SIZE, ResourceManager::GetTexture("paddle"));
}
void Game::Update(float dt)
{
}
void Game::ProcessInput(float dt)
{
if (this->State == GAME_ACTIVE)
{
float velocity = PLAYER_VELOCITY * dt;
// Перемещение ракетки
if (this->Keys[GLFW_KEY_A])
{
if (Player->Position.x >= 0.0f)
Player->Position.x -= velocity;
}
if (this->Keys[GLFW_KEY_D])
{
if (Player->Position.x <= this->Width - Player->Size.x)
Player->Position.x += velocity;
}
}
}
void Game::Render()
{
if (this->State == GAME_ACTIVE)
{
// Отрисовка фона
Renderer->DrawSprite(ResourceManager::GetTexture("background"), glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
// Отрисовка уровня
this->Levels[this->Level].Draw(*Renderer);
// Отрисовка ракетки
Player->Draw(*Renderer);
}
}
| 1 | 0.798546 | 1 | 0.798546 | game-dev | MEDIA | 0.832747 | game-dev,graphics-rendering | 0.993936 | 1 | 0.993936 |
Sigma-Skidder-Team/SigmaRemap | 1,593 | src/main/java/mapped/Class2678.java | package mapped;
import net.minecraft.util.math.BlockPos;
import java.util.EnumSet;
public class Class2678 extends Class2595 {
private static String[] field17073;
public final VexEntity field17074;
public Class2678(VexEntity var1) {
this.field17074 = var1;
this.method10809(EnumSet.<Class2240>of(Class2240.field14657));
}
@Override
public boolean method10803() {
return !this.field17074.method4228().method20811() && VexEntity.method5283(this.field17074).nextInt(7) == 0;
}
@Override
public boolean method10806() {
return false;
}
@Override
public void method10805() {
BlockPos var3 = this.field17074.method5271();
if (var3 == null) {
var3 = this.field17074.getPosition();
}
for (int var4 = 0; var4 < 3; var4++) {
BlockPos var5 = var3.add(
VexEntity.method5284(this.field17074).nextInt(15) - 7,
VexEntity.method5285(this.field17074).nextInt(11) - 5,
VexEntity.method5286(this.field17074).nextInt(15) - 7
);
if (this.field17074.world.method7007(var5)) {
VexEntity.method5287(this.field17074)
.method20813((double)var5.getX() + 0.5, (double)var5.getY() + 0.5, (double)var5.getZ() + 0.5, 0.25);
if (this.field17074.getAttackTarget() == null) {
this.field17074
.method4227()
.method28042((double)var5.getX() + 0.5, (double)var5.getY() + 0.5, (double)var5.getZ() + 0.5, 180.0F, 20.0F);
}
break;
}
}
}
}
| 1 | 0.548999 | 1 | 0.548999 | game-dev | MEDIA | 0.28277 | game-dev | 0.629655 | 1 | 0.629655 |
CloudburstMC/Nukkit | 5,273 | src/main/java/cn/nukkit/blockentity/BlockEntitySmoker.java | package cn.nukkit.blockentity;
import cn.nukkit.block.Block;
import cn.nukkit.block.BlockID;
import cn.nukkit.event.inventory.FurnaceSmeltEvent;
import cn.nukkit.inventory.FurnaceRecipe;
import cn.nukkit.item.Item;
import cn.nukkit.item.ItemBlock;
import cn.nukkit.level.format.FullChunk;
import cn.nukkit.nbt.tag.CompoundTag;
import cn.nukkit.network.protocol.LevelSoundEventPacket;
import it.unimi.dsi.fastutil.ints.IntOpenHashSet;
import it.unimi.dsi.fastutil.ints.IntSet;
import java.util.concurrent.ThreadLocalRandom;
public class BlockEntitySmoker extends BlockEntityFurnace {
public BlockEntitySmoker(FullChunk chunk, CompoundTag nbt) {
super(chunk, nbt);
}
@Override
public String getName() {
return this.hasName() ? this.namedTag.getString("CustomName") : "Smoker";
}
@Override
public boolean isBlockEntityValid() {
int blockID = level.getBlockIdAt(chunk, (int) x, (int) y, (int) z);
return blockID == Block.SMOKER || blockID == Block.LIT_SMOKER;
}
private static final IntSet CAN_SMELT = new IntOpenHashSet(new int[]{
Item.RAW_PORKCHOP, Item.RAW_BEEF, Item.RAW_RABBIT, Item.RAW_FISH, Item.RAW_CHICKEN, Item.RAW_MUTTON, Item.RAW_SALMON, Item.POTATO
});
@Override
public boolean onUpdate() {
if (this.closed) {
return false;
}
Item raw = this.inventory.getSmelting();
// TODO: smoker recipes
if (!CAN_SMELT.contains(raw.getId())) {
if (burnTime > 0) {
burnTime--;
burnDuration = (int) Math.ceil((float) burnTime / maxTime * 100);
if (burnTime == 0) {
Block block = this.level.getBlock(this.chunk, (int) x, (int) y, (int) z, true);
if (block.getId() == BlockID.LIT_SMOKER) {
this.level.setBlock(this, Block.get(BlockID.SMOKER, block.getDamage()), true);
}
return false;
}
}
cookTime = 0;
sendPacket();
return true;
}
boolean ret = false;
Item product = this.inventory.getResult();
FurnaceRecipe smelt = this.server.getCraftingManager().matchFurnaceRecipe(raw);
boolean canSmelt = (smelt != null && raw.getCount() > 0 && ((smelt.getResult().equals(product) && product.getCount() < product.getMaxStackSize()) || product.getId() == Item.AIR));
Item fuel;
if (burnTime <= 0 && canSmelt && (fuel = this.inventory.getItemFast(1)).getFuelTime() != null && fuel.getCount() > 0) {
this.checkFuel(fuel.clone());
}
if (burnTime > 0) {
burnTime--;
burnDuration = (int) Math.ceil((float) burnTime / maxTime * 100);
if (this.crackledTime-- <= 0) {
this.crackledTime = ThreadLocalRandom.current().nextInt(30, 110);
this.getLevel().addLevelSoundEvent(this.add(0.5, 0.5, 0.5), LevelSoundEventPacket.SOUND_BLOCK_FURNACE_LIT);
}
if (smelt != null && canSmelt) {
cookTime++;
if (cookTime >= 100) {
product = Item.get(smelt.getResult().getId(), smelt.getResult().getDamage(), product.isNull() ? 1 : product.getCount() + 1);
FurnaceSmeltEvent ev = new FurnaceSmeltEvent(this, raw, product);
this.server.getPluginManager().callEvent(ev);
if (!ev.isCancelled()) {
this.inventory.setResult(ev.getResult());
this.experience += FURNACE_XP.getOrDefault(ev.getResult().getId(), 0d);
raw.setCount(raw.getCount() - 1);
if (raw.getCount() == 0) {
raw = new ItemBlock(Block.get(BlockID.AIR), 0, 0);
}
this.inventory.setSmelting(raw);
}
cookTime -= 100;
}
} else if (burnTime <= 0) {
burnTime = 0;
cookTime = 0;
burnDuration = 0;
} else {
cookTime = 0;
}
ret = true;
} else {
Block block = this.level.getBlock(this.chunk, (int) x, (int) y, (int) z, true);
if (block.getId() == BlockID.LIT_SMOKER) {
this.level.setBlock(this, Block.get(BlockID.SMOKER, block.getDamage()), true);
}
burnTime = 0;
cookTime = 0;
burnDuration = 0;
crackledTime = 0;
}
sendPacket();
return ret;
}
@Override
public CompoundTag getSpawnCompound() {
CompoundTag c = new CompoundTag()
.putString("id", BlockEntity.SMOKER)
.putInt("x", (int) this.x)
.putInt("y", (int) this.y)
.putInt("z", (int) this.z)
.putShort("BurnDuration", burnDuration)
.putShort("BurnTime", burnTime)
.putShort("CookTime", cookTime);
if (this.hasName()) {
c.put("CustomName", this.namedTag.get("CustomName"));
}
return c;
}
}
| 1 | 0.841789 | 1 | 0.841789 | game-dev | MEDIA | 0.980795 | game-dev | 0.894768 | 1 | 0.894768 |
quaadgras/graphics.gd | 7,840 | classdb/AudioEffectBandPassFilter/class.go | // Code generated by the generate package DO NOT EDIT
/*
Attenuates the frequencies inside of a range around the [AudioEffectFilter.CutoffHz] and cuts frequencies outside of this band.
[AudioEffectFilter.CutoffHz]: https://pkg.go.dev/graphics.gd/classdb/AudioEffectFilter#Instance.CutoffHz
*/
package AudioEffectBandPassFilter
import "reflect"
import "slices"
import "graphics.gd/internal/pointers"
import "graphics.gd/internal/callframe"
import "graphics.gd/internal/gdextension"
import "graphics.gd/internal/noescape"
import gd "graphics.gd/internal"
import "graphics.gd/internal/gdclass"
import "graphics.gd/variant"
import "graphics.gd/variant/Angle"
import "graphics.gd/variant/Euler"
import "graphics.gd/variant/Signal"
import "graphics.gd/classdb/AudioEffect"
import "graphics.gd/classdb/AudioEffectFilter"
import "graphics.gd/classdb/Resource"
import "graphics.gd/variant/Array"
import "graphics.gd/variant/Callable"
import "graphics.gd/variant/Dictionary"
import "graphics.gd/variant/Error"
import "graphics.gd/variant/Float"
import "graphics.gd/variant/Object"
import "graphics.gd/variant/Packed"
import "graphics.gd/variant/Path"
import "graphics.gd/variant/RID"
import "graphics.gd/variant/RefCounted"
import "graphics.gd/variant/String"
var _ Object.ID
type _ gdclass.Node
var _ gd.Object
var _ RefCounted.Instance
var _ reflect.Type
var _ callframe.Frame
var _ = pointers.Cycle
var _ = Array.Nil
var _ variant.Any
var _ Callable.Function
var _ Dictionary.Any
var _ RID.Any
var _ noescape.Variant
var _ String.Readable
var _ Path.ToNode
var _ Packed.Bytes
var _ Error.Code
var _ Float.X
var _ Signal.Any
var _ Angle.Radians
var _ Euler.Radians
var _ gdextension.Object
var _ = slices.Delete[[]struct{}, struct{}]
/*
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with
unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
*/
type ID Object.ID
func (id ID) Instance() (Instance, bool) { return Object.As[Instance](Object.ID(id).Instance()) }
/*
Extension can be embedded in a new struct to create a Go extension of this class.
T must be a type that is embedding this [Extension] as the first field.
It is unsafe and invalid to use this type directly, or embedded in any other way.
*/
type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }
/*
Singleton can be embedded in a new struct to create a Go singleton extension of the class.
It will become available as a global inside scripts and any any other Go Extension types will
have any *T fields filled in to point at this singleton once they have been instantiated.
T must be a type that is embedding this [Singleton] as the first field.
It is unsafe and invalid to use this type directly, or embedded in any other way.
*/
type Singleton[T gdclass.Interface] = Extension[T]
// Instance of the class with convieniently typed arguments and results.
type Instance [1]gdclass.AudioEffectBandPassFilter
var otype gdextension.ObjectType
var sname gdextension.StringName
var methods struct {
}
func init() {
gd.Links = append(gd.Links, func() {
sname = gdextension.Host.Strings.Intern.UTF8("AudioEffectBandPassFilter")
otype = gdextension.Host.Objects.Type(sname)
gd.LinkMethods(sname, &methods, false)
})
gd.RegisterCleanup(func() {
noescape.Free(gdextension.TypeStringName, &sname)
})
}
func (self Instance) ID() ID { return ID(Object.Instance(self.AsObject()).ID()) }
// Nil is a nil/null instance of the class. Equivalent to the zero value.
var Nil Instance
type Any interface {
gd.IsClass
AsAudioEffectBandPassFilter() Instance
}
// Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Advanced = class
type class [1]gdclass.AudioEffectBandPassFilter
func (self class) AsObject() [1]gd.Object { return self[0].AsObject() }
func (self *class) SetObject(obj [1]gd.Object) bool {
if gdextension.Host.Objects.Cast(gdextension.Object(pointers.Get(obj[0])[0]), otype) != 0 {
self[0] = pointers.AsA[gdclass.AudioEffectBandPassFilter](obj[0])
return true
}
return false
}
func (self *Instance) SetObject(obj [1]gd.Object) bool {
if gdextension.Host.Objects.Cast(gdextension.Object(pointers.Get(obj[0])[0]), otype) != 0 {
self[0] = pointers.AsA[gdclass.AudioEffectBandPassFilter](obj[0])
return true
}
return false
}
func (self Instance) AsObject() [1]gd.Object { return self[0].AsObject() }
func (self *Extension[T]) AsObject() [1]gd.Object { return self.Super().AsObject() }
func New() Instance {
if !gd.Linked {
var placeholder = Instance([1]gdclass.AudioEffectBandPassFilter{pointers.Add[gdclass.AudioEffectBandPassFilter]([3]uint64{})})
gd.StartupFunctions = append(gd.StartupFunctions, func() {
if gd.Linked {
raw, _ := pointers.End(New().AsObject()[0])
pointers.Set(pointers.AsA[gd.Object](placeholder[0]), raw)
gd.RegisterCleanup(func() {
if raw := pointers.Get[gd.Object](placeholder.AsObject()[0]); raw[0] != 0 && raw[1] == 0 {
gdextension.Host.Objects.Unsafe.Free(gdextension.Object(raw[0]))
}
})
}
})
return placeholder
}
casted := Instance([1]gdclass.AudioEffectBandPassFilter{pointers.New[gdclass.AudioEffectBandPassFilter]([3]uint64{uint64(gdextension.Host.Objects.Make(sname))})})
casted.AsRefCounted()[0].InitRef()
casted.AsObject()[0].Notification(0, false)
return casted
}
func (self class) AsAudioEffectBandPassFilter() Advanced {
return Advanced{pointers.AsA[gdclass.AudioEffectBandPassFilter](self[0])}
}
func (self Instance) AsAudioEffectBandPassFilter() Instance {
return Instance{pointers.AsA[gdclass.AudioEffectBandPassFilter](self[0])}
}
func (self *Extension[T]) AsAudioEffectBandPassFilter() Instance {
return self.Super().AsAudioEffectBandPassFilter()
}
func (self class) AsAudioEffectFilter() AudioEffectFilter.Advanced {
return AudioEffectFilter.Advanced{pointers.AsA[gdclass.AudioEffectFilter](self[0])}
}
func (self *Extension[T]) AsAudioEffectFilter() AudioEffectFilter.Instance {
return self.Super().AsAudioEffectFilter()
}
func (self Instance) AsAudioEffectFilter() AudioEffectFilter.Instance {
return AudioEffectFilter.Instance{pointers.AsA[gdclass.AudioEffectFilter](self[0])}
}
func (self class) AsAudioEffect() AudioEffect.Advanced {
return AudioEffect.Advanced{pointers.AsA[gdclass.AudioEffect](self[0])}
}
func (self *Extension[T]) AsAudioEffect() AudioEffect.Instance { return self.Super().AsAudioEffect() }
func (self Instance) AsAudioEffect() AudioEffect.Instance {
return AudioEffect.Instance{pointers.AsA[gdclass.AudioEffect](self[0])}
}
func (self class) AsResource() Resource.Advanced {
return Resource.Advanced{pointers.AsA[gdclass.Resource](self[0])}
}
func (self *Extension[T]) AsResource() Resource.Instance { return self.Super().AsResource() }
func (self Instance) AsResource() Resource.Instance {
return Resource.Instance{pointers.AsA[gdclass.Resource](self[0])}
}
func (self class) AsRefCounted() [1]gd.RefCounted {
return [1]gd.RefCounted{gd.RefCounted(pointers.AsA[gd.Object](self[0]))}
}
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted { return self.Super().AsRefCounted() }
func (self Instance) AsRefCounted() [1]gd.RefCounted {
return [1]gd.RefCounted{gd.RefCounted(pointers.AsA[gd.Object](self[0]))}
}
func (self class) Virtual(name string) reflect.Value {
switch name {
default:
return gd.VirtualByName(AudioEffectFilter.Advanced(self.AsAudioEffectFilter()), name)
}
}
func (self Instance) Virtual(name string) reflect.Value {
switch name {
default:
return gd.VirtualByName(AudioEffectFilter.Instance(self.AsAudioEffectFilter()), name)
}
}
func init() {
gdclass.Register("AudioEffectBandPassFilter", func(ptr gd.Object) any { return Instance{pointers.AsA[gdclass.AudioEffectBandPassFilter](ptr)} })
}
| 1 | 0.827084 | 1 | 0.827084 | game-dev | MEDIA | 0.560445 | game-dev | 0.890366 | 1 | 0.890366 |
Skitttyy/shoreline-client | 2,462 | src/main/java/net/shoreline/client/impl/command/BindCommand.java | package net.shoreline.client.impl.command;
import com.mojang.brigadier.arguments.StringArgumentType;
import com.mojang.brigadier.builder.LiteralArgumentBuilder;
import net.minecraft.command.CommandSource;
import net.shoreline.client.api.command.Command;
import net.shoreline.client.api.command.ModuleArgumentType;
import net.shoreline.client.api.module.Module;
import net.shoreline.client.api.module.ToggleModule;
import net.shoreline.client.util.KeyboardUtil;
import net.shoreline.client.util.chat.ChatUtil;
import org.lwjgl.glfw.GLFW;
/**
* @author linus
* @since 1.0
*/
public class BindCommand extends Command
{
/**
*
*/
public BindCommand()
{
super("Bind", "Keybinds a module", literal("bind"));
}
@Override
public void buildCommand(LiteralArgumentBuilder<CommandSource> builder)
{
builder.then(argument("module", ModuleArgumentType.module())
.then(argument("key", StringArgumentType.string())
.executes(c ->
{
Module module = ModuleArgumentType.getModule(c, "module");
if (module instanceof ToggleModule t)
{
final String key = StringArgumentType.getString(c, "key");
if (key == null)
{
ChatUtil.error("Invalid key!");
return 0;
}
int keycode = KeyboardUtil.getKeyCode(key);
if (keycode == GLFW.GLFW_KEY_UNKNOWN)
{
ChatUtil.error("Failed to parse key!");
return 0;
}
t.keybind(keycode);
ChatUtil.clientSendMessage("§7%s§f is now bound to §s%s", module.getName(), key.toUpperCase());
}
return 1;
}))
.executes(c ->
{
ChatUtil.error("Must provide a module to keybind!");
return 1;
})).executes(c ->
{
ChatUtil.error("Invalid usage! Usage: " + getUsage());
return 1;
});
}
}
| 1 | 0.883068 | 1 | 0.883068 | game-dev | MEDIA | 0.824209 | game-dev | 0.738292 | 1 | 0.738292 |
peterhaneve/ONIMods | 8,991 | FoodTooltip/FoodTooltipUtils.cs | /*
* Copyright 2024 Peter Han
* 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.
*/
using PeterHan.PLib.Core;
using System;
using System.Collections.Generic;
using UnityEngine;
using Klei.AI;
using TimeSlice = GameUtil.TimeSlice;
namespace PeterHan.FoodTooltip {
/// <summary>
/// Utility functions used in Food Supply Tooltips.
/// </summary>
internal static class FoodTooltipUtils {
/// <summary>
/// How many cycles are in the third line of the food consumption tooltips.
/// </summary>
private const int CYCLES_FOR_SUMMARY = 5;
/// <summary>
/// Adds the correct descriptors to a plant info screen.
/// </summary>
/// <param name="crop">The plant to query.</param>
/// <param name="descriptors">The location where the descriptors should be placed.</param>
internal static void AddCropDescriptors(Crop crop, IList<Descriptor> descriptors) {
var db = Db.Get();
if (crop != null && crop.TryGetComponent(out Modifiers modifiers)) {
var cropVal = crop.cropVal;
float preModifiedAttributeValue = modifiers.GetPreModifiedAttributeValue(
db.PlantAttributes.YieldAmount);
var maturity = Db.Get().Amounts.Maturity.Lookup(crop);
if (maturity != null)
// Do not multiply by cropVal.numProduced, it is factored into YieldAmount
CreateDescriptors(TagManager.Create(cropVal.cropId), descriptors,
maturity.GetDelta() * preModifiedAttributeValue * Constants.
SECONDS_PER_CYCLE / maturity.GetMax(), FoodDescriptorTexts.PLANTS);
}
}
/// <summary>
/// Adds the correct descriptors to a critter info screen.
/// </summary>
/// <param name="critter">The critter to query.</param>
/// <param name="descriptors">The location where the descriptors should be placed.</param>
internal static void AddCritterDescriptors(GameObject critter,
IList<Descriptor> descriptors) {
IDictionary<string, float> drops;
// Check the meat it drops
if (critter != null && critter.TryGetComponent(out Butcherable butcher) &&
(drops = butcher.drops).Count > 0) {
GetEggsPerCycle(critter, out float replacement, out float noReplacement);
// Find out what it drops when it dies - critters always die so the
// no-replacement rate must be positive
foreach (var pair in drops)
CreateDescriptors(TagManager.Create(pair.Key), descriptors,
pair.Value * noReplacement, FoodDescriptorTexts.CRITTERS);
// How much omelette can the egg be made into? Babies are excluded here
var fertDef = critter.GetDef<FertilityMonitor.Def>();
if (fertDef != null)
CreateDescriptors(fertDef.eggPrefab, descriptors, replacement,
FoodDescriptorTexts.CRITTERS);
}
}
/// <summary>
/// Creates the descriptors for the total kcal yield of each relevant product.
/// </summary>
/// <param name="drop">The item dropped that could be used in food.</param>
/// <param name="descriptors">The location where the descriptors should be placed.</param>
/// <param name="dropRate">The quantity dropped per cycle.</param>
/// <param name="text">The text to be displayed.</param>
private static void CreateDescriptors(Tag drop, ICollection<Descriptor> descriptors,
float dropRate, FoodDescriptorText text) {
if (text == null)
throw new ArgumentNullException(nameof(text));
string dropName = drop.ProperName();
foreach (var food in FoodRecipeCache.Instance.Lookup(drop)) {
string foodName = food.Result.ProperName();
if (dropRate > 0.0f) {
// Determine total yield in kcal and convert to /cycle
string perCycle = GameUtil.AddTimeSliceText(GameUtil.GetFormattedCalories(
food.Calories * dropRate * food.Quantity), TimeSlice.PerCycle);
descriptors.Add(new Descriptor(text.PerCycle.F(foodName, perCycle,
dropName), text.PerCycleTooltip.F(foodName, perCycle, dropName)));
} else
descriptors.Add(new Descriptor(text.Stifled.F(foodName), text.
StifledTooltip));
}
}
/// <summary>
/// Creates the text which describes the calorie delta for one cycle.
/// </summary>
/// <param name="text">The description text.</param>
/// <param name="produced">The kcal produced.</param>
/// <param name="consumed">The kcal consumed.</param>
/// <returns>The description text with the formatted kcal values substituted.</returns>
private static string FormatDeltaTooltip(string text, float produced, float consumed) {
return text.F(GameUtil.GetFormattedCalories(produced), GameUtil.
GetFormattedCalories(consumed));
}
/// <summary>
/// Calculates how many calories were produced and consumed in the specified cycle.
/// </summary>
/// <param name="report">The report to analyze.</param>
/// <param name="produced">The location where the produced kcal will be stored.</param>
/// <param name="consumed">The location where the consumed kcal will be stored.</param>
private static void GetCalorieDeltas(ReportManager.DailyReport report,
out float produced, out float consumed) {
ReportManager.ReportEntry entry;
if ((entry = report?.GetEntry(ReportManager.ReportType.CaloriesCreated)) != null) {
// Consumption is negative
produced = entry.accPositive;
consumed = -entry.accNegative;
} else {
produced = 0.0f;
consumed = 0.0f;
}
}
/// <summary>
/// Gets the number of extra eggs, before and after replacement, that a critter can
/// lay in its current state.
/// </summary>
/// <param name="obj">The critter to calculate.</param>
/// <param name="noReplacement">The number of eggs laid before death without needing replacement.</param>
/// <param name="replacement">The number of extra eggs after replacement laid before death.</param>
private static void GetEggsPerCycle(GameObject obj, out float replacement,
out float noReplacement) {
var amounts = Db.Get().Amounts;
var fertility = amounts.Fertility.Lookup(obj);
var age = amounts.Age.Lookup(obj);
float delta;
// Get the reproduction rate and calculate eggs laid before dying
// Age is in cycles
if (fertility != null && age != null && (delta = fertility.GetDelta()) > 0.0f) {
float maxAge = age.GetMax(), totalEggs = maxAge * delta * Constants.
SECONDS_PER_CYCLE / fertility.GetMax();
// You cannot lay half an egg
noReplacement = Mathf.Floor(totalEggs) / maxAge;
replacement = Mathf.Floor(Mathf.Max(0.0f, totalEggs - 1.0f)) / maxAge;
} else {
replacement = 0.0f;
noReplacement = 0.0f;
}
}
/// <summary>
/// Shows food consumption and production stats for the current cycle, last cycle, and
/// last 5 cycle average.
/// </summary>
/// <param name="tooltip">The tool tip that should be appended.</param>
/// <param name="style">The text style to use for display.</param>
internal static void ShowFoodUseStats(ToolTip tooltip, TextStyleSetting style) {
var reports = ReportManager.Instance;
if (tooltip != null && reports != null) {
GetCalorieDeltas(reports.TodaysReport, out float produced, out float consumed);
tooltip.AddMultiStringTooltip(FormatDeltaTooltip(FoodTooltipStrings.
FOOD_RATE_CURRENT, produced, consumed), style);
// Returns null if not present
GetCalorieDeltas(reports.YesterdaysReport, out produced, out consumed);
tooltip.AddMultiStringTooltip(FormatDeltaTooltip(FoodTooltipStrings.
FOOD_RATE_LAST1, produced, consumed), style);
int days = 0, cycle = GameUtil.GetCurrentCycle();
float totalProduced = 0.0f, totalConsumed = 0.0f;
// Last 5 cycles, arithmetic average
foreach (var report in reports.reports)
if (report.day >= cycle - CYCLES_FOR_SUMMARY) {
GetCalorieDeltas(report, out produced, out consumed);
totalProduced += produced;
totalConsumed += consumed;
days++;
}
// Do not divide by zero
if (days == 0)
days = 1;
tooltip.AddMultiStringTooltip(FormatDeltaTooltip(FoodTooltipStrings.
FOOD_RATE_LAST5, totalProduced / days, totalConsumed / days), style);
}
}
}
}
| 1 | 0.860851 | 1 | 0.860851 | game-dev | MEDIA | 0.537421 | game-dev | 0.884027 | 1 | 0.884027 |
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