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CCSUINumLabel = class("CCSUINumLabel") CCSUINumLabel.ctor = function (slot0) slot0._num = 0 slot0._oldNum = 0 slot0._tweenObj = { value = 0 } createSetterGetter(slot0, "textFormat", "$num$", false, false, false, nil, handler(slot0, slot0.updateNumLabelView)) createSetterGetter(slot0, "numberFormater", nil) createSetterGetter(slot0, "isTweenChangedColor", false) createSetterGetter(slot0, "htmlColor", "", false, false, true) end CCSUINumLabel.onCreationComplete = function (slot0) slot0:setNumber(0, false, true) end CCSUINumLabel.setNumber = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8) if slot0._num ~= slot1 or slot3 then if slot4 == nil then slot4 = true end slot0._isRoundTween = slot4 slot0._num = slot1 TweenLite.killTweensOf(slot0._tweenObj) if slot2 and not DisplayUtil.checkObjShowing(slot0) then slot2 = false end if slot2 then slot9 = slot0._oldNum < slot0._num slot10 = slot0._num < slot0._oldNum TweenLite.to(slot0._tweenObj, slot5 or 0.2, { value = slot1, onUpdate = function () if isAndroid then else slot0:updateNumLabelView() end end, delay = slot6, onStart = function () if slot0._isTweenChangedColor then if slot1 then slot0:setHtmlColor("#FF0000") elseif slot2 then slot0:setHtmlColor("#00FF00") else slot0:setHtmlColor(nil) end end if isAndroid then slot0:updateNumLabelView() end applyFunction(slot3) end, onComplete = function () if slot0._isTweenChangedColor then slot0:setHtmlColor(nil) slot0.setHtmlColor:updateNumLabelView() end applyFunction(slot1) end }) else slot0._tweenObj.value = slot1 slot0:updateNumLabelView() applyFunction(slot7) applyFunction(slot8) end slot0._oldNum = slot0._num end end CCSUINumLabel.stopNumTween = function (slot0) slot0._num = nil slot0._tweenObj.value = 0 TweenLite.killTweensOf(slot0._tweenObj) if slot0._isTweenChangedColor then slot0:setHtmlColor(nil) slot0:updateNumLabelView() end end CCSUINumLabel.updateNumLabelView = function (slot0) slot1 = slot0._tweenObj.value if slot0._isRoundTween then slot1 = math.floor(slot1) end slot2 = nil slot3 = string.gsub(slot0._textFormat, "%$num%$", (not slot0._numberFormater or slot0._numberFormater(slot1)) and tostring(slot1)) if slot0.setHtmlText then if StringUtil.isStringValid(slot0._htmlColor) then slot0:setHtmlText(HtmlUtil.createColorTxt(slot3, slot0._htmlColor)) else slot0:setHtmlText(slot3) end else slot0:setString(slot3) end end CCSUINumLabel.destroy = function (slot0) TweenLite.killTweensOf(slot0._tweenObj) end return
if (CLIENT) then SWEP.PrintName = "Police Taser" SWEP.Slot = 2 SWEP.SlotPos = 3 SWEP.IconLetter = "f" SWEP.DrawAmmo = true SWEP.DrawCrosshair = false SWEP.CSMuzzleFlashes = true SWEP.SwayScale = 1.0 SWEP.BobScale = 1.0 killicon.AddFont("weapon_taser_ocrp","CSKillIcons",SWEP.IconLetter,Color(255,80,0,255)) end if (SERVER) then AddCSLuaFile("shared.lua") end SWEP.Base = "weapon_basegun_ocrp" SWEP.ViewModelFOV = 45 SWEP.UseHands = true SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/c_csgo_taser.mdl" SWEP.WorldModel = "models/weapons/csgo_world/w_eq_taser.mdl" SWEP.HoldType = "pistol" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.Peircing = 3 SWEP.Primary.Sound = nil -- We do the sound ourself based on hit or not SWEP.Primary.Recoil = 10 SWEP.Primary.Damage = 100 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.07 SWEP.Primary.ClipSize = -1 SWEP.Primary.Delay = 0.23 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "none" SWEP.SightsPos = Vector (3.6198, 0, 0.6007) SWEP.SightsAng = Vector (0, 0, 0) SWEP.RunArmOffset = Vector(1.287, -20, -10.98) SWEP.RunArmAngle = Vector(70, 0, 0) SWEP.IronSightsPos = Vector (5.1676, -0.2058, 2.7344) SWEP.IronSightsAng = Vector (0, 0, 0) function SWEP:Initialize() self:SetHoldType(self.HoldType) -- Hold type of the 3rd person animation end function SWEP:PrimaryAttack() self.Weapon:SetNextPrimaryFire( CurTime() + 10) if SERVER then local target = ents.Create("prop_physics") target:SetModel("models/weapons/csgo_world/w_eq_taser.mdl") target:SetSolid(SOLID_VPHYSICS) target:SetCollisionGroup(COLLISION_GROUP_IN_VEHICLE) target:SetColor(Color(0,0,0,0)) target:SetNoDraw(true) target:Spawn() target:SetPos(self.Owner:EyePos() + self.Owner:GetAimVector() * 200) target:GetPhysicsObject():EnableMotion(false) local target2 = ents.Create("prop_physics") target2:SetModel("models/weapons/csgo_world/w_eq_taser.mdl") target2:SetSolid(SOLID_VPHYSICS) target2:SetCollisionGroup(COLLISION_GROUP_IN_VEHICLE) target2:SetColor(Color(0,0,0,0)) target2:SetNoDraw(true) target2:Spawn() target2:SetPos(self.Owner:EyePos()) target2:GetPhysicsObject():EnableMotion(false) local beam = constraint.Rope(target2, target, 0, 0, Vector(0,0,0), Vector(0,0,0), 150, 0, 0, 20, "cable/blue_elec", false) beam:Activate() local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self.Owner:ViewPunch(Angle(rnda, rndb, rndb)) timer.Simple(.1, function() if beam:IsValid() then beam:Remove() end if target:IsValid() then target:Remove() end if target2:IsValid() then target2:Remove() end end) end local tr = util.TraceLine({ start = self.Owner:EyePos(), endpos = self.Owner:EyePos() + self.Owner:EyeAngles():Forward() * 200, filter = function(ent) if ent:IsValid() and ent:IsPlayer() and !(ent:EntIndex() == self.Owner:EntIndex()) then return true end end, }) if tr.Entity and tr.Entity:IsValid() then if CLIENT then self:EmitSound(Sound("weapons/taser/taser_hit.wav")) else local di = DamageInfo() di:SetDamage(100) di:SetAttacker(self.Owner) di:SetInflictor(self) di:SetDamageType(DMG_BULLET) tr.Entity:TakeDamageInfo(di) end else if CLIENT then self:EmitSound(Sound("weapons/taser/taser_shoot.wav")) end end end function SWEP:DrawWorldModel() local hand, offset, rotate if not IsValid(self.Owner) then self:DrawModel() return end hand = self.Owner:GetAttachment(self.Owner:LookupAttachment("anim_attachment_rh")) offset = hand.Ang:Right() * 1 + hand.Ang:Forward() * -3 + hand.Ang:Up() * -1 hand.Ang:RotateAroundAxis(hand.Ang:Right(), 10) hand.Ang:RotateAroundAxis(hand.Ang:Forward(), 10) hand.Ang:RotateAroundAxis(hand.Ang:Up(), 0) self:SetRenderOrigin(hand.Pos + offset) self:SetRenderAngles(hand.Ang) self:DrawModel() if (CLIENT) then self:SetModelScale(1,1,1) end end
Locales['en'] = { ['distributor'] = 'Distributeur', ['press_menu'] = 'Appuyez sur ~INPUT_CONTEXT~ pour acheter une boisson.', ['bought'] = 'vous avez acheté ~b~1x ', ['not_enough'] = 'vous n\'avez ~r~pas assez~s~ d\'argent.', }
return {'ahrens'}
local Class = require "hump.class" BaseObject = Class{} -- draws textured object if possible, otherwise defaults to the shape function BaseObject:drawRectangleObject(object) if object.image then self:drawRectangleTexturedObject(object, 1, 1) else self:drawRectanglePhysicsObject(object) end end function BaseObject:drawRectanglePhysicsObject(object) love.graphics.setColor(object.color) love.graphics.polygon("fill", object.body:getWorldPoints(object.shape:getPoints())) love.graphics.setColor(1, 1, 1, 1) end function BaseObject:drawRectangleTexturedObject(object, xUpscale, yUpscale, xOffset, yOffset) xUpscale = xUpscale or 1 yUpscale = yUpscale or 1 xOffset = xOffset or 0 yOffset = yOffset or 0 -- draw(image, xpos, ypos, angle, ratiox, ratioy, offsetx, offsety) love.graphics.draw(object.image, object.body:getX(), object.body:getY(), object.body:getAngle(), object.width*xUpscale/object.image:getWidth(), object.height*yUpscale/object.image:getHeight(), object.image:getWidth()/2 + xOffset, object.image:getHeight()/2 + yOffset) end -- draws textured object if possible, otherwise defaults to the shape function BaseObject:drawCircleObject(object) if object.image then self:drawCircleTexturedObject(object, 1) else self:drawCirclePhysicsObject(object) end end function BaseObject:drawCirclePhysicsObject(object) love.graphics.setColor(object.color) local wx, wy = object.body:getWorldPoint(object.shape:getPoint()) love.graphics.circle("fill", wx, wy, object.shape:getRadius()) love.graphics.setColor(1, 1, 1, 1) end function BaseObject:drawCircleTexturedObject(object, upscale, xOffset, yOffset) xOffset = xOffset or 0 yOffset = yOffset or 0 -- draw(image, xpos, ypos, angle, ratiox, ratioy, offsetx, offsety) love.graphics.draw(object.image, object.body:getX(), object.body:getY(), object.body:getAngle(), (object.shape:getRadius()*2*upscale)/object.image:getWidth(), (object.shape:getRadius()*2*upscale)/object.image:getHeight(), object.image:getWidth()/2 + xOffset, object.image:getHeight()/2 + yOffset) end -- doesn't really make any sense to be on the base object isntead of floating around in some helper file but whatever. function BaseObject:checkStaticBool(static) if static then return "static" end return "dynamic" end return BaseObject
ENT.Spawnable = false ENT.AdminSpawnable = false include( "shared.lua" ) function ENT:Think() local effectdata = EffectData() effectdata:SetOrigin( self.Entity:LocalToWorld( Vector(0,0,self.Entity:OBBMins().z) ) ) effectdata:SetAngles( Angle(self.Entity:GetForward()) ) effectdata:SetScale( .5 ) util.Effect( "MuzzleEffect", effectdata ) self.SmokeTimer = self.SmokeTimer or 0 if ( self.SmokeTimer > CurTime() ) then return end self.SmokeTimer = CurTime() + 0.005 local vOffset = self.Entity:LocalToWorld( Vector(0,0,self.Entity:OBBMins().z) ) local vNormal = (vOffset - self.Entity:GetPos()):GetNormalized() local emitter = ParticleEmitter( vOffset ) local particle = emitter:Add( "particles/smokey", vOffset ) particle:SetVelocity( vNormal * math.Rand( 10, 20 ) ) particle:SetDieTime( 1.0 ) particle:SetStartAlpha( math.Rand( 100, 150 ) ) particle:SetStartSize( math.Rand( 5, 10 ) ) particle:SetEndSize( math.Rand( 20, 50 ) ) particle:SetRoll( math.Rand( -0.2, 0.2 ) ) particle:SetColor( 160, 160, 160 ) emitter:Finish() end
-- Luigi's Mansion (PAL v1.0) local core = require("games.core") return core.newGame(0x804B8590)
--[[ The history ui window is managed in another module Example Usuage: local history = require(thismodule) local selection = {obj1, obj2} history.beginAction(selection, "testAction") obj1.colour = colour:random() something(obj2) history.endAction() ]] local limit = 100 -- how many actions can we store local shared = require("tevgit:workshop/controllers/shared.lua") local pointer = limit local actions = {} -- used internally to prevent unfinished actions local actionInProgress = false local callback = nil -- Used to track changes during an action local changes = {} local destroyedObjects = {} local newObjects = {} local eventListeners = {} local actionName = "" -- oldValue added to changed event from "POTATO 0.7.0" local function changedListener(property, value, oldValue) local changedObject = self.object if not changes[changedObject] then changes[changedObject] = {} end if not changes[changedObject][property] then changes[changedObject][property] = {oldValue, value} else -- do not change the old value, we've already recorded it. changes[changedObject][property][2] = value end end local function destroyingListener() local changedObject = self.object if not changes[changedObject] then changes[changedObject] = {} end -- Object is being destroyed, let's save a copy of all their writable properties so the user can undo this action local members = workshop:getMembersOfObject( changedObject ) local toStore = {} for _, prop in pairs(members) do local val = object[prop.property] local pType = type(val) if prop.writable and pType ~= "function" then -- We can save it and re-construct it toStore[prop.property] = val end end toStore["parent"] = changedObject.parent table.insert(destroyedObjects, toStore) end local function ChildAddedListener(child) table.insert(newObjects, child) end local function count(dictionary) local i = 0 for _,v in pairs(dictionary) do i = i + 1 end return i end -- Tell this module that we're about to change some things -- the module will register changed callbacks to record the before/after -- -- object : table of teverse objects or teverse object -- name : name of the event/action -- -- you need to call endAction after completing your changes to the objects local function beginAction( object, name ) assert(not actionInProgress, "please use endAction before starting another") actions[pointer+1] = nil actionInProgress = true actionName = name or "" if type(object) == "table" then for _,v in pairs(object) do table.insert(eventListeners, v:onSync("changed", changedListener)) table.insert(eventListeners, v:onSync("destroying", destroyingListener)) table.insert(eventListeners, v:onSync("childAdded", ChildAddedListener)) end else table.insert(eventListeners, object:onSync("changed", changedListener)) table.insert(eventListeners, object:onSync("destroying", destroyingListener)) table.insert(eventListeners, object:onSync("childAdded", ChildAddedListener)) end end local function endAction() assert(actionInProgress, "you must call beginAction first") -- stop listening to the objects for _,v in pairs(eventListeners) do v:disconnect() end eventListeners = {} -- if nothing changed dont create an action if count(changes) > 0 or #destroyedObjects > 0 or #newObjects > 0 then pointer = pointer + 1 if pointer >= limit then actions[pointer - limit] = nil end actions[pointer] = {os.time(), actionName, changes, destroyedObjects, newObjects} changes = {} destroyedObjects = {} newObjects = {} if type(callback) == "function" then callback() end end actionInProgress = false end local function undo() if actions[pointer] ~= nil then for object, properties in pairs(actions[pointer][3]) do if object and object.alive then for property, values in pairs(properties) do --values[1] = original value --values[2] = changed value object[property] = values[1] end else warn("need to put logic here") end end pointer = pointer - 1 if type(callback) == "function" then callback() end else print("nothing to undo") end end local function redo() if actions[pointer + 1] ~= nil then pointer = pointer + 1 for object, properties in pairs(actions[pointer][3]) do for property, values in pairs(properties) do --values[1] = original value --values[2] = changed value object[property] = values[2] end end if type(callback) == "function" then callback() end else print("nothing to redo") end end local keybinder = require("tevgit:workshop/controllers/core/keybinder.lua") keybinder:bind({ name = "undo", priorKey = enums.key.leftCtrl, key = enums.key.z, action = undo }) keybinder:bind({ name = "redo", priorKey = enums.key.leftCtrl, key = enums.key.y, action = redo }) return { beginAction = beginAction, endAction = endAction, getActions = function() return actions end, getPointer = function() return pointer end, limit = limit, setCallback = function (cb) callback = cb end, undo = undo, redo = redo, count = count }
local widget = require( "widget" ) local composer = require( "composer" ) local json = require ("json") local loadsave = require( "loadsave" ) local myData = require ("mydata") local hackMissionTutScene = composer.newScene() local tutPage=1 --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- --> GENERAL FUNCTIONS --------------------------------------------------------------------------------- local close = function(event) if (event.phase == "ended") then if (tutPage==1) then local tutorialStatus = { tutHackMission = true } loadsave.saveTable( tutorialStatus, "hackMissionTutorialStatus.json" ) tutOverlay = false composer.hideOverlay( "fade", 200 ) end end end local function onAlert() end --------------------------------------------------------------------------------- --> SCENE EVENTS --------------------------------------------------------------------------------- -- Scene Creation function hackMissionTutScene:create(event) tutGroup = self.view loginInfo = localToken() tutIconSize=fontSize(300) myData.terminalTutRect = display.newImageRect( "img/terminal_tutorial.png",display.contentWidth/1.2, display.contentHeight / 3 ) myData.terminalTutRect.anchorX = 0.5 myData.terminalTutRect.anchorY = 0.5 myData.terminalTutRect.x, myData.terminalTutRect.y = display.contentWidth/2,display.actualContentHeight/2 changeImgColor(myData.terminalTutRect) local options = { text = "\nThis is an experimental feature in beta stage!\nFeel free to explore it!\n\nPlease refer to the app tutorial for more info", x = myData.terminalTutRect.x, y = myData.terminalTutRect.y-myData.terminalTutRect.height/2+fontSize(100), width = myData.terminalTutRect.width-80, font = native.systemFont, fontSize = 42, align = "center" } myData.instruction = display.newText( options ) myData.instruction:setFillColor( 0.9,0.9,0.9 ) myData.instruction.anchorX=0.5 myData.instruction.anchorY=0 myData.completeButton = widget.newButton( { left = myData.terminalTutRect.x-myData.terminalTutRect.width/2+60, top = myData.terminalTutRect.y+myData.terminalTutRect.height/2-fontSize(120), width = 400, height = fontSize(90), defaultFile = buttonColor400, -- overFile = "buttonOver.png", fontSize = fontSize(60), label = "Close", labelColor = tableColor1, onEvent = close }) myData.completeButton.anchorX=0.5 myData.completeButton.anchorY=1 myData.completeButton.x = myData.terminalTutRect.x -- Show HUD tutGroup:insert(myData.terminalTutRect) tutGroup:insert(myData.instruction) tutGroup:insert(myData.completeButton) -- Button Listeners myData.completeButton:addEventListener("tap", close) end -- Home Show function hackMissionTutScene:show(event) local tasktutGroup = self.view if event.phase == "will" then -- Called when the scene is still off screen (but is about to come on screen). end if event.phase == "did" then -- end end --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- --> Listener setup --------------------------------------------------------------------------------- hackMissionTutScene:addEventListener( "create", hackMissionTutScene ) hackMissionTutScene:addEventListener( "show", hackMissionTutScene ) --------------------------------------------------------------------------------- return hackMissionTutScene
return {'yoga','yogalessen','yogaoefening','yoghurt','yoghurtdrank','yoghurtijs','yogi','yoghurtbeker','yoghurtplant','yoghurtsaus','yogales','yogyakarta','yogaoefeningen','yogis','yoghurtbekers','yoghurtdrankjes','yoghurtdrankje','yoghurtdranken'}
buffer = Procedural.TextureBuffer(128) Procedural.Gradient(buffer):process() Procedural.Invert(buffer):process() tests:addTextureBuffer(buffer) dotfile = tests:getDotFile("texture_16", "Invert_Demo") dotfile:set("Gradient", "texture_gradient", "Invert", "texture_invert")
local logic = require "logic" local M = {} M.__index = M function M.new(...) local o = {} setmetatable(o, M) M.init(o, ...) return o end function M:init() -- 游戏变量 self.sice_count = {0, 0, 0, 0} self.game_score = {0, 0, 0, 0} self.banker_user = logic.INVALID_CHAIR self.player_count = logic.GAME_PLAYER self.card_index = {} -- create the matrix --for i = 1, logic.GAME_PLAYER do --self.card_index[i] = {} -- create a new row --for j = 1, logic.MAX_INDEX do --self.card_index[i][j] = 0 --end --end self.trustee = {false, false, false, false} self.ready = {false, false, false, false} self.play_status = {false, false, false, false} -- 出牌信息 self.out_card_data = 0 self.out_card_count = 0 self.out_card_user = logic.INVALID_CHAIR self.discard_count = 0 self.discard_card = {} -- create the matrix for i = 1, logic.GAME_PLAYER do self.discard_card[i] = {} -- create a new row end -- 发牌信息 self.send_card_data = 0 self.send_card_count = 0 self.left_card_count = 0 self.repertory_card = {} for i, v in ipairs(logic.CARD_DATA_ARRAY) do self.repertory_card[i] = v end -- 堆立信息 self.heap_hand = logic.INVALID_CHAIR self.heap_tail = logic.INVALID_CHAIR self.heap_card_info = {} for i = 1, logic.GAME_PLAYER do self.heap_card_info [i] = {} for j = 1, 2 do self.heap_card_info [i][j] = 0 end end -- 运行变量 self.provide_card = 0 self.resume_user = logic.INVALID_CHAIR self.current_user = logic.INVALID_CHAIR self.provide_user = logic.INVALID_CHAIR -- 状态变量 self.send_status = false self.gang_status = false self.enjoin_chihu = {false, false, false, false} self.enjoin_chipeng = {false, false, false, false} -- 用户状态 self.response = {false, false, false, false} self.user_action = {0, 0, 0, 0} self.operate_card = {0, 0, 0, 0} self.perform_action = {0, 0, 0, 0} -- 组合扑克 self.weave_item_array = {} self.weave_item_count = {0, 0, 0, 0} -- 结束信息 self.chihu_card = 0 self.chihu_mask = {0, 0, 0, 0} -- 胜利用户 self.winuser = logic.INVALID_CHAIR self.room_owner = logic.INVALID_CHAIR -- 游戏局数 self.game_status = false self.gamen_number = logic.INVALID_CHAIR -- 分数 self.cell_score = 0 self.least_score = 0 -- 用户 self.player = {} end function send_client(gate, uid, v) skynet.send(gate, "lua", "send_client", uid, v) end function M:send_table(chairid, msg) if chairid ~= logic.INVALID_CHAIR then for i, v in ipairs(self.player) do send_client(v.gate, uid, msg) end else send_client(self.player[i].gate, self.player[i].profile.uid, msg) end end -- 发送操作 function M:send_operate_notify() -- 发送提示 for i = 1, logic.GAME_PLAYER do if self.user_action[i] ~= logic.WIK_NULL then local msg = { cmd = "operate_notify", resume_user = self.resume_user, action_card = self.provide_card action_mask = self.user_action[i] } self:send_table(i, msg) -- TODO 超时 end end end -- 游戏开始 function M:start() for i = 1, logic.GAME_PLAYER do self.sice_count[i] = math.random(6) end -- 混乱扑克 logic.shuffle(self.repertory_card) self.left_card_count = #self.repertory_card self.banker_user = ((self.sice_count[1] + self.sice_count[2]) - 1) % logic.GAME_PLAYER + 1 -- 分发扑克 for i = 1, logic.GAME_PLAYER do self.left_card_count = self.left_card_count - (logic.MAX_COUNT - 1) local card_data = {} for j = 1, logic.MAX_COUNT - 1 do card_data[j] = self.repertory_card[self.left_card_count + i] end self.card_index[i] = logic.card2index_array(card_data) end -- 发送扑克 self.send_card_count = self.send_card_data + 1 self.send_card_data = self.repertory_card[self.left_card_count] self.left_card_count = self.left_card_count - 1; local card_count = self.card_index[self.banker_user][logic.card2index(self.send_card_data)] self.card_index[self.banker_user][logic.card2index(self.send_card_data)] = card_count + 1 self.current_user = self.banker_user -- 杠牌判断 self.user_action[self.banker_user] = logic.analyse_gang_card(self.card_index[self.banker_user]) -- 胡牌判断 self.user_action[self.banker_user] = self.user_action[self.banker_user] | logic.analyse_chihu_card(self.card_index[self.banker_user]) self.game_status = true local msg = { cmd = "start", sice_count = {self.sice_count[1], self.sice_count[2], self.sice_count[3], self.sice_count[4]}, banker_user = self.banker_user, current_user = self.current_user, heap_hand = self.heap_hand, heap_tail = self.heap_tail, left_card_count = self.left_card_count, gamen_number = self.gamen_number, player = self.player } --发送数据 for i = 1, self.player_count do msg.chairid = i msg.user_action = self.user_action[i] msg.card_data = logic.index2card_array.(self.card_index[i]) msg.card_count = #msg.card_data self:send_table(i, msg) end end function M:over() self.gamen_number = self.game_number - 1 local msg = { cmd = "over", left_user = logic.INVALID_CHAIR, win_user = self.win_user, provide_card = self.provide_card, provide_user = self.provide_user, game_number = self.gamen_number } msg.card_info = {} for i = i, logic.GAME_PLAYER do local card_info = { chairid = i, card_data = logic.index2card_array(self.card_index[i]) card_count = #card_data chihu_mask = self.chihu_mask[i] score = self.game_score[i] } msg.card_info[i] = card_info end -- 发送结束信息 self:send_table(logic.INVALID_CHAIR, msg) --reset() -- 局数用完结束 end -- 派发扑克 function M:dispatch_card_data(current_user, tail) -- 状态效验 if current_user == logic.INVALID_CHAIR then return false end -- 丢弃扑克 if self.out_card_user != logic.INVALID_CHAIR and self.out_card_data ~= 0 then self.discard_count[self.out_card_user] = self.discard_count[self.out_card_user] + 1 self.discard_card[self.out_card_user][#self.discard_card[self.out_card_user] + 1] = self.out_card_data end -- 荒庄结束 if self.left_card_count == 0 then self.chihu_card = 0 self.provide_user = logic.INVALID_CHAIR self:over() return true end -- 设置变量 self.out_card_data = 0 self.current_user = current_user self.out_card_user = logic.INVALID_CHAIR self.enjoin_chihu[current_user] = false -- 发牌处理 if self.send_status == true then -- 发送扑克 self.send_card_count = self.send_card_count + 1 self.send_card_data = self.repertory_card[self.left_card_count] self.left_card_count = self.left_card_count - 1 -- 加牌 local card_count = self.card_index[current_user][logic.card2index(self.send_card_data)] self.card_index[current_user][logic.card2index(self.send_card_data)] = card_count + 1 -- 杠牌判断 if self.enjoin_chipeng[current_user] == false and self.left_card_count > 1 then self.user_action[current_user] = self.user_action[current_user] | logic.analyse_gang_card(self.card_index[current_user]) end --胡牌判断 self.user_action[current_user] = self.user_action[current_user] | logic.analyse_chihu_card(self.card_index[self.banker_user], self.weave_item_array[current_user]) end --//堆立信息 --//assert( m_wHeapHand != INVALID_CHAIR && m_wHeapTail != INVALID_CHAIR ) --if( !bTail ) --{ --//切换索引 --uint8_t cbHeapCount=m_cbHeapCardInfo[m_wHeapHand][0]+m_cbHeapCardInfo[m_wHeapHand][1] --if (cbHeapCount==HEAP_FULL_COUNT) --m_wHeapHand=(m_wHeapHand+1)%CountArray(m_cbHeapCardInfo) --m_cbHeapCardInfo[m_wHeapHand][0]++ --} --else --{ --//切换索引 --uint8_t cbHeapCount=m_cbHeapCardInfo[m_wHeapTail][0]+m_cbHeapCardInfo[m_wHeapTail][1] --if (cbHeapCount==HEAP_FULL_COUNT) --m_wHeapTail=(m_wHeapTail+3)%CountArray(m_cbHeapCardInfo) --m_cbHeapCardInfo[m_wHeapTail][1]++ --} local msg = { cmd = "send_card", current_user = current_user, action_mask = self.user_action[current_user], card_data = self.send_status == true and self.send_card_data or 0x00 } self:send_table(logic.INVALID_CHAIR, msg) --// TODO timer end -- 响应判断 function M:estimate_user_respond(center_user, center_card, is_out_card) -- 变量定义 local arose_action = false -- 用户状态 self.response = {false, false, false, false} self.user_action = {0, 0, 0, 0} self.perform_action = {0, 0, 0, 0} -- 动作判断 for i = 1, self.player_count do -- 用户过滤 if center_user ~= i then -- 出牌类型 if is_out_card == true then -- 吃碰判断 if self.enjoin_chipeng[i] == false then -- 碰牌判断 self.user_action[i]= self.user_action[i] | logic.estimate_peng_card(self.card_index[i], center_card) -- 吃牌判断 local eat_user = (center_user - 1) % self.player_count + 1 if eat_user == i then self.user_action[i] = self.user_action[i] | logic.estimate_eat_card(self.card_index[i], center_card) end -- 杠牌判断 if self.left_card_count > 1 then self.user_action[i] = self.user_action[i] | logic.estimate_gang_card(self.card_index[i], center_card) end end end -- 胡牌判断 if self.enjoin_chihu[i] == false then --胡牌判断 self.user_action[i] = self.user_action[i] | logic.analyse_chihu_card(self.card_index[i], self.weave_item_array[i], center_card) -- 吃胡限制 if (self.user_action[i] & logic.WIK_CHI_HU) ~= 0 then self.enjoin_chihu[i]=true end end -- 结果判断 if self.user_action[i] ~= logic.WIK_NULL then arose_action = true end end end -- 结果处理 if arose_action == true then -- 设置变量 self.provide_user = center_user self.provide_card = center_card self.resume_user = self.current_user self.current_user = logic.INVALID_CHAIR -- 发送提示 self:send_operate_notify() return true end return false end -- 用户托管 function M:trustee(chairid, trustee) self.trustee[chairid] = trustee -- 构造数据 local msg = { cmd = "trustee", trustee = trustee, chairid = chairid } -- 发送消息 self:send_table(logic.INVALID_CHAIR, msg) end -- 用户进入 function M:enter(player) local chairid = logic.INVALID_CHAIR for i=1, logic.GAME_PLAYER do if next(self.player[i]) == nil then chairid = i player.chairid = i self.player[i] = player end end if chairid == logic.INVALID_CHAIR then return chairid end local msg = { cmd = "enter", player = self.player } send_table(logic.INVALID_CHAIR, msg) return chairid end -- 用户准备 function M:ready(chairid) self.ready[chairid] = true for i=1, logic.GAME_PLAYER do if not self.ready[i] then local msg = { cmd = "ready", ready_user = chairid } --发送消息 self:send_table(logic.INVALID_CHAIR, msg) return end end self:start() end -- 用户离开 function M:leave(chairid) if self.ready[chairid] == true then return false end self.ready[chairid]=false local msg = { cmd = "leave", leave_user = chairid } self:send_table(logic.INVALID_CHAIR, msg) -- 再移除 self.player[chairid] = {} -- 没人删除游戏 if #self.player == 0 then self = nil end return true end -- 用户被踢 function M:kick(chairid) if game_status then return false end if chairid == self.room_owner then return false end self.ready[chairid] = false self:send_table(logic.INVALID_CHAIR, {cmd = "kick", kick_user = chairid}) -- 再移除 self.player[chairid] = {} return true end -- 用户听牌 function M:listen(chairid) -- TODO if is_listen self.enjoin_chipeng[chairid] = true self:send_table(logic.INVALID_CHAIR, {cmd = "listen", listen_user = chairid}) end -- 用户出牌 function M:out_card(chairid, card_data) -- 效验参数 if chairid ~= self.current_user then return false end if not logic.is_valid_card(card_data) then return false end -- 删除扑克 if not logic.remove_card(self.card_index[chairid], card_data) then return false end --StopAllTimer() --设置变量 self.send_status = true self.user_action[chairid] = logic.WIK_NULL self.perform_action[chairid] = logic.WIK_NULL -- 出牌记录 self.out_card_count = self.out_card_count + 1 self.out_card_user = chairid self.out_card_data = card_data local msg = { cmd = "out_card", out_card_user = chairid, out_card_data = card_data } --发送消息 self.send_table(logic.INVALID_CHAIR, msg) self.provide_user = chairid self.providecard = card_data --用户切换 self.current_user = (chairid - 1) % self.player_count + 1 --while( !m_bPlayStatus[m_wCurrentUser] ) --m_wCurrentUser=(m_wCurrentUser+m_wPlayerCount-1)%m_wPlayerCount -- 响应判断 local arose_action = self:estimate_user_respond(chairid, card_data, true) -- 派发扑克 if not arose_action then self:dispatch_card_data(self.current_user) end end -- 用户操作 function M:operate_card(chairid, operate_code, operate_card) -- 效验用户 if (chairid ~= self.current_user) and (self.current_user ~= logic.INVALID_CHAIR) then return false end -- 被动动作 if self.current_user == logic.INVALID_CHAIR then -- 效验状态 if self.response[chairid] == true then return false end if (operate_code ~= logic.WIK_NULL) and ((self.user_action[chairid] & operate_code) == 0) then return false end local target_user = chairid local target_action = operate_code self.response[chairid] = true self.perform_action[chairid] = operate_code self.operate_card[chairid] = operate_card == 0 and self.provide_card or operate_card for i=0, logic.GAME_PLAYER do -- 获取动作 local user_action = self.response[i] == false and self.user_action[i] or self.perform_action[i] -- 优先级别 local user_action_rank = logic.get_user_action_rank(user_action) local target_action_rank = logic.get_user_action_rank(target_action) if user_action_rank > target_action_rank then target_user = i target_action = user_action end end if self.response[target_user] == false then return true end -- 吃胡等待 if target_action == logic.WIK_CHI_HU then -- TODO --for i=(self.provide_user - 1) % GAME_PLAYER, i!=self.provide_user, i=(i - 1) % GAME_PLAYER do for i = 1, logic.GAME_PLAYER do -- 截胡 不用等待所有回应 --if (self.response[i] == true) and ((self.user_action[i] & WIK_CHI_HU) ~= 0) and ((self.perform_action[i] & WIK_CHI_HU) ~= 0) then --break --end if (self.response[i] == false) and (self.user_action[i] & logic.WIK_CHI_HU) ~=0 then return true end end end -- 放弃操作 if target_action == logic.WIK_NULL then -- 用户状态 self.response = {false, false, false, false} self.user_action = {0, 0, 0, 0} self.operate_card = {0, 0, 0, 0} self.perform_action = {0, 0, 0, 0} -- 发送扑克 self:dispatch_card_data(self.resume_user) return true end -- 变量定义 local target_card = self.operate_card[target_user] -- 出牌变量 self.out_card_data = 0 self.send_status = true self.out_card_user = logic.INVALID_CHAIR self.enjoin_chihu[target_user] = false -- 胡牌操作 if target_action == logic.WIK_CHI_HU then -- 结束信息 self.chihu_card = target_card. -- 吃牌权位 -- 胡牌判断 for i = 1, GAME_PLAYER do -- 过虑判断 if (i ~= self.provide_user) and (self.perform_action[i] & logic.WIK_CHI_HU) ~= 0 then -- 普通胡牌 if self.chihu_card ~= 0 then -- 胡牌判断 self.chihu_mask[i] = logic.analyse_chihu_card(self.card_index[i], self.weave_item[i], self.chihu_card) -- 插入扑克 if self.chihu_mask[i] ~= logic.WIK_NULL then local card_count = self.card_index[i][logic.card2index(self.chihu_card)] self.card_index[i][logic.card2index(self.chihu_card)] = card_count + 1 end end end -- 结束游戏 over() return true end end -- 用户状态 self.response = {false, false, false, false} self.user_action = {0, 0, 0, 0} self.operate_card = {0, 0, 0, 0} self.perform_action = {0, 0, 0, 0} -- 组合扑克 local index = #self.weave_item_array[target_user] asser(index < 5) index = index + 1 self.weave_item_array[target_user][index].public_card = true self.weave_item_array[target_user][index].center_card = target_card self.weave_item_array[target_user][index].weave_type = target_action self.weave_item_array[target_user][index].provide_user = self.provide_user == logic.INVALID_CHAIR and target_user or provide_user -- 删除扑克 if target_action == logic.WIK_LEFT then local remove_card = {target_card + 1, target_card + 2} logic.remove_card(self.card_index[target_user], remove_card) elseif target_action == logic.WIK_RIGHT then local remove_card = {target_card - 2, target_card - 1} logic.remove_card(self.card_index[target_user], remove_card) elseif target_action == logic.WIK_CENTER then local remove_card = {target_card - 1, target_card + 1} logic.remove_card(self.card_index[target_user], remove_card) elseif target_action == logic.WIK_PENG then local remove_card = {target_card, target_card} logic.remove_card(self.card_index[target_user], remove_card) elseif target_action == logic.WIK_GANG then local remove_card = {target_card, target_card, target_card} logic.remove_card(self.card_index[target_user], remove_card) else assert(false) end local msg = { cmd = "operate_card", operate_user = target_user, operate_card = target_card, operate_code = target_action, provide_user = self.provide_user == logic.INVALID_CHAIR and target_user or self.provide_user } self:send_table(logic.INVALID_CHAIR, msg) -- 设置用户 self.current_user = target_user -- 杠牌处理 if target_action == logic.WIK_GANG then self.gang_status = true self:dispatch_card_data(Target_User, false) end return true end -- 主动动作 if self.current_user == chairid then -- 效验操作 if operate_code == logic.WIK_NULL or ((self.user_action[chairid] & operate_code) == 0) then return false end -- 扑克效验 if operate_code ~= logic.WIK_NULL and cbOperateCode ~= logic.WIK_CHI_HU and logic.is_valid_card(operate_card) == false then return false end -- 设置变量 self.send_status = true self.enjoin_chihu[self.current_user] = false self.user_action[self.current_user] = logic.WIK_NULL self.perform_action[self.current_user] = logic.WIK_NULL local public = false -- 执行动作 if operate_code == logic.WIK_GANG or operate_code == logic.WIK_FILL then -- 变量定义 local weave_index = 0xFF local card_index = logic.card2index(operate_card) -- 杠牌处理 if self.card_index[chairid][card_index] == 1 then -- 寻找组合 for i = 1, #self.weave_item_array[chairid] do local weave_type = self.weave_item_array[chairid][i].weave_type local center_card = self.weave_item_array[chairid][i].center_card if center_card == operate_card and weave_type == logic.WIK_PENG then public = true weave_index = i break end end -- 效验动作 if weave_index == 0xFF then return false end -- 组合扑克 self.weave_item_array[chairid][weave_index].public_card = true self.weave_item_array[chairid][weave_index].provide_user = chairid self.weave_item_array[chairid][weave_index].weave_type = operate_code self.weave_item_array[chairid][weave_index].center_card = operate_card else -- 扑克效验 if self.card_index[chairid][card_index] != 4 then return false end -- 设置变量 public = false weave_index = #self.weave_item_array[chairid] weave_index = weave_index + 1 self.weave_item_array[chairid][weave_index].public_card = true self.weave_item_array[chairid][weave_index].provide_user = chairid self.weave_item_array[chairid][weave_index].weave_type = operate_code self.weave_item_array[chairid][weave_index].center_card = operate_card end -- 删除扑克 self.card_index[chairid][card_index] = 0 -- 设置状态 if operate_code == logic.WIK_GANG then self.gang_status = true end local msg = { cmd = "operate_card", operate_user = chairid, provide_user = chairid, operate_card = operate_card, operate_code = operate_code } self:send_table(logic.INVALID_CHAIR, msg) --效验动作 local arose_action = false if public == true then arose_action = self:estimate_user_respond(chairid, operate_card, false) end -- 发送扑克 if arose_action == false then self:dispatch_card_data(chairid) end return true elseif operate_code == logic.WIK_CHI_HU then if self.out_card_count == 0 then self.provide_user = self.current_user self.provide_card = self.send_card_data end -- 胡牌判断 self.chihu_mask[i] = logic.analyse_chihu_card(self.card_index[i], self.weave_item[i]) -- 结束信息 self.chihu_card = self.provide_card -- 结束游戏 self:over() return true else assert(false) end end return false end return M
local skynet = require "skynet" require "Common.Util.util" require "game.ECS.ECS" local NORET = {} local CMD = {} local this = { --the scene object includes the role monster npc scene_uid = 0, role_list = {}, npc_list = {}, monster_list = {}, entity_mgr = false, } local SceneObjectType={ Role=1,Monster=2,NPC=3, } local SceneInfoKey = { EnterScene=1, LeaveScene=2, PosChange=3, } local new_scene_uid = function ( scene_obj_type ) this.scene_uid = scene_obj_type*10000000000+this.scene_uid + 1 return this.scene_uid end --enter_radius should be smaller than leave_radius local get_around_roles = function ( role_id, enter_radius, leave_radius ) return this.role_list end local add_info_item = function ( change_obj_infos, scene_uid, info_item ) change_obj_infos = change_obj_infos or {obj_infos={}} local cur_info = nil for i,v in ipairs(change_obj_infos.obj_infos) do if v.scene_obj_uid == scene_uid then cur_info = v end end if not cur_info then cur_info = {scene_obj_uid=scene_uid, info_list={}} table.insert(change_obj_infos.obj_infos, cur_info) end table.insert(cur_info.info_list, info_item) return change_obj_infos end local init_npc = function ( ) if not this.scene_cfg or not this.scene_cfg.npc_list then return end for k,v in pairs(this.scene_cfg.npc_list) do local npc = {} npc.id = v.npc_id npc.uid = new_scene_uid(SceneObjectType.Role) npc.pos_x = v.pos_x npc.pos_y = v.pos_y npc.pos_z = v.pos_z table.insert(this.npc_list, npc) end end local init_monster = function ( ) end function CMD.init(scene_id) ECS:InitWorld("scene_world") this.entity_mgr = ECS.World.Active:GetOrCreateManager(ECS.EntityManager) -- this.npc_archetype = this.entity_mgr:CreateArchetype({ECS.Position, ECS.Rotation}) -- this.entity_mgr:CreateEntity(this.npc_archetype) print('Cat:scene.lua[init] scene_id', scene_id) this.scene_cfg = require("Config.scene.config_scene_"..scene_id) init_npc() init_monster() Time = {deltaTime=0} lastUpdateTime = os.time() skynet.fork(function() while true do local curTime = os.time() Time.deltaTime = curTime-lastUpdateTime lastUpdateTime = curTime ECS:Update() skynet.sleep(10) end end) skynet.fork(function() while true do --synch info at fixed time for k,role_info in pairs(this.role_list) do -- print("Cat:scene [start:46] role_info.change_obj_infos:", role_info.change_obj_infos) -- PrintTable(role_info.change_obj_infos) -- print("Cat:scene [end]") if role_info.change_obj_infos and role_info.ack_scene_get_objs_info_change then role_info.ack_scene_get_objs_info_change(true, role_info.change_obj_infos) role_info.change_obj_infos = nil role_info.ack_scene_get_objs_info_change = nil end end skynet.sleep(10) end end) end function CMD.role_enter_scene(role_id) print('Cat:scene.lua[role_enter_scene] role_id', role_id) do --tell every one a new role enter scene for k,v in pairs(this.role_list) do v.change_obj_infos = add_info_item(v.change_obj_infos, v.scene_uid, {key=SceneInfoKey.EnterScene, value=SceneObjectType.Role, time=os.time()}) end end if not this.role_list[role_id] then local scene_uid = new_scene_uid(SceneObjectType.Role) this.role_list[role_id] = {scene_uid=scene_uid} --tell the new guy who are here for k,v in pairs(this.role_list) do if v.scene_uid ~= scene_uid then this.role_list[role_id].change_obj_infos = add_info_item(this.role_list[role_id].change_obj_infos, v.scene_uid, {key=SceneInfoKey.EnterScene, value=SceneObjectType.Role, time=os.time()}) end end for k,v in pairs(this.npc_list) do this.role_list[role_id].change_obj_infos = add_info_item(this.role_list[role_id].change_obj_infos, v.scene_uid, {key=SceneInfoKey.EnterScene, value=SceneObjectType.NPC, time=0}) end end end function CMD.role_leave_scene(role_id) local role_info = this.role_list[role_id] print('Cat:scene.lua[role_leave_scene] role_id', role_id, role_info) if not role_info then return end --tell every one this role leave scene for k,v in pairs(this.role_list) do local cur_role_id = k if v.cur_role_id ~= role_id then v.change_obj_infos = add_info_item(v.change_obj_infos, role_info.scene_uid, {key=SceneInfoKey.LeaveScene, value=SceneObjectType.Role, time=os.time()}) end end if role_info.ack_scene_get_objs_info_change then role_info.ack_scene_get_objs_info_change(true, {}) end this.role_list[role_id] = nil end function CMD.scene_get_main_role_info( user_info, req_data ) print('Cat:scene.lua[scene_get_main_role_info] user_info, req_data', user_info, user_info.cur_role_id) return { role_info={ scene_uid=this.role_list[user_info.cur_role_id].scene_uid, role_id=user_info.cur_role_id, career=2,name="haha" } } end function CMD.scene_walk( user_info, req_data ) -- print('Cat:scene.lua[scene_get_main_role_info] user_info, req_data', user_info, user_info.cur_role_id) local role_info = this.role_list[user_info.cur_role_id] if role_info then role_info.pos = {x=req_data.pos_x, y=req_data.pos_y, z=req_data.pos_z} local pos_info = role_info.pos.x..","..role_info.pos.y..","..role_info.pos.z -- print('Cat:scene.lua[116] pos_info', pos_info, role_info.scene_uid) --for test for k,v in pairs(this.role_list) do local role_id = k -- print('Cat:scene.lua[101] role_id, user_info.cur_role_id', role_id, user_info.cur_role_id, v.scene_uid, role_info.scene_uid) if role_id ~= user_info.cur_role_id then v.change_obj_infos = add_info_item(v.change_obj_infos, role_info.scene_uid, {key=SceneInfoKey.PosChange, value=pos_info, time=os.time()}) end end end return {} end function CMD.scene_get_objs_info_change( user_info, req_data ) -- print('Cat:scene.lua[scene_get_objs_info_change] user_info, role_id', user_info, user_info.cur_role_id) local role_info = this.role_list[user_info.cur_role_id] if role_info and not role_info.ack_scene_get_objs_info_change then --synch info at fixed time role_info.ack_scene_get_objs_info_change = skynet.response() return NORET end return {} end skynet.start(function() skynet.dispatch("lua", function(session, source, command, ...) local f = assert(CMD[command]) local r = f(...) if r ~= NORET then skynet.ret(skynet.pack(r)) end end) end)
local class = require 'ext.class' local Visitor = require 'symmath.visitor.Visitor' local Expand = class(Visitor) Expand.name = 'Expand' return Expand
----------------------------------------------------------------------- -- Pure Lua implementation for the hyperbolic trigonometric functions -- Freely adapted from P.J.Plauger, "The Standard C Library" -- author: Roberto Ierusalimschy ----------------------------------------------------------------------- local exp = math.exp local function cosh (x) if x == 0.0 then return 1.0 end if x < 0.0 then x = -x end x = exp(x) x = x / 2.0 + 0.5 / x return x end local function sinh (x) if x == 0 then return 0.0 end local neg = false if x < 0 then x = -x; neg = true end if x < 1.0 then local y = x * x x = x + x * y * (((-0.78966127417357099479e0 * y + -0.16375798202630751372e3) * y + -0.11563521196851768270e5) * y + -0.35181283430177117881e6) / ((( 0.10000000000000000000e1 * y + -0.27773523119650701667e3) * y + 0.36162723109421836460e5) * y + -0.21108770058106271242e7) else x = exp(x) x = x / 2.0 - 0.5 / x end if neg then x = -x end return x end local function tanh (x) if x == 0 then return 0.0 end local neg = false if x < 0 then x = -x; neg = true end if x < 0.54930614433405 then local y = x * x x = x + x * y * ((-0.96437492777225469787e0 * y + -0.99225929672236083313e2) * y + -0.16134119023996228053e4) / (((0.10000000000000000000e1 * y + 0.11274474380534949335e3) * y + 0.22337720718962312926e4) * y + 0.48402357071988688686e4) else x = exp(x) x = 1.0 - 2.0 / (x * x + 1.0) end if neg then x = -x end return x end -- invhyp.lua: inverse hyperbolic trig functions -- Adapted from glibc local abs, log, sqrt = math.abs, math.log, math.sqrt local log2 = log(2) -- good for IEEE754, double precision local function islarge (x) return x > 2 ^ 28 end local function issmall (x) return x < 2 ^ (-28) end local INF = math.huge local function isinfornan (x) return x ~= x or x == INF or x == -INF end local function log1p (x) -- not very precise, but works well local u = 1 + x if u == 1 then return x end -- x < eps? return log(u) * x / (u - 1) end local function acosh (x) if x < 1 then return (x - x) / (x - x) end -- nan if islarge(x) then if isinfornan(x) then return x + x end return log2 + log(x) end if x + 1 == 1 then return 0 end -- acosh(1) == 0 if x > 2 then local x2 = x * x return log(2 * x - 1 / (x + sqrt(x2 - 1))) end -- 1 < x < 2: local t = x - 1 return log1p(t + sqrt(2 * t + t * t)) end local function asinh (x) local y = abs(x) if issmall(y) then return x end local a if islarge(y) then -- very large? if isinfornan(x) then return x + x end a = log2 + log(y) else if y > 2 then a = log(2 * y + 1 / (y + sqrt(1 + y * y))) else local y2 = y * y a = log1p(y + y2 / (1 + sqrt(1 + y2))) end end return x < 0 and -a or a -- transfer sign end local function atanh (x) local y = abs(x) local a if y < .5 then if issmall(y) then return x end a = 2 * y a = .5 * log1p(a + a * y / (1 - y)) else if y < 1 then a = .5 * log1p(2 * y / (1 - y)) elseif y > 1 then return (x - x) / (x - x) -- nan else -- y == 1 return x / 0 -- inf with sign end end return x < 0 and -a or a -- transfer sign end return {sinh = sinh, cosh = cosh, tanh = tanh, log1p = log1p, asinh = asinh, acosh = acosh, atanh = atanh}
module("luci.controller.autoreboot",package.seeall) function index() if not nixio.fs.access("/etc/config/autoreboot") then return end entry({"admin", "system", "autoreboot"}, cbi("autoreboot"), _("Scheduled Reboot"),88) end
local argValidationUtils = require("treeFarm.libs.utils.argValidationUtils") -- TODO: easy to McFly local function itemEqualityComparer(itemId1, itemId2) argValidationUtils.argChecker(1, itemId1, {"table", "nil"}) argValidationUtils.argChecker(2, itemId2, {"table", "nil"}) if itemId1 then argValidationUtils.itemIdChecker(1, itemId1) else itemId1 = {} end if itemId2 then argValidationUtils.itemIdChecker(2, itemId2) else itemId1 = {} end if itemId1 == itemId2 or (itemId1.name == itemId2.name and (itemId1.damage and itemId2.damage and itemId1.damage == itemId2.damage or true)) then -- NOTE: what about tools? a pickaxe is still a pickaxe when damaged. systems whould have nil damage on their template item? (really wishing I could catch up with the flattening now) return true end return false end local function itemEqualityComparerWithCount(itemId1, itemId2) argValidationUtils.argChecker(1, itemId1, {"table", "nil"}) argValidationUtils.argChecker(2, itemId2, {"table", "nil"}) local function countCheck(pos, item) argValidationUtils.tableChecker("arg["..pos.."]", item, {count = {"number"}}) end if itemId1 then argValidationUtils.itemIdChecker(1, itemId1) countCheck(1, itemId1) end if itemId2 then argValidationUtils.itemIdChecker(2, itemId2) countCheck(2, itemId2) end if itemId1 == itemId2 or ((type(itemId1) == "table" and itemId1.count) == (type(itemId1) == "table" and itemId2.count) and itemEqualityComparer(itemId1, itemId2)) then return true end return false end local itemUtils = { itemEqualityComparer = itemEqualityComparer, itemEqualityComparerWithCount = itemEqualityComparerWithCount, } return itemUtils
addEvent ( "setupNewMissionTimer", true ) addEventHandler ( "setupNewMissionTimer", root, function(duration, countdown, timerFormat, x, y, bg, font, scale, r, g, b ) setupMissionTimer ( source, duration, countdown, timerFormat, x, y, bg, font, scale, r, g, b ) end ) addEvent ( "setMissionTimerRemainingTime", true ) addEventHandler ( "setMissionTimerRemainingTime", root, function(remaining) setMissionTimerTime ( source, remaining ) end ) addEvent ( "setMissionTimerFrozen", true ) addEventHandler ( "setMissionTimerFrozen", root, function(frozen) setMissionTimerFrozen ( source, frozen ) end ) addEvent ( "setMissionTimerHurryTime", true ) addEventHandler ( "setMissionTimerHurryTime", root, function(time) setMissionTimerHurryTime ( source, time ) end ) addEvent ( "setMissionTimerFormat", true ) addEventHandler ( "setMissionTimerFormat", root, function(timerFormat) setMissionTimerFormat ( source, timerFormat ) end )
local M = {__guards__ = {}, __payloads__ = {}} function M.on(event_name, command) Lego.event.on(event_name, command, nil, false) end function M.once(event_name, command) Lego.event.once(event_name, command, nil, true) end function M.off(event_name, command) Lego.event.off(event_name, command) end function M.payload(...) M.__payloads__ = {...} return M end function M.guard(...) M.__guards__ = {...} return M end function M.execute(command) local payloads = M.__payloads__ local guards = M.__guards__ local passed = (function() for _, v in pairs(guards) do if (not v(unpack(payloads))) then return false end end return true end)() if passed then command(unpack(payloads)) else M._reset_gurads_and_payloads() end return M end function M._reset_gurads_and_payloads() M._reset_gurads() M._reset_payloads() end function M._reset_gurads() M.guard() end function M._reset_payloads() M.payload() end return M
-- @author gilaga4815 local ReplicatedStorage = game:GetService("ReplicatedStorage") local PlayerService = game:GetService("Players") local TreeEvents = ReplicatedStorage:WaitForChild("RaceReplication"):WaitForChild("Events"):WaitForChild("TreeEvents") local TreeControl = TreeEvents:WaitForChild("ControllerRelay") local TreeModule = require(script.Parent:WaitForChild("TreeModule")) local runFormat = { ["Pro"] = "ProRun", ["InstGreen"] = "InstantGreen", ["Normal"] = "StandardRun", ["Bracket"] = "BracketRun", } local commandsAllowed = true TreeControl.OnServerEvent:Connect(function(sender, event, ...) local args = {...} if event == "DoRun" then local runType = args[1] if runFormat[runType] then if runType == "Bracket" then print(args[2]) local sideTimes = {args[2][1] == 0 and args[2][2] or 0, args[2][1] == 1 and args[2][2] or 0} TreeModule.BracketRun(sideTimes) else TreeModule[runFormat[runType]]() end end elseif event == "Emergency" then local emergencyBool = args[1] TreeModule.Emergency(emergencyBool) elseif event == "Commands" then commandsAllowed = args[1] end end) PlayerService.PlayerAdded:Connect(function(player) player.Chatted:Connect(function(msg) msg = msg:lower() if msg == "start" and commandsAllowed then TreeModule.StandardRun(true) end end) end) TreeModule.ConnectTree() -- initiates the tree cycle so it can start doing stuff.
local log = require("log") local Api = require("coreApi") local json = require("json") local http = require("http") function ReceiveFriendMsg(CurrentQQ, data) return 1 end function ReceiveGroupMsg(CurrentQQ, data) if data.FromUserId ==2986807981 then--防止自我复读 return 1 end if string.find(data.MsgType, "PicMsg") then str = json.decode(data.Content) if str.Content == nil then return 1 end if string.find(str.Content, "搜番") then img_url = str.GroupPic[1].Url log.notice("MsgType---> %s", data.MsgType) log.notice("img_url---> %s", img_url) response, error_message = http.request( "GET", "https://trace.moe/api/search", { query = "url=" .. img_url, headers = { ["User-Agent"] = "Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/80.0.3987.163 Safari/537.36" } } ) local html = response.body local re = json.decode(html) -- 中文番名 local title_chinese = re.docs[1].title_chinese -- 相似度 local similarity = re.docs[1].similarity -- 集数 local episode = re.docs[1].episode -- 位置 秒 local position = re.docs[1].at position = math.floor((math.floor(position))/60) -- 动漫ID local anilistID =re.docs[1].anilist_id -- 剩余次数 local limit = re.limit -- 获取番的详细信息 response2, error_message2 = http.request( "GET", "https://trace.moe/info", { query = "anilist_id=" .. anilistID, headers = { ["User-Agent"] = "Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/80.0.3987.163 Safari/537.36" } } ) local html2 = response2.body local info = json.decode(html2) -- 封面 local coverImageUrl = info[1].coverImage.large -- 观看地址 local siteUrl = info[1].siteUrl luaRes = Api.Api_SendMsg(--调用发消息的接口 CurrentQQ, { toUser = data.FromGroupId, --回复当前消息的来源群ID sendToType = 2, --2发送给群1发送给好友3私聊 sendMsgType = "PicMsg", --进行文本复读回复 content = string.format( "\n相似度:%s\n番名:%s\n集数:%d\n出现位置:大约%d分左右\n详细地址:%s\n剩余次数:%s", similarity, title_chinese, episode, position, siteUrl, limit ), picUrl = coverImageUrl, picBase64Buf = "", fileMd5 = "" } ) -- log.notice("From Lua SendMsg Ret-->%d", luaRes.Ret) end end return 1 end function ReceiveEvents(CurrentQQ, data, extData) return 1 end
require 'ui.board' require 'data.cards' require 'lux.common' function love.load () love.graphics.setFont(love.graphics.newFont(10)) love.graphics.setBackgroundColor(40,40,40,255) data.cards.load 'cards.lua' local decks = lux.common.datafile('decks.lua', love.filesystem.load) ui.board.load(decks.player1) ui.board.defineZone(1,1,1,7, {50,50,110,255}) ui.board.defineZone(6,2,6,8, {50,50,110,255}) ui.board.defineZone(2,1,3,7, {90,55,40,255}) ui.board.defineZone(4,2,5,8, {40,80,55,255}) ui.board.defineZone(4,1,5,1, {20,40,27,255}) ui.board.defineZone(2,8,3,8, {45,27,20,255}) ui.board.defineZone(1,8,1,8, {40,40,55,255}, true) ui.board.defineZone(6,1,6,1, {40,40,55,255}, true) end function love.mousereleased (x, y, button) ui.board.click(x, y, button) end function love.keypressed (button) local x, y = love.mouse.getPosition() ui.board.keyAction(x, y, button) end function love.update (dt) ui.board.hover(love.mouse.getPosition()) if love.keyboard.isDown 'tab' then ui.board.showStats() end end function love.draw () ui.board.draw(love.graphics) end
-- Which dll should the driver run VEHICLE = "graph" project "driver" location "%{prj.name}" kind "ConsoleApp" defines { "BUILDING_DRIVER", "VEHICLE=" .. VEHICLE } includedirs { "lstd/src" } links { "lstd" } dependson { VEHICLE } debugdir(VEHICLE .. "/") common_settings() filter "system:windows" links { "imm32", "dxgi.lib", "d3d11.lib", "d3dcompiler.lib", "d3d11.lib", "d3d10.lib" } project "graph" location "%{prj.name}" kind "SharedLib" includedirs { "lstd/src", "driver/src" } links { "lstd" } common_settings() -- Output dll in the same location as the driver targetdir("bin/%{cfg.buildcfg}/driver") -- Unique PDB name each time we build (in order to support debugging while hot-swapping the game dll) filter "system:windows" symbolspath '$(OutDir)$(TargetName)-$([System.DateTime]::Now.ToString("ddMMyyyy_HHmmss_fff")).pdb' links { "dxgi.lib", "d3d11.lib", "d3dcompiler.lib", "d3d11.lib", "d3d10.lib" } project "socraft" location "%{prj.name}" kind "SharedLib" includedirs { "lstd/src", "driver/src" } links { "lstd" } common_settings() -- Output dll in the same location as the driver targetdir("bin/%{cfg.buildcfg}/driver") -- Unique PDB name each time we build (in order to support debugging while hot-swapping the game dll) filter "system:windows" symbolspath '$(OutDir)$(TargetName)-$([System.DateTime]::Now.ToString("ddMMyyyy_HHmmss_fff")).pdb' links { "dxgi.lib", "d3d11.lib", "d3dcompiler.lib", "d3d11.lib", "d3d10.lib" }
--- -- Validate and extract IDM frames from a bit stream. -- -- @category Protocol -- @block IDMFramerBlock -- -- @signature in:Bit > out:IDMFrameType -- -- @usage -- local framer = radio.IDMFramerBlock() --- -- IDM frame type, a Lua object with properties: -- -- ``` text -- { -- type = "idm", -- application_version = <8-bit integer>, -- ert_type = <8-bit integer>, -- ert_id = <32-bit integer>, -- consumption_interval_count = <8-bit integer>, -- module_programming_state = <8-bit integer>, -- tamper_count = <6-byte string>, -- async_count = <2-byte string>, -- power_outage_flags = <6-byte string>, -- last_consumption_count = <32-bit integer>, -- differential_consumption_intervals = <53-byte string>, -- transmit_time_offset = <16-bit integer>, -- serial_crc = <16-bit integer>, -- packet_crc = <16-bit integer>, -- } -- ``` -- -- @datatype IDMFramerBlock.IDMFrameType -- @tparam string type Protocol type, constant "idm" -- @tparam int application_version Application version field, 8-bits wide -- @tparam int ert_type ERT Type field, 8-bits wide -- @tparam int ert_id ERT ID field, 32-bits wide -- @tparam int consumption_interval_count Consumption interval count field, 8-bits wide -- @tparam int module_programming_state Module programming state field, 8-bits wide -- @tparam string tamper_count Tamper count bytes, 6 bytes long -- @tparam string async_count Async count bytes, 2 bytes long -- @tparam string power_outage_flags Power outage bytes, 6 bytes long -- @tparam int last_consumption_count Last consumption count field, 32-bits wide -- @tparam string differential_consumption_intervals Differential consumption intevals string, 53 bytes long -- @tparam int transmit_time_offset Transmit time offset field, 16-bits wide -- @tparam int serial_crc Serial CRC field, 16-bits wide -- @tparam int packet_crc Packet CRC field, 16-bits wide local ffi = require('ffi') local bit = require('bit') local block = require('radio.core.block') local debug = require('radio.core.debug') local types = require('radio.types') -- IDM Related Constants local IDM_PREAMBLE = types.Bit.vector_from_array({0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 1}) local IDM_FRAME_LEN = 736 local IDM_CODEWORD_LEN = 704 local IDM_CHECKSUM_LEN = 16 -- Parity check matrix -- Mapping of bit position to syndrome local IDM_CHECK_SYNDROMES = {} -- initialized in idm_initialize_crc() -- Syndrome correction table (for single bit correction) -- Mapping of syndrome to bit position local IDM_CORRECT_SYNDROMES = {} -- initialized in idm_initialize_crc() -- IDM Frame Type local IDMFrameType = types.ObjectType.factory() function IDMFrameType.new(application_version, ert_type, ert_id, consumption_interval_count, module_programming_state, tamper_count, async_count, power_outage_flags, last_consumption_count, differential_consumption_intervals, transmit_time_offset, serial_crc, packet_crc) local self = setmetatable({}, IDMFrameType) self.type = "idm" self.application_version = application_version self.ert_type = ert_type self.ert_id = ert_id self.consumption_interval_count = consumption_interval_count self.module_programming_state = module_programming_state self.tamper_count = tamper_count self.async_count = async_count self.power_outage_flags = power_outage_flags self.last_consumption_count = last_consumption_count self.differential_consumption_intervals = differential_consumption_intervals self.transmit_time_offset = transmit_time_offset self.serial_crc = serial_crc self.packet_crc = packet_crc return self end function IDMFrameType:__tostring() return string.format("IDMFrame<application_version=0x%02x, ert_type=0x%02x, ert_id=%u, consumption_interval_count=%u, module_programming_state=%u, last_consumption_count=%u, transmit_time_offset=%u, serial_crc=0x%04x, packet_crc=0x%04x>", self.application_version, self.ert_type, self.ert_id, self.consumption_interval_count, self.module_programming_state, self.last_consumption_count, self.transmit_time_offset, self.serial_crc, self.packet_crc) end -- IDM Framer Block local IDMFramerBlock = block.factory("IDMFramerBlock") IDMFramerBlock.IDM_PREAMBLE = IDM_PREAMBLE IDMFramerBlock.IDM_FRAME_LEN = IDM_FRAME_LEN IDMFramerBlock.IDMFrameType = IDMFrameType function IDMFramerBlock:instantiate() self:add_type_signature({block.Input("in", types.Bit)}, {block.Output("out", IDMFrameType)}) end local function idm_correct_codeword(bits, offset) -- 704-bit codeword = 688-bits message + 16-bits error correcting code -- Compute syndrome local syndrome = 0x866b for i = 0, IDM_CODEWORD_LEN-1 do if bits.data[offset + i].value == 1 then syndrome = bit.bxor(syndrome, IDM_CHECK_SYNDROMES[i]) end end -- If the syndrome is zero, there is no error and return true if syndrome == 0 then return true end -- If there is a single correctable bit error, correct it and return true local error_index = IDM_CORRECT_SYNDROMES[syndrome] if error_index then bits.data[offset + error_index] = bits.data[offset + error_index]:bnot() return true end -- If the codeword is uncorrectable, return false return false end local function idm_compute_crc(bits, offset, length) local crc = 0xffff for i = 0, length-1 do if bit.bxor(bit.band(crc, 0x8000), bit.lshift(bits.data[i + offset].value, 15)) == 0x8000 then crc = bit.bxor(bit.lshift(crc, 1), 0x1021) else crc = bit.lshift(crc, 1) end end crc = bit.band(bit.bxor(crc, 0xffff), 0xffff) return crc end local function idm_initialize_crc() vec = types.Bit.vector(IDM_CODEWORD_LEN - IDM_CHECKSUM_LEN) -- Populate message bit syndromes for i = 0, vec.length-1 do vec.data[i].value = 1 local syndrome = bit.bxor(idm_compute_crc(vec, 0, vec.length), 0x866b) IDM_CHECK_SYNDROMES[i] = syndrome IDM_CORRECT_SYNDROMES[syndrome] = i vec.data[i].value = 0 end -- Populate checksum bit syndromes for i = 0, IDM_CHECKSUM_LEN-1 do local syndrome = bit.lshift(1, 15 - i) IDM_CHECK_SYNDROMES[vec.length + i] = syndrome IDM_CORRECT_SYNDROMES[syndrome] = vec.length + i end end function IDMFramerBlock:initialize() self.idm_frame = types.Bit.vector(IDM_FRAME_LEN) self.idm_frame_length = 0 self.out = IDMFrameType.vector() idm_initialize_crc() end function IDMFramerBlock:process(x) local out = self.out:resize(0) local i = 0 while i < x.length do -- Shift in as many bits as we can into the frame buffer if self.idm_frame_length < IDM_FRAME_LEN then -- Calculate the maximum number of bits we can shift from x local n = math.min(IDM_FRAME_LEN - self.idm_frame_length, x.length-i) ffi.copy(self.idm_frame.data[self.idm_frame_length], x.data[i], n*ffi.sizeof(self.idm_frame.data[0])) i, self.idm_frame_length = i + n, self.idm_frame_length + n elseif self.idm_frame_length == IDM_FRAME_LEN then -- Shift frame buffer down by one bit ffi.C.memmove(self.idm_frame.data[0], self.idm_frame.data[1], (IDM_FRAME_LEN-1)*ffi.sizeof(self.idm_frame.data[0])) -- Shift in one bit from x self.idm_frame.data[IDM_FRAME_LEN-1] = x.data[i] i = i + 1 end -- Try to validate the frame if self.idm_frame_length == IDM_FRAME_LEN then local preamble = types.Bit.tonumber(self.idm_frame, 0, 16) local frame_sync = types.Bit.tonumber(self.idm_frame, 16, 16) if preamble == 0x5555 and frame_sync == 0x16a3 and idm_correct_codeword(self.idm_frame, 32) then local packet_type = types.Bit.tonumber(self.idm_frame, 32, 8) local packet_length = types.Bit.tonumber(self.idm_frame, 40, 16) local serial_crc = types.Bit.tonumber(self.idm_frame, 704, 16) if packet_type == 0x1c and packet_length == 0x5cc6 and serial_crc == idm_compute_crc(self.idm_frame, 72, 32) then local application_version = types.Bit.tonumber(self.idm_frame, 56, 8) local ert_type = types.Bit.tonumber(self.idm_frame, 64, 8) local ert_id = types.Bit.tonumber(self.idm_frame, 72, 32) local consumption_interval_count = types.Bit.tonumber(self.idm_frame, 104, 8) local module_programming_state = types.Bit.tonumber(self.idm_frame, 112, 8) local tamper_count = types.Bit.tobytes(self.idm_frame, 120, 48) local async_count = types.Bit.tobytes(self.idm_frame, 168, 16) local power_outage_flags = types.Bit.tobytes(self.idm_frame, 184, 48) local last_consumption_count = types.Bit.tonumber(self.idm_frame, 232, 32) local differential_consumption_intervals = types.Bit.tobytes(self.idm_frame, 264, 424) local transmit_time_offset = types.Bit.tonumber(self.idm_frame, 688, 16) local packet_crc = types.Bit.tonumber(self.idm_frame, 720, 16) out:append(IDMFrameType(application_version, ert_type, ert_id, consumption_interval_count, module_programming_state, tamper_count, async_count, power_outage_flags, last_consumption_count, differential_consumption_intervals, transmit_time_offset, serial_crc, packet_crc)) self.idm_frame_length = 0 end end end end return out end return IDMFramerBlock
--[[ First person camera module API camera = Camera.new() - constructs a new camera class camera.camera = workspace.Camera -- the camera camera.position = V3 relative position of the camera camera.stiffness = the sway of the camera camera.relativeTo = part that the camera is relative to camera.zoom.f = zoom stiffness camera.zoom.p = zoom FOV camera.targetZoomFOV = target zoom FOV camera.rotation = rotation camera.rotationSpeed = rotation speed camera.headSwaySize = head sway distance per 1 stud/s^2 acceleration camera:update() --]] -- Services local ReplicatedStorage = game:GetService("ReplicatedStorage") local UserInputService = game:GetService("UserInputService") -- Modules local Spring = require(ReplicatedStorage.Modules.Spring) -- Module local Camera = {} Camera.__index = Camera function Camera.new() local self = setmetatable({}, Camera) self.headSway = Spring.new(0, Vector3.new()) self.rotateInput = Spring.new(0, Vector2.new()) self.zoom = Spring.new(1.5, 70) self.targetZoomFOV = 70 return self end function Camera:Update(dt) local relativeTo = self.relativeTo if not relativeTo then return false end -- Configure camera if self.camera.CameraType ~= Enum.CameraType.Scriptable then self.camera.CameraType = Enum.CameraType.Scriptable end -- Configure springs self.headSway.f = self.stiffness self.rotateInput.f = self.stiffness -- Head sway local acceleration = Vector3.new() local relativeVelocity = relativeTo.WorldCFrame:vectorToObjectSpace(relativeTo.Parent.Velocity) if self.relativeVelocity then acceleration = relativeVelocity - self.relativeVelocity end local tickValue = os.clock() * self.headOscillationRate local headSway = self.headSway:Update(dt, -acceleration * self.headSwaySize + Vector3.new(math.sin(tickValue), math.cos(tickValue), 0) * dt * self.headOscillationSize) headSway = Vector3.new( math.clamp(headSway.X, -self.maxHeadSway.X, self.maxHeadSway.X), math.clamp(headSway.Y, -self.maxHeadSway.Y, self.maxHeadSway.Y), math.clamp(headSway.Z, -self.maxHeadSway.Z, self.maxHeadSway.Z) ) -- Update zoom FOV self.camera.FieldOfView = self.zoom:Update(dt, self.targetZoomFOV) -- Get rotate input local mouseDelta = Vector2.new() local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton2) if pressed then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition mouseDelta = UserInputService:GetMouseDelta() else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end local rotateInput = self.rotateInput:Update(dt, mouseDelta) self.rotation = self.rotation + rotateInput * self.rotationSpeed -- Set camera CFrame local rotationCFrame = CFrame.Angles(0, -self.rotation.X, 0) * CFrame.Angles(-self.rotation.Y, 0, 0) self.camera.CFrame = relativeTo.WorldCFrame * CFrame.new(self.position + headSway) * rotationCFrame -- Set velocity self.relativeVelocity = relativeVelocity end return Camera
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") util.PrecacheSound("Airboat_engine_idle") util.PrecacheSound("Airboat_engine_stop") util.PrecacheSound("apc_engine_start") include("shared.lua") local Pressure_Increment = 80 local Energy_Increment = 10 DEFINE_BASECLASS("base_rd3_entity") function ENT:Initialize() BaseClass.Initialize(self) self.Active = 0 self.overdrive = 0 self.damaged = 0 self.lastused = 0 self.sequence = -1 self.thinkcount = 0 self.Mute = 0 self.Multiplier = 1 if WireAddon ~= nil then self.WireDebugName = self.PrintName self.Inputs = Wire_CreateInputs(self, {"On", "Overdrive", "Mute", "Multiplier"}) self.Outputs = Wire_CreateOutputs(self, {"On", "Overdrive", "EnergyUsage", "WaterProduction"}) else self.Inputs = { { Name = "On" }, { Name = "Overdrive" } } end end function ENT:TurnOn() if self.Active == 0 then if self.Mute == 0 then self:EmitSound("Airboat_engine_idle") end self.Active = 1 if WireAddon ~= nil then Wire_TriggerOutput(self, "On", self.Active) end self.sequence = self:LookupSequence("walk") if self.sequence and self.sequence ~= -1 then self:SetSequence(self.sequence) self:ResetSequence(self.sequence) self:SetPlaybackRate(1) end self:SetOOO(1) elseif self.overdrive == 0 then self:TurnOnOverdrive() end end function ENT:TurnOff() if self.Active == 1 then if self.Mute == 0 then self:StopSound("Airboat_engine_idle") self:EmitSound("Airboat_engine_stop") self:StopSound("apc_engine_start") end self.Active = 0 self.overdrive = 0 if WireAddon ~= nil then Wire_TriggerOutput(self, "On", self.Active) end self:SetOOO(0) self.sequence = self:LookupSequence("idle") if self.sequence and self.sequence ~= -1 then self:SetSequence(self.sequence) self:ResetSequence(self.sequence) self:SetPlaybackRate(1) end end end function ENT:TurnOnOverdrive() if self.Active == 1 then if self.Mute == 0 then self:StopSound("Airboat_engine_idle") self:EmitSound("Airboat_engine_idle") self:EmitSound("apc_engine_start") end self:SetOOO(2) self.overdrive = 1 if WireAddon ~= nil then Wire_TriggerOutput(self, "Overdrive", self.overdrive) end end end function ENT:TurnOffOverdrive() if self.Active == 1 and self.overdrive == 1 then if self.Mute == 0 then self:StopSound("Airboat_engine_idle") self:EmitSound("Airboat_engine_idle") self:StopSound("apc_engine_start") end self:SetOOO(1) self.overdrive = 0 if WireAddon ~= nil then Wire_TriggerOutput(self, "Overdrive", self.overdrive) end end end function ENT:SetActive(value) if value then if value ~= 0 and self.Active == 0 then self:TurnOn() elseif value == 0 and self.Active == 1 then self:TurnOff() end else if self.Active == 0 then self.lastused = CurTime() self:TurnOn() else if ((CurTime() - self.lastused) < 2) and (self.overdrive == 0) then self:TurnOnOverdrive() else self.overdrive = 0 self:TurnOff() end end end end function ENT:TriggerInput(iname, value) if iname == "On" then self:SetActive(value) elseif iname == "Overdrive" then if value ~= 0 then self:TurnOnOverdrive() else self:TurnOffOverdrive() end end if iname == "Mute" then if value > 0 then self.Mute = 1 else self.Mute = 0 end end if iname == "Multiplier" then if value > 0 then self.Multiplier = value else self.Multiplier = 1 end end end function ENT:Damage() if self.damaged == 0 then self.damaged = 1 end if (self.Active == 1) and (math.random(1, 10) <= 4) then self:TurnOff() end end function ENT:Repair() BaseClass.Repair(self) self:SetColor(Color(255, 255, 255, 255)) self.damaged = 0 end function ENT:Destruct() if CAF and CAF.GetAddon("Life Support") then CAF.GetAddon("Life Support").Destruct(self, true) end end function ENT:OnRemove() BaseClass.OnRemove(self) self:StopSound("Airboat_engine_idle") end function ENT:Pump_Water() local energy = self:GetResourceAmount("energy") local einc = Energy_Increment + (self.overdrive * Energy_Increment * 3) local waterlevel = 0 local islava if self.environment then islava = self.environment:GetTemperature(self) --Check to see if it's in lava else islava = 66 --any number below 308 would do, i picked nonzero to assert evaluation as a number end if CAF then waterlevel = self:WaterLevel2() else waterlevel = self:WaterLevel() end einc = (math.ceil(einc * self:GetMultiplier())) * self.Multiplier if WireAddon ~= nil then Wire_TriggerOutput(self, "EnergyUsage", math.Round(einc)) end --seems to be problem when welding(/freezing when not with CAF) if waterlevel > 0 and energy >= einc and islava < 308 then local winc = (math.ceil(Pressure_Increment * (waterlevel / 3))) * self.Multiplier --Base water generation on the amount it is in the water if self.overdrive == 1 then winc = winc * 3 if CAF and CAF.GetAddon("Life Support") then CAF.GetAddon("Life Support").DamageLS(self, math.random(2, 3)) else self:SetHealth(self:Health() - math.Random(2, 3)) if self:Health() <= 0 then self:Remove() end end end winc = math.ceil(winc * self:GetMultiplier()) self:ConsumeResource("energy", einc) self:SupplyResource("water", winc) if WireAddon ~= nil then Wire_TriggerOutput(self, "WaterProduction", math.Round(winc)) end else self:TurnOff() end end function ENT:Think() BaseClass.Think(self) if self.sequence and self.sequence ~= -1 then self:ResetSequence(self.sequence) --self:SetSequence(self.sequence) --self:SetPlaybackRate( 10 ) --self:ResetSequenceInfo( ) self:SetPlaybackRate(1) end self.thinkcount = self.thinkcount + 1 if self.thinkcount == 10 then if self.Active == 1 then self:Pump_Water() end self.thinkcount = 0 end self:NextThink(CurTime() + 0.1) return true end
local oldUpdate = GUIAlienSpectatorHUD.Update function GUIAlienSpectatorHUD:Update() oldUpdate(self) self.eggIcon:SetIsVisible(false) self.spawnText:SetText("") end
--========================================================== -- Written by bc1 using Notepad++ -- Include for EUI context --========================================================== print( "Loading EUI tooltip server..." ) local UserInterfaceSettings = UserInterfaceSettings -- global defined by EUI_context local GameInfo = GameInfoCache -- warning! booleans are true, not 1, and use iterator ONLY with table field conditions, NOT string SQL query local IsCiv5 = InStrategicView ~= nil local IsCivBE = not IsCiv5 local IsCiv5notVanilla = Game.GetReligionName ~= nil local IsCiv5BNW = IsCiv5 and Game.GetActiveLeague ~= nil local IsCiv5BNW_BE = IsCiv5BNW or IsCivBE if IsCiv5BNW then include "GreatPeopleIcons" end local GreatPeopleIcons = GreatPeopleIcons include "StackInstanceManager" include "IconHookup" local IconHookup = IconHookup local CivIconHookup = CivIconHookup include "ScanGP" local ScanGP = ScanGP include "ShortUnitTip" local ShortUnitTip = ShortUnitTip include "GetUnitBuildProgressData" local GetUnitBuildProgressData = GetUnitBuildProgressData include "ScratchDeal" local ScratchDeal = ScratchDeal local PopScratchDeal = PopScratchDeal local PushScratchDeal = PushScratchDeal include "CityStateStatusHelper" local GetAllyToolTip = GetAllyToolTip local GetActiveQuestToolTip = GetActiveQuestToolTip local GetCityStateStatusToolTip = GetCityStateStatusToolTip include "InfoTooltipInclude" local GetHelpTextForUnit = GetHelpTextForUnit local GetHelpTextForBuilding = GetHelpTextForBuilding local GetHelpTextForProject = GetHelpTextForProject local GetHelpTextForProcess = GetHelpTextForProcess local GetHelpTextForImprovement = GetHelpTextForImprovement local GetFoodTooltip = GetFoodTooltip local GetGoldTooltip = IsCiv5 and GetGoldTooltip or GetEnergyTooltip local GetScienceTooltip = GetScienceTooltip local GetProductionTooltip = GetProductionTooltip local GetCultureTooltip = GetCultureTooltip local GetFaithTooltip = GetFaithTooltip local GetReligionTooltip = GetReligionTooltip local GetTourismTooltip = GetTourismTooltip local GetMoodInfo = GetMoodInfo local GetHelpTextForPlayerPerk = GetHelpTextForPlayerPerk -- BE only local GetHelpTextForAffinity = GetHelpTextForAffinity -- BE only include "TechHelpInclude" local GetHelpTextForTech = GetHelpTextForTech include "ShowProgress" local ShowProgressToolTip = ShowProgressToolTip --========================================================== -- Minor lua optimizations --========================================================== local print = print local ipairs = ipairs local pairs = pairs local tostring = tostring local ceil = math.ceil local floor = math.floor local min = math.min local max = math.max local modf = math.modf local insert = table.insert local concat = table.concat local format = string.format local PreGame = PreGame local Game = Game local GetActivePlayer = Game.GetActivePlayer local GetActiveTeam = Game.GetActiveTeam local GetResourceUsageType = Game.GetResourceUsageType local GameOptionTypes = GameOptionTypes local GameInfoActions = GameInfoActions local GameInfoTypes = GameInfoTypes local GetPlot = Map.GetPlot local PlotDirection = Map.PlotDirection local L = Locale.ConvertTextKey local Matchmaking = Matchmaking local Network = Network local OptionsManager = OptionsManager local Players = Players local Teams = Teams local GetHeadSelectedCity = UI.GetHeadSelectedCity local GetHeadSelectedUnit = UI.GetHeadSelectedUnit local GetUnitPortraitIcon = UI.GetUnitPortraitIcon local GetMousePos = UIManager.GetMousePos local TradeableItems = TradeableItems local DomainTypes = DomainTypes local NUM_YIELD_TYPES_minus1 = YieldTypes.NUM_YIELD_TYPES - 1 local RESOURCEUSAGE_STRATEGIC = ResourceUsageTypes.RESOURCEUSAGE_STRATEGIC local RESOURCEUSAGE_LUXURY = ResourceUsageTypes.RESOURCEUSAGE_LUXURY local RESOURCEUSAGE_BONUS = ResourceUsageTypes.RESOURCEUSAGE_BONUS local TRADE_ITEM_RESOURCES = TradeableItems.TRADE_ITEM_RESOURCES local ACTIONSUBTYPE_BUILD = ActionSubTypes.ACTIONSUBTYPE_BUILD local ACTIONSUBTYPE_PROMOTION = ActionSubTypes.ACTIONSUBTYPE_PROMOTION local RELIGION_PANTHEON = ReligionTypes and ReligionTypes.RELIGION_PANTHEON local MOVE_DENOMINATOR = GameDefines.MOVE_DENOMINATOR local MAX_CIV_PLAYERS_minus1 = GameDefines.MAX_CIV_PLAYERS - 1 local MAX_MAJOR_CIVS = GameDefines.MAX_MAJOR_CIVS local DOF_EXPIRATION_TIME = GameDefines.DOF_EXPIRATION_TIME or 50 local MINOR_CIV_QUEST_CONNECT_RESOURCE = MinorCivQuestTypes.MINOR_CIV_QUEST_CONNECT_RESOURCE local ORDER_TRAIN = OrderTypes.ORDER_TRAIN local ORDER_CONSTRUCT = OrderTypes.ORDER_CONSTRUCT local ORDER_CREATE = OrderTypes.ORDER_CREATE local ORDER_MAINTAIN = OrderTypes.ORDER_MAINTAIN local g_scienceTextColor = IsCiv5 and "[COLOR:33:190:247:255]" or "[COLOR_MENU_BLUE]" local g_currencyIcon = IsCiv5 and "[ICON_GOLD]" or "[ICON_ENERGY]" local g_currencyString = IsCiv5 and "GOLD" or "ENERGY" local g_yieldCurrency = IsCiv5 and YieldTypes.YIELD_GOLD or YieldTypes.YIELD_ENERGY --local g_maintenanceCurrency = IsCiv5 and "GoldMaintenance" or "EnergyMaintenance" --local g_happinessIcon = IsCiv5 and "[ICON_HAPPY]" or "[ICON_HEALTH]" local g_happinessString = IsCiv5 and "HAPPINESS" or "HEALTH" local g_ItemTooltipControls = {} TTManager:GetTypeControlTable( "EUI_ItemTooltip", g_ItemTooltipControls ) local g_UnitTooltipControls = {} TTManager:GetTypeControlTable( "EUI_UnitTooltip", g_UnitTooltipControls ) local g_UnitActionTooltipControls = {} TTManager:GetTypeControlTable( "EUI_UnitAction", g_UnitActionTooltipControls ) local g_CivilizationTooltipControls = {} TTManager:GetTypeControlTable( "EUI_CivilizationTooltip", g_CivilizationTooltipControls ) local g_CityProductionTooltipControls = {} TTManager:GetTypeControlTable( "EUI_CityProductionTooltip", g_CityProductionTooltipControls ) local g_CityGrowthTooltipControls = {} TTManager:GetTypeControlTable( "EUI_CityGrowthTooltip", g_CityGrowthTooltipControls ) local g_TechProgressToolTipControls = {} TTManager:GetTypeControlTable( "EUI_TopPanelProgressTooltip", g_TechProgressToolTipControls ) local g_isCityStateLeaders, g_isBasicHelp, g_isScienceEnabled, g_isReligionEnabled, g_isHappinessEnabled, g_isPoliciesEnabled, g_isHealthEnabled, g_isEspionageDisabled, g_isAlwaysWar, g_isOneCityChallenge do Controls.UnitTooltipTimer:RegisterAnimCallback( function() g_UnitTooltipControls.PromotionText:SetHide( false ) g_UnitTooltipControls.IconStack:SetWrapWidth( 32 ) g_UnitTooltipControls.IconStack:CalculateSize() g_UnitTooltipControls.Box:DoAutoSize() end) local GetTooltip2Seconds = OptionsManager.GetTooltip2Seconds local function UpdateOptions() g_isScienceEnabled = not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_SCIENCE) g_isPoliciesEnabled = not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_POLICIES) g_isHappinessEnabled = IsCiv5 and not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_HAPPINESS) g_isReligionEnabled = IsCiv5notVanilla and not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_RELIGION) g_isHealthEnabled = not IsCiv5 and not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_HEALTH) g_isEspionageDisabled = Game.IsOption(GameOptionTypes.GAMEOPTION_NO_ESPIONAGE) g_isAlwaysWar = Game.IsOption( GameOptionTypes.GAMEOPTION_ALWAYS_WAR ) g_isOneCityChallenge = Game.IsOption(GameOptionTypes.GAMEOPTION_ONE_CITY_CHALLENGE) g_isBasicHelp = IsCivBE or not OptionsManager.IsNoBasicHelp() Controls.UnitTooltipTimer:SetToBeginning() Controls.UnitTooltipTimer:SetPauseTime( GetTooltip2Seconds() / 100 ) g_isCityStateLeaders = UserInterfaceSettings.CityStateLeaders ~= 0 end Events.GameOptionsChanged.Add( UpdateOptions ) UpdateOptions() end local g_PromotionIconIM = StackInstanceManager( "PromotionIcon", "Image", g_UnitTooltipControls.IconStack ) function cleanupTable( t ) t[-1] = nil return t end local g_yieldString = cleanupTable{ [YieldTypes.YIELD_FOOD or -1] = "TXT_KEY_BUILD_FOOD_STRING", [YieldTypes.YIELD_PRODUCTION or -1] = "TXT_KEY_BUILD_PRODUCTION_STRING", [YieldTypes.YIELD_GOLD or -1] = "TXT_KEY_BUILD_GOLD_STRING", [YieldTypes.YIELD_SCIENCE or -1] = "TXT_KEY_BUILD_SCIENCE_STRING", [YieldTypes.YIELD_CULTURE or -1] = "TXT_KEY_BUILD_CULTURE_STRING", [YieldTypes.YIELD_FAITH or -1] = "TXT_KEY_BUILD_FAITH_STRING", } local g_infoSource = cleanupTable{ [ ActionSubTypes.ACTIONSUBTYPE_PROMOTION or -1 ] = GameInfo.UnitPromotions, [ ActionSubTypes.ACTIONSUBTYPE_INTERFACEMODE or -1 ] = GameInfo.InterfaceModes, [ ActionSubTypes.ACTIONSUBTYPE_MISSION or -1 ] = GameInfo.Missions, [ ActionSubTypes.ACTIONSUBTYPE_COMMAND or -1 ] = GameInfo.Commands, [ ActionSubTypes.ACTIONSUBTYPE_AUTOMATE or -1 ] = GameInfo.Automates, [ ActionSubTypes.ACTIONSUBTYPE_BUILD or -1 ] = GameInfo.Builds, [ ActionSubTypes.ACTIONSUBTYPE_CONTROL or -1 ] = GameInfo.Controls, } local g_cityFocusTooltips = cleanupTable{ [CityAIFocusTypes.NO_CITY_AI_FOCUS_TYPE or -1] = L"TXT_KEY_CITYVIEW_FOCUS_BALANCED_TEXT", [CityAIFocusTypes.CITY_AI_FOCUS_TYPE_FOOD or -1] = L"TXT_KEY_CITYVIEW_FOCUS_FOOD_TEXT", [CityAIFocusTypes.CITY_AI_FOCUS_TYPE_PRODUCTION or -1] = L"TXT_KEY_CITYVIEW_FOCUS_PROD_TEXT", [CityAIFocusTypes.CITY_AI_FOCUS_TYPE_GOLD or -1] = L"TXT_KEY_CITYVIEW_FOCUS_GOLD_TEXT", [CityAIFocusTypes.CITY_AI_FOCUS_TYPE_SCIENCE or -1] = L"TXT_KEY_CITYVIEW_FOCUS_RESEARCH_TEXT", [CityAIFocusTypes.CITY_AI_FOCUS_TYPE_CULTURE or -1] = L"TXT_KEY_CITYVIEW_FOCUS_CULTURE_TEXT", [CityAIFocusTypes.CITY_AI_FOCUS_TYPE_GREAT_PEOPLE or -1] = L"TXT_KEY_CITYVIEW_FOCUS_GREAT_PERSON_TEXT", [CityAIFocusTypes.CITY_AI_FOCUS_TYPE_FAITH or -1] = L"TXT_KEY_CITYVIEW_FOCUS_FAITH_TEXT", } local g_activityMissions = cleanupTable{ --[ActivityTypes.ACTIVITY_AWAKE or -1] = nil, [ActivityTypes.ACTIVITY_HOLD or -1] = false, --GameInfo.Missions.MISSION_SKIP, -- only when moves left > 0 --[ActivityTypes.ACTIVITY_SLEEP or -1] = GameInfo.Missions.MISSION_SLEEP, -- can be sleep or fortify [ActivityTypes.ACTIVITY_HEAL or -1] = GameInfo.Missions.MISSION_HEAL, [ActivityTypes.ACTIVITY_SENTRY or -1] = GameInfo.Missions.MISSION_ALERT, [ActivityTypes.ACTIVITY_INTERCEPT or -1] = GameInfo.Missions.MISSION_AIRPATROL, --[ActivityTypes.ACTIVITY_MISSION or -1] = GameInfo.Missions.MISSION_MOVE_TO, } local g_maximumAcquirePlotArea = (GameDefines.MAXIMUM_ACQUIRE_PLOT_DISTANCE+1) * GameDefines.MAXIMUM_ACQUIRE_PLOT_DISTANCE * 3 local g_maximumAcquirePlotPerimeter = GameDefines.MAXIMUM_ACQUIRE_PLOT_DISTANCE * 6 if Map.GetPlot(0,0).GetCityPurchaseID then CityPlots = function( city, m ) local cityID = city:GetID() local cityOwnerID = city:GetOwner() if not m then m = 0 end local n = g_maximumAcquirePlotArea local p = g_maximumAcquirePlotPerimeter return function() repeat for i = m, n do local plot = city:GetCityIndexPlot( i ) if plot and plot:GetOwner() == cityOwnerID and plot:GetCityPurchaseID() == cityID then m = i+1 return plot end end -- if no owned plots were found in previous ring then we're done if m <= n-p+1 then return end -- plots found, search next ring m = n + 1 --first plot of next ring p = p + 6 --perimeter of next ring n = n + p --last plot of next ring until false end end else CityPlots = function( city, i ) if not i then i = 0 end return function() while i <= g_maximumAcquirePlotArea do local plot = city:GetCityIndexPlot( i ) i = i+1 if plot and plot:GetWorkingCity() == city then return plot end end end end end local function Colorize( x ) if x > 0 then return "[COLOR_POSITIVE_TEXT]" .. x .. "[ENDCOLOR]" elseif x < 0 then return "[COLOR_WARNING_TEXT]" .. x .. "[ENDCOLOR]" else return "0" end end local function ColorizeSigned( x ) if x > 0 then return "[COLOR_POSITIVE_TEXT]+" .. x .. "[ENDCOLOR]" elseif x < 0 then return "[COLOR_WARNING_TEXT]" .. x .. "[ENDCOLOR]" else return "0" end end local function ColorizeAbs( x ) if x > 0 then return "[COLOR_POSITIVE_TEXT]" .. x .. "[ENDCOLOR]" elseif x < 0 then return "[COLOR_WARNING_TEXT]" .. -x .. "[ENDCOLOR]" else return "0" end end local function append( t, text ) t[#t] = t[#t] .. text end local function insertLocalizedIfNonZero( t, textKey, ... ) if ... ~= 0 then return insert( t, L( textKey, ... ) ) end end local function insertLocalizedBulletIfNonZero( t, a, b, ... ) if tonumber( b ) then if b ~= 0 then return insert( t, "[ICON_BULLET]" .. L( a, b, ... ) ) end elseif ... ~= 0 then return insert( t, a .. L( b, ... ) ) end end local function GetItemPortraitIcon( GameInfoItems, itemID ) local item = GameInfoItems and GameInfoItems[itemID] if item then return item.PortraitIndex or item.IconIndex, item.IconAtlas end end local function UnitColor( s ) return "[COLOR_UNIT_TEXT]"..s.."[ENDCOLOR]" end local function BuildingColor( s ) return "[COLOR_YIELD_FOOD]"..s.."[ENDCOLOR]" end local function PolicyColor( s ) return "[COLOR_MAGENTA]"..s.."[ENDCOLOR]" end local function TechColor( s ) return "[COLOR_CYAN]"..s.."[ENDCOLOR]" end local function ReligionColor( s ) return "[COLOR_WHITE]"..s.."[ENDCOLOR]" end local function TooltipSelect( tooltipTable, control, ... ) local tooltip = tooltipTable[ control:GetID() ] if tooltip then return tooltip( ... ) end end local function ShowTextToolTipAndPicture( tip, index, altlas ) local controls = g_ItemTooltipControls controls.Text:SetText( tip ) controls.PortraitFrame:SetHide( not ( altlas and IconHookup( index, 256, altlas, controls.Portrait ) ) ) controls.PortraitFrame:SetAnchor( GetMousePos() > 300 and "L,T" or "R,T" ) controls.Box:DoAutoSize() end LuaEvents.ShowTextToolTipAndPicture.Add( ShowTextToolTipAndPicture ) local function ShowTextToolTip( ... ) return ShowTextToolTipAndPicture( ... and concat( {...}, "[NEWLINE]----------------[NEWLINE]" ) ) end --========================================================== -- Resource Tooltip --========================================================== local function ShowResourceToolTip( resourceID, tips ) local resource = GameInfo.Resources[ resourceID ] if resource then local activePlayerID = GetActivePlayer() local activeTeamID = GetActiveTeam() local activePlayer = Players[activePlayerID] local activeTeam = Teams[activeTeamID] local activeCivilizationID = activePlayer:GetCivilizationType() local activeCivilization = GameInfo.Civilizations[ activeCivilizationID ] local activeTeamTechs = activeTeam:GetTeamTechs() local resourceID = resource.ID local numResourceUsed = activePlayer:GetNumResourceUsed( resourceID ) local numResourceAvailable = activePlayer:GetNumResourceAvailable( resourceID, true ) -- same as (total - used) local numResourceExport = activePlayer:GetResourceExport( resourceID ) local numResourceImport = activePlayer:GetResourceImport( resourceID ) + activePlayer:GetResourceFromMinors( resourceID ) local numResourceLocal = activePlayer:GetNumResourceTotal( resourceID, false ) + numResourceExport -- if resourceID and GetResourceUsageType(resourceID) == RESOURCEUSAGE_STRATEGIC then insert( tips, ColorizeAbs(numResourceAvailable) .. resource.IconString .. " " .. Locale.ToUpper(resource._Name) ) insert( tips, "----------------" ) ---------------------------- -- Local Resources in Cities ---------------------------- insert( tips, "" ) insert( tips, Colorize(numResourceLocal) .. " " .. L"TXT_KEY_EO_LOCAL_RESOURCES" ) -- Resources from city terrain for city in activePlayer:Cities() do local numConnectedResource = 0 local numUnconnectedResource = 0 for plot in CityPlots( city ) do local numResource = plot:GetNumResource() if numResource > 0 and resourceID == plot:GetResourceType( activeTeamID ) then if plot:IsCity() or (not plot:IsImprovementPillaged() and plot:IsResourceConnectedByImprovement( plot:GetImprovementType() )) then numConnectedResource = numConnectedResource + numResource else numUnconnectedResource = numUnconnectedResource + numResource end end end local tip = "" if numConnectedResource > 0 then tip = " " .. ColorizeAbs( numConnectedResource ) .. resource.IconString end if numUnconnectedResource > 0 then tip = tip .. " " .. ColorizeAbs( -numUnconnectedResource ) .. resource.IconString end if #tip > 0 then insert( tips, "[ICON_BULLET]" .. city:GetName() .. tip ) end end if IsCiv5notVanilla then -- Resources from buildings local tipIndex = #tips for row in GameInfo.Building_ResourceQuantity{ ResourceType = resource.Type } do local building = GameInfo.Buildings[ row.BuildingType ] local numResource = row.Quantity if building and numResource and numResource > 0 then local buildingID = building.ID -- count how many such buildings player has local numExisting = activePlayer:CountNumBuildings( buildingID ) -- count how many such units player is building local numBuilds = 0 for city in activePlayer:Cities() do if city:GetProductionBuilding() == buildingID then numBuilds = numBuilds + 1 end end -- can player build this building someday ? local canBuildSomeday -- check whether this Unit has been blocked out by the civ XML local buildingOverride = GameInfo.Civilization_BuildingClassOverrides{ CivilizationType = activeCivilization.Type, BuildingClassType = building.BuildingClass }() if buildingOverride then canBuildSomeday = buildingOverride.BuildingType == building.Type else canBuildSomeday = GameInfo.BuildingClasses[ building.BuildingClass ].DefaultBuilding == building.Type end if canBuildSomeday and -- no espionage buildings for a non-espionage game ( ( g_isEspionageDisabled and building.IsEspionage ) -- is building obsolete by tech? or ( building.ObsoleteTech and activeTeamTechs:HasTech( GameInfoTypes[building.ObsoleteTech] ) ) ) then canBuildSomeday = false end if canBuildSomeday or numExisting > 0 or numBuilds > 0 then local totalResource = (numExisting + numBuilds) * numResource local tip = "[COLOR_YIELD_FOOD]" .. building._Name .. "[ENDCOLOR]" if canBuildSomeday then local tech = building.PrereqTech and GameInfo.Technologies[ building.PrereqTech ] if tech and not activeTeamTechs:HasTech( tech.ID ) then tip = tip .. " [COLOR_CYAN]" .. tech._Name .. "[ENDCOLOR]" end local policyBranch = building.PolicyBranchType and GameInfo.PolicyBranchTypes[ building.PolicyBranchType ] if policyBranch and not activePlayer:GetPolicyBranchChosen( policyBranch.ID ) then tip = tip .. " [COLOR_MAGENTA]" .. policyBranch._Name .. "[ENDCOLOR]" end end if totalResource > 0 then tipIndex = tipIndex+1 insert( tips, tipIndex, "[ICON_BULLET]" .. totalResource .. resource.IconString .. " = " .. numExisting .. " (+" .. numBuilds .. ") " .. tip ) else insert( tips, "[ICON_BULLET] (" .. numResource .. "/" .. tip .. ")" ) end end end end end ---------------------------- -- Import & Export Breakdown ---------------------------- -- Get specified resource traded with the active player local itemType, duration, finalTurn, data1, data2, data3, flag1, fromPlayerID local gameTurn = Game.GetGameTurn()-1 local Exports = {} local Imports = {} for playerID = 0, MAX_MAJOR_CIVS-1 do Exports[ playerID ] = {} Imports[ playerID ] = {} end PushScratchDeal() for i = 0, UI.GetNumCurrentDeals( activePlayerID ) - 1 do UI.LoadCurrentDeal( activePlayerID, i ) local otherPlayerID = ScratchDeal:GetOtherPlayer( activePlayerID ) ScratchDeal:ResetIterator() repeat if IsCiv5BNW_BE then itemType, duration, finalTurn, data1, data2, data3, flag1, fromPlayerID = ScratchDeal:GetNextItem() else itemType, duration, finalTurn, data1, data2, fromPlayerID = ScratchDeal:GetNextItem() end -- data1 is resourceID, data2 is quantity if itemType == TRADE_ITEM_RESOURCES and data1 == resourceID and data2 then if fromPlayerID == activePlayerID then Exports[otherPlayerID][finalTurn] = (Exports[otherPlayerID][finalTurn] or 0) + data2 else Imports[fromPlayerID][finalTurn] = (Imports[fromPlayerID][finalTurn] or 0) + data2 end end until not itemType end PopScratchDeal() ---------------------------- -- Resource Imports ---------------------------- if numResourceImport > 0 then insert( tips, "" ) insert( tips, Colorize(numResourceImport) .. " " .. L"TXT_KEY_RESOURCES_IMPORTED" ) for playerID, row in pairs( Imports ) do local tip = "" for turn, quantity in pairs( row ) do if quantity > 0 then tip = tip .. " " .. quantity .. resource.IconString .. "(" .. turn - gameTurn .. ")" end end if #tip > 0 then insert( tips, "[ICON_BULLET]" .. Players[ playerID ]:GetCivilizationShortDescription() .. tip ) end end for minorID = MAX_MAJOR_CIVS, MAX_CIV_PLAYERS_minus1 do local minor = Players[ minorID ] if minor and minor:IsAlive() and minor:GetAlly() == activePlayerID then local quantity = minor:GetResourceExport(resourceID) if quantity > 0 then insert( tips, "[ICON_BULLET]" .. minor:GetCivilizationShortDescription() .. " " .. quantity .. resource.IconString ) end end end end ---------------------------- -- Resource Exports ---------------------------- if numResourceExport > 0 then insert( tips, "" ) insert( tips, Colorize(-numResourceExport) .. " " .. L"TXT_KEY_RESOURCES_EXPORTED" ) for playerID, row in pairs( Exports ) do local tip = "" for turn, quantity in pairs( row ) do if quantity > 0 then tip = tip .. " " .. quantity .. resource.IconString .. "(" .. turn - gameTurn .. ")" end end if #tip > 0 then insert( tips, "[ICON_BULLET]" .. Players[ playerID ]:GetCivilizationShortDescription() .. tip ) end end end ---------------------------- -- Resource Usage Breakdown ---------------------------- insert( tips, "" ) insert( tips, (numResourceUsed~=0 and (Colorize(-numResourceUsed) .. " ") or"") .. L"TXT_KEY_PEDIA_REQ_RESRC_LABEL" ) local tipIndex = #tips for unit in GameInfo.Units() do local unitID = unit.ID local numResource = Game.GetNumResourceRequiredForUnit( unitID, resourceID ) if numResource > 0 then -- count how many such units player has local numExisting = 0 for unit in activePlayer:Units() do if unit:GetUnitType() == unitID then numExisting = numExisting + 1 end end -- count how many such units player is building local numBuilds = 0 for city in activePlayer:Cities() do for i=0, city:GetOrderQueueLength()-1 do local queuedOrderType, queuedItemType = city:GetOrderFromQueue( i ) if queuedOrderType == ORDER_TRAIN and queuedItemType == unitID then numBuilds = numBuilds + 1 end end end -- can player build this unit someday ? local canBuildSomeday = true if IsCiv5BNW_BE then -- does player trait prohibits training this unit ? local leader = GameInfo.Leaders[ activePlayer:GetLeaderType() ] for leaderTrait in GameInfo.Leader_Traits{ LeaderType = leader.Type } do if GameInfo.Trait_NoTrain{ UnitClassType = unit.Class, TraitType = leaderTrait.TraitType }() then canBuildSomeday = false break end end end if canBuildSomeday then -- check whether this Unit has been blocked out by the civ XML unit override local unitOverride = GameInfo.Civilization_UnitClassOverrides{ CivilizationType = activeCivilization.Type, UnitClassType = unit.Class }() if unitOverride then canBuildSomeday = unitOverride.UnitType == unit.Type else canBuildSomeday = GameInfo.UnitClasses[ unit.Class ].DefaultUnit == unit.Type end end canBuildSomeday = canBuildSomeday and not ( -- one City Challenge? ( g_isOneCityChallenge and (unit.Found or unit.FoundAbroad) ) -- Faith Requirements? or ( g_isReligionEnabled and (unit.FoundReligion or unit.SpreadReligion or unit.RemoveHeresy) ) -- obsolete by tech? or ( unit.ObsoleteTech and activeTeamTechs:HasTech( GameInfoTypes[unit.ObsoleteTech] ) ) ) if canBuildSomeday or numExisting > 0 or numBuilds > 0 then local totalResource = (numExisting + numBuilds) * numResource local tip = "[COLOR_YELLOW]" .. unit._Name .. "[ENDCOLOR]" if canBuildSomeday then -- Tech requirements local tech = unit.PrereqTech and GameInfo.Technologies[ unit.PrereqTech ] if tech and not activeTeamTechs:HasTech( tech.ID ) then tip = format( "%s [COLOR_CYAN]%s[ENDCOLOR]", tip, tech._Name ) end -- Policy Requirement local policy = IsCiv5BNW and unit.PolicyType and GameInfo.Policies[ unit.PolicyType ] if policy and not activePlayer:HasPolicy( policy.ID ) then tip = format( "%s [COLOR_MAGENTA]%s[ENDCOLOR]", tip, policy._Name ) end if IsCivBE then -- Affinity Level Requirements for affinityPrereq in GameInfo.Unit_AffinityPrereqs{ UnitType = unit.Type } do local affinityInfo = (tonumber( affinityPrereq.Level) or 0 ) > 0 and GameInfo.Affinity_Types[ affinityPrereq.AffinityType ] if affinityInfo and activePlayer:GetAffinityLevel( affinityInfo.ID ) < affinityPrereq.Level then tip = format("%s [%s]%i%s%s[ENDCOLOR]", tip, affinityInfo.ColorType, affinityPrereq.Level, affinityInfo.IconString or "???", affinityInfo._Name ) end end end end if totalResource > 0 then tipIndex = tipIndex+1 insert( tips, tipIndex, "[ICON_BULLET]" .. totalResource .. resource.IconString .. " = " .. numExisting .. " (+" .. numBuilds .. ") " .. tip ) else insert( tips, "[ICON_BULLET] (" .. numResource .. "/" .. tip .. ")" ) end end end end for building in GameInfo.Buildings() do local buildingID = building.ID local numResource = Game.GetNumResourceRequiredForBuilding( buildingID, resourceID ) if numResource > 0 then -- count how many such buildings player has local numExisting = activePlayer:CountNumBuildings( buildingID ) -- count how many such units player is building local numBuilds = 0 for city in activePlayer:Cities() do for i=0, city:GetOrderQueueLength()-1 do local queuedOrderType, queuedItemType = city:GetOrderFromQueue( i ) if queuedOrderType == ORDER_CONSTRUCT and queuedItemType == buildingID then numBuilds = numBuilds + 1 end end end -- can player build this building someday ? local canBuildSomeday -- check whether this Unit has been blocked out by the civ XML local buildingOverride = GameInfo.Civilization_BuildingClassOverrides{ CivilizationType = activeCivilization.Type, BuildingClassType = building.BuildingClass }() if buildingOverride then canBuildSomeday = buildingOverride.BuildingType == building.Type else canBuildSomeday = GameInfo.BuildingClasses[ building.BuildingClass ].DefaultBuilding == building.Type end canBuildSomeday = canBuildSomeday and not ( -- no espionage buildings for a non-espionage game ( g_isEspionageDisabled and building.IsEspionage ) -- Has obsolete tech? or ( IsCiv5 and building.ObsoleteTech and activeTeamTechs:HasTech( GameInfoTypes[building.ObsoleteTech] ) ) ) if canBuildSomeday or numExisting > 0 or numBuilds > 0 then local totalResource = (numExisting + numBuilds) * numResource local tip = "[COLOR_YIELD_FOOD]" .. building._Name .. "[ENDCOLOR]" if canBuildSomeday then local tech = GameInfo.Technologies[ building.PrereqTech ] if tech and not activeTeamTechs:HasTech( tech.ID ) then tip = format( "%s [COLOR_CYAN]%s[ENDCOLOR]", tip, tech._Name ) end local policyBranch = IsCiv5BNW and building.PolicyBranchType and GameInfo.PolicyBranchTypes[ building.PolicyBranchType ] if policyBranch and not activePlayer:GetPolicyBranchChosen( policyBranch.ID ) then tip = format( "%s [COLOR_MAGENTA]%s[ENDCOLOR]", tip, policyBranch._Name ) end if IsCivBE then -- Affinity Level Requirements for affinityPrereq in GameInfo.Building_AffinityPrereqs{ BuildingType = building.Type } do local affinityInfo = (tonumber( affinityPrereq.Level) or 0 ) > 0 and GameInfo.Affinity_Types[ affinityPrereq.AffinityType ] if affinityInfo and activePlayer:GetAffinityLevel( affinityInfo.ID ) < affinityPrereq.Level then tip = format("%s [%s]%i%s%s[ENDCOLOR]", tip, affinityInfo.ColorType, affinityPrereq.Level, affinityInfo.IconString or "???", affinityInfo._Name ) end end end end if totalResource > 0 then tipIndex = tipIndex+1 insert( tips, tipIndex, "[ICON_BULLET]" .. totalResource .. resource.IconString .. " = " .. numExisting .. " (+" .. numBuilds .. ") " .. tip ) else insert( tips, "[ICON_BULLET] (" .. numResource .. "/" .. tip .. ")" ) end end end end local resourceHappiness = resource.Happiness or 0 if resourceHappiness > 0 then insert( tips, resourceHappiness .. "[ICON_HAPPINESS_1]" ) end for city in activePlayer:Cities() do if city:GetResourceDemanded() == resourceID and city:GetWeLoveTheKingDayCounter() < 1 then insert( tips, "[ICON_CITIZEN] " .. city:GetName() ) end end for minorPlayerID = MAX_MAJOR_CIVS, MAX_CIV_PLAYERS_minus1 do local minorPlayer = Players[minorPlayerID] if ( IsCiv5notVanilla or minorPlayer:GetActiveQuestForPlayer()==MINOR_CIV_QUEST_CONNECT_RESOURCE ) and minorPlayer:GetQuestData1(activePlayerID, MINOR_CIV_QUEST_CONNECT_RESOURCE) == resourceID then insert( tips, "[ICON_CITY_STATE] " .. minorPlayer:GetCivilizationShortDescription() ) end end ---------------------------- -- Available for Import ---------------------------- local tipIndex = #tips local totalResource = 0 for playerID = 0, MAX_CIV_PLAYERS_minus1 do local player = Players[playerID] local isMinorCiv = player:IsMinorCiv() -- Valid player? - Can't be us, has to be alive, and has to be met if playerID ~= activePlayerID and player:IsAlive() and activeTeam:IsHasMet( player:GetTeam() ) and not (isMinorCiv and player:IsAllies(activePlayerID)) then local numResource = ( isMinorCiv and player:GetNumResourceTotal(resourceID, false) + player:GetResourceExport( resourceID ) ) or ( ScratchDeal:IsPossibleToTradeItem(playerID, activePlayerID, TRADE_ITEM_RESOURCES, resourceID, 1) and player:GetNumResourceAvailable(resourceID, false) ) or 0 if numResource > 0 then totalResource = totalResource + numResource insert( tips, "[ICON_BULLET]" .. player:GetCivilizationShortDescription() .. " " .. numResource .. resource.IconString ) end end end if totalResource > 0 then insert( tips, tipIndex+1, "" ) insert( tips, tipIndex+2, "----------------") insert( tips, tipIndex+3, totalResource .. " " .. L"TXT_KEY_EO_RESOURCES_AVAILBLE" ) end return ShowTextToolTipAndPicture( concat( tips, "[NEWLINE]" ), resource.PortraitIndex, resource.IconAtlas ) end end LuaEvents.ResourceToolTip.Add( function( control ) ShowResourceToolTip( control:GetVoid1(), {} ) end) --========================================================== -- Civilization Tooltips --========================================================== do local function ShowCivilizationToolTip( toolTip, playerID ) g_CivilizationTooltipControls.Text:SetText( toolTip ) g_CivilizationTooltipControls.Box:DoAutoSize() local isMinorCiv, isMajorCiv local player = Players[ playerID ] if player then if player:IsMinorCiv() then local minorCivInfo = GameInfo.MinorCivilizations[ player:GetMinorCivType() ] if minorCivInfo and g_isCityStateLeaders then if Locale.HasTextKey( "TXT_KEY_CSL_ICON_"..minorCivInfo.Type ) then -- g_CivilizationTooltipControls.Leader:SetTextureSizeVal( 200, 200 ) -- g_CivilizationTooltipControls.Leader:SetTextureOffsetVal( 0, 0 ) isMinorCiv = g_CivilizationTooltipControls.Leader:SetTexture( L("TXT_KEY_CSL_ICON_"..minorCivInfo.Type) ) --[[ else local row = GameInfo.Civilization_CityNames{ CityName = "TXT_KEY_CITY_NAME"..minorCivInfo.Type:sub(10,99) }() --print( minorCivInfo.Type, row and row.CityName ) local leader = row and GameInfo.Civilization_Leaders{ CivilizationType = row.CivilizationType }() leader = leader and GameInfo.Leaders[ leader.LeaderheadType ] --print( minorCivInfo.Type, leader and leader.Type ) if leader then g_CivilizationTooltipControls.Leader:SetTextureSizeVal( 254, 254 ) isMinorCiv = IconHookup( leader.PortraitIndex, 256, leader.IconAtlas, g_CivilizationTooltipControls.Leader ) end --]] end end else local leader = GameInfo.Leaders[ player:GetLeaderType() ] isMajorCiv = leader and IconHookup( leader.PortraitIndex, g_CivilizationTooltipControls.Portrait:GetSizeY(), leader.IconAtlas, g_CivilizationTooltipControls.Portrait ) CivIconHookup( playerID, g_CivilizationTooltipControls.CivIconBG:GetSizeY(), g_CivilizationTooltipControls.CivIcon, g_CivilizationTooltipControls.CivIconBG, g_CivilizationTooltipControls.CivIconShadow, false, true ) end end g_CivilizationTooltipControls.MajorCiv:SetHide( not isMajorCiv ) g_CivilizationTooltipControls.MinorCiv:SetHide( not isMinorCiv ) end local function TooltipWithRemainingTurns( toolTip, remainingTurns ) toolTip = L( toolTip ) if remainingTurns and remainingTurns > 0 then toolTip = toolTip .. " (" .. L( "TXT_KEY_STR_TURNS", remainingTurns ) .. ")" end return toolTip end local function TooltipAndGetRemainingTurns( toolTip, tradeableItemID, fromPlayerID, toPlayerID ) PushScratchDeal() local activePlayerID = GetActivePlayer() for i = 0, UI.GetNumCurrentDeals( activePlayerID ) - 1 do UI.LoadCurrentDeal( activePlayerID, i ) if not toPlayerID or toPlayerID == activePlayerID or toPlayerID == ScratchDeal:GetOtherPlayer( activePlayerID ) then ScratchDeal:ResetIterator() local itemID repeat local item = { ScratchDeal:GetNextItem() } itemID = item[1] if itemID == tradeableItemID and item[#item] == fromPlayerID then PopScratchDeal() return TooltipWithRemainingTurns( toolTip, item[3] - Game.GetGameTurn() + 1 ) end until not itemID end end PopScratchDeal() return L(toolTip) end local function Pledge( playerID ) local player = Players[ playerID ] local toolTip = L"TXT_KEY_POP_CSTATE_PLEDGE_TO_PROTECT" if player and player.CanMajorWithdrawProtection then toolTip = L( "TXT_KEY_NOTIFICATION_SUMMARY_QUEST_COMPLETE_PLEDGE_TO_PROTECT", player:GetCivilizationShortDescriptionKey() ) if player:CanMajorWithdrawProtection( GetActivePlayer() ) then toolTip = toolTip .. "[NEWLINE][NEWLINE]" .. L"TXT_KEY_POP_CSTATE_REVOKE_PROTECTION_TT" else toolTip = toolTip .. L("TXT_KEY_POP_CSTATE_REVOKE_PROTECTION_DISABLED_COMMITTED_TT", player:GetTurnLastPledgedProtectionByMajor( GetActivePlayer() ) + 10 - Game.GetGameTurn() ) end end return toolTip end local CivilizationToolTips = { Button = function( playerID ) local player = Players[ playerID ] if player:IsMinorCiv() then return GetCityStateStatusToolTip( GetActivePlayer(), playerID, true ) else return GetMoodInfo( playerID, true ) end end; Quests = function( playerID ) return GetActiveQuestToolTip( GetActivePlayer(), playerID ) end; Ally = function( playerID ) return GetAllyToolTip( GetActivePlayer(), playerID ) end; Pledge1 = Pledge, Pledge2 = Pledge, Spy = function( playerID ) local player = Players[ playerID ] local activePlayer = Players[ GetActivePlayer() ] if player and activePlayer then local spy for _, s in ipairs( activePlayer:GetEspionageSpies() ) do local plot = GetPlot( s.CityX, s.CityY ) local city = plot and plot:GetPlotCity() if city and city:GetOwner() == playerID then spy = s break end end if spy then return L( "TXT_KEY_CITY_SPY_CITY_STATE_TT", spy.Rank, spy.Name, player:GetCivilizationShortDescriptionKey(), spy.Rank, spy.Name) end end end; DeclarationOfFriendship = function( playerID ) local toolTipKey = "TXT_KEY_DIPLOMACY_FRIENDSHIP_ADV_QUEST" local activePlayer = Players[ GetActivePlayer() ] if activePlayer and activePlayer.GetDoFCounter then return TooltipWithRemainingTurns( toolTipKey, DOF_EXPIRATION_TIME - activePlayer:GetDoFCounter( playerID ) ) else return L(toolTipKey) end end; ResearchAgreement = function( playerID ) return TooltipAndGetRemainingTurns( "TXT_KEY_DO_RESEARCH_AGREEMENT", TradeableItems.TRADE_ITEM_RESEARCH_AGREEMENT, playerID ) end; DefenseAgreement = function( playerID ) return TooltipAndGetRemainingTurns( "TXT_KEY_DO_PACT", TradeableItems.TRADE_ITEM_DEFENSIVE_PACT, playerID ) end; TheirBordersClosed = function() return L"TXT_KEY_EUI_CLOSED_BORDERS_THEIR" --( "Their borders are closed" ) end; OurBordersClosed = function() return L"TXT_KEY_EUI_CLOSED_BORDERS_YOUR" --( "Your borders are closed" ) end; TheirBordersOpen = function( playerID ) local toolTip = "TXT_KEY_EUI_OPEN_BORDERS_THEIR" if not Locale.HasTextKey( toolTip ) then toolTip = L( "TXT_KEY_DO_THEY_PROVIDE", "TXT_KEY_DO_OPEN_BORDERS" ) end return TooltipAndGetRemainingTurns( toolTip, TradeableItems.TRADE_ITEM_OPEN_BORDERS, playerID ) end; OurBordersOpen = function( playerID ) local toolTip = "TXT_KEY_EUI_OPEN_BORDERS_YOUR" if not Locale.HasTextKey( toolTip ) then toolTip = L( "TXT_KEY_DO_WE_PROVIDE", "TXT_KEY_DO_OPEN_BORDERS" ) end return TooltipAndGetRemainingTurns( toolTip, TradeableItems.TRADE_ITEM_OPEN_BORDERS, GetActivePlayer(), playerID ) end; ActivePlayer = function() return L"TXT_KEY_YOU" end; War = function( playerID ) local player = Players[ playerID ] local activeTeam = Teams[ GetActiveTeam() ] if player and activeTeam then local tips = { L( "TXT_KEY_AT_WAR_WITH", player:GetCivilizationShortDescriptionKey() ) } local teamID = player:GetTeam() local lockedWarTurns = activeTeam:GetNumTurnsLockedIntoWar( teamID ) if lockedWarTurns > 0 then insert( tips, L( "TXT_KEY_DIPLO_NEGOTIATE_PEACE_BLOCKED_TT", lockedWarTurns ) ) elseif not activeTeam:CanChangeWarPeace( teamID ) then insert( tips, L"TXT_KEY_PEACE_BLOCKED" ) end -- todo TradeableItems.TRADE_ITEM_THIRD_PARTY_WAR & permanent war return concat( tips, "[NEWLINE]" ) end end; Score = function( playerID ) local player = Players[ playerID ] if player then local tips = { L"TXT_KEY_POP_SCORE" .. " " .. player:GetScore(), --TXT_KEY_VP_SCORE "----------------", L("TXT_KEY_DIPLO_MY_SCORE_CITIES", player:GetScoreFromCities() ), L("TXT_KEY_DIPLO_MY_SCORE_POPULATION", player:GetScoreFromPopulation() ), L("TXT_KEY_DIPLO_MY_SCORE_LAND", player:GetScoreFromLand() ), L("TXT_KEY_DIPLO_MY_SCORE_WONDERS", player:GetScoreFromWonders() ) } if g_isScienceEnabled then insert( tips, L("TXT_KEY_DIPLO_MY_SCORE_TECH", player:GetScoreFromTechs() ) ) insert( tips, L("TXT_KEY_DIPLO_MY_SCORE_FUTURE_TECH", player:GetScoreFromFutureTech() ) ) end if g_isReligionEnabled then insert( tips, L("TXT_KEY_DIPLO_MY_SCORE_RELIGION", player:GetScoreFromReligion() ) ) end if g_isPoliciesEnabled and player.GetScoreFromPolicies then insert( tips, L("TXT_KEY_DIPLO_MY_SCORE_POLICIES", player:GetScoreFromPolicies() ) ) end if player.GetScoreFromGreatWorks then insert( tips, L("TXT_KEY_DIPLO_MY_SCORE_GREAT_WORKS", player:GetScoreFromGreatWorks() ) ) end if PreGame.GetLoadWBScenario() then for i = 1, 4 do local key = "TXT_KEY_DIPLO_MY_SCORE_SCENARIO"..i if Locale.HasTextKey( key ) then insert( tips, L( key, player["GetScoreFromScenario"..i](player) ) ) end end end return concat( tips, "[NEWLINE]" ) end end; Gold = function( playerID ) local player = Players[ playerID ] if player then local team = Teams[ player:GetTeam() ] if team and team:IsAtWar( GetActiveTeam() ) then return L"TXT_KEY_DIPLO_MAJOR_CIV_DIPLO_STATE_WAR" elseif not player.IsDoF or player:IsDoF( GetActivePlayer() ) then return L"TXT_KEY_REPLAY_DATA_TOTALGOLD" else return L"TXT_KEY_REPLAY_DATA_GOLDPERTURN" end end end; TheirTradeItems = function( playerID ) local player = Players[ playerID ] if player then -- Resources available from them local activePlayerID = GetActivePlayer() local tips = { L( "TXT_KEY_DIPLO_ITEMS_LABEL", player:GetCivilizationAdjective() ) } for usage = RESOURCEUSAGE_LUXURY, RESOURCEUSAGE_STRATEGIC, RESOURCEUSAGE_STRATEGIC - RESOURCEUSAGE_LUXURY do for resource in GameInfo.Resources{ ResourceUsage = usage } do -- IsPossibleToTradeItem includes check on min quantity, banned luxes and obsolete strategics if ScratchDeal:IsPossibleToTradeItem( playerID, activePlayerID, TRADE_ITEM_RESOURCES, resource.ID, 1 ) then local a, b = player:GetNumResourceAvailable( resource.ID, true ), player:GetNumResourceAvailable( resource.ID ) insert( tips, format( a == b and "%i%s%s" or "%i%s%s (%i)", a, resource.IconString, resource._Name, b ) ) end end end return concat( tips, "[NEWLINE]" ) end end; OurTradeItems = function( playerID ) local player = Players[ playerID ] if player then local activePlayerID = GetActivePlayer() local activePlayer = Players[ activePlayerID ] local tips = { L"TXT_KEY_DIPLO_YOUR_ITEMS_LABEL" } -- Resources available from us for usage = RESOURCEUSAGE_LUXURY, RESOURCEUSAGE_STRATEGIC, RESOURCEUSAGE_STRATEGIC - RESOURCEUSAGE_LUXURY do for resource in GameInfo.Resources{ ResourceUsage = usage } do -- IsPossibleToTradeItem includes check on min quantity, banned luxes and obsolete strategics if ScratchDeal:IsPossibleToTradeItem( activePlayerID, playerID, TRADE_ITEM_RESOURCES, resource.ID, 1 ) and player:GetNumResourceAvailable( resource.ID, true ) <= player:GetNumCities() -- game limit on AI trading of strategics; no effect on luxes then local a, b = activePlayer:GetNumResourceAvailable( resource.ID, true ), activePlayer:GetNumResourceAvailable( resource.ID ) insert( tips, format( a == b and "%i%s%s" or "%i%s%s (%i)", a, resource.IconString, resource._Name, b ) ) end end end return concat( tips, "[NEWLINE]" ), activePlayerID end end; Host = function() return L"TXT_KEY_HOST" end; Connection = function( playerID ) local player = Players[ playerID ] if player then local toolTip if Network.IsPlayerHotJoining(playerID) then toolTip = L"TXT_KEY_MP_PLAYER_CONNECTING" elseif player:IsConnected() then toolTip = L"TXT_KEY_MP_PLAYER_CONNECTED" else toolTip = L"TXT_KEY_MP_PLAYER_NOTCONNECTED" end if Matchmaking.GetHostID() == playerID then toolTip = L"TXT_KEY_HOST" .. ", "..toolTip end local playerInfo local ping = "" if playerID == GetActivePlayer() then playerInfo = Network.GetLocalTurnSliceInfo() else playerInfo = Network.GetPlayerTurnSliceInfo( playerID ) end if PreGame.IsInternetGame() then ping = Network.GetPingTime( playerID ) if ping < 0 then ping = "" elseif ping == 0 then ping= L"TXT_KEY_STAGING_ROOM_UNDER_1_MS" elseif ping < 1000 then ping = ping .. L"TXT_KEY_STAGING_ROOM_TIME_MS" else ping = ("%.2f"):format( ping / 1000) .. L"TXT_KEY_STAGING_ROOM_TIME_S" end if ping>"" then ping = L"TXT_KEY_ACTION_PING".." "..ping.." " end end return toolTip .. "[NEWLINE][NEWLINE]"..ping.."Network turn slice: " .. playerInfo.Shortest .. " (" .. playerInfo.Average .. ") " .. playerInfo.Longest end end; Diplomacy = function( playerID ) if UI.ProposedDealExists( playerID, GetActivePlayer() ) then return L"TXT_KEY_DIPLO_REQUEST_INCOMING" elseif UI.ProposedDealExists( GetActivePlayer(), playerID ) then return L"TXT_KEY_DIPLO_REQUEST_OUTGOING" end end; }-- /CivilizationToolTips LuaEvents.CivilizationToolTips.Add( function( control, playerID ) local toolTip, ID = TooltipSelect( CivilizationToolTips, control, playerID ) ShowCivilizationToolTip( toolTip, ID or playerID ) end) end --========================================================== -- Unit Action Tooltip --========================================================== LuaEvents.UnitActionToolTip.Add( function( button ) local activePlayerID = GetActivePlayer() local activePlayer = Players[ activePlayerID ] local activeTeamID = GetActiveTeam() local activeTeam = Teams[ activeTeamID ] local unit = GetHeadSelectedUnit() local actionID = button:GetVoid1() local action = GameInfoActions[actionID] if unit and activePlayer and activeTeam and action then local activeTechs = activeTeam:GetTeamTechs() local actionType = action.Type local unitPlot = unit:GetPlot() local x = unit:GetX() local y = unit:GetY() if actionType == "MISSION_FOUND" then g_UnitActionTooltipControls.UnitActionIcon:SetTextureOffsetVal( 0, 0 ) g_UnitActionTooltipControls.UnitActionIcon:SetTexture( "BuildCity64.dds" ) else local info = g_infoSource[ action.SubType ] info = info and info[ actionType ] if info then IconHookup( info.IconIndex or info.PortraitIndex, 64, info.IconAtlas, g_UnitActionTooltipControls.UnitActionIcon ) end end -- Able to perform action local gameCanHandleAction = Game.CanHandleAction( actionID, unitPlot, false ) -- Build data local isBuild = action.SubType == ACTIONSUBTYPE_BUILD local buildID = action.MissionData local build = GameInfo.Builds[ buildID ] -- Improvement data local improvement = build and GameInfo.Improvements[ build.ImprovementType ] local improvementID = improvement and improvement.ID -- Feature data local featureID = unitPlot:GetFeatureType() local feature = GameInfo.Features[ featureID ] -- Route data local route = build and GameInfo.Routes[ build.RouteType ] local strBuildTurnsString = "" local toolTip = {} local disabledTip = {} -- Upgrade unit if actionType == "COMMAND_UPGRADE" then local upgradeUnitTypeID = unit:GetUpgradeUnitType() local unitUpgradePrice = unit:UpgradePrice(upgradeUnitTypeID) local unitUpgradeInfo = GameInfo.Units[upgradeUnitTypeID] if unitUpgradeInfo then insert( toolTip, L( "TXT_KEY_UPGRADE_HELP", UnitColor( unitUpgradeInfo._Name ), unitUpgradePrice ) ) insert( toolTip, "----------------" ) insert( toolTip, GetHelpTextForUnit( upgradeUnitTypeID, true ) ) end if not gameCanHandleAction then insert( toolTip, "----------------" ) -- Can't upgrade because we're outside our territory if unitPlot:GetOwner() ~= unit:GetOwner() then insert( disabledTip, L"TXT_KEY_UPGRADE_HELP_DISABLED_TERRITORY" ) end -- Can't upgrade because we're outside of a city if unit:GetDomainType() == DomainTypes.DOMAIN_AIR and not unitPlot:IsCity() then insert( disabledTip, L"TXT_KEY_UPGRADE_HELP_DISABLED_CITY" ) end -- Can't upgrade because we lack the Gold if unitUpgradePrice > activePlayer:GetGold() then insert( disabledTip, L"TXT_KEY_UPGRADE_HELP_DISABLED_GOLD" ) end -- Can't upgrade because we lack the Resources local resourcesNeeded = {} for resource in GameInfo.Resources() do local numResourceNeededToUpgrade = unit:GetNumResourceNeededToUpgrade(resource.ID) if numResourceNeededToUpgrade > 0 and numResourceNeededToUpgrade > activePlayer:GetNumResourceAvailable(resource.ID) then insert( resourcesNeeded, numResourceNeededToUpgrade .. " " .. resource.IconString .. " " .. resource._Name ) end end if #resourcesNeeded > 0 then insert( disabledTip, L( "TXT_KEY_UPGRADE_HELP_DISABLED_RESOURCES", concat( resourcesNeeded, ", " ) ) ) end -- if we can't upgrade due to stacking if unitPlot:GetNumFriendlyUnitsOfType(unit) > 1 then insert( disabledTip, L"TXT_KEY_UPGRADE_HELP_DISABLED_STACKING" ) end end elseif actionType == "MISSION_ALERT" and not unit:IsEverFortifyable() then insert( toolTip, L"TXT_KEY_MISSION_ALERT_NO_FORTIFY_HELP" ) -- Golden Age elseif actionType == "MISSION_GOLDEN_AGE" then insert( toolTip, L( "TXT_KEY_MISSION_START_GOLDENAGE_HELP", unit:GetGoldenAgeTurns() ) ) -- Spread Religion -- gk+ only elseif actionType == "MISSION_SPREAD_RELIGION" then local eMajorityReligion = unit:GetMajorityReligionAfterSpread() insert( toolTip, L"TXT_KEY_MISSION_SPREAD_RELIGION_HELP" ) insert( toolTip, "----------------" ) insert( toolTip, L("TXT_KEY_MISSION_SPREAD_RELIGION_RESULT", Game.GetReligionName(unit:GetReligion()), unit:GetNumFollowersAfterSpread() ) .. " " .. ( eMajorityReligion < RELIGION_PANTHEON and L"TXT_KEY_MISSION_MAJORITY_RELIGION_NONE" or L("TXT_KEY_MISSION_MAJORITY_RELIGION", Game.GetReligionName(eMajorityReligion) ) ) ) -- Create Great Work -- bnw only elseif actionType == "MISSION_CREATE_GREAT_WORK" then insert( toolTip, L"TXT_KEY_MISSION_CREATE_GREAT_WORK_HELP" ) if gameCanHandleAction then insert( toolTip, "----------------" ) local eGreatWorkSlotType = unit:GetGreatWorkSlotType() local building = GameInfo.Buildings[ activePlayer:GetBuildingOfClosestGreatWorkSlot(x, y, eGreatWorkSlotType) ] local city = activePlayer:GetCityOfClosestGreatWorkSlot(x, y, eGreatWorkSlotType) insert( toolTip, L( "TXT_KEY_MISSION_CREATE_GREAT_WORK_RESULT", building and building.Description or "???", city and city:GetNameKey() or "???" ) ) end -- Paradrop elseif actionType == "INTERFACEMODE_PARADROP" then insert( toolTip, L( "TXT_KEY_INTERFACEMODE_PARADROP_HELP_WITH_RANGE", unit:GetDropRange() ) ) -- Sell Exotic Goods -- bnw only elseif actionType == "MISSION_SELL_EXOTIC_GOODS" then insert( toolTip, L"TXT_KEY_MISSION_SELL_EXOTIC_GOODS_HELP" ) if gameCanHandleAction then insert( toolTip, "----------------" ) insert( toolTip, "+" .. unit:GetExoticGoodsGoldAmount() .. "[ICON_GOLD]" ) insert( toolTip, L( "TXT_KEY_EXPERIENCE_POPUP", unit:GetExoticGoodsXPAmount() ) ) end -- Great Scientist, bnw only elseif actionType == "MISSION_DISCOVER" then insert( toolTip, L"TXT_KEY_MISSION_DISCOVER_TECH_HELP" ) if gameCanHandleAction then insert( toolTip, "----------------" ) insert( toolTip, "+" .. unit:GetDiscoverAmount() .. "[ICON_RESEARCH]" ) end -- Great Engineer, bnw only elseif actionType == "MISSION_HURRY" then insert( toolTip, L"TXT_KEY_MISSION_HURRY_PRODUCTION_HELP" ) if gameCanHandleAction then insert( toolTip, "----------------" ) insert( toolTip, "+" .. unit:GetHurryProduction(unitPlot) .. "[ICON_PRODUCTION]" ) end -- Great Merchant, bnw only elseif actionType == "MISSION_TRADE" then insert( toolTip, L"TXT_KEY_MISSION_CONDUCT_TRADE_MISSION_HELP" ) if gameCanHandleAction then insert( toolTip, "----------------" ) insert( toolTip, "+" .. unit:GetTradeInfluence(unitPlot) .. "[ICON_INFLUENCE]" ) insert( toolTip, "+" .. unit:GetTradeGold(unitPlot) .. "[ICON_GOLD]" ) end -- Great Writer, bnw only elseif actionType == "MISSION_GIVE_POLICIES" then insert( toolTip, L"TXT_KEY_MISSION_GIVE_POLICIES_HELP" ) if gameCanHandleAction then insert( toolTip, "----------------" ) insert( toolTip, "+" .. unit:GetGivePoliciesCulture() .. "[ICON_CULTURE]" ) end -- Great Musician, bnw only elseif actionType == "MISSION_ONE_SHOT_TOURISM" then insert( toolTip, L"TXT_KEY_MISSION_ONE_SHOT_TOURISM_HELP" ) if gameCanHandleAction then insert( toolTip, "----------------" ) insert( toolTip, "+" .. unit:GetBlastTourism() .. "[ICON_TOURISM]" ) end -- Delete unit elseif actionType == "COMMAND_DELETE" then insert( toolTip, L( "TXT_KEY_SCRAP_HELP", unit:GetScrapGold() ) ) -- Cannned help text elseif ( action.Help or "" ) ~= "" then insert( toolTip, L(action.Help) ) end -- Not able to perform action if not gameCanHandleAction then -- Worker build if isBuild then -- Don't have Tech for Build? if improvement or route then -- Figure out what the name of the thing is that we're looking at local strImpRouteKey = (improvement and improvement.Description) or (route and route.Description) or "" local prereqTech = GameInfo.Technologies[build.PrereqTech] if prereqTech and not activeTechs:HasTech(prereqTech.ID) then insert( disabledTip, L( "TXT_KEY_BUILD_BLOCKED_PREREQ_TECH", prereqTech.Description, strImpRouteKey ) ) end if improvement then -- Trying to build something and are not adjacent to our territory? gk+ only if improvement.InAdjacentFriendly and unitPlot:GetTeam() ~= unit:GetTeam() and not unitPlot:IsAdjacentTeam(unit:GetTeam(), true) then insert( disabledTip, L( "TXT_KEY_BUILD_BLOCKED_NOT_IN_ADJACENT_TERRITORY", strImpRouteKey ) ) end -- Trying to build something in a City-State's territory? bnw only if improvement.OnlyCityStateTerritory then local unitPlotOwner = Players[unitPlot:GetOwner()] if not( unitPlotOwner and unitPlotOwner:IsMinorCiv() ) then insert( disabledTip, L( "TXT_KEY_BUILD_BLOCKED_NOT_IN_CITY_STATE_TERRITORY", strImpRouteKey ) ) end end -- Trying to build something outside of our territory? if improvement.OutsideBorders == false and unitPlot:GetTeam() ~= unit:GetTeam() then insert( disabledTip, L( "TXT_KEY_BUILD_BLOCKED_OUTSIDE_TERRITORY", strImpRouteKey ) ) end -- Trying to build something that requires an adjacent luxury? bnw only if improvement.AdjacentLuxury then local adjacentPlot for direction = 0, 5 do -- DirectionTypes.NUM_DIRECTION_TYPES-1 adjacentPlot = PlotDirection(x, y, direction) if adjacentPlot then local eResourceType = adjacentPlot:GetResourceType() if eResourceType ~= -1 then if GetResourceUsageType(eResourceType) == RESOURCEUSAGE_LUXURY then insert( disabledTip, L( "TXT_KEY_BUILD_BLOCKED_NO_ADJACENT_LUXURY", strImpRouteKey ) ) break end end end end end -- Trying to build something where we can't have two adjacent? bnw only if improvement.NoTwoAdjacent then local adjacentPlot for direction = 0, 5 do -- DirectionTypes.NUM_DIRECTION_TYPES-1 adjacentPlot = PlotDirection(x, y, direction) if adjacentPlot then if adjacentPlot:GetImprovementType() == improvementID or adjacentPlot:GetBuildProgress(buildID) > 0 then insert( disabledTip, L( "TXT_KEY_BUILD_BLOCKED_CANNOT_BE_ADJACENT", strImpRouteKey ) ) break end end end end end -- improvement end -- improvement or route -- Build blocked by a feature here? if activePlayer:IsBuildBlockedByFeature(buildID, featureID) then for row in GameInfo.BuildFeatures{ BuildType = build.Type, FeatureType = feature.Type } do local pFeatureTech = GameInfo.Technologies[row.PrereqTech] insert( disabledTip, L( "TXT_KEY_BUILD_BLOCKED_BY_FEATURE", pFeatureTech.Description, feature.Description ) ) end end -- Not a Worker build, use normal disabled help from XML else if actionType == "MISSION_FOUND" and activePlayer:IsEmpireVeryUnhappy() then insert( disabledTip, L"TXT_KEY_MISSION_BUILD_CITY_DISABLED_UNHAPPY" ) elseif actionType == "MISSION_CULTURE_BOMB" and activePlayer:GetCultureBombTimer() > 0 then insert( disabledTip, L( "TXT_KEY_MISSION_CULTURE_BOMB_DISABLED_COOLDOWN", activePlayer:GetCultureBombTimer() ) ) elseif action.DisabledHelp and action.DisabledHelp ~= "" then insert( disabledTip, L( action.DisabledHelp ) ) end end if #disabledTip > 0 then insert( toolTip, "[COLOR_WARNING_TEXT]" .. concat( disabledTip, "[NEWLINE]" ) .. "[ENDCOLOR]" ) end end -- Is this a Worker build? if isBuild then local turnsRemaining = GetUnitBuildProgressData( unitPlot, buildID, unit ) if turnsRemaining > 0 then strBuildTurnsString = " ... " .. L("TXT_KEY_STR_TURNS", turnsRemaining ) end -- Extra Yield from this build for yieldID = 0, NUM_YIELD_TYPES_minus1 do local yieldChange = unitPlot:GetYieldWithBuild( buildID, yieldID, false, activePlayerID ) - unitPlot:CalculateYield(yieldID) if yieldChange > 0 then insert( toolTip, "[COLOR_POSITIVE_TEXT]+" .. L( g_yieldString[yieldID], yieldChange) ) elseif yieldChange < 0 then insert( toolTip, "[COLOR_NEGATIVE_TEXT]" .. L( g_yieldString[yieldID], yieldChange) ) end end -- Resource connection if improvement then local resourceID = unitPlot:GetResourceType( activeTeamID ) local resource = GameInfo.Resources[resourceID] if resource and unitPlot:IsResourceConnectedByImprovement( improvementID ) and GetResourceUsageType(resourceID) ~= RESOURCEUSAGE_BONUS then insert( toolTip, L( "TXT_KEY_BUILD_CONNECTS_RESOURCE", resource.IconString, resource.Description ) ) end end -- Production for clearing a feature if feature and unitPlot:IsBuildRemovesFeature(buildID) then local tip = L( "TXT_KEY_BUILD_FEATURE_CLEARED", feature.Description ) local featureProduction = unitPlot:GetFeatureProduction( buildID, activeTeamID ) if featureProduction > 0 then tip = tip .. L( "TXT_KEY_BUILD_FEATURE_PRODUCTION", featureProduction ) local city = unitPlot:GetWorkingCity() if city then tip = tip .. " (".. city:GetName()..")" end end insert( toolTip, tip ) end end -- Tooltip g_UnitActionTooltipControls.UnitActionHelp:SetText( concat( toolTip, "[NEWLINE]" ) ) -- Title g_UnitActionTooltipControls.UnitActionText:SetText( "[COLOR_POSITIVE_TEXT]" .. L( tostring( action.TextKey or actionType ) ) .. "[ENDCOLOR]".. strBuildTurnsString ) -- HotKey if action.HotKey and action.HotKey ~= "" and action.SubType ~= ACTIONSUBTYPE_PROMOTION then g_UnitActionTooltipControls.UnitActionHotKey:SetText( "("..tostring(action.HotKey)..")" ) else g_UnitActionTooltipControls.UnitActionHotKey:SetText() end -- Autosize tooltip g_UnitActionTooltipControls.UnitActionMouseover:DoAutoSize() local mouseoverSizeX = g_UnitActionTooltipControls.UnitActionMouseover:GetSizeX() if mouseoverSizeX < 350 then g_UnitActionTooltipControls.UnitActionMouseover:SetSizeX( 350 ) end else g_UnitActionTooltipControls.UnitActionMouseover:SetHide( true ) end end) --========================================================== -- Unit Tooltips --========================================================== do local function UnitToolTip( unit ) if unit then local controls = g_UnitTooltipControls local toolTipString = ShortUnitTip( unit ) local playerID = unit:GetOwner() if playerID == GetActivePlayer() then toolTipString = toolTipString .. "[NEWLINE]".. L("TXT_KEY_UNIT_EXPERIENCE_INFO", unit:GetLevel(), unit:GetExperience(), unit:ExperienceNeeded() ) .. L"TXT_KEY_UPANEL_CLICK_TO_SELECT" end controls.Text:SetText( toolTipString ) local iconIndex, iconAtlas = GetUnitPortraitIcon( unit ) IconHookup( iconIndex, 256, iconAtlas, controls.UnitPortrait ) CivIconHookup( playerID, 64, controls.CivIcon, controls.CivIconBG, controls.CivIconShadow, false, true ) local i = 0 local promotionText = {} local promotionIcon g_PromotionIconIM:ResetInstances() if not( unit.IsTrade and unit:IsTrade() ) then for unitPromotion in GameInfo.UnitPromotions() do if unit:IsHasPromotion(unitPromotion.ID) and unitPromotion.ShowInUnitPanel ~= false then promotionIcon = g_PromotionIconIM:GetInstance() IconHookup( unitPromotion.PortraitIndex, 32, unitPromotion.IconAtlas, promotionIcon.Image ) insert( promotionText, unitPromotion._Name ) end end end controls.PortraitFrame:SetAnchor( GetMousePos() > 300 and "L,T" or "R,T" ) controls.PromotionText:SetText( concat( promotionText, "[NEWLINE]" ) ) controls.PromotionText:SetHide( #promotionText ~= 1 ) controls.IconStack:SetWrapWidth( ceil( i / ceil( i / 10 ) ) * 26 ) controls.IconStack:CalculateSize() controls.Box:DoAutoSize() Controls.UnitTooltipTimer:SetToBeginning() Controls.UnitTooltipTimer:Reverse() end end LuaEvents.UnitToolTip.Add( UnitToolTip ) LuaEvents.UnitFlagToolTip.Add( function( button ) local player = Players[ button:GetVoid1() ] UnitToolTip( player and player:GetUnitByID( button:GetVoid2() ) ) end) local UnitToolTips = { Button = UnitToolTip, MovementPip = function( unit ) return ShowTextToolTip( unit and format( "%s %.3g / %g [ICON_MOVES]", L"TXT_KEY_UPANEL_MOVEMENT", unit:MovesLeft() / MOVE_DENOMINATOR, unit:MaxMoves() / MOVE_DENOMINATOR ) --[[ .." GetActivityType="..(function(a) for k, v in pairs( ActivityTypes ) do if v==a then return k end end return "unknown" end)(unit:GetActivityType()) .." GetFortifyTurns="..tostring(unit:GetFortifyTurns()) .." HasMoved="..tostring(unit:HasMoved()) .." IsReadyToMove="..tostring(unit:IsReadyToMove()) .." IsWaiting="..tostring(unit:IsWaiting()) .." IsAutomated="..tostring(unit:IsAutomated()) --]] ) end, Mission = function( unit ) local status = "Unkown unit activity" if unit then local buildID = unit:GetBuildType() if buildID ~= -1 then -- this is a worker who is actively building something status = ( GameInfo.Builds[ buildID ]._Name or "???" ).. " (".. GetUnitBuildProgressData( unit:GetPlot(), buildID, unit ) ..")" elseif unit:IsEmbarked() then status = L"TXT_KEY_MISSION_EMBARK_HELP" --"TXT_KEY_UNIT_STATUS_EMBARKED" elseif unit:IsAutomated() then if unit:IsWork() then status = L"TXT_KEY_ACTION_AUTOMATE_BUILD" elseif unit.IsTrade and unit:IsTrade() then status = L"TXT_KEY_ACTION_AUTOMATE_TRADE" else status = L"TXT_KEY_ACTION_AUTOMATE_EXPLORE" end else local activityType = unit:GetActivityType() local info = g_activityMissions[ activityType ] if not info then if unit:MovesLeft() > 0 then if info == false then info = GameInfo.Missions.MISSION_SKIP elseif unit:IsGarrisoned() then info = GameInfo.Missions.MISSION_GARRISON elseif unit:IsEverFortifyable() then -- info = GameInfo.Missions.MISSION_FORTIFY status = format( "%s %+i%%[ICON_STRENGTH]", L"TXT_KEY_UNIT_STATUS_FORTIFIED", unit:FortifyModifier() ) else info = GameInfo.Missions.MISSION_SLEEP end else info = GameInfo.Missions.MISSION_MOVE_TO end end if info then status = L(info.Help) end end else status = "Error - cannot find unit" end return ShowTextToolTip( status ) end, } LuaEvents.UnitToolTips.Add( function( ... ) return TooltipSelect( UnitToolTips, ... ) end ) end --========================================================== -- Unit Type Tooltip --========================================================== LuaEvents.UnitPanelItemTooltip.Add( function( control, itemID ) return ShowTextToolTipAndPicture( GetHelpTextForUnit( itemID, true ), GetUnitPortraitIcon( itemID, GetActivePlayer() ) ) end) --========================================================== -- City Banner & Ribbon Tooltips --========================================================== local function CityIsCapital( city ) local ownerID = city:GetOwner() local owner = Players[ ownerID ] local originalOwnerID = city:GetOriginalOwner() local originalOwner = Players[ originalOwnerID ] local activePlayerID = GetActivePlayer() local cityNameKey = city:GetNameKey() if city:IsOriginalCapital() then if ownerID == originalOwnerID then if ownerID == activePlayerID then return L( "TXT_KEY_VP_DIPLO_TT_YOU_CONTROL_YOUR_CAPITAL", cityNameKey ) else return L( "TXT_KEY_VP_DIPLO_TT_SOMEONE_CONTROLS_THEIR_CAPITAL", owner:GetName(), cityNameKey ) end end else for playerID, player in pairs( Players ) do for city in player:Cities() do if city:IsOriginalCapital() and city:GetOriginalOwner() == originalOwnerID then cityNameKey = city:GetNameKey() ownerID = playerID owner = player player = nil break end end if not player then break end end end if ownerID == activePlayerID then return L( "TXT_KEY_VP_DIPLO_TT_YOU_CONTROL_OTHER_PLAYER_CAPITAL", cityNameKey, originalOwner:GetCivilizationShortDescriptionKey() ) elseif originalOwnerID == activePlayerID then return L( "TXT_KEY_VP_DIPLO_TT_OTHER_PLAYER_CONTROLS_YOUR_CAPITAL", owner:GetName(), cityNameKey ) else return L( "TXT_KEY_VP_DIPLO_TT_OTHER_PLAYER_CONTROLS_OTHER_PLAYER_CAPITAL", owner:GetName(), cityNameKey, originalOwner:GetCivilizationShortDescriptionKey() ) end end local function CityProduction( city ) local tip, iconIndex, iconAtlas local orderID, itemID = city:GetOrderFromQueue() local isProducing = true if orderID == ORDER_TRAIN then iconIndex, iconAtlas = GetUnitPortraitIcon( itemID, city:GetOwner() ) tip = GetHelpTextForUnit( itemID, true ) elseif orderID == ORDER_CONSTRUCT then iconIndex, iconAtlas = GetItemPortraitIcon( GameInfo.Buildings, itemID ) tip = GetHelpTextForBuilding( itemID, false, false, city:GetNumFreeBuilding(itemID) > 0, city ) elseif orderID == ORDER_CREATE then iconIndex, iconAtlas = GetItemPortraitIcon( GameInfo.Projects, itemID ) tip = GetHelpTextForProject( itemID, true ) elseif orderID == ORDER_MAINTAIN then iconIndex, iconAtlas = GetItemPortraitIcon( GameInfo.Processes, itemID ) tip = GetHelpTextForProcess( itemID, true ) isProducing = false -- if tip and city:GetOrderQueueLength() > 0 then else tip = L( "TXT_KEY_CITY_NOT_PRODUCING", city:GetName() ) isProducing = false end local change = city:GetCurrentProductionDifferenceTimes100( false, false ) -- bIgnoreFood, bool bOverflow return ShowProgressToolTip( g_CityProductionTooltipControls, 256, iconIndex, iconAtlas, tip, isProducing and city:GetProductionTurnsLeft(), city:GetProductionNeeded() * 100, city:GetProductionTimes100() + city:GetCurrentProductionDifferenceTimes100( false, true ) - change, -- bIgnoreFood, bool bOverflow change ) end local CityToolTips = { -- CityBanner ToolTip CityBannerButton = function( city ) local cityOwnerID = city:GetOwner() local cityOwner = Players[ cityOwnerID ] local cityTeamID = city:GetTeam() local activeTeamID = GetActiveTeam() local activeTeam = Teams[ activeTeamID ] local tip = "" -- city resources local resources = {} for plot in CityPlots( city ) do if plot and plot:IsRevealed( activeTeamID, true ) then local resourceID = plot:GetResourceType( activeTeamID ) local numResource = plot:GetNumResource() if numResource > 0 then if not plot:IsCity() and (plot:IsImprovementPillaged() or not plot:IsResourceConnectedByImprovement( plot:GetImprovementType() )) then numResource = numResource / 65536 end resources[ resourceID ] = ( resources[ resourceID ] or 0 ) + numResource end end end for resourceID, numResource in pairs( resources ) do local resource = GameInfo.Resources[ resourceID ] if resource then local numConnected, numNotConnected = modf( numResource ) numNotConnected = numNotConnected * 65536 local usageID = GetResourceUsageType( resourceID ) if usageID == RESOURCEUSAGE_STRATEGIC or usageID == RESOURCEUSAGE_LUXURY then if numConnected > 0 then tip = tip .. " [COLOR_POSITIVE_TEXT]" .. numConnected .. "[ENDCOLOR]" .. resource.IconString end if numNotConnected > 0 then tip = tip .. " [COLOR_WARNING_TEXT]" .. numNotConnected .. "[ENDCOLOR]" .. resource.IconString end end end end if cityTeamID == activeTeamID then local cultureStored = city:GetJONSCultureStored() local cultureNeeded = city:GetJONSCultureThreshold() local culturePerTurn = city:GetJONSCulturePerTurn() if culturePerTurn > 0 then tip = tip .. "[NEWLINE][COLOR_MAGENTA]" .. L("TXT_KEY_CITYVIEW_TURNS_TILL_TILE_TEXT", max(ceil((cultureNeeded - cultureStored ) / culturePerTurn), 1) ) .. "[ENDCOLOR]" else tip = tip .. " 0 [ICON_CULTURE]" end if city.GetReligiousMajority and city:GetReligiousMajority() < 0 then local religionTip = GetReligionTooltip( city ) if religionTip and religionTip>"" then tip = tip .. "[NEWLINE]" .. religionTip end end if g_isBasicHelp then if cityOwnerID == GetActivePlayer() then tip = tip .. "[NEWLINE]" .. L"TXT_KEY_CITY_ENTER_CITY_SCREEN" else tip = tip .. "[NEWLINE]" .. L"TXT_KEY_CITY_TEAMMATE" end end elseif activeTeam:IsHasMet( cityTeamID ) then if city.GetReligiousMajority and city:GetReligiousMajority() < 0 then local religionTip = GetReligionTooltip( city ) if religionTip and religionTip>"" then tip = tip .. "[NEWLINE]" .. religionTip end end if cityOwner.GetWarmongerPreviewString and activeTeam:IsAtWar( cityTeamID ) then tip = tip .. "[NEWLINE]"----------------[NEWLINE]" .. cityOwner:GetWarmongerPreviewString(city:GetOwner()) if city:GetOriginalOwner() ~= city:GetOwner() then tip = tip .. "[NEWLINE]"----------------[NEWLINE]" .. cityOwner:GetLiberationPreviewString(city:GetOriginalOwner()) end elseif g_isAlwaysWar then tip = tip .. "[NEWLINE]" .. L"TXT_KEY_ALWAYS_AT_WAR_WITH_CITY" end end return tip end, CityBannerRightBackground = function( city ) local tip = "" local cityOwnerID = city and city:GetOwner() local cityOwner = Players[ cityOwnerID ] local activeTeam = Teams[ GetActiveTeam() ] if cityOwner then if activeTeam and activeTeam:IsHasMet( cityOwner:GetTeam() ) then if cityOwner:IsMinorCiv() then tip = GetCityStateStatusToolTip( GetActivePlayer(), cityOwnerID, true ) else tip = GetMoodInfo( cityOwnerID, true ) end if g_isBasicHelp then tip = L"TXT_KEY_TALK_TO_PLAYER" .. "[NEWLINE][NEWLINE]" .. tip end else -- Players we have not met tip = L"TXT_KEY_HAVENT_MET" end end return tip end, BuildGrowth = function( city ) return ShowTextToolTip( L( "TXT_KEY_CITY_CURRENTLY_PRODUCING_TT", city:GetName(), city:GetProductionNameKey(), city:GetProductionTurnsLeft() ), GetProductionTooltip( city ) ) end, CityGrowth = function( city ) local tip local foodPerTurnTimes100 = city:FoodDifferenceTimes100() if foodPerTurnTimes100 < 0 then tip = L( "TXT_KEY_NTFN_CITY_STARVING", city:GetName() ) elseif city:IsForcedAvoidGrowth() then tip = L"TXT_KEY_CITYVIEW_FOCUS_AVOID_GROWTH_TEXT" elseif city:IsFoodProduction() or foodPerTurnTimes100 == 0 then tip = L"TXT_KEY_CITYVIEW_STAGNATION_TEXT" else tip = L( "TXT_KEY_CITYVIEW_TURNS_TILL_CITIZEN_TEXT", city:GetFoodTurnsLeft() ) end return ShowTextToolTip( tip, GetFoodTooltip( city ) ) end, BorderGrowth = function( city ) return ShowTextToolTip( city:GetName(), L("TXT_KEY_CITYVIEW_TURNS_TILL_TILE_TEXT", ceil( (city:GetJONSCultureThreshold() - city:GetJONSCultureStored()) / city:GetJONSCulturePerTurn() ) ), GetCultureTooltip( city ) ) end, CityReligion = function( city ) return GetReligionTooltip( city ) end, CityFocus = function( city ) return city and g_cityFocusTooltips[city:GetFocusType()] end, CityQuests = function( city ) local cityOwnerID = city:GetOwner() local cityOwner = Players[ cityOwnerID ] local activePlayerID = GetActivePlayer() local tip if cityOwner and cityOwner:IsMinorCiv() then tip = GetActiveQuestToolTip( activePlayerID, cityOwnerID ) else -- We love the king local resource = GameInfo.Resources[ city:GetResourceDemanded() ] local weLoveTheKingDayCounter = city:GetWeLoveTheKingDayCounter() if weLoveTheKingDayCounter > 0 then tip = L( "TXT_KEY_CITYVIEW_WLTKD_COUNTER", weLoveTheKingDayCounter ) elseif resource then return ShowResourceToolTip( resource.ID, { L( "TXT_KEY_CITYVIEW_RESOURCE_DEMANDED", resource.IconString .. " " .. resource._Name ) } ) end end return tip end, CityIsPuppet = function( city ) local cityOwnerID = city:GetOwner() local cityOwner = Players[ cityOwnerID ] if cityOwner.MayNotAnnex and cityOwner:MayNotAnnex() or cityOwnerID ~= GetActivePlayer() then return L"TXT_KEY_CITY_PUPPET" else return L"TXT_KEY_CITY_PUPPET".."[NEWLINE][NEWLINE]"..L"TXT_KEY_CITY_ANNEX_TT" end end, CityIsRazing = function( city ) return L( "TXT_KEY_CITY_BURNING", city:GetRazingTurns() ) end, CityIsResistance = function( city ) return L( "TXT_KEY_CITY_RESISTANCE", city:GetResistanceTurns() ) end, CityIsConnected = function( city ) local tip = L"TXT_KEY_CITY_CONNECTED" local cityOwner = Players[ city:GetOwner() ] if cityOwner then tip = format("%s (%+g[ICON_GOLD])", tip, (cityOwner.GetRouteGoldTimes100 or cityOwner.GetCityConnectionRouteGoldTimes100)( cityOwner, city ) / 100 ) end return tip end, CityIsBlockaded = function() return L"TXT_KEY_CITY_BLOCKADED" end, CityIsOccupied = function() return L"TXT_KEY_CITY_OCCUPIED" end, CityIsCapital = CityIsCapital, CityIsOriginalCapital = CityIsCapital, CivIndicator = function( city ) local cityOwnerID = city:GetOwner() local originalCityOwnerID = city:GetOriginalOwner() if cityOwnerID == originalCityOwnerID then return GetAllyToolTip( GetActivePlayer(), cityOwnerID ) else return L( "TXT_KEY_POPUP_CITY_CAPTURE_INFO_LIBERATE", Players[originalCityOwnerID]:GetCivilizationShortDescription() ) end end, CityProductionBG = CityProduction, Button = CityProduction, CityPopulation = function( city ) local foodStored100 = city:GetFoodTimes100() local foodPerTurn100 = city:FoodDifferenceTimes100( true ) local turnsToCityGrowth = city:GetFoodTurnsLeft() local iconIndex = 0 if foodPerTurn100 < 0 then turnsToCityGrowth = floor( foodStored100 / -foodPerTurn100 ) + 1 iconIndex = 5 end return ShowProgressToolTip( g_CityGrowthTooltipControls, 256, iconIndex, "CITIZEN_ATLAS", city:GetPopulation(), turnsToCityGrowth, city:GrowthThreshold() * 100, foodStored100, foodPerTurn100 ) end, } LuaEvents.CityToolTips.Add( function( control, city ) local toolTip = city and TooltipSelect( CityToolTips, control, city ) return toolTip and ShowTextToolTip( city:GetName(), toolTip ) end) --========================================================== -- City View Tooltips --========================================================== LuaEvents.CityViewBuildingToolTip.Add( function( control ) local buildingID = control:GetVoid1() local building = GameInfo.Buildings[ buildingID ] local city = GetHeadSelectedCity() return ShowTextToolTipAndPicture( city and GetHelpTextForBuilding( buildingID, false, false, city:GetNumFreeBuilding(buildingID) > 0, city ), building and building.PortraitIndex, building and building.IconAtlas ) end) local function CityOrderItemTooltip( city, isDisabled, purchaseYieldID, orderID, itemID, _, isRepeat ) local itemInfo, tip, strDisabledInfo, iconIndex, iconAtlas, isRealRepeat if city then local cityOwnerID = city:GetOwner() if orderID == ORDER_TRAIN then itemInfo = GameInfo.Units iconIndex, iconAtlas = GetUnitPortraitIcon( itemID, cityOwnerID ) tip = GetHelpTextForUnit( itemID, true ) isRealRepeat = isRepeat if isDisabled then if purchaseYieldID == g_yieldCurrency then strDisabledInfo = city:GetPurchaseUnitTooltip(itemID) elseif purchaseYieldID == YieldTypes.YIELD_FAITH then strDisabledInfo = city:GetFaithPurchaseUnitTooltip(itemID) else strDisabledInfo = city:CanTrainTooltip(itemID) end end elseif orderID == ORDER_CONSTRUCT then itemInfo = GameInfo.Buildings tip = GetHelpTextForBuilding( itemID, false, false, city:GetNumFreeBuilding(itemID) > 0, city ) if isDisabled then if purchaseYieldID == g_yieldCurrency then -- cash = cityOwner:GetGold() - city:GetBuildingPurchaseCost(itemID) -- icon = g_currencyIcon strDisabledInfo = city:GetPurchaseBuildingTooltip(itemID) elseif purchaseYieldID == YieldTypes.YIELD_FAITH then -- cash = cityOwner:GetFaith() - city:GetBuildingFaithPurchaseCost(itemID) -- icon = "[ICON_PEACE]" strDisabledInfo = city:GetFaithPurchaseBuildingTooltip(itemID) else strDisabledInfo = city:CanConstructTooltip(itemID) end end elseif orderID == ORDER_CREATE then itemInfo = GameInfo.Projects tip = GetHelpTextForProject( itemID, true ) elseif orderID == ORDER_MAINTAIN then itemInfo = GameInfo.Processes tip = GetHelpTextForProcess( itemID, true ) isRealRepeat = true else tip = L"TXT_KEY_PRODUCTION_NO_PRODUCTION" end if tip then if isRealRepeat then tip = "[ICON_TURNS_REMAINING]" .. tip end if strDisabledInfo and #strDisabledInfo > 0 then strDisabledInfo = (strDisabledInfo:gsub("^%[NEWLINE%]","")):gsub("^%[NEWLINE%]","") -- if cash and cash < 0 then -- strDisabledInfo = ("%s (%+i%s)"):format( strDisabledInfo, cash, icon ) -- end tip = "[COLOR_WARNING_TEXT]" .. strDisabledInfo .. "[ENDCOLOR][NEWLINE][NEWLINE]"..tip elseif purchaseYieldID then if not isDisabled then tip = "[COLOR_YELLOW]"..L"TXT_KEY_CITYVIEW_PURCHASE_TT".."[ENDCOLOR][NEWLINE][NEWLINE]"..tip end elseif isDisabled then tip = "[COLOR_YIELD_FOOD]"..L"TXT_KEY_CITYVIEW_QUEUE_PROD_TT".."[ENDCOLOR][NEWLINE][NEWLINE]"..tip end end local item = itemInfo and itemInfo[itemID] return ShowTextToolTipAndPicture( tip, iconIndex or (item and item.PortraitIndex), iconAtlas or (item and item.IconAtlas) ) end return ShowTextToolTip( "Unknown city" ) end LuaEvents.CityOrderItemTooltip.Add( CityOrderItemTooltip ) local CityViewToolTips = { ProdBox = GetProductionTooltip, FoodBox = GetFoodTooltip, PopulationBox = GetFoodTooltip, GoldBox = GetGoldTooltip, ScienceBox = GetScienceTooltip, CultureBox = GetCultureTooltip, FaithBox = GetFaithTooltip, TourismBox = GetTourismTooltip, ProductionPortraitButton = function() CityOrderItemTooltip( GetHeadSelectedCity(), false, false, GetHeadSelectedCity():GetOrderFromQueue( 0 ) ) end, } LuaEvents.CityViewToolTips.Add( function( control ) local city = GetHeadSelectedCity() local toolTip = city and TooltipSelect( CityViewToolTips, control, city ) return toolTip and ShowTextToolTip( toolTip ) end) --========================================================== -- Tech Tooltips --========================================================== LuaEvents.TechButtonTooltip.Add( function( orderID, itemID ) local tip = "no tip found" local item, iconIndex, iconAtlas if orderID == ORDER_TRAIN then iconIndex, iconAtlas = GetUnitPortraitIcon( itemID, GetActivePlayer() ) tip = GetHelpTextForUnit( itemID, true ) elseif orderID == ORDER_CONSTRUCT then iconIndex, iconAtlas = GetItemPortraitIcon( GameInfo.Buildings, itemID ) tip = GetHelpTextForBuilding( itemID ) elseif orderID == ORDER_CREATE then iconIndex, iconAtlas = GetItemPortraitIcon( GameInfo.Projects, itemID ) tip = GetHelpTextForProject( itemID, true ) elseif orderID == ORDER_MAINTAIN then iconIndex, iconAtlas = GetItemPortraitIcon( GameInfo.Processes, itemID ) tip = GetHelpTextForProcess( itemID, true ) elseif orderID == 11 then iconIndex, iconAtlas = GetItemPortraitIcon( GameInfo.Resources, itemID ) tip = L("TXT_KEY_REVEALS_RESOURCE_ON_MAP", GameInfo.Resources[itemID]._Name) elseif orderID == 12 then local build = GameInfo.Builds[ itemID ] if build then tip = build._Name item = GameInfo.Improvements[ build.ImprovementType ] if item then tip = GetHelpTextForImprovement( item.ID ) else item = GameInfo.Routes[ build.RouteType ] if not item then item = GameInfo.BuildFeatures{ BuildType = build.Type }() item = item and GameInfo.Features[ item.FeatureType ] end end if item then iconIndex, iconAtlas = item.PortraitIndex, item.IconAtlas end end elseif orderID == 13 then item = GameInfo.Missions[ itemID ] if item then local entry = item.Type if entry == "MISSION_EMBARK" then item = GameInfo.Concepts.CONCEPT_MOVEMENT_EMBARKING elseif entry == "MISSION_ROUTE_TO" then item = GameInfo.Concepts.CONCEPT_WORKERS_ROADS_TRADE_ROUTES elseif entry == "MISSION_ESTABLISH_TRADE_ROUTE" then item = GameInfo.Concepts.CONCEPT_TRADE_ROUTES end if item then tip = item._Name end end elseif orderID == 14 then item = GameInfo.Terraform[ itemID ] if item then local entry = item.Type if entry == "TERRAFORM_ADD_MIASMA" then item = GameInfo.Concepts.CONCEPT_WORKERS_PLACE elseif entry == "TERRAFORM_CLEAR_MIASMA" then item = GameInfo.Concepts.CONCEPT_WORKERS_REMOVE else item = GameInfo.Features[ item.FeatureTypeChange ] or GameInfo.Terrains[ item.TerrainTypeChange ] end if item then tip = item._Name end end elseif orderID == 15 then tip = GetHelpTextForPlayerPerk( itemID, true ) end return ShowTextToolTipAndPicture( tip, iconIndex, iconAtlas ) -- return ShowTextToolTipAndPicture( "This is button tooltip for order "..orderID.." item "..itemID.." icon "..tostring(iconIndex)..":"..tostring(iconAtlas).."[NEWLINE]"..tip, iconIndex, iconAtlas ) end) LuaEvents.TechTooltip.Add( function( techID ) return ShowTextToolTipAndPicture( GetHelpTextForTech( techID, Players[ GetActivePlayer() ]:CanResearch( techID ) ), GetItemPortraitIcon( GameInfo.Technologies, techID ) ) end) --========================================================== -- Policy Tooltips --========================================================== LuaEvents.PolicyTooltip.Add( function( control ) local policyID = control:GetVoid1() local policyInfo = GameInfo.Policies[ policyID ] local player = Players[ GetActivePlayer() ] if policyInfo and player then -- Tooltip local tip = L( policyInfo.Help ) -- Player already has Policy if player:HasPolicy( policyID ) then if player:IsPolicyBlocked( policyID ) then tip = tip .. "[NEWLINE][NEWLINE]" .. L("TXT_KEY_POLICY_BRANCH_BLOCKED") end -- Can adopt the Policy right now elseif player:CanAdoptPolicy( policyID ) then -- Policy is unlocked, but we lack culture elseif player:CanAdoptPolicy( policyID, true ) then -- Tooltip tip = tip .. "[NEWLINE][NEWLINE]" .. L("TXT_KEY_POLICY_BRANCH_CANNOT_UNLOCK_CULTURE", player:GetNextPolicyCost()) else -- Tooltip tip = tip .. "[NEWLINE][NEWLINE]" .. L("TXT_KEY_POLICY_CANNOT_UNLOCK") end return ShowTextToolTipAndPicture( tip, policyInfo.PortraitIndex, policyInfo.IconAtlas ) end end) LuaEvents.PolicyBranchTooltip.Add( function( control ) local policyBranchID = control:GetVoid1() local policyBranchInfo = GameInfo.PolicyBranchTypes[ policyBranchID ] local player = Players[ GetActivePlayer() ] if policyBranchInfo and player then local tip = L( policyBranchInfo.Help ) -- Branch is unlocked if player:IsPolicyBranchUnlocked( policyBranchID ) then -- Branch is blocked by another branch if player:IsPolicyBranchBlocked( policyBranchID ) then tip = tip .. "[NEWLINE][NEWLINE]" .. L("TXT_KEY_POLICY_BRANCH_BLOCKED") end -- Cannot adopt this branch right now elseif policyBranchInfo.LockedWithoutReligion and not g_isReligionEnabled then tip = tip .. "[NEWLINE][NEWLINE]" .. L("TXT_KEY_POLICY_BRANCH_CANNOT_UNLOCK_RELIGION"); -- Can adopt this branch right now elseif player:CanUnlockPolicyBranch( policyBranchID ) then tip = tip .. "[NEWLINE][NEWLINE]" .. L("TXT_KEY_POLICY_BRANCH_UNLOCK_SPEND", player:GetNextPolicyCost()) -- Branch is not yet unlocked else tip = tip .. "[NEWLINE][NEWLINE]" .. L("TXT_KEY_POLICY_BRANCH_CANNOT_UNLOCK") local eraPrereq = GameInfoTypes[ policyBranchInfo.EraPrereq ] -- Not in prereq Era if eraPrereq and Teams[player:GetTeam()]:GetCurrentEra() < eraPrereq then tip = tip .. " " .. L("TXT_KEY_POLICY_BRANCH_CANNOT_UNLOCK_ERA", GameInfo.Eras[eraPrereq].Description) -- Don't have enough Culture Yet else tip = tip .. " " .. L("TXT_KEY_POLICY_BRANCH_CANNOT_UNLOCK_CULTURE", player:GetNextPolicyCost()) end end return ShowTextToolTip( tip ) end end) LuaEvents.TenetToolTip.Add( function ( control ) local player = Players[ GetActivePlayer() ] local tip = "???" if player then local tenetID = control:GetVoid1() local tenetLevel = control:GetVoid2() local tenetInfo = GameInfo.Policies[ tenetID ] if tenetInfo then tip = L( tenetInfo.Help ) else if tenetID == -1 then tip = L"TXT_KEY_POLICYSCREEN_ADD_TENET" elseif tenetID == -2 then tip = L( "TXT_KEY_POLICY_BRANCH_CANNOT_UNLOCK_CULTURE", player:GetNextPolicyCost() ) elseif tenetID == -3 then tip = "[ICON_LOCKED]" .. L( "TXT_KEY_POLICYSCREEN_NEED_L"..(tenetLevel-1).."_TENETS_TOOLTIP" ) elseif tenetID == -4 then tip = "[ICON_LOCKED][COLOR_WARNING_TEXT]" .. L( "TXT_KEY_POLICYSCREEN_IDEOLOGY_LEVEL"..tenetLevel ) .. "[ENDCOLOR]" end local tips = { tip } for _,tenetID in ipairs( player:GetAvailableTenets( tenetLevel ) ) do tenetInfo = GameInfo.Policies[ tenetID ] if tenetInfo then insert( tips, L(tenetInfo.Help or tenetInfo.Description or "???") ) end end tip = concat( tips, "[NEWLINE][NEWLINE]" ) end end return ShowTextToolTip( tip ) end) --========================================================== -- TopPanel Tooltips --========================================================== local function ScienceTooltip() local tips = {} local tech, sciencePerTurn, researchTurnsLeft, researchCost, researchProgress, reseachLost if g_isScienceEnabled then local activePlayerID = GetActivePlayer() local activeTeamID = GetActiveTeam() local activePlayer = Players[activePlayerID] local activeTeam = Teams[activeTeamID] local activeTeamTechs = activeTeam:GetTeamTechs() local sciencePerTurnTimes100 = activePlayer:GetScienceTimes100() local techID = activePlayer:GetCurrentResearch() local recentTechID = activeTeamTechs:GetLastTechAcquired() if IsCiv5BNW and activePlayer:IsAnarchy() then insert( tips, L( "TXT_KEY_TP_ANARCHY", activePlayer:GetAnarchyNumTurns() ) ) insert( tips, "" ) end if techID ~= -1 then -- Are we researching something right now? tech = GameInfo.Technologies[ techID ] researchTurnsLeft = activePlayer:GetResearchTurnsLeft( techID, true ) researchCost = activePlayer:GetResearchCost( techID ) researchProgress = activePlayer:GetResearchProgress( techID ) local tip = researchProgress .. "[ICON_RESEARCH]" if tech then tip = L( "TXT_KEY_PROGRESS_TOWARDS", g_scienceTextColor .. Locale.ToUpper( tech._Name ) .. "[ENDCOLOR]" ) .. " " .. tip .. "/ " .. researchCost .. "[ICON_RESEARCH]" end insert( tips, tip ) if sciencePerTurnTimes100 > 0 then local scienceOverflowTimes100 = sciencePerTurnTimes100 * researchTurnsLeft + (researchProgress - researchCost) * 100 local tip = g_scienceTextColor .. Locale.ToUpper( L( "TXT_KEY_STR_TURNS", researchTurnsLeft ) ) .. "[ENDCOLOR] " .. format( "%+g", scienceOverflowTimes100 / 100 ) .. "[ICON_RESEARCH]" if researchTurnsLeft > 1 then tip = L( "TXT_KEY_STR_TURNS", researchTurnsLeft -1 ) .. " " .. format( "%+g", (scienceOverflowTimes100 - sciencePerTurnTimes100) / 100 ) .. "[ICON_RESEARCH] " .. tip end insert( tips, tip ) end elseif recentTechID ~= -1 then -- maybe we just finished something tech = GameInfo.Technologies[ recentTechID ] local tip = L"TXT_KEY_NOTIFICATION_SUMMARY_NEW_RESEARCH" if tech then tip = L"TXT_KEY_RESEARCH_FINISHED" .. " " .. g_scienceTextColor .. Locale.ToUpper( tech._Name ) .. "[ENDCOLOR], " .. tip end insert( tips, tip ) end sciencePerTurn = sciencePerTurnTimes100 / 100 reseachLost = activePlayer:GetScienceFromBudgetDeficitTimes100() / 100 insert( tips, g_scienceTextColor ) insert( tips, format( "%+g", sciencePerTurn ) .. "[ENDCOLOR] " .. L"TXT_KEY_REPLAY_DATA_SCIENCEPERTURN" ) -- Science LOSS from Budget Deficits insertLocalizedIfNonZero( tips, "TXT_KEY_TP_SCIENCE_FROM_BUDGET_DEFICIT", reseachLost ) -- Science from Cities insertLocalizedIfNonZero( tips, "TXT_KEY_TP_SCIENCE_FROM_CITIES", activePlayer:GetScienceFromCitiesTimes100(true) / 100 ) -- Science from Trade Routes insertLocalizedIfNonZero( tips, "TXT_KEY_TP_SCIENCE_FROM_ITR", ( activePlayer:GetScienceFromCitiesTimes100(false) - activePlayer:GetScienceFromCitiesTimes100(true) ) / 100 ) -- Science from Other Players insertLocalizedIfNonZero( tips, "TXT_KEY_TP_SCIENCE_FROM_MINORS", activePlayer:GetScienceFromOtherPlayersTimes100() / 100 ) if IsCiv5 then -- Science from Happiness insertLocalizedIfNonZero( tips, "TXT_KEY_TP_SCIENCE_FROM_HAPPINESS", activePlayer:GetScienceFromHappinessTimes100() / 100 ) -- Science from Vassals / Compatibility with Putmalk's Civ IV Diplomacy Features Mod if activePlayer.GetScienceFromVassalTimes100 then insertLocalizedIfNonZero( tips, "TXT_KEY_TP_SCIENCE_VASSALS", activePlayer:GetScienceFromVassalTimes100() / 100 ) end -- Compatibility with Gazebo's City-State Diplomacy Mod (CSD) for Brave New World v23 if activePlayer.GetScienceRateFromMinorAllies and activePlayer.GetScienceRateFromLeagueAid then insertLocalizedIfNonZero( tips, "TXT_KEY_MINOR_SCIENCE_FROM_LEAGUE_ALLIES", activePlayer:GetScienceRateFromMinorAllies() ) insertLocalizedIfNonZero( tips, "TXT_KEY_SCIENCE_FUNDING_FROM_LEAGUE", activePlayer:GetScienceRateFromLeagueAid() ) end -- Science from Research Agreements insertLocalizedIfNonZero( tips, "TXT_KEY_TP_SCIENCE_FROM_RESEARCH_AGREEMENTS", activePlayer:GetScienceFromResearchAgreementsTimes100() / 100 ) -- Show Research Agreements local itemType, duration, finalTurn, data1, data2, data3, flag1, fromPlayerID local gameTurn = Game.GetGameTurn() - 1 local researchAgreementCounters = {} PushScratchDeal() for i = 0, UI.GetNumCurrentDeals( activePlayerID ) - 1 do UI.LoadCurrentDeal( activePlayerID, i ) ScratchDeal:ResetIterator() repeat if IsCiv5BNW_BE then itemType, duration, finalTurn, data1, data2, data3, flag1, fromPlayerID = ScratchDeal:GetNextItem() else itemType, duration, finalTurn, data1, data2, fromPlayerID = ScratchDeal:GetNextItem() end --local itemKey for k,v in pairs( TradeableItems ) do if itemType == v then itemKey = k break end end --print( "Deal #", i, "item type", itemType, itemKey, "duration", duration, "finalTurn", finalTurn, "data1", data1, "data2", data2, "fromPlayerID", fromPlayerID) if itemType == TradeableItems.TRADE_ITEM_RESEARCH_AGREEMENT and fromPlayerID ~= activePlayerID then researchAgreementCounters[fromPlayerID] = finalTurn - gameTurn break end until not itemType end PopScratchDeal() local tipIndex = #tips for playerID = 0, MAX_MAJOR_CIVS-1 do local player = Players[playerID] local teamID = player:GetTeam() if playerID ~= activePlayerID and player:IsAlive() and activeTeam:IsHasMet(teamID) then -- has reseach agreement ? if activeTeam:IsHasResearchAgreement(teamID) then insert( tips, "[ICON_BULLET][COLOR_POSITIVE_TEXT]" .. player:GetName() .. "[ENDCOLOR]" ) if researchAgreementCounters[playerID] then append( tips, " " .. g_scienceTextColor .. Locale.ToUpper( L( "TXT_KEY_STR_TURNS", researchAgreementCounters[playerID] ) ) .. "[ENDCOLOR]" ) end else insert( tips, "[ICON_BULLET][COLOR_WARNING_TEXT]" .. player:GetName() .. "[ENDCOLOR]" ) end end end if #tips > tipIndex then insert( tips, tipIndex+1, "" ) insert( tips, tipIndex+2, L"TXT_KEY_DO_RESEARCH_AGREEMENT" ) end else -- Science from Health insertLocalizedIfNonZero( tips, "TXT_KEY_TP_SCIENCE_FROM_HEALTH", activePlayer:GetScienceFromHealthTimes100() / 100 ) -- Science from Culture Rate insertLocalizedIfNonZero( tips, "TXT_KEY_TP_SCIENCE_FROM_CULTURE", activePlayer:GetScienceFromCultureTimes100() / 100 ) -- Science from Diplomacy Rate local scienceFromDiplomacy = activePlayer:GetScienceFromDiplomacyTimes100() / 100 if scienceFromDiplomacy > 0 then insert( tips, L( "TXT_KEY_TP_SCIENCE_FROM_DIPLOMACY", scienceFromDiplomacy ) ) elseif scienceFromDiplomacy < 0 then insert( tips, L( "TXT_KEY_TP_NEGATIVE_SCIENCE_FROM_DIPLOMACY", -scienceFromDiplomacy ) ) end end -- Let people know that building more cities makes techs harder to get if IsCiv5BNW_BE and g_isBasicHelp then insert( tips, "" ) insert( tips, L( "TXT_KEY_TP_TECH_CITY_COST", Game.GetNumCitiesTechCostMod() * ( 100 + ( IsCivBE and activePlayer:GetNumCitiesResearchCostDiscount() or 0 ) ) / 100 ) ) end else insert( tips, L"TXT_KEY_TOP_PANEL_SCIENCE_OFF" .. ": " .. L"TXT_KEY_TOP_PANEL_SCIENCE_OFF_TOOLTIP" ) end ShowProgressToolTip( g_TechProgressToolTipControls, 256, tech and tech.PortraitIndex, tech and tech.IconAtlas, concat( tips, "[NEWLINE]" ), researchTurnsLeft, researchCost, researchProgress, sciencePerTurn, reseachLost ) end ------------------------------------------------- -- Faith Tooltip (GK & BNW) ------------------------------------------------- local function FaithTooltip() if g_isReligionEnabled then local activePlayerID = GetActivePlayer() local activePlayer = Players[activePlayerID] local tips = {} local faithPerTurn = activePlayer:GetTotalFaithPerTurn() if IsCiv5BNW_BE and activePlayer:IsAnarchy() then insert( tips, L( "TXT_KEY_TP_ANARCHY", activePlayer:GetAnarchyNumTurns() ) ) insert( tips, "" ) end insert( tips, L("TXT_KEY_TP_FAITH_ACCUMULATED", activePlayer:GetFaith()) ) insert( tips, "" ) insert( tips, "[COLOR_WHITE]" .. format("%+g", faithPerTurn ) .. "[ENDCOLOR] " .. L"TXT_KEY_YIELD_FAITH" .. "[ICON_PEACE] " .. L"TXT_KEY_GOLD_PERTURN_HEADING4_TITLE" ) -- Faith from Cities insertLocalizedIfNonZero( tips, "TXT_KEY_TP_FAITH_FROM_CITIES", activePlayer:GetFaithPerTurnFromCities() ) -- Faith from Outposts insertLocalizedIfNonZero( tips, "TXT_KEY_TP_FAITH_FROM_OUTPOSTS", IsCivBE and activePlayer:GetFaithPerTurnFromOutposts() or 0 ) -- Faith from Minor Civs insertLocalizedIfNonZero( tips, "TXT_KEY_TP_FAITH_FROM_MINORS", activePlayer:GetFaithPerTurnFromMinorCivs() ) -- Faith from Religion insertLocalizedIfNonZero( tips, "TXT_KEY_TP_FAITH_FROM_RELIGION", activePlayer:GetFaithPerTurnFromReligion() ) -- New World Deluxe Scenario ( you still need to delete TopPanel.lua from ...\Steam\SteamApps\common\sid meier's civilization v\assets\DLC\DLC_07\Scenarios\Conquest of the New World Deluxe\UI ) if IsNewWorldDeluxeScenario then -- global defined by EUI_context insert( tips, L"TXT_KEY_NEWWORLD_SCENARIO_TP_RELIGION_TOOLTIP" ) else if activePlayer:HasCreatedPantheon() then if (Game.GetNumReligionsStillToFound() > 0 or activePlayer:HasCreatedReligion()) and (activePlayer:GetCurrentEra() < GameInfoTypes.ERA_INDUSTRIAL) then insertLocalizedIfNonZero( tips, "TXT_KEY_TP_FAITH_NEXT_PROPHET", activePlayer:GetMinimumFaithNextGreatProphet() ) end else if activePlayer:CanCreatePantheon(false) then insertLocalizedIfNonZero( tips, "TXT_KEY_TP_FAITH_NEXT_PANTHEON", Game.GetMinimumFaithNextPantheon() ) else insert( tips, L"TXT_KEY_TP_FAITH_PANTHEONS_LOCKED" ) end end insert( tips, "" ) insert( tips, L( "TXT_KEY_TP_FAITH_RELIGIONS_LEFT", max( Game.GetNumReligionsStillToFound(), 0 ) ) ) if activePlayer:GetCurrentEra() >= GameInfoTypes.ERA_INDUSTRIAL then insert( tips, "" ) insert( tips, L( "TXT_KEY_TP_FAITH_NEXT_GREAT_PERSON", activePlayer:GetMinimumFaithNextGreatProphet() ) ) local numTips = #tips local capitalCity = activePlayer:GetCapitalCity() if capitalCity then for unit in GameInfo.Units{Special = "SPECIALUNIT_PEOPLE"} do local unitID = unit.ID if capitalCity:GetUnitFaithPurchaseCost(unitID, true) > 0 and activePlayer:IsCanPurchaseAnyCity(false, true, unitID, -1, YieldTypes.YIELD_FAITH) and activePlayer:DoesUnitPassFaithPurchaseCheck(unitID) then insert( tips, "[ICON_BULLET]" .. unit._Name ) end end end if numTips == #tips then insert( tips, "[ICON_BULLET]" .. L"TXT_KEY_RO_YR_NO_GREAT_PEOPLE" ) end end end return concat( tips, "[NEWLINE]" ) else return L"TXT_KEY_TOP_PANEL_RELIGION_OFF_TOOLTIP" --TXT_KEY_TOP_PANEL_RELIGION_OFF end end local TopPanelTooltips = { SciencePerTurn = ScienceTooltip, TechIcon = ScienceTooltip, GoldPerTurn = function() local activePlayerID = GetActivePlayer() local activeTeamID = GetActiveTeam() local activePlayer = Players[activePlayerID] local activeTeam = Teams[activeTeamID] local tips = {} local goldPerTurnFromDiplomacy = activePlayer:GetGoldPerTurnFromDiplomacy() local goldPerTurnFromOtherPlayers = max(0,goldPerTurnFromDiplomacy) * 100 local goldPerTurnToOtherPlayers = -min(0,goldPerTurnFromDiplomacy) local goldPerTurnFromReligion = IsCiv5notVanilla and activePlayer:GetGoldPerTurnFromReligion() * 100 or 0 local goldPerTurnFromCities = activePlayer:GetGoldFromCitiesTimes100() local cityConnectionGold = activePlayer:GetCityConnectionGoldTimes100() local playerTraitGold = 0 local tradeRouteGold = 0 local goldPerTurnFromPolicies = 0 local unitCost = activePlayer:CalculateUnitCost() local unitSupply = activePlayer:CalculateUnitSupply() local buildingMaintenance = activePlayer:GetBuildingGoldMaintenance() local improvementMaintenance = activePlayer:GetImprovementGoldMaintenance() local vassalMaintenance = activePlayer.GetVassalGoldMaintenance and activePlayer:GetVassalGoldMaintenance() or 0 -- Compatibility with Putmalk's Civ IV Diplomacy Features Mod local routeMaintenance = 0 local beaconEnergyDelta = 0 if IsCiv5BNW_BE then tradeRouteGold = activePlayer:GetGoldFromCitiesMinusTradeRoutesTimes100() goldPerTurnFromCities, tradeRouteGold = tradeRouteGold, goldPerTurnFromCities - tradeRouteGold playerTraitGold = activePlayer:GetGoldPerTurnFromTraits() * 100 if activePlayer:IsAnarchy() then insert( tips, L("TXT_KEY_TP_ANARCHY", activePlayer:GetAnarchyNumTurns() ) ) insert( tips, "" ) end end -- Total gold local totalIncome, totalWealth local explicitIncome = goldPerTurnFromCities + goldPerTurnFromOtherPlayers + cityConnectionGold + goldPerTurnFromReligion + tradeRouteGold + playerTraitGold if IsCiv5 then totalWealth = activePlayer:GetGold() totalIncome = explicitIncome else totalWealth = activePlayer:GetEnergy() totalIncome = activePlayer:CalculateGrossGoldTimes100() + goldPerTurnToOtherPlayers * 100 goldPerTurnFromPolicies = activePlayer:GetGoldPerTurnFromPolicies() explicitIncome = explicitIncome + goldPerTurnFromPolicies routeMaintenance = activePlayer:GetRouteEnergyMaintenance() beaconEnergyDelta = activePlayer:GetBeaconEnergyCostPerTurn() end insert( tips, L( "TXT_KEY_TP_AVAILABLE_GOLD", totalWealth ) ) local totalExpenses = unitCost + unitSupply + buildingMaintenance + improvementMaintenance + goldPerTurnToOtherPlayers + vassalMaintenance + routeMaintenance + beaconEnergyDelta insert( tips, "" ) -- Gold per turn insert( tips, format( "[COLOR_YELLOW]%+g[ENDCOLOR] ", activePlayer:CalculateGoldRateTimes100() / 100 ) .. L(format("TXT_KEY_REPLAY_DATA_%sPERTURN", g_currencyString)) ) -- Science LOSS from Budget Deficits insertLocalizedIfNonZero( tips, "TXT_KEY_TP_SCIENCE_FROM_BUDGET_DEFICIT", activePlayer:GetScienceFromBudgetDeficitTimes100() / 100 ) -- Income insert( tips, "[COLOR_WHITE]" ) insert( tips, L("TXT_KEY_TP_TOTAL_INCOME", totalIncome / 100 ) ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_CITY_OUTPUT", goldPerTurnFromCities / 100 ) if IsCiv5BNW_BE then insertLocalizedBulletIfNonZero( tips, format("TXT_KEY_TP_%s_FROM_CITY_CONNECTIONS", g_currencyString), cityConnectionGold / 100 ) insertLocalizedBulletIfNonZero( tips, IsCiv5 and "TXT_KEY_TP_GOLD_FROM_ITR" or "TXT_KEY_TP_ENERGY_FROM_TRADE_ROUTES", tradeRouteGold / 100 ) insertLocalizedBulletIfNonZero( tips, format("TXT_KEY_TP_%s_FROM_TRAITS", g_currencyString), playerTraitGold / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_ENERGY_FROM_POLICIES", goldPerTurnFromPolicies / 100 ) else insertLocalizedBulletIfNonZero( tips, format("TXT_KEY_TP_%s_FROM_TR", g_currencyString), cityConnectionGold / 100 ) end insertLocalizedBulletIfNonZero( tips, format("TXT_KEY_TP_%s_FROM_OTHERS", g_currencyString), goldPerTurnFromOtherPlayers / 100 ) insertLocalizedBulletIfNonZero( tips, format("TXT_KEY_TP_%s_FROM_RELIGION", g_currencyString), goldPerTurnFromReligion / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_YIELD_FROM_UNCATEGORIZED", (totalIncome - explicitIncome) / 100 ) insert( tips, "[ENDCOLOR]" ) -- Spending insert( tips, "[COLOR:255:150:150:255]" .. L("TXT_KEY_TP_TOTAL_EXPENSES", totalExpenses ) ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNIT_MAINT", unitCost ) insertLocalizedBulletIfNonZero( tips, format("TXT_KEY_TP_%s_UNIT_SUPPLY", g_currencyString), unitSupply ) insertLocalizedBulletIfNonZero( tips, format("TXT_KEY_TP_%s_BUILDING_MAINT", g_currencyString), buildingMaintenance ) insertLocalizedBulletIfNonZero( tips, format("TXT_KEY_TP_%s_TILE_MAINT", g_currencyString), improvementMaintenance ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_ENERGY_ROUTE_MAINT", routeMaintenance ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_GOLD_VASSAL_MAINT", vassalMaintenance ) -- Compatibility with Putmalk's Civ IV Diplomacy Features Mod insertLocalizedBulletIfNonZero( tips, format("TXT_KEY_TP_%s_TO_OTHERS", g_currencyString ), goldPerTurnToOtherPlayers ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_ENERGY_TO_BEACON", beaconEnergyDelta ) insert( tips, "[ENDCOLOR]" ) -- show gold available for trade to the active player local tipIndex = #tips for playerID = 0, MAX_MAJOR_CIVS-1 do local player = Players[playerID] -- Valid player? - Can't be us, has to be alive, and has to be met if playerID ~= activePlayerID and player:IsAlive() and activeTeam:IsHasMet( player:GetTeam() ) then insert( tips, "[ICON_BULLET]" .. player:GetName() .. format(" %i%s(%+i)", ScratchDeal:GetGoldAvailable(playerID, -1), g_currencyIcon, player:CalculateGoldRate() ) ) end end if #tips > tipIndex then insert( tips, tipIndex+1, "" ) insert( tips, tipIndex+2, L"TXT_KEY_EO_RESOURCES_AVAILBLE" ) end -- Basic explanation if g_isBasicHelp then insert( tips, "" ) insert( tips, L( format("TXT_KEY_TP_%s_EXPLANATION", g_currencyString) ) ) end return concat( tips, "[NEWLINE]" ) end, GpIcon = function() local gp = ScanGP( Players[ GetActivePlayer() ] ) if gp then local icon = GreatPeopleIcons and GreatPeopleIcons[ gp.Class.Type ] or "[ICON_GREAT_PEOPLE]" return L( "TXT_KEY_PROGRESS_TOWARDS", "[COLOR_YIELD_FOOD]" .. Locale.ToUpper( gp.Class._Name ) .. "[ENDCOLOR]" ) .. " " .. gp.Progress .. icon .. " / " .. gp.Threshold .. icon .. "[NEWLINE]" .. gp.City:GetName() .. format( " %+g", gp.Change ) .. icon .. " " .. L"TXT_KEY_GOLD_PERTURN_HEADING4_TITLE" .. " [COLOR_YIELD_FOOD]" .. Locale.ToUpper( L( "TXT_KEY_STR_TURNS", gp.Turns ) ) .. "[ENDCOLOR]" else return "No Great Person found..." end end, ------------------------------------------------- -- Happiness Tooltip ------------------------------------------------- HappinessString = function() if g_isHappinessEnabled then local activePlayerID = GetActivePlayer() local activeTeamID = GetActiveTeam() local activePlayer = Players[activePlayerID] local activeTeam = Teams[activeTeamID] local tips = {} local excessHappiness = activePlayer:GetExcessHappiness() if not activePlayer:IsEmpireUnhappy() then insert( tips, L("TXT_KEY_TP_TOTAL_HAPPINESS", excessHappiness) ) elseif activePlayer:IsEmpireVeryUnhappy() then insert( tips, L("TXT_KEY_TP_TOTAL_UNHAPPINESS", "[ICON_HAPPINESS_4]", -excessHappiness) ) else insert( tips, L("TXT_KEY_TP_TOTAL_UNHAPPINESS", "[ICON_HAPPINESS_3]", -excessHappiness) ) end local policiesHappiness = activePlayer:GetHappinessFromPolicies() local resourcesHappiness = activePlayer:GetHappinessFromResources() local happinessFromExtraResources = activePlayer:GetHappinessFromResourceVariety() local extraLuxuryHappiness = activePlayer:GetExtraHappinessPerLuxury() local buildingHappiness = activePlayer:GetHappinessFromBuildings() local cityHappiness = 0 local garrisonedUnitsHappiness = 0 local minorCivHappiness = 0 local religionHappiness = 0 if IsCiv5notVanilla then cityHappiness = activePlayer:GetHappinessFromCities() minorCivHappiness = activePlayer:GetHappinessFromMinorCivs() religionHappiness = activePlayer:GetHappinessFromReligion() else garrisonedUnitsHappiness = activePlayer:GetHappinessFromGarrisonedUnits() -- Loop through all the Minors the active player knows for minorPlayerID = MAX_MAJOR_CIVS, MAX_CIV_PLAYERS_minus1 do minorCivHappiness = minorCivHappiness + activePlayer:GetHappinessFromMinor(minorPlayerID) end end local tradeRouteHappiness = activePlayer:GetHappinessFromTradeRoutes() local naturalWonderHappiness = activePlayer:GetHappinessFromNaturalWonders() local extraHappinessPerCity = activePlayer:GetExtraHappinessPerCity() * activePlayer:GetNumCities() local leagueHappiness = IsCiv5BNW_BE and activePlayer:GetHappinessFromLeagues() or 0 local totalHappiness = activePlayer:GetHappiness() local happinessFromVassals = activePlayer.GetHappinessFromVassals and activePlayer:GetHappinessFromVassals() or 0 -- Compatibility with Putmalk's Civ IV Diplomacy Features Mod local handicapHappiness = totalHappiness - policiesHappiness - resourcesHappiness - cityHappiness - buildingHappiness - garrisonedUnitsHappiness - minorCivHappiness - tradeRouteHappiness - religionHappiness - naturalWonderHappiness - extraHappinessPerCity - leagueHappiness - happinessFromVassals -- Compatibility with Putmalk's Civ IV Diplomacy Features Mod if activePlayer:IsEmpireVeryUnhappy() then if activePlayer:IsEmpireSuperUnhappy() then insert( tips, "[COLOR:255:60:60:255]" .. L"TXT_KEY_TP_EMPIRE_SUPER_UNHAPPY" .. "[ENDCOLOR]" ) else insert( tips, "[COLOR:255:60:60:255]" .. L"TXT_KEY_TP_EMPIRE_VERY_UNHAPPY" .. "[ENDCOLOR]" ) end elseif activePlayer:IsEmpireUnhappy() then insert( tips, "[COLOR:255:60:60:255]" .. L"TXT_KEY_TP_EMPIRE_UNHAPPY" .. "[ENDCOLOR]" ) end -- Basic explanation of Happiness if g_isBasicHelp then insert( tips, L"TXT_KEY_TP_HAPPINESS_EXPLANATION" ) insert( tips, "" ) end -- Individual Resource Info local baseHappinessFromResources = 0 local numHappinessResources = 0 local availableResources = "" local missingResources = "" local Resources = GameInfo.Resources local luxuries = { ResourceUsage = RESOURCEUSAGE_LUXURY } for resource in Resources( luxuries ) do local resourceID = resource.ID local numResourceAvailable = activePlayer:GetNumResourceAvailable(resource.ID, true) if numResourceAvailable > 0 then local resourceHappiness = IsCiv5notVanilla and activePlayer:GetHappinessFromLuxury( resourceID ) or resource.Happiness -- GetHappinessFromLuxury includes extra happiness if resourceHappiness > 0 then availableResources = availableResources .. " [COLOR_POSITIVE_TEXT]" .. numResourceAvailable .. "[ENDCOLOR]" .. resource.IconString numHappinessResources = numHappinessResources + 1 baseHappinessFromResources = baseHappinessFromResources + resourceHappiness end elseif numResourceAvailable == 0 then missingResources = missingResources .. resource.IconString else missingResources = missingResources .. " [COLOR_WARNING_TEXT]" .. numResourceAvailable .. "[ENDCOLOR]" .. resource.IconString end end -------------- -- Unhappiness local unhappinessFromPupetCities = activePlayer:GetUnhappinessFromPuppetCityPopulation() local unhappinessFromSpecialists = activePlayer:GetUnhappinessFromCitySpecialists() local unhappinessFromPop = activePlayer:GetUnhappinessFromCityPopulation() - unhappinessFromSpecialists - unhappinessFromPupetCities insert( tips, "[COLOR:255:150:150:255]" .. L( "TXT_KEY_TP_UNHAPPINESS_TOTAL", activePlayer:GetUnhappiness() ) ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHAPPINESS_CITY_COUNT", activePlayer:GetUnhappinessFromCityCount() / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHAPPINESS_CAPTURED_CITY_COUNT", activePlayer:GetUnhappinessFromCapturedCityCount() / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHAPPINESS_POPULATION", unhappinessFromPop / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHAPPINESS_PUPPET_CITIES", unhappinessFromPupetCities / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHAPPINESS_SPECIALISTS", unhappinessFromSpecialists / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHAPPINESS_OCCUPIED_POPULATION", activePlayer:GetUnhappinessFromOccupiedCities() / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHAPPINESS_UNITS", activePlayer:GetUnhappinessFromUnits() / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_POLICIES", min(policiesHappiness,0) ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHAPPINESS_PUBLIC_OPINION", IsCiv5BNW_BE and activePlayer:GetUnhappinessFromPublicOpinion() or 0 ) ------------ -- Happiness insert( tips, "[ENDCOLOR][COLOR:150:255:150:255]" ) insert( tips, L("TXT_KEY_TP_HAPPINESS_SOURCES", totalHappiness ) ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_DIFFICULTY_LEVEL", handicapHappiness ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_POLICIES", max(policiesHappiness,0) ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_BUILDINGS", buildingHappiness ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_CITIES", cityHappiness ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_GARRISONED_UNITS", garrisonedUnitsHappiness ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_CONNECTED_CITIES", tradeRouteHappiness ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_STATE_RELIGION", religionHappiness ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_NATURAL_WONDERS", naturalWonderHappiness ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_CITY_COUNT", extraHappinessPerCity ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_CITY_STATE_FRIENDSHIP", minorCivHappiness ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_LEAGUES", leagueHappiness ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HAPPINESS_VASSALS", happinessFromVassals ) -- Compatibility with Putmalk's Civ IV Diplomacy Features Mod -- Happiness from Luxury Variety insertLocalizedBulletIfNonZero( tips, " ", "TXT_KEY_TP_HAPPINESS_RESOURCE_VARIETY", happinessFromExtraResources ) -- Extra Happiness from each Luxury insertLocalizedBulletIfNonZero( tips, " ", "TXT_KEY_TP_HAPPINESS_EXTRA_PER_RESOURCE", extraLuxuryHappiness, numHappinessResources ) -- Misc Happiness from Resources local miscHappiness = resourcesHappiness - baseHappinessFromResources - happinessFromExtraResources - (extraLuxuryHappiness * numHappinessResources) insertLocalizedBulletIfNonZero( tips, " ", "TXT_KEY_TP_HAPPINESS_OTHER_SOURCES", miscHappiness ) if #availableResources > 0 then insert( tips, "[ICON_BULLET]" .. L( "TXT_KEY_TP_HAPPINESS_FROM_RESOURCES", resourcesHappiness ) ) insert( tips, " " .. availableResources ) end insert( tips, "[ENDCOLOR]" ) ---------------------------- -- Local Resources in Cities local tip = "" for resource in Resources( luxuries ) do local resourceID = resource.ID local quantity = activePlayer:GetNumResourceTotal( resourceID, false ) + activePlayer:GetResourceExport( resourceID ) if quantity > 0 then tip = tip .. " " .. ColorizeAbs( quantity ) .. resource.IconString end end insert( tips, L"TXT_KEY_EO_LOCAL_RESOURCES" .. (#tip > 0 and tip or (" : "..L"TXT_KEY_TP_NO_RESOURCES_DISCOVERED")) ) ---------------------------- -- Resources from city terrain for city in activePlayer:Cities() do local numConnectedResource = {} local numUnconnectedResource = {} for plot in CityPlots( city ) do local resourceID = plot:GetResourceType( activeTeamID ) local numResource = plot:GetNumResource() if numResource > 0 and GetResourceUsageType( resourceID ) == RESOURCEUSAGE_LUXURY then if plot:IsCity() or (not plot:IsImprovementPillaged() and plot:IsResourceConnectedByImprovement( plot:GetImprovementType() )) then numConnectedResource[resourceID] = (numConnectedResource[resourceID] or 0) + numResource else numUnconnectedResource[resourceID] = (numUnconnectedResource[resourceID] or 0) + numResource end end end local tip = "" for resource in Resources( luxuries ) do local resourceID = resource.ID if (numConnectedResource[resourceID] or 0) > 0 then tip = tip .. " " .. ColorizeAbs( numConnectedResource[resourceID] ) .. resource.IconString end if (numUnconnectedResource[resourceID] or 0) > 0 then tip = tip .. " " .. ColorizeAbs( -numUnconnectedResource[resourceID] ) .. resource.IconString end end if #tip > 0 then insert( tips, "[ICON_BULLET]" .. city:GetName() .. tip ) end end ---------------------------- -- Import & Export Breakdown local itemType, duration, finalTurn, data1, data2, data3, flag1, fromPlayerID local gameTurn = Game.GetGameTurn()-1 local Exports = {} local Imports = {} for playerID = 0, MAX_MAJOR_CIVS-1 do Exports[ playerID ] = {} Imports[ playerID ] = {} end PushScratchDeal() for i = 0, UI.GetNumCurrentDeals( activePlayerID ) - 1 do UI.LoadCurrentDeal( activePlayerID, i ) local otherPlayerID = ScratchDeal:GetOtherPlayer( activePlayerID ) ScratchDeal:ResetIterator() repeat if IsCiv5BNW_BE then itemType, duration, finalTurn, data1, data2, data3, flag1, fromPlayerID = ScratchDeal:GetNextItem() else itemType, duration, finalTurn, data1, data2, fromPlayerID = ScratchDeal:GetNextItem() end -- data1 is resourceID, data2 is quantity if data2 and itemType == TRADE_ITEM_RESOURCES and GetResourceUsageType( data1 ) == RESOURCEUSAGE_LUXURY then local trade if fromPlayerID == activePlayerID then trade = Exports[otherPlayerID] else trade = Imports[fromPlayerID] end local resourceTrade = trade[ data1 ] if not resourceTrade then resourceTrade = {} trade[ data1 ] = resourceTrade end resourceTrade[finalTurn] = (resourceTrade[finalTurn] or 0) + data2 end until not itemType end PopScratchDeal() ---------------------------- -- Imports local tip = "" for resource in Resources( luxuries ) do local resourceID = resource.ID local quantity = activePlayer:GetResourceImport( resourceID ) + activePlayer:GetResourceFromMinors( resourceID ) if quantity > 0 then tip = tip .. " " .. ColorizeAbs( quantity ) .. resource.IconString end end if #tip > 0 then insert( tips, "" ) insert( tips, L"TXT_KEY_RESOURCES_IMPORTED" .. tip ) for playerID, array in pairs( Imports ) do local tip = "" for resourceID, row in pairs( array ) do for turn, quantity in pairs(row) do if quantity > 0 then tip = tip .. " " .. quantity .. Resources[ resourceID ].IconString .. "(" .. turn - gameTurn .. ")" end end end if #tip > 0 then insert( tips, "[ICON_BULLET]" .. Players[ playerID ]:GetCivilizationShortDescription() .. tip ) end end for minorID = MAX_MAJOR_CIVS, MAX_CIV_PLAYERS_minus1 do local minor = Players[ minorID ] if minor and minor:IsAlive() and minor:GetAlly() == activePlayerID then local tip = "" for resource in Resources( luxuries ) do local quantity = minor:GetResourceExport(resource.ID) if quantity > 0 then tip = tip .. " " .. quantity .. resource.IconString end end if #tip > 0 then insert( tips, "[ICON_BULLET]" .. minor:GetCivilizationShortDescription() .. tip ) end end end end ---------------------------- -- Exports local tip = "" for resource in Resources( luxuries ) do local resourceID = resource.ID local quantity = activePlayer:GetResourceExport( resourceID ) if quantity > 0 then tip = tip .. " " .. ColorizeAbs( quantity ) .. resource.IconString end end if #tip > 0 then insert( tips, "" ) insert( tips, L"TXT_KEY_RESOURCES_EXPORTED" .. tip ) for playerID, array in pairs( Exports ) do local tip = "" for resourceID, row in pairs( array ) do for turn, quantity in pairs( row ) do if quantity > 0 then tip = tip .. " " .. quantity .. Resources[ resourceID ].IconString .. "(" .. turn - gameTurn .. ")" end end end if #tip > 0 then insert( tips, "[ICON_BULLET]" .. Players[ playerID ]:GetCivilizationShortDescription() .. tip ) end end end -- show resources available for trade to the active player -- insert( tips, L"TXT_KEY_DIPLO_ITEMS_LUXURY_RESOURCES" ) -- insert( tips, missingResources ) insert( tips, "" ) insert( tips, L"TXT_KEY_EO_RESOURCES_AVAILBLE" ) ---------------------------- -- Available for Import for resource in Resources( luxuries ) do local resourceID = resource.ID local resources = {} for playerID = 0, MAX_CIV_PLAYERS_minus1 do local player = Players[playerID] local isMinorCiv = player:IsMinorCiv() -- Valid player? - Can't be us, has to be alive and met, can't be allied city state if playerID ~= activePlayerID and player:IsAlive() and activeTeam:IsHasMet( player:GetTeam() ) and not (isMinorCiv and player:IsAllies( activePlayerID )) then local numResource = ( isMinorCiv and player:GetNumResourceTotal(resourceID, false) + player:GetResourceExport( resourceID ) ) or ( ScratchDeal:IsPossibleToTradeItem( playerID, activePlayerID, TRADE_ITEM_RESOURCES, resourceID, 1 ) and player:GetNumResourceAvailable(resourceID, false) ) or 0 if numResource > 0 then insert( resources, player:GetCivilizationShortDescription() .. " " .. numResource .. resource.IconString ) end end end if #resources > 0 then insert( tips, "[ICON_BULLET]" .. resource._Name .. ": " .. concat( resources, ", " ) ) end end return concat( tips, "[NEWLINE]" ) else return L"TXT_KEY_TOP_PANEL_HAPPINESS_OFF_TOOLTIP" end end, ------------------------------------------------- -- Golden Age Tooltip ------------------------------------------------- GoldenAgeString = function() if g_isHappinessEnabled then local activePlayerID = GetActivePlayer() local activePlayer = Players[activePlayerID] local tips = {} local goldenAgeTurns = activePlayer:GetGoldenAgeTurns() local happyProgress = activePlayer:GetGoldenAgeProgressMeter() local happyNeeded = activePlayer:GetGoldenAgeProgressThreshold() if goldenAgeTurns > 0 then if IsCiv5BNW and activePlayer:GetGoldenAgeTourismModifier() > 0 then insert( tips, Locale.ToUpper"TXT_KEY_UNIQUE_GOLDEN_AGE_ANNOUNCE" ) else insert( tips, Locale.ToUpper"TXT_KEY_GOLDEN_AGE_ANNOUNCE" ) end insert( tips, L( "TXT_KEY_TP_GOLDEN_AGE_NOW", goldenAgeTurns ) ) else local excessHappiness = activePlayer:GetExcessHappiness() insert( tips, L( "TXT_KEY_PROGRESS_TOWARDS", "[COLOR_YELLOW]" .. Locale.ToUpper( "TXT_KEY_SPECIALISTSANDGP_GOLDENAGE_HEADING4_TITLE" ) .. "[ENDCOLOR]" ) .. " " .. happyProgress .. " / " .. happyNeeded ) if excessHappiness > 0 then insert( tips, L"TXT_KEY_MISSION_START_GOLDENAGE" .. ": [COLOR_YELLOW]" .. Locale.ToUpper( L( "TXT_KEY_STR_TURNS", ceil((happyNeeded - happyProgress) / excessHappiness) ) ) .. "[ENDCOLOR]" .. "[NEWLINE][NEWLINE]" .. L("TXT_KEY_TP_GOLDEN_AGE_ADDITION", excessHappiness) ) elseif excessHappiness < 0 then insert( tips, "[COLOR_WARNING_TEXT]" .. L("TXT_KEY_TP_GOLDEN_AGE_LOSS", -excessHappiness) .. "[ENDCOLOR]" ) end end if g_isBasicHelp then insert( tips, "" ) if IsCiv5notVanilla and activePlayer:IsGoldenAgeCultureBonusDisabled() then insert( tips, L"TXT_KEY_TP_GOLDEN_AGE_EFFECT_NO_CULTURE" ) else insert( tips, L"TXT_KEY_TP_GOLDEN_AGE_EFFECT" ) end if IsCiv5BNW and activePlayer:GetGoldenAgeTurns() > 0 and activePlayer:GetGoldenAgeTourismModifier() > 0 then insert( tips, "" ) insert( tips, L"TXT_KEY_TP_CARNIVAL_EFFECT" ) end end return concat( tips, "[NEWLINE]" ) else return L"TXT_KEY_TOP_PANEL_HAPPINESS_OFF_TOOLTIP" end end, ------------------------------------------------- -- Culture Tooltip ------------------------------------------------- CultureString = function() if g_isPoliciesEnabled then local activePlayerID = GetActivePlayer() local activePlayer = Players[activePlayerID] local tips = {} local turnsRemaining = 1 local cultureProgress, culturePerTurn, culturePerTurnForFree, culturePerTurnFromCities, culturePerTurnFromExcessHappiness, culturePerTurnFromTraits -- Firaxis Cleverness... if IsCiv5 then cultureProgress = activePlayer:GetJONSCulture() culturePerTurn = activePlayer:GetTotalJONSCulturePerTurn() culturePerTurnForFree = activePlayer:GetJONSCulturePerTurnForFree() culturePerTurnFromCities = activePlayer:GetJONSCulturePerTurnFromCities() culturePerTurnFromExcessHappiness = activePlayer:GetJONSCulturePerTurnFromExcessHappiness() culturePerTurnFromTraits = IsCiv5BNW and activePlayer:GetJONSCulturePerTurnFromTraits() or 0 else cultureProgress = activePlayer:GetCulture() culturePerTurn = activePlayer:GetTotalCulturePerTurn() culturePerTurnForFree = activePlayer:GetCulturePerTurnForFree() culturePerTurnFromCities = activePlayer:GetCulturePerTurnFromCities() culturePerTurnFromExcessHappiness = activePlayer:GetCulturePerTurnFromExcessHealth() culturePerTurnFromTraits = activePlayer:GetCulturePerTurnFromTraits() end local cultureTheshold = activePlayer:GetNextPolicyCost() if cultureTheshold > cultureProgress then if culturePerTurn > 0 then turnsRemaining = ceil( (cultureTheshold - cultureProgress) / culturePerTurn) else turnsRemaining = "?" end end if IsCiv5BNW_BE and activePlayer:IsAnarchy() then insert( tips, L("TXT_KEY_TP_ANARCHY", activePlayer:GetAnarchyNumTurns()) ) insert( tips, "" ) end insert( tips, L( "TXT_KEY_PROGRESS_TOWARDS", "[COLOR_MAGENTA]" .. Locale.ToUpper"TXT_KEY_ADVISOR_SCREEN_SOCIAL_POLICY_DISPLAY" .. "[ENDCOLOR]" ) .. " " .. cultureProgress .. "[ICON_CULTURE]/ " .. cultureTheshold .. "[ICON_CULTURE]" ) if culturePerTurn > 0 then local cultureOverflow = culturePerTurn * turnsRemaining + cultureProgress - cultureTheshold local tip = "[COLOR_MAGENTA]" .. Locale.ToUpper( L( "TXT_KEY_STR_TURNS", turnsRemaining ) ) .. "[ENDCOLOR]" .. format( " %+g[ICON_CULTURE]", cultureOverflow ) if turnsRemaining > 1 then tip = L( "TXT_KEY_STR_TURNS", turnsRemaining -1 ) .. format( " %+g[ICON_CULTURE] ", cultureOverflow - culturePerTurn ) .. tip end insert( tips, tip ) end insert( tips, "" ) insert( tips, "[COLOR_MAGENTA]" .. format( "%+g", culturePerTurn ) .. "[ENDCOLOR] " .. L"TXT_KEY_REPLAY_DATA_CULTUREPERTURN" ) -- Culture for Free insertLocalizedIfNonZero( tips, "TXT_KEY_TP_CULTURE_FOR_FREE", culturePerTurnForFree ) -- Culture from Cities insertLocalizedIfNonZero( tips, "TXT_KEY_TP_CULTURE_FROM_CITIES", culturePerTurnFromCities ) -- Culture from Excess Happiness / Health insertLocalizedIfNonZero( tips, "TXT_KEY_TP_CULTURE_FROM_" .. g_happinessString, culturePerTurnFromExcessHappiness ) -- Culture from Traits insertLocalizedIfNonZero( tips, "TXT_KEY_TP_CULTURE_FROM_TRAITS", culturePerTurnFromTraits ) if IsCiv5 then -- Culture from Minor Civs local culturePerTurnFromMinorCivs = activePlayer:GetJONSCulturePerTurnFromMinorCivs() insertLocalizedIfNonZero( tips, "TXT_KEY_TP_CULTURE_FROM_MINORS", culturePerTurnFromMinorCivs ) -- Culture from Religion local culturePerTurnFromReligion = IsCiv5notVanilla and activePlayer:GetCulturePerTurnFromReligion() or 0 insertLocalizedIfNonZero( tips, "TXT_KEY_TP_CULTURE_FROM_RELIGION", culturePerTurnFromReligion ) -- Culture from bonus turns (League Project) local culturePerTurnFromBonusTurns = 0 if IsCiv5BNW then culturePerTurnFromBonusTurns = activePlayer:GetCulturePerTurnFromBonusTurns() insertLocalizedIfNonZero( tips, "TXT_KEY_TP_CULTURE_FROM_BONUS_TURNS", culturePerTurnFromBonusTurns, activePlayer:GetCultureBonusTurns() ) end -- Culture from Vassals / Compatibility with Putmalk's Civ IV Diplomacy Features Mod local culturePerTurnFromVassals = activePlayer.GetJONSCulturePerTurnFromVassals and activePlayer:GetJONSCulturePerTurnFromVassals() or 0 insertLocalizedIfNonZero( tips, "TXT_KEY_TP_CULTURE_VASSALS", culturePerTurnFromVassals ) -- Culture from Golden Age insertLocalizedIfNonZero( tips, "TXT_KEY_TP_CULTURE_FROM_GOLDEN_AGE", culturePerTurn - culturePerTurnForFree - culturePerTurnFromCities - culturePerTurnFromExcessHappiness - culturePerTurnFromMinorCivs - culturePerTurnFromReligion - culturePerTurnFromTraits - culturePerTurnFromBonusTurns - culturePerTurnFromVassals ) -- Compatibility with Putmalk's Civ IV Diplomacy Features Mod else -- Uncategorized Culture insertLocalizedIfNonZero( tips, "TXT_KEY_TP_YIELD_FROM_UNCATEGORIZED", culturePerTurn - culturePerTurnForFree - culturePerTurnFromCities - culturePerTurnFromExcessHappiness - culturePerTurnFromTraits ) end -- Let people know that building more cities makes policies harder to get if g_isBasicHelp then insert( tips, "" ) insert( tips, L("TXT_KEY_TP_CULTURE_CITY_COST", Game.GetNumCitiesPolicyCostMod() * ( 100 + ( IsCivBE and activePlayer:GetNumCitiesPolicyCostDiscount() or 0 ) ) / 100 ) ) end return concat( tips, "[NEWLINE]" ) else return L"TXT_KEY_TOP_PANEL_POLICIES_OFF_TOOLTIP" end end, FaithString = FaithTooltip, FaithIcon = FaithTooltip, ------------------------------------------------- -- Tourism Tooltip (BNW) ------------------------------------------------- TourismString = function() local activePlayerID = GetActivePlayer() local activePlayer = Players[activePlayerID] local totalGreatWorks = activePlayer:GetNumGreatWorks() local totalSlots = activePlayer:GetNumGreatWorkSlots() local tipText = L( "TXT_KEY_TOP_PANEL_TOURISM_TOOLTIP_1", totalGreatWorks ) .. "[NEWLINE]" .. L( "TXT_KEY_TOP_PANEL_TOURISM_TOOLTIP_2", totalSlots - totalGreatWorks ) local cultureVictory = GameInfo.Victories.VICTORY_CULTURAL if cultureVictory and PreGame.IsVictory(cultureVictory.ID) then local numInfluential = activePlayer:GetNumCivsInfluentialOn() local numToBeInfluential = activePlayer:GetNumCivsToBeInfluentialOn() tipText = tipText .. "[NEWLINE][NEWLINE]" .. L( "TXT_KEY_TOP_PANEL_TOURISM_TOOLTIP_3", L("TXT_KEY_CO_VICTORY_INFLUENTIAL_OF", numInfluential, numToBeInfluential) ) end return tipText end, ------------------------------------------------- -- International Trade Routes Tooltip (BNW) ------------------------------------------------- InternationalTradeRoutes = function() local activePlayerID = GetActivePlayer() local activePlayer = Players[activePlayerID] local tipText = "" local numAvailableTradeUnits = activePlayer:GetNumAvailableTradeUnits(DomainTypes.DOMAIN_LAND) if numAvailableTradeUnits > 0 then local tradeUnitType = activePlayer:GetTradeUnitType(DomainTypes.DOMAIN_LAND) tipText = tipText .. L("TXT_KEY_TOP_PANEL_INTERNATIONAL_TRADE_ROUTES_TT_UNASSIGNED", numAvailableTradeUnits, GameInfo.Units[ tradeUnitType ]._Name) .. "[NEWLINE]" end local numAvailableTradeUnits = activePlayer:GetNumAvailableTradeUnits(DomainTypes.DOMAIN_SEA) if numAvailableTradeUnits > 0 then local tradeUnitType = activePlayer:GetTradeUnitType(DomainTypes.DOMAIN_SEA) tipText = tipText .. L("TXT_KEY_TOP_PANEL_INTERNATIONAL_TRADE_ROUTES_TT_UNASSIGNED", numAvailableTradeUnits, GameInfo.Units[ tradeUnitType ]._Name) .. "[NEWLINE]" end local usedTradeRoutes = activePlayer:GetNumInternationalTradeRoutesUsed() local availableTradeRoutes = activePlayer:GetNumInternationalTradeRoutesAvailable() if #tipText > 0 then tipText = tipText .. "[NEWLINE]" end tipText = L("TXT_KEY_TOP_PANEL_INTERNATIONAL_TRADE_ROUTES_TT", usedTradeRoutes, availableTradeRoutes) local strYourTradeRoutes = activePlayer:GetTradeYourRoutesTTString() if #strYourTradeRoutes > 0 then tipText = tipText .. "[NEWLINE][NEWLINE]" .. L"TXT_KEY_TOP_PANEL_ITR_ESTABLISHED_BY_PLAYER_TT" .. "[NEWLINE]" .. strYourTradeRoutes end local strToYouTradeRoutes = activePlayer:GetTradeToYouRoutesTTString() if #strToYouTradeRoutes > 0 then tipText = tipText .. "[NEWLINE][NEWLINE]" .. L"TXT_KEY_TOP_PANEL_ITR_ESTABLISHED_BY_OTHER_TT" .. "[NEWLINE]" .. strToYouTradeRoutes end return tipText end, ------------------------------------------------- -- Health Tooltip (CivBE) ------------------------------------------------- HealthString = function() if g_isHealthEnabled then local activePlayerID = GetActivePlayer() local activePlayer = Players[activePlayerID] local excessHealth = activePlayer:GetExcessHealth() local healthLevel = activePlayer:GetCurrentHealthLevel() local healthLevelInfo = GameInfo.HealthLevels[healthLevel] local colorPrefixText = "[COLOR_GREEN]" local iconStringText = "[ICON_HEALTH]" local rangeFactor = 1 if excessHealth < 0 then colorPrefixText = "[COLOR_RED]" iconStringText = "[ICON_UNHEALTH]" rangeFactor = -1 end local tips = { L("TXT_KEY_TP_HEALTH_SUMMARY", iconStringText, colorPrefixText, excessHealth * rangeFactor) } if healthLevelInfo.Help then insert( tips, L( healthLevelInfo.Help ) ) end insert( tips, activePlayer:IsEmpireUnhealthy() and "[COLOR_WARNING_TEXT]" or "[COLOR_POSITIVE_TEXT]" ) local cityYieldMods = {} local combatMod = 0 local cityGrowthMod = 0 local outpostGrowthMod = 0 local cityIntrigueMod = 0 for info in GameInfo.HealthLevels() do local healthLevelID = info.ID if activePlayer:IsAffectedByHealthLevel(healthLevelID) then for yieldID = 0, YieldTypes.NUM_YIELD_TYPES-1 do cityYieldMods[yieldID] = (cityYieldMods[yieldID] or 0) + Game.GetHealthLevelCityYieldModifier(healthLevelID, excessHealth, yieldID) end combatMod = combatMod + (info.CombatModifier or 0) cityGrowthMod = cityGrowthMod + Game.GetHealthLevelCityGrowthModifier(healthLevelID, excessHealth) outpostGrowthMod = outpostGrowthMod + Game.GetHealthLevelCityGrowthModifier(healthLevelID, excessHealth) cityIntrigueMod = cityIntrigueMod + Game.GetHealthLevelCityIntrigueModifier(healthLevelID, excessHealth) end end insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_LEVEL_EFFECT_COMBAT_MODIFIER", combatMod ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_LEVEL_EFFECT_CITY_GROWTH_MODIFIER", cityGrowthMod ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_LEVEL_EFFECT_OUTPOST_GROWTH_MODIFIER", outpostGrowthMod ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_LEVEL_EFFECT_CITY_INTRIGUE_MODIFIER", cityIntrigueMod ) for yieldID = 0, YieldTypes.NUM_YIELD_TYPES-1 do local yieldInfo = GameInfo.Yields[ yieldID ] insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_LEVEL_EFFECT_CITY_YIELD_MODIFIER", yieldInfo and cityYieldMods[yieldID] or 0, yieldInfo.IconString, yieldInfo._Name ) end -- insert( tips, "[ENDCOLOR]" ) --*** HEALTH Breakdown ***-- local totalHealth = activePlayer:GetHealth() local handicapInfo = GameInfo.HandicapInfos[activePlayer:GetHandicapType()] local handicapHealth = handicapInfo.BaseHealthRate local healthFromCities = activePlayer:GetHealthFromCities() local extraCityHealth = activePlayer:GetExtraHealthPerCity() * activePlayer:GetNumCities() local healthFromPolicies = activePlayer:GetHealthFromPolicies() local healthFromTradeRoutes = activePlayer:GetHealthFromTradeRoutes() --local healthFromNationalSecurityProject = activePlayer:GetHealthFromNationalSecurityProject(); WRM: Add this in when we have a text string for it insert( tips, "[COLOR_WHITE]" ) insert( tips, L( "TXT_KEY_TP_HEALTH_SOURCES", totalHealth ) ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_CITIES", healthFromCities ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_POLICIES", healthFromPolicies ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_CONNECTED_CITIES", healthFromTradeRoutes ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_CITY_COUNT", extraCityHealth ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_DIFFICULTY_LEVEL", handicapHealth ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_HEALTH_OTHER_SOURCES", totalHealth - handicapHealth - healthFromPolicies - healthFromCities - healthFromTradeRoutes - extraCityHealth ) insert( tips, "[ENDCOLOR]" ) --*** UNHEALTH Breakdown ***-- local totalUnhealth = activePlayer:GetUnhealth() local unhealthFromCities = activePlayer:GetUnhealthFromCities() local unhealthFromUnits = activePlayer:GetUnhealthFromUnits() local unhealthFromCityCount = activePlayer:GetUnhealthFromCityCount() local unhealthFromConqueredCityCount = activePlayer:GetUnhealthFromConqueredCityCount() local unhealthFromPupetCities = activePlayer:GetUnhealthFromPuppetCityPopulation() local unhealthFromSpecialists = activePlayer:GetUnhealthFromCitySpecialists() local unhealthFromPop = activePlayer:GetUnhealthFromCityPopulation() - unhealthFromSpecialists - unhealthFromPupetCities local unhealthFromConqueredCities = activePlayer:GetUnhealthFromConqueredCities() insert( tips, "[COLOR:255:150:150:255]" ) insert( tips, L( "TXT_KEY_TP_UNHEALTH_TOTAL", totalUnhealth ) ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHEALTH_CITIES", unhealthFromCities / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHEALTH_CITY_COUNT", unhealthFromCityCount / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHEALTH_CAPTURED_CITY_COUNT", unhealthFromConqueredCityCount / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHEALTH_POPULATION", unhealthFromPop / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHEALTH_PUPPET_CITIES", unhealthFromPupetCities / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHEALTH_SPECIALISTS", unhealthFromSpecialists / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHEALTH_OCCUPIED_POPULATION", unhealthFromConqueredCities / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHEALTH_UNITS", unhealthFromUnits / 100 ) insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_YIELD_FROM_UNCATEGORIZED", totalUnhealth - ( unhealthFromCities + unhealthFromCityCount + unhealthFromConqueredCityCount + unhealthFromPop + unhealthFromPupetCities + unhealthFromSpecialists + unhealthFromConqueredCities + unhealthFromUnits ) / 100 ) insert( tips, "[ENDCOLOR]" ) -- Overall Unhealth Mod local unhealthMod = activePlayer:GetUnhealthMod() if unhealthMod > 0 then -- Positive mod means more Unhealth - this is a bad thing! append( tips, "[COLOR:255:150:150:255]" ) end insertLocalizedBulletIfNonZero( tips, "TXT_KEY_TP_UNHEALTH_MOD", unhealthMod ) -- Basic explanation of Health insert( tips, "[ENDCOLOR]" ) insert( tips, L( "TXT_KEY_TP_HEALTH_EXPLANATION", totalUnhealth ) ) return concat( tips, "[NEWLINE]" ) else return L"TXT_KEY_TOP_PANEL_HEALTH_OFF_TOOLTIP" end end, ------------------------------------------------- -- Affinity Tooltips (CivBE) ------------------------------------------------- Harmony = function() return GetHelpTextForAffinity( GameInfoTypes.AFFINITY_TYPE_HARMONY, Players[GetActivePlayer()] ) end, Purity = function() return GetHelpTextForAffinity( GameInfoTypes.AFFINITY_TYPE_PURITY, Players[GetActivePlayer()] ) end, Supremacy = function() return GetHelpTextForAffinity( GameInfoTypes.AFFINITY_TYPE_SUPREMACY, Players[GetActivePlayer()] ) end, } LuaEvents.TopPanelTooltips.Add( function( control ) local toolTip = TooltipSelect( TopPanelTooltips, control ) return toolTip and ShowTextToolTip( toolTip ) end) print( "EUI tooltip server loaded." )
local ADDON_NAME, private = ... -- Lua Globals -- -- luacheck: globals select local loaded = _G.LoadAddOn("RealUI_Skins") local tries = 1 while not loaded do loaded = _G.LoadAddOn("RealUI_Skins") tries = tries + 1 if tries > 3 then _G.StaticPopupDialogs["REALUI_SKINS_NOT_FOUND"] = { text = "Module \"Skins\" was not found. RealUI will now be disabled.", button1 = _G.OKAY, OnShow = function(self) self:SetScale(2) self:ClearAllPoints() self:SetPoint("CENTER") end, OnAccept = function(self, data) _G.DisableAddOn("nibRealUI") _G.ReloadUI() end, timeout = 0, exclusive = 1, whileDead = 1, } _G.StaticPopup_Show("REALUI_SKINS_NOT_FOUND") break end end -- RealUI -- private.RealUI = _G.LibStub("AceAddon-3.0"):NewAddon(_G.RealUI, ADDON_NAME, "AceConsole-3.0", "AceEvent-3.0", "AceTimer-3.0") local RealUI = private.RealUI RealUI.isPatch = select(4, _G.GetBuildInfo()) >= 90001 RealUI.realmInfo = { realm = _G.GetRealmName(), connectedRealms = _G.GetAutoCompleteRealms(), id = _G.GetRealmID(), } if RealUI.realmInfo.connectedRealms[1] then RealUI.realmInfo.isConnected = true end local function CheckforRealm() RealUI.realmInfo.realmNormalized = _G.GetNormalizedRealmName() if RealUI.realmInfo.realmNormalized then if not RealUI.realmInfo.isConnected then RealUI.realmInfo.connectedRealms[1] = RealUI.realmInfo.realmNormalized end RealUI:SendMessage("NormalizedRealmReceived") return true end return false end if not CheckforRealm() then local frame = _G.CreateFrame("Frame") frame:SetScript("OnUpdate", function(self) self:SetShown(not CheckforRealm()) end) end local classLocale, classToken, classID = _G.UnitClass("player") RealUI.charInfo = { name = _G.UnitName("player"), realm = RealUI.realmInfo.realm, faction = _G.UnitFactionGroup("player"), class = { locale = classLocale, token = classToken, id = classID, color = _G.CUSTOM_CLASS_COLORS[classToken] or _G.CUSTOM_CLASS_COLORS.PRIEST }, specs = { current = {} } } for specIndex = 1, _G.GetNumSpecializationsForClassID(classID) do local id, name, _, iconID, role, isRecommended = _G.GetSpecializationInfoForClassID(classID, specIndex) RealUI.charInfo.specs[specIndex] = { index = specIndex, id = id, name = name, icon = iconID, role = role, isRecommended = isRecommended, } if isRecommended then RealUI.charInfo.specs.current = RealUI.charInfo.specs[specIndex] end end -- Disable cargBags local enabled = _G.GetAddOnEnableState(RealUI.charInfo.name, "RealUI_Inventory") if enabled > 0 then _G.DisableAddOn("cargBags_Nivaya", true) end RealUI.globals = { anchorPoints = { "TOPLEFT", "TOP", "TOPRIGHT", "LEFT", "CENTER", "RIGHT", "BOTTOMLEFT", "BOTTOM", "BOTTOMRIGHT", }, cornerPoints = { "TOPLEFT", "TOPRIGHT", "BOTTOMLEFT", "BOTTOMRIGHT", }, stratas = { "BACKGROUND", "LOW", "MEDIUM", "HIGH", "DIALOG", "TOOLTIP" } }
---@class any @any type ---@class nil:any @The type `nil` has one single value `nil`, whose main property is to be different from any other value. [`View online doc`](https://www.lua.org/manual/5.4/manual.html#2) | [`View local doc`](command:extension.lua.doc?["en-us/54/manual.html/2"]) ---@class boolean: any @The type `boolean` has two values, `false` and `true`. [`View online doc`](https://www.lua.org/manual/5.4/manual.html#2) | [`View local doc`](command:extension.lua.doc?["en-us/54/manual.html/2"]) ---@class number:any @The type `number` uses two internal representations, or two subtypes, one called *integer* and the other called *float*. [`View online doc`](https://www.lua.org/manual/5.4/manual.html#2) | [`View local doc`](command:extension.lua.doc?["en-us/54/manual.html/2"]) ---@alias integer number @integer numbers ---@class thread: any @The type *thread* represents independent threads of execution and it is used to implement coroutines. Lua threads are not related to operating-system threads. Lua supports coroutines on all systems, even thosethat do not support threads natively. [`View online doc`](https://www.lua.org/manual/5.4/manual.html#2) | [`View local doc`](command:extension.lua.doc?["en-us/54/manual.html/2"]) ---@class table: any @The type *table* implements associative arrays, that is, arrays that can have as indices not only numbers, but any Lua value except **nil** and NaN.(*Not a Number* is a special floating-point value used by the IEEE 754 standard to represent undefined or unrepresentable numerical results, such as `0/0`.) Tables can be heterogeneous; that is, they can contain values of all types (except **nil**). Any key with value **nil** is not considered part oft he table. Conversely, any key that is not part of a table has an a ssociated value **nil**. [`View online doc`](https://www.lua.org/manual/5.4/manual.html#2) | [`View local doc`](command:extension.lua.doc?["en-us/54/manual.html/2"]) ---@class string: any ---@class void ---@class userdata: any @The type `userdata` is provided to allow arbitrary C data to be stored in Lua variables. A `userdata` value represents a block of raw memory. There are two kinds of `userdata`: `full userdata`, which is an object with a block of memory managed by Lua, and `light userdata`, which is simply a C pointer value. Userdata has no predefined operations in Lua, except assignment and identity test. By using metatables, the programmer can define operations for `full userdata` values. Userdata values cannot be created or modified in Lua, only through the C API. This guarantees the integrity of data owned by the host program and C libraries. [`View online doc`](https://www.lua.org/manual/5.4/manual.html#2) | [`View local doc`](command:extension.lua.doc?["en-us/54/manual.html/2"]) ---@class lightuserdata: userdata ---@class function: any @Lua can call (and manipulate) functions written in Lua and functions written in C. Both are represented by the type *function*.
--!A cross-platform build utility based on Lua -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- -- Copyright (C) 2015-present, TBOOX Open Source Group. -- -- @author ruki -- @file socket.lua -- -- define module local socket = socket or {} local _instance = _instance or {} -- load modules local io = require("base/io") local bytes = require("base/bytes") local table = require("base/table") local string = require("base/string") local scheduler = require("base/scheduler") -- the socket types socket.TCP = 1 socket.UDP = 2 socket.ICMP = 3 -- the socket families socket.IPV4 = 1 socket.IPV6 = 2 socket.UNIX = 3 -- the socket events, @see tbox/platform/socket.h socket.EV_RECV = 1 socket.EV_SEND = 2 socket.EV_CONN = socket.EV_SEND socket.EV_ACPT = socket.EV_RECV -- new a socket function _instance.new(socktype, family, sock) local instance = table.inherit(_instance) instance._SOCK = sock instance._TYPE = socktype instance._FAMILY = family setmetatable(instance, _instance) return instance end -- get socket type function _instance:type() return self._TYPE end -- get socket family function _instance:family() return self._FAMILY end -- get cdata of socket function _instance:cdata() return self._SOCK end -- get poller object type, poller.OT_SOCK function _instance:otype() return 1 end -- get socket rawfd function _instance:rawfd() -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return nil, errors end -- get rawfd local result, errors = io.socket_rawfd(self:cdata()) if not result and errors then errors = string.format("%s: %s", self, errors) end return result, errors end -- bind socket function _instance:bind(addr, port) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- bind it local ok, errors = io.socket_bind(self:cdata(), addr, port, self:family()) if not ok and errors then errors = string.format("%s: %s", self, errors) end return ok, errors end -- bind socket from the unix address function _instance:bind_unix(addr, opt) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- must be unix socket if self:family() ~= socket.UNIX then return -1, string.format("%s: must be unix socket!", self) end -- bind it opt = opt or {} local ok, errors = io.socket_bind(self:cdata(), addr, opt.is_abstract, self:family()) if not ok and errors then errors = string.format("%s: %s", self, errors) end return ok, errors end -- listen socket function _instance:listen(backlog) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- listen it local ok, errors = io.socket_listen(self:cdata(), backlog or 10) if not ok and errors then errors = string.format("%s: %s", self, errors) end return ok, errors end -- accept socket function _instance:accept(opt) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- accept it local sock, errors = io.socket_accept(self:cdata()) if not sock and not errors then opt = opt or {} local events, waiterrs = _instance.wait(self, socket.EV_ACPT, opt.timeout or -1) if events == socket.EV_ACPT then sock, errors = io.socket_accept(self:cdata()) else errors = waiterrs end end if not sock and errors then errors = string.format("%s: %s", self, errors) end if sock then sock = _instance.new(self:type(), self:family(), sock) end return sock, errors end -- connect socket function _instance:connect(addr, port, opt) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- connect it local ok, errors = io.socket_connect(self:cdata(), addr, port, self:family()) if ok == 0 then opt = opt or {} local events, waiterrs = _instance.wait(self, socket.EV_CONN, opt.timeout or -1) if events == socket.EV_CONN then ok, errors = io.socket_connect(self:cdata(), addr, port, self:family()) else errors = waiterrs end end if ok < 0 and errors then errors = string.format("%s: %s", self, errors) end return ok, errors end -- connect socket from the unix address function _instance:connect_unix(addr, opt) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- must be unix socket if self:family() ~= socket.UNIX then return -1, string.format("%s: must be unix socket!", self) end -- connect it opt = opt or {} local ok, errors = io.socket_connect(self:cdata(), addr, opt.is_abstract, self:family()) if ok == 0 then local events, waiterrs = _instance.wait(self, socket.EV_CONN, opt.timeout or -1) if events == socket.EV_CONN then ok, errors = io.socket_connect(self:cdata(), addr, opt.is_abstract, self:family()) else errors = waiterrs end end if ok < 0 and errors then errors = string.format("%s: %s", self, errors) end return ok, errors end -- send data to socket function _instance:send(data, opt) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- data is bytes? table.unpack the raw address local datasize = #data if type(data) == "table" and data.caddr then datasize = data:size() data = {data = data:caddr(), size = data:size()} end -- init start and last opt = opt or {} local start = opt.start or 1 local last = opt.last or datasize -- check start and last if start > last or start < 1 then return -1, string.format("%s: invalid start(%d) and last(%d)!", self, start, last) end -- send it local send = 0 local real = 0 local wait = false local errors = nil if opt.block then local size = last + 1 - start while start <= last do real, errors = io.socket_send(self:cdata(), data, start, last) if real > 0 then send = send + real start = start + real wait = false elseif real == 0 and not wait then local events, waiterrs = _instance.wait(self, socket.EV_SEND, opt.timeout or -1) if events == socket.EV_SEND then wait = true else errors = waiterrs break end else break end end if send ~= size then send = -1 end else send, errors = io.socket_send(self:cdata(), data, start, last) if send < 0 and errors then errors = string.format("%s: %s", self, errors) end end return send, errors end -- send file to socket function _instance:sendfile(file, opt) -- ensure the socket opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- ensure the file opened local ok, errors = file:_ensure_opened() if not ok then return -1, errors end -- init start and last opt = opt or {} local start = opt.start or 1 local last = opt.last or file:size() -- check start and last if start > last or start < 1 then return -1, string.format("%s: invalid start(%d) and last(%d)!", self, start, last) end -- send it local send = 0 local real = 0 local wait = false local errors = nil if opt.block then local size = last + 1 - start while start <= last do real, errors = io.socket_sendfile(self:cdata(), file._FILE, start, last) if real > 0 then send = send + real start = start + real wait = false elseif real == 0 and not wait then local events, waiterrs = _instance.wait(self, socket.EV_SEND, opt.timeout or -1) if events == socket.EV_SEND then wait = true else errors = waiterrs break end else break end end if send ~= size then send = -1 end else send, errors = io.socket_sendfile(self:cdata(), file._FILE, start, last) if send < 0 and errors then errors = string.format("%s: %s", self, errors) end end return send, errors end -- recv data from socket function _instance:recv(size, opt) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- check size if size == 0 then return 0 elseif size == nil or size < 0 then return -1, string.format("%s: invalid size(%d)!", self, size) end -- recv it opt = opt or {} local recv = 0 local real = 0 local wait = false local data_or_errors = nil if opt.block then local results = {} while recv < size do local buff = self:_recvbuff() real, data_or_errors = io.socket_recv(self:cdata(), buff:caddr(), math.min(buff:size(), size - recv)) if real > 0 then recv = recv + real wait = false table.insert(results, bytes(buff, 1, real)) self:_recvbuff_clear() elseif real == 0 and not wait then local events, waiterrs = _instance.wait(self, socket.EV_RECV, opt.timeout or -1) if events == socket.EV_RECV then wait = true else data_or_errors = waiterrs break end else break end end if recv == size then data_or_errors = bytes(results) else recv = -1 end else local buff = self:_recvbuff() recv, data_or_errors = io.socket_recv(self:cdata(), buff:caddr(), math.min(buff:size(), size)) if recv > 0 then data_or_errors = bytes(buff, 1, recv) self:_recvbuff_clear() end end if recv < 0 and data_or_errors then data_or_errors = string.format("%s: %s", self, data_or_errors) end return recv, data_or_errors end -- send udp data to peer function _instance:sendto(data, addr, port, opt) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- only for udp if self:type() ~= socket.UDP then return -1, string.format("%s: sendto() only for udp socket!", self) end -- check address if not addr or not port then return -1, string.format("%s: sendto empty address!", self) end -- data is bytes? table.unpack the raw address if type(data) == "table" and data.caddr then data = {data = data:caddr(), size = data:size()} end -- send it opt = opt or {} local send = 0 local wait = false local errors = nil if opt.block then while true do send, errors = io.socket_sendto(self:cdata(), data, addr, port, self:family()) if send == 0 and not wait then local events, waiterrs = _instance.wait(self, socket.EV_SEND, opt.timeout or -1) if events == socket.EV_SEND then wait = true else errors = waiterrs break end else break end end else send, errors = io.socket_sendto(self:cdata(), data, addr, port, self:family()) if send < 0 and errors then errors = string.format("%s: %s", self, errors) end end return send, errors end -- recv udp data from peer function _instance:recvfrom(size, opt) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- only for udp if self:type() ~= socket.UDP then return -1, string.format("%s: sendto() only for udp socket!", self) end -- check size if size == 0 then return 0 elseif size == nil or size < 0 then return -1, string.format("%s: invalid size(%d)!", self, size) end -- recv it opt = opt or {} local recv = 0 local wait = false local data_or_errors = nil if opt.block then while true do local buff = self:_recvbuff() recv, data_or_errors, addr, port = io.socket_recvfrom(self:cdata(), buff:caddr(), math.min(buff:size(), size)) if recv > 0 then data_or_errors = bytes(buff, 1, recv) self:_recvbuff_clear() break elseif recv == 0 and not wait then local events, waiterrs = _instance.wait(self, socket.EV_RECV, opt.timeout or -1) if events == socket.EV_RECV then wait = true else recv = -1 data_or_errors = waiterrs break end else break end end else local buff = self:_recvbuff() recv, data_or_errors, addr, port = io.socket_recvfrom(self:cdata(), buff:caddr(), math.min(buff:size(), size)) if recv > 0 then data_or_errors = bytes(buff, 1, recv) self:_recvbuff_clear() end end if recv < 0 and data_or_errors then data_or_errors = string.format("%s: %s", self, data_or_errors) end return recv, data_or_errors, addr, port end -- wait socket events function _instance:wait(events, timeout) -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return -1, errors end -- wait events local result = -1 local errors = nil if scheduler:co_running() then result, errors = scheduler:poller_wait(self, events, timeout or -1) else result, errors = io.socket_wait(self:cdata(), events, timeout or -1) end if result < 0 and errors then errors = string.format("%s: %s", self, errors) end return result, errors end -- close socket function _instance:close() -- ensure opened local ok, errors = self:_ensure_opened() if not ok then return false, errors end -- cancel socket events from the scheduler if scheduler:co_running() then ok, errors = scheduler:poller_cancel(self) if not ok then return false, errors end end -- close it ok = io.socket_close(self:cdata()) if ok then self._SOCK = nil end return ok end -- get the recv buffer function _instance:_recvbuff() local recvbuff = self._RECVBUFF if not recvbuff then recvbuff = bytes(8192) self._RECVBUFF = recvbuff end return recvbuff end -- clear the recv buffer function _instance:_recvbuff_clear() self._RECVBUFF = nil end -- ensure the socket is opened function _instance:_ensure_opened() if not self:cdata() then return false, string.format("%s: has been closed!", self) end return true end -- tostring(socket) function _instance:__tostring() local rawfd = self:rawfd() or "closed" local types = {"tcp", "udp", "icmp"} return string.format("<socket: %s%s/%s>", types[self:type()], self:family() == socket.IPV6 and "6" or "4", rawfd) end -- gc(socket) function _instance:__gc() if self:cdata() and io.socket_close(self:cdata()) then self._SOCK = nil end end -- open a socket -- -- @param socktype the socket type, e.g. tcp, udp, icmp -- @param family the address family, e.g. ipv4, ipv6 -- -- @return the socket instance -- function socket.open(socktype, family) socktype = socktype or socket.TCP family = family or socket.IPV4 local sock, errors = io.socket_open(socktype, family) if sock then return _instance.new(socktype, family, sock) else return nil, errors or string.format("failed to open socket(%s/%s)!", socktype, family) end end -- open tcp socket function socket.tcp(opt) opt = opt or {} return socket.open(socket.TCP, opt.family or socket.IPV4) end -- open udp socket function socket.udp(opt) opt = opt or {} return socket.open(socket.UDP, opt.family or socket.IPV4) end -- open unix socket function socket.unix(opt) return socket.open(socket.TCP, socket.UNIX) end -- open and bind tcp socket function socket.bind(addr, port, opt) local sock, errors = socket.tcp(opt) if not sock then return nil, errors end local ok, errors = sock:bind(addr, port) if not ok then sock:close() return nil, string.format("bind %s:%s failed, %s!", addr, port, errors or "unknown reason") end return sock end -- open and bind tcp socket from the unix address function socket.bind_unix(addr, opt) local sock, errors = socket.unix(opt) if not sock then return nil, errors end local ok, errors = sock:bind_unix(addr, opt) if not ok then sock:close() return nil, string.format("bind unix://%s failed, %s!", addr, errors or "unknown reason") end return sock end -- open and connect tcp socket function socket.connect(addr, port, opt) local sock, errors = socket.tcp(opt) if not sock then return nil, errors end local ok, errors = sock:connect(addr, port, opt) if ok <= 0 then sock:close() return nil, errors end return sock end -- open and connect tcp socket from the unix address function socket.connect_unix(addr, opt) local sock, errors = socket.unix(opt) if not sock then return nil, errors end local ok, errors = sock:connect_unix(addr, opt) if ok <= 0 then sock:close() return nil, errors end return sock end -- return module return socket
-- -- util_ts_client.lua -- g_Root = getRootElement() g_ResRoot = getResourceRootElement(getThisResource()) g_Me = getLocalPlayer() ----------------------------- -- Debug function outputDebug( chan, msg ) if _DEBUG_LOG then if not msg then msg = chan chan = 'UNDEF' end if table.find(_DEBUG_LOG,chan) then outputConsole( getTickTimeStr() .. ' cDEBUG_rts: ' .. msg ) outputDebugString( getTickTimeStr() .. ' cDEBUG_rts: ' .. msg ) end end if g_bPipeDebug then outputConsole( getTickTimeStr() .. ' cDEBUG_rts: ' .. (msg or chan) ) end end function outputWarning( msg ) outputConsole( getTickTimeStr() .. ' cWARNING_rts: ' .. msg ) outputDebugString( getTickTimeStr() .. ' cWARNING_rts: ' .. msg ) end ----------------------------- -- Table extensions function table.removevalue(t, val) for i,v in ipairs(t) do if v == val then table.remove(t, i) return i end end return false end
require "Window" local IconTrigger = {} IconTrigger .__index = IconTrigger setmetatable(IconTrigger, { __call = function (cls, ...) return cls.new(...) end, }) local function IndexOf(table, item) for idx, val in pairs(table) do if item == val then return idx end end end local function CatchError(func, val) if not func then return end local status, result = pcall(func, val) if not status then Print("[AuraMastery] An error has occured") Print(result) else return result end end function IconTrigger.new(icon, buffWatch) local self = setmetatable({}, IconTrigger) self.buffWatch = buffWatch self.Name = "" self.Type = "Cooldown" self.Behaviour = "Pass" self.TriggerDetails = { SpellName = "", Charges = { Enabled = false, Operator = "==", Value = 1 } } self.TriggerEffects = {} self.Icon = icon self.isSet = false self.lastKeypress = 0 self.Time = 0 self.Stacks = 0 self.LastEvent = 0 self.cachedScripts = {} self.Units = {} return self end function IconTrigger:Load(saveData) if saveData ~= nil then self.Name = (not string.match(saveData.Name, "Trigger ([0-9]+)")) and saveData.Name or "" self.Type = saveData.Type self.Behaviour = saveData.Behaviour or "Pass" self.TriggerDetails = saveData.TriggerDetails if self.Type == "Buff" or self.Type == "Debuff" then if not self.TriggerDetails.Stacks then self.TriggerDetails.Stacks = { Enabled = false, Operator = "==", Value = 0 } end elseif self.Type == "Cooldown" then if not self.TriggerDetails.Charges then self.TriggerDetails.Charges = { Enabled = false, Operator = "==", Value = 0 } end elseif self.Type == "Keybind" then if self.TriggerDetails.Key ~= nil then self.TriggerDetails.Input = { Key = self.TriggerDetails.Key, Shift = false, Control = false, Alt = false } self.TriggerDetails.Key = nil end elseif self.Type == "Scriptable" then if not self.TriggerDetails.InitScript then self.TriggerDetails.InitScript = "" end if not self.TriggerDetails.CleanupScript then self.TriggerDetails.CleanupScript = "" end if not self.TriggerDetails.Forms then self.TriggerDetails.Forms = {} end if not self.TriggerDetails.Events then self.TriggerDetails.Events = {} end end if saveData.TriggerEffects ~= nil then GeminiPackages:Require('AuraMastery:TriggerEffect', function(TriggerEffect) for _, triggerEffectData in pairs(saveData.TriggerEffects) do local triggerEffect = TriggerEffect.new(self) triggerEffect:Load(triggerEffectData) table.insert(self.TriggerEffects, triggerEffect) end end) end self:AddToBuffWatch() end end function IconTrigger:Save() local saveData = { } saveData.Name = self.Name saveData.Type = self.Type saveData.Behaviour = self.Behaviour saveData.TriggerDetails = self.TriggerDetails saveData.TriggerEffects = {} for _, triggerEffect in pairs(self.TriggerEffects) do table.insert(saveData.TriggerEffects, triggerEffect:Save()) end return saveData end function IconTrigger:SetConfig(editor) self:RemoveFromBuffWatch() if self.Icon.SimpleMode then self.Type = string.sub(editor:FindChild("AuraType"):GetData():GetName(), 10) self.Name = self.Type .. ":" .. self.Icon.iconName if self.Type == "Cooldown" then self.TriggerDetails = { SpellName = self.Icon.iconName, Charges = { Enabled = false, Operator = "==", Value = 0 } } elseif self.Type == "Buff" then self.TriggerDetails = { BuffName = self.Icon.iconName, Target = { Player = editor:FindChild("AuraBuffUnit_Player"):IsChecked(), Target = editor:FindChild("AuraBuffUnit_Target"):IsChecked() }, Stacks = { Enabled = false, Operator = "==", Value = 0 } } elseif self.Type == "Debuff" then self.TriggerDetails = { DebuffName = self.Icon.iconName, Target = { Player = editor:FindChild("AuraBuffUnit_Player"):IsChecked(), Target = editor:FindChild("AuraBuffUnit_Target"):IsChecked() }, Stacks = { Enabled = false, Operator = "==", Value = 0 } } end else self.Name = editor:FindChild("TriggerName"):GetText() self.Type = editor:FindChild("TriggerType"):GetText() self.Behaviour = editor:FindChild("TriggerBehaviour"):GetText() local selectedTriggerEffectItem = editor:FindChild("TriggerEffectsList"):GetData() if selectedTriggerEffectItem ~= nil and selectedTriggerEffectItem:GetData() ~= nil then selectedTriggerEffectItem:GetData():SetConfig(editor:FindChild("TriggerEffects")) end if self.Type == "Action Set" then self.TriggerDetails = { ActionSets = { editor:FindChild("ActionSet1"):IsChecked(), editor:FindChild("ActionSet2"):IsChecked(), editor:FindChild("ActionSet3"):IsChecked(), editor:FindChild("ActionSet4"):IsChecked() } } elseif self.Type == "Cooldown" then self.TriggerDetails = { SpellName = editor:FindChild("SpellName"):GetText(), Charges = { Enabled = editor:FindChild("ChargesEnabled"):IsChecked(), Operator = editor:FindChild("Charges"):FindChild("Operator"):GetText(), Value = tonumber(editor:FindChild("Charges"):FindChild("ChargesValue"):GetText()) } } elseif self.Type == "Buff" then self.TriggerDetails = { BuffName = editor:FindChild("BuffName"):GetText(), Target = { Player = editor:FindChild("TargetPlayer"):IsChecked(), Target = editor:FindChild("TargetTarget"):IsChecked(), TargetOfTarget = editor:FindChild("TargetTargetOfTarget"):IsChecked(), FocusTarget = editor:FindChild("TargetFocusTarget"):IsChecked(), FocusTargetTarget = editor:FindChild("TargetFocusTargetTarget"):IsChecked(), Tank = editor:FindChild("TargetTank"):IsChecked(), Healer = editor:FindChild("TargetHealer"):IsChecked(), DPS = editor:FindChild("TargetDPS"):IsChecked(), Friendly = editor:FindChild("TargetFriendly"):IsChecked(), Hostile = editor:FindChild("TargetHostile"):IsChecked(), Named = editor:FindChild("TargetNamed"):IsChecked(), NamedUnit = editor:FindChild("TargetNamedUnit"):GetText() }, Stacks = { Enabled = editor:FindChild("StacksEnabled"):IsChecked(), Operator = editor:FindChild("Stacks"):FindChild("Operator"):GetText(), Value = tonumber(editor:FindChild("Stacks"):FindChild("StacksValue"):GetText()) } } elseif self.Type == "Debuff" then self.TriggerDetails = { DebuffName = editor:FindChild("DebuffName"):GetText(), Target = { Player = editor:FindChild("TargetPlayer"):IsChecked(), Target = editor:FindChild("TargetTarget"):IsChecked(), TargetOfTarget = editor:FindChild("TargetTargetOfTarget"):IsChecked(), FocusTarget = editor:FindChild("TargetFocusTarget"):IsChecked(), FocusTargetTarget = editor:FindChild("TargetFocusTargetTarget"):IsChecked(), Tank = editor:FindChild("TargetTank"):IsChecked(), Healer = editor:FindChild("TargetHealer"):IsChecked(), DPS = editor:FindChild("TargetDPS"):IsChecked(), Friendly = editor:FindChild("TargetFriendly"):IsChecked(), Hostile = editor:FindChild("TargetHostile"):IsChecked(), Named = editor:FindChild("TargetNamed"):IsChecked(), NamedUnit = editor:FindChild("TargetNamedUnit"):GetText() }, Stacks = { Enabled = editor:FindChild("StacksEnabled"):IsChecked(), Operator = editor:FindChild("Stacks"):FindChild("Operator"):GetText(), Value = tonumber(editor:FindChild("Stacks"):FindChild("StacksValue"):GetText()) } } elseif self.Type == "Resources" then self.TriggerDetails = { } if editor:FindChild("ManaEnabled"):IsChecked() then local resourceEditor = editor:FindChild("Mana") self.TriggerDetails.Mana = { Operator = resourceEditor:FindChild("Operator"):GetText(), Value = tonumber(resourceEditor:FindChild("Value"):GetText()) or 0, Percent = resourceEditor:FindChild("Percent"):IsChecked() } end if editor:FindChild("ResourceEnabled"):IsChecked() then local resourceEditor = editor:FindChild("Resource") self.TriggerDetails.Resource = { Operator = resourceEditor:FindChild("Operator"):GetText(), Value = tonumber(resourceEditor:FindChild("Value"):GetText()) or 0, Percent = resourceEditor:FindChild("Percent"):IsChecked() } end elseif self.Type == "Health" then self.TriggerDetails = { Target = { Player = editor:FindChild("TargetPlayer"):IsChecked(), Target = editor:FindChild("TargetTarget"):IsChecked(), TargetOfTarget = editor:FindChild("TargetTargetOfTarget"):IsChecked(), FocusTarget = editor:FindChild("TargetFocusTarget"):IsChecked(), FocusTargetTarget = editor:FindChild("TargetFocusTargetTarget"):IsChecked(), Tank = editor:FindChild("TargetTank"):IsChecked(), Healer = editor:FindChild("TargetHealer"):IsChecked(), DPS = editor:FindChild("TargetDPS"):IsChecked(), Friendly = editor:FindChild("TargetFriendly"):IsChecked(), Hostile = editor:FindChild("TargetHostile"):IsChecked(), Named = editor:FindChild("TargetNamed"):IsChecked(), NamedUnit = editor:FindChild("TargetNamedUnit"):GetText() }, } if editor:FindChild("HealthEnabled"):IsChecked() then local resourceEditor = editor:FindChild("Health") self.TriggerDetails.Health = { Operator = resourceEditor:FindChild("Operator"):GetText(), Value = tonumber(resourceEditor:FindChild("Value"):GetText()) or 0, Percent = resourceEditor:FindChild("Percent"):IsChecked() } end if editor:FindChild("ShieldEnabled"):IsChecked() then local resourceEditor = editor:FindChild("Shield") self.TriggerDetails.Shield = { Operator = resourceEditor:FindChild("Operator"):GetText(), Value = tonumber(resourceEditor:FindChild("Value"):GetText()) or 0, Percent = resourceEditor:FindChild("Percent"):IsChecked() } end elseif self.Type == "Moment Of Opportunity" then self.TriggerDetails = { Target = { Player = editor:FindChild("TargetPlayer"):IsChecked(), Target = editor:FindChild("TargetTarget"):IsChecked() } } elseif self.Type == "Limited Action Set Checker" then self.TriggerDetails = { AbilityName = editor:FindChild("AbilityName"):GetText() } elseif self.Type == "Scriptable" then local forms = self.TriggerDetails.Forms or {} self.TriggerDetails = { InitScript = editor:FindChild("InitScript"):GetText(), CleanupScript = editor:FindChild("CleanupScript"):GetText(), Script = editor:FindChild("Script"):GetText(), Forms = forms } self:EnsureScriptValid("", self.TriggerDetails.Script, editor) self:EnsureScriptValid("Init", self.TriggerDetails.InitScript, editor) self:EnsureScriptValid("Cleanup", self.TriggerDetails.CleanupScript, editor) elseif self.Type == "Keybind" then self.TriggerDetails = { Input = editor:FindChild("KeybindTracker_KeySelect"):GetData(), Duration = tonumber(editor:FindChild("KeybindTracker_Duration"):GetText()) or 1 } editor:FindChild("KeybindTracker_Duration"):SetText(tostring(self.TriggerDetails.Duration)) elseif self.Type == "Gadget" then self.TriggerDetails = { Charges = { Enabled = false, Operator = "==", Value = 0 } } elseif self.Type == "Cast" then self.TriggerDetails = { SpellName = editor:FindChild("SpellName"):GetText(), Target = { Player = editor:FindChild("TargetPlayer"):IsChecked(), Target = editor:FindChild("TargetTarget"):IsChecked(), FocusTarget = editor:FindChild("TargetFocusTarget"):IsChecked(), Named = editor:FindChild("TargetNamed"):IsChecked(), NamedUnit = editor:FindChild("TargetNamedUnit"):GetText() }, } elseif self.Type == "ICD" then self.TriggerDetails = { SpellName = editor:FindChild("SpellName"):GetText(), Duration = tonumber(editor:FindChild("Duration"):GetText()), EventType = editor:FindChild("EventType"):GetData(), Target = { Player = editor:FindChild("TargetPlayer"):IsChecked(), Target = editor:FindChild("TargetTarget"):IsChecked(), FocusTarget = editor:FindChild("TargetFocusTarget"):IsChecked(), }, } end end self:AddToBuffWatch() end function IconTrigger:ParseScript(scriptText) if not scriptText then return end local script, error = loadstring("local trigger = ...\n" .. scriptText) return script, error end function IconTrigger:EnsureScriptValid(key, script, editor) editor:FindChild(key .. "ScriptErrors"):SetText("") local script, error = self:ParseScript(script) if not script then editor:FindChild(key .. "ScriptErrors"):SetText(error) end end function IconTrigger:RemoveEffect(effect) for triggerId, triggerEffect in pairs(self.TriggerEffects) do if triggerEffect == effect then table.remove(self.TriggerEffects, triggerId) break end end end function IconTrigger:AddUnit(unit) if unit ~= nil then self.Units[unit:GetId()] = { Unit = unit } end end function IconTrigger:RemoveUnit(unit) if unit ~= nil and unit:GetId() ~= nil then self.Units[unit:GetId()] = nil end end function IconTrigger:AddToBuffWatch() self.Units = {} if self.Type == "Cooldown" then self.currentSpell = self.TriggerDetails.SpellName == "" and self.Icon.iconName or self.TriggerDetails.SpellName self:AddCooldownToBuffWatch(self.currentSpell) elseif self.Type == "Buff" or self.Type == "Debuff" then Print("Add: " .. self.Icon.iconName) self.buffName = self.Type == "Buff" and self.TriggerDetails.BuffName or self.TriggerDetails.DebuffName if self.buffName == "" then self.buffName = self.Icon.iconName end for target, val in pairs(self.TriggerDetails.Target) do if val then if target == "Named" then elseif target == "NamedUnit" then self:AddBuffToBuffWatch(val, self.buffName) else self:AddBuffToBuffWatch(target, self.buffName) end end end elseif self.Type == "On Critical" or self.Type == "On Deflect" or self.Type == "Action Set" or self.Type == "Resources" or self.Type == "Gadget" then self:AddBasicToBuffWatch() elseif self.Type == "Health" or self.Type == "Moment Of Opportunity" then for target, val in pairs(self.TriggerDetails.Target) do if val then if target == "Named" then elseif target == "NamedUnit" then self:AddCooldownToBuffWatch(val) else self:AddCooldownToBuffWatch(target) end end end elseif self.Type == "Keybind" then self:AddCooldownToBuffWatch(self.TriggerDetails.Input.Key) elseif self.Type == "Limited Action Set Checker" then self.currentSpell = self.TriggerDetails.AbilityName == "" and self.Icon.iconName or self.TriggerDetails.AbilityName self:AddCooldownToBuffWatch(self.currentSpell) elseif self.Type == "Cast" then Apollo.RegisterEventHandler("UnitCreated", "OnUnitCreated", self) Apollo.RegisterEventHandler("UnitDestroyed", "OnUnitDestroyed", self) if self.TriggerDetails.Target.Player then self:AddUnit(GameLib.GetPlayerUnit()) end if self.TriggerDetails.Target.Target then local target = GameLib.GetTargetUnit() if target ~= nil then self:OnTargetChanged(target) end Apollo.RegisterEventHandler("TargetUnitChanged", "OnTargetChanged", self) end if self.TriggerDetails.Target.FocusTarget then local focus = GameLib.GetPlayerUnit():GetAlternateTarget() if focus ~= nil then self:OnAlternateTargetUnitChanged(focus) end Apollo.RegisterEventHandler("AlternateTargetUnitChanged", "OnAlternateTargetUnitChanged", self) end elseif self.Type == "ICD" then if self.TriggerDetails.EventType == "DamageDone" then Apollo.RegisterEventHandler("CombatLogDamage", "OnICDDamageDone", self) elseif self.TriggerDetails.EventType == "HealingDone" then Apollo.RegisterEventHandler("CombatLogHeal", "OnICDDamageDone", self) elseif self.TriggerDetails.EventType == "Buff" or self.TriggerDetails.EventType == "Debuff" then Apollo.RegisterEventHandler("BuffAdded", "OnICDBuff", self) elseif self.TriggerDetails.EventType == "ResourceGain" then Apollo.RegisterEventHandler("CombatLogVitalModifier", "OnICDResourceGain", self) end elseif self.Type == "Scriptable" then if self.TriggerDetails.Forms == nil then self.TriggerDetails.Forms = {} end self.cachedScripts = { Init = self:ParseScript(self.TriggerDetails.InitScript), Cleanup = self:ParseScript(self.TriggerDetails.CleanupScript), Update = self:ParseScript(self.TriggerDetails.Script) } local formString = "<Forms>" for _, form in pairs(self.TriggerDetails.Forms) do formString = formString .. form.Text end formString = formString .. "</Forms>" local xmlDoc = XmlDoc.new() xmlDoc:AddLine(formString) self.xmlDoc = XmlDoc.CreateFromTable(xmlDoc:ToTable()[1][1][1]) CatchError(self.cachedScripts.Init, self) end end function IconTrigger:OnICDDamageDone(data) CatchError(function() if data.unitCaster ~= nil and data.unitCaster:IsThePlayer() then local spell = data.splCallingSpell local spellName = self.TriggerDetails.SpellName == "" and self.Icon.iconName or self.TriggerDetails.SpellName if spell:GetName() == spellName or spell:GetId() == spellName then self.LastEvent = os.clock() end end end) end function IconTrigger:OnICDBuff(unit, buff) CatchError(function() if unit:IsThePlayer() then local spell = buff.splEffect local spellName = self.TriggerDetails.SpellName == "" and self.Icon.iconName or self.TriggerDetails.SpellName if (spell:GetName() == spellName or spell:GetId() == spellName) and spell:IsBeneficial() == (self.TriggerDetails.EventType == "Buff") then self.LastEvent = os.clock() end end end) end function IconTrigger:OnICDResourceGain(data) CatchError(function() if data.unitCaster:IsThePlayer() then local spell = data.splCallingSpell local spellName = self.TriggerDetails.SpellName == "" and self.Icon.iconName or self.TriggerDetails.SpellName if spell:GetName() == spellName or spell:GetId() == spellName then self.LastEvent = os.clock() end end end) end function IconTrigger:AddCooldownToBuffWatch(option) local triggerType = string.gsub(self.Type, " ", "") if self.buffWatch[triggerType][option] == nil then self.buffWatch[triggerType][option] = {} end self.buffWatch[triggerType][option][tostring(self)] = function(result) self:ProcessOptionEvent(result) end end function IconTrigger:AddBasicToBuffWatch() local triggerType = string.gsub(self.Type, " ", "") if self.buffWatch[triggerType] == nil then self.buffWatch[triggerType] = {} end self.buffWatch[triggerType][tostring(self)] = function(result) self:ProcessEvent(result) end end function IconTrigger:AddBuffToBuffWatch(target, option) local triggerType = string.gsub(self.Type, " ", "") if self.buffWatch[triggerType][target] == nil then self.buffWatch[triggerType][target] = {} end if self.buffWatch[triggerType][target][option] == nil then self.buffWatch[triggerType][target][option] = {} end self.buffWatch[triggerType][target][option][tostring(self)] = function(spell) self:ProcessBuff(spell) end table.insert(self.buffWatch.Refresh, { Type = triggerType, Target = target }) end function IconTrigger:RemoveFromBuffWatch() if self.Type == "Cooldown" or self.Type == "Limited Action Set Checker" then self:RemoveCooldownFromBuffWatch(self.currentSpell) elseif self.Type == "Buff" or self.Type == "Debuff" then Print("Remove: " .. self.Icon.iconName) if self.TriggerDetails.Target.Player then self:RemoveBuffFromBuffWatch("Player", self.buffName) end if self.TriggerDetails.Target.Target then self:RemoveBuffFromBuffWatch("Target", self.buffName) end elseif self.Type == "On Critical" or self.Type == "On Deflect" or self.Type == "Action Set" or self.Type == "Resources" or self.Type == "Gadget" then self:RemoveBasicFromBuffWatch() elseif self.Type == "Health" or self.Type == "Moment Of Opportunity" then if self.TriggerDetails.Target.Player then self:RemoveCooldownFromBuffWatch("Player") end if self.TriggerDetails.Target.Target then self:RemoveCooldownFromBuffWatch("Target") end elseif self.Type == "Keybind" then self:RemoveCooldownFromBuffWatch(self.TriggerDetails.Input.Key) elseif self.Type == "Scriptable" then CatchError(self.cachedScripts.Cleanup, self) end Apollo.RemoveEventHandler("TargetUnitChanged", self) Apollo.RemoveEventHandler("AlternateTargetUnitChanged", self) Apollo.RemoveEventHandler("UnitCreated", self) Apollo.RemoveEventHandler("UnitDestroyed", self) Apollo.RemoveEventHandler("CombatLogDamage", self) Apollo.RemoveEventHandler("CombatLogHeal", self) end function IconTrigger:RemoveBasicFromBuffWatch() local triggerType = string.gsub(self.Type, " ", "") if self.buffWatch[triggerType] ~= nil then self.buffWatch[triggerType][tostring(self)] = nil end end function IconTrigger:RemoveCooldownFromBuffWatch(option) local triggerType = string.gsub(self.Type, " ", "") if self.buffWatch[triggerType][option] ~= nil then self.buffWatch[triggerType][option][tostring(self)] = nil end end function IconTrigger:RemoveBuffFromBuffWatch(target, option) local triggerType = string.gsub(self.Type, " ", "") if self.buffWatch[triggerType][target][option] ~= nil then self.buffWatch[triggerType][target][option][tostring(self)] = nil end end function IconTrigger:ResetTrigger(deltaTime) -- for _, u in pairs(self.Units) do -- for _, b in pairs(u.Buffs) do -- b.fTimeRemaining = b.fTimeRemaining - deltaTime -- end -- end if self.Type == "Buff" or self.Type == "Debuff" then if self.Time == nil then self.Time = 0 end self.Time = math.max(self.Time - deltaTime, 0) return end self.Stacks = nil self.Time = nil if self.Type ~= "Action Set" and self.Type ~= "Limited Action Set Checker" and self.Type ~= "Health" then self.isSet = false end if self.Type == "Health" then for key, target in pairs(self.Units) do if (target.LastUpdate or 0) > 1 then local unit = target.Unit local data = { Action = "Update", Id = key, Unit = unit, Health = unit:GetHealth(), MaxHealth = unit:GetMaxHealth(), Shield = unit:GetShieldCapacity(), MaxShield = unit:GetShieldCapacityMax() } self:ProcessHealth(data) target.LastUpdate = 0 else target.LastUpdate = (target.LastUpdate or 0) + deltaTime end end elseif self.Type == "Cast" then for _, unit in pairs(self.Units) do if unit.Unit:GetCastName() == (self.TriggerDetails.SpellName == "" and self.Icon.iconName or self.TriggerDetails.SpellName) then self.MaxDuration = unit.Unit:GetCastDuration() / 1000 self.Time = self.MaxDuration - (unit.Unit:GetCastElapsed() / 1000) self.isSet = self.Time > 0 end end end end function IconTrigger:OnUnitCreated(unit) if (self.TriggerDetails.Target and unit == GameLib.GetTargetUnit()) then return self:OnTargetChanged(nil) end if (self.TriggerDetails.FocusTarget and unit == GameLib.GetPlayerUnit():GetAlternateTarget()) then return self:OnAlternateTargetUnitChanged(nil) end local disposition = unit:GetDispositionTo(GameLib.GetPlayerUnit()) if (self.TriggerDetails.Player and unit:IsThePlayer()) or (self.TriggerDetails.Friendly and disposition == Unit.CodeEnumDisposition.Friendly) or (self.TriggerDetails.Hostile and disposition ~= Unit.CodeEnumDisposition.Friendly) or (self.TriggerDetails.Named and unit:GetName() == self.TriggerDetails.NamedUnit) then self:AddUnit(unit) end end function IconTrigger:OnUnitDestroyed(unit) if (self.TriggerDetails.Target and unit == GameLib.GetTargetUnit()) then return self:OnTargetChanged(nil) end if (self.TriggerDetails.FocusTarget and unit == GameLib.GetPlayerUnit():GetAlternateTarget()) then return self:OnAlternateTargetUnitChanged(nil) end local disposition = unit:GetDispositionTo(GameLib.GetPlayerUnit()) if (self.TriggerDetails.Player and unit:IsThePlayer()) or (self.TriggerDetails.Friendly and disposition == Unit.CodeEnumDisposition.Friendly) or (self.TriggerDetails.Hostile and disposition ~= Unit.CodeEnumDisposition.Friendly) or (self.TriggerDetails.Named and unit:GetName() == self.TriggerDetails.NamedUnit) then self:RemoveUnit(unit) end end function IconTrigger:OnTargetChanged(unit) if self.targetUnit ~= nil then self:RemoveUnit(self.targetUnit) end if unit ~= nil then self:AddUnit(unit) end self.targetUnit = unit end function IconTrigger:OnAlternateTargetUnitChanged(unit) if self.focusTarget ~= nil then self:RemoveUnit(self.focusTarget) end if unit ~= nil then self:AddUnit(unit) end self.focusTarget = unit end function IconTrigger:GetTargets() local targets = {} if self.TriggerDetails.Player then table.insert(targets, GameLib.GetPlayerUnit()) end if self.TriggerDetails.Target then table.insert(targets, GameLib.GetTargetUnit()) end if self.TriggerDetails.TargetOfTarget then table.insert(targets, GameLib.GetPlayerUnit()) end if self.TriggerDetails.FocusTarget then table.insert(targets, GameLib.GetPlayerUnit()) end if self.TriggerDetails.Player then table.insert(targets, GameLib.GetPlayerUnit()) end if self.TriggerDetails.Player then table.insert(targets, GameLib.GetPlayerUnit()) end end function IconTrigger:IsPass() if self.Behaviour == "Pass" then return self.isSet elseif self.Behaviour == "Fail" then return not self.isSet elseif self.Behaviour == "Ignore" then return true end return false end function IconTrigger:IsSet() if self.Type == "Scriptable" then self:ProcessScriptable() elseif self.Type == "Keybind" then local timeSinceKeypress = (Apollo.GetTickCount() - self.lastKeypress) / 1000 self.isSet = timeSinceKeypress < self.TriggerDetails.Duration if self.isSet then self.Time = self.TriggerDetails.Duration - timeSinceKeypress self.MaxDuration = self.TriggerDetails.Duration end elseif self.Type == "ICD" then local currentTime = os.clock() local activeTime = self.TriggerDetails.Duration if self.LastEvent + activeTime > currentTime then self.isSet = true self.Time = (self.LastEvent + activeTime) - currentTime self.MaxDuration = activeTime end end self.isPass = self:IsPass() return self.isPass end function IconTrigger:ProcessEffects() for _, triggerEffect in pairs(self.TriggerEffects) do triggerEffect:Update(self.isPass) end end function IconTrigger:StopEffects() for _, triggerEffect in pairs(self.TriggerEffects) do triggerEffect:EndTimed() end end function IconTrigger:GetSpellCooldown(spell) local charges = spell:GetAbilityCharges() if charges and charges.nChargesMax > 0 then return charges.fRechargePercentRemaining * charges.fRechargeTime, charges.fRechargeTime, charges.nChargesRemaining, charges.nChargesMax else return spell:GetCooldownRemaining(), spell:GetCooldownTime(), 0, 0 end end function IconTrigger:ProcessScriptable() local script = loadstring("local trigger = ...\n" .. self.TriggerDetails.Script) if script ~= nil then local status, result = pcall(script, self) if status then self.isSet = result end end end function IconTrigger:ProcessOptionEvent(result) if self.Type == "Cooldown" then self:ProcessSpell(result) elseif self.Type == "Health" then self:ProcessHealth(result) elseif self.Type == "Moment Of Opportunity" then self:ProcessMOO(result) elseif self.Type == "Keybind" then self:ProcessKeybind(result) elseif self.Type == "Limited Action Set Checker" then self:ProcessLASChange(result) end end function IconTrigger:ProcessSpell(spell) local cdRemaining, cdTotal, chargesRemaining, chargesMax = self:GetSpellCooldown(spell) self.Charges = chargesRemaining self.Sprite = spell:GetIcon() if not (self.Time and self.Time > cdRemaining) then self.Time = cdRemaining self.MaxDuration = math.max(cdRemaining, cdTotal) self.MaxCharges = chargesMax if ((not self.TriggerDetails.Charges.Enabled) and (cdRemaining == 0 or chargesRemaining > 0)) or (self.TriggerDetails.Charges.Enabled and self:IsOperatorSatisfied(chargesRemaining, self.TriggerDetails.Charges.Operator, self.TriggerDetails.Charges.Value)) then self.isSet = false if cdRemaining == 0 then self.Time = 0 end else self.isSet = true end end end local function HasProperties(table) for key, val in pairs(table) do if val ~= nil then return true end end return false end local function First(table) for k, v in pairs(table) do if v ~= nil then return v end end end function IconTrigger:RemoveBuffFromTarget(unit, buff) local unitId = unit:GetId() if buff ~= nil then self.Units[unitId].Buffs[buff.idBuff] = nil if not HasProperties(self.Units[unitId].Buffs) then self.Units[unitId] = nil end else self.Units[unitId] = nil end end function IconTrigger:ProcessBuff(data) local action = data.action local buff = data.data local unitId = data.unit:GetId() if action == "Remove" then if data.unit == nil then self.Units = {} elseif self.Units[unitId] ~= nil then self:RemoveBuffFromTarget(data.unit, buff) end end if action == "Add" then if not self.TriggerDetails.Stacks.Enabled or self:IsOperatorSatisfied(buff.nCount, self.TriggerDetails.Stacks.Operator, self.TriggerDetails.Stacks.Value) then if self.Units[unitId] == nil then self.Units[unitId] = { Unit = data.unit, LastUpdate = 0, Buffs = {} } end buff.LastUpdate = os.clock() self.Units[unitId].Buffs[buff.idBuff] = buff else self.Units[unitId] = nil end end self.isSet = HasProperties(self.Units) local firstTarget = First(self.Units) if firstTarget ~= nil then local firstBuff = First(firstTarget.Buffs) if firstBuff ~= nil then self.Time = firstBuff.fTimeRemaining - (os.clock() - firstBuff.LastUpdate) self.Stacks = firstBuff.nCount if self.MaxDuration == nil or self.MaxDuration < self.Time then self.MaxDuration = self.Time end self.Sprite = buff.splEffect:GetIcon() if self.Time < 0 then self.Units = {} self.isSet = false end end end end function IconTrigger:ProcessEvent(result) if self.Type == "Action Set" then self.isSet = self.TriggerDetails.ActionSets[result] elseif self.Type == "Resources" then return self:ProcessResources(result) elseif self.Type == "Gadget" then self:ProcessSpell(result) else self.isSet = true end end function IconTrigger:ProcessResources(result) self.isSet = true if self.TriggerDetails["Mana"] ~= nil then self.isSet = self.isSet and self:ProcessResource(self.TriggerDetails.Mana, result.Mana, result.MaxMana) end if self.TriggerDetails["Resource"] ~= nil then self.isSet = self.isSet and self:ProcessResource(self.TriggerDetails.Resource, result.Resource, result.MaxResource) end self.Resources = result end function IconTrigger:ProcessHealth(result) local isSet = (result.Action == "Update") if result.Action == "Update" then if self.TriggerDetails["Health"] ~= nil then isSet = isSet and self:ProcessResource(self.TriggerDetails.Health, result.Health, result.MaxHealth) end if self.TriggerDetails["Shield"] ~= nil then isSet = isSet and self:ProcessResource(self.TriggerDetails.Shield, result.Shield, result.MaxShield) end end if isSet then self.Units[result.Id] = { Unit = result.Unit, LastUpdate = 0, Buffs = {} } else self.Units[result.Id] = nil end self.isSet = HasProperties(self.Units) end function IconTrigger:ProcessResource(operation, resource, maxResource) local resourceValue = 0 if resource ~= nil then if operation.Percent then resourceValue = (resource / maxResource) * 100 else resourceValue = resource end if operation.Operator == "==" then return resourceValue == operation.Value elseif operation.Operator == "!=" then return resourceValue ~= operation.Value elseif operation.Operator == ">" then return resourceValue > operation.Value elseif operation.Operator == "<" then return resourceValue < operation.Value elseif operation.Operator == ">=" then return resourceValue >= operation.Value elseif operation.Operator == "<=" then return resourceValue <= operation.Value end end end function IconTrigger:ProcessMOO(result) if result.TimeRemaining > 0 then self.isSet = true self.Time = result.TimeRemaining if self.MaxDuration == nil or self.MaxDuration < self.Time then self.MaxDuration = self.Time end else self.MaxDuration = nil end end function IconTrigger:ProcessKeybind(iKey) if (self.TriggerDetails.Input.Shift and not Apollo.IsShiftKeyDown()) or (self.TriggerDetails.Input.Control and not Apollo.IsControlKeyDown()) or (self.TriggerDetails.Input.Alt and not Apollo.IsAltKeyDown()) then return end self.lastKeypress = Apollo.GetTickCount() end function IconTrigger:ProcessLASChange(result) self.isSet = result end function IconTrigger:IsOperatorSatisfied(value, operator, compValue) if operator == "==" then return value == compValue elseif operator == "!=" then return value ~= compValue elseif operator == ">" then return value > compValue elseif operator == "<" then return value < compValue elseif operator == ">=" then return value >= compValue elseif operator == "<=" then return value <= compValue end end function IconTrigger:GetTargets() if self.isSet then return self.Units -- if self.Type == "Buff" or self.Type == "Debuff" then -- if self.TriggerDetails.Target.Player then -- return GameLib:GetPlayerUnit() -- elseif self.TriggerDetails.Target.Target then -- return GameLib:GetTargetUnit() -- end -- else -- return GameLib:GetPlayerUnit() -- end end return nil end local GeminiPackages = _G["GeminiPackages"] GeminiPackages:NewPackage(IconTrigger, "AuraMastery:IconTrigger", 1)
return {'pajot','pajots','pajottenland','pajottenlander','pajottenlands'}
local cmp_status_ok, colorizer = pcall(require, "colorizer") if not cmp_status_ok then return end -- TODO: Expand setup colorizer.setup()
local package = { make_trufflebar = require("piglets.trufflequest.trufflebar.make_trufflebar") } return package
return require('luasodium._ffi.pureffi_loader')('utils')
-- This file can be loaded by calling `lua require('plugins')` from your init.vim -- Only required if you have packer in your `opt` pack vim.cmd [[packadd packer.nvim]] -- Only if your version of Neovim doesn't have https://github.com/neovim/neovim/pull/12632 merged --vim._update_package_paths() return require('packer').startup(function() -- Packer can manage itself as an optional plugin use { 'wbthomason/packer.nvim', opt = true } -- a great asynchronous execution library for Vim use { 'Shougo/vimproc.vim', run = function() os.execute(make) end } -- モジュールにする場合は、1ファイルにつき2パッケージ以上ないとエラーが出る local module_table = { "git", "theme", "linter", "explore", "save", "window", "completion", "lang", "util", "miscellaneous" } for _, path in pairs(module_table) do use(require('plugins.' .. path)) end end)
local opts = require('neoscroll.config').options local scroll_timer = vim.loop.new_timer() local lines_to_scroll = 0 local lines_scrolled = 0 local scrolling = false local guicursor -- Highlight group to hide the cursor vim.cmd('highlight NeoscrollHiddenCursor gui=reverse blend=100') -- Helper function to check if a number is a float local function is_float(n) return math.floor(math.abs(n)) ~= math.abs(n) end -- excecute commands to scroll screen [and cursor] up/down one line -- `execute` is necessary to allow the use of special characters like <C-y> -- The bang (!) `normal!` in normal ignores mappings local function scroll_up(scroll_window, scroll_cursor) local cursor_scroll_input = scroll_cursor and 'gk' or '' local window_scroll_input = scroll_window and [[\<C-y>]] or '' local scroll_input = cursor_scroll_input .. window_scroll_input return [[exec "normal! ]] .. scroll_input .. [["]] end local function scroll_down(scroll_window, scroll_cursor) local cursor_scroll_input = scroll_cursor and 'gj' or '' local window_scroll_input = scroll_window and [[\<C-e>]] or '' local scroll_input = cursor_scroll_input .. window_scroll_input return [[exec "normal! ]] .. scroll_input .. [["]] end -- Hide cursor during scrolling for a better visual effect local function hide_cursor() if vim.o.termguicolors and vim.o.guicursor ~= '' then guicursor = vim.o.guicursor vim.o.guicursor = 'a:NeoscrollHiddenCursor' end end -- Restore hidden cursor during scrolling local function restore_cursor() if vim.o.termguicolors and vim.o.guicursor ~= '' then vim.o.guicursor = guicursor end end local function get_lines_below_cursor() local last_line = vim.fn.line("$") local lines_below_cursor = 0 local line = vim.fn.line(".") local last_folded_line = vim.fn.foldclosedend(line) if last_folded_line ~= -1 then line = last_folded_line end while(line < last_line) do lines_below_cursor = lines_below_cursor + 1 line = line + 1 last_folded_line = vim.fn.foldclosedend(line) if last_folded_line ~= -1 then line = last_folded_line end end return lines_below_cursor end -- Collect all the necessary window, buffer and cursor data -- vim.fn.line("w0") -> if there's a fold returns first line of fold -- vim.fn.line("w$") -> if there's a fold returns last line of fold local function get_data(direction) local data = {} -- If first line/last line not visible don't do anything else if direction < 0 then data.win_top_line = vim.fn.line("w0") data.first_line_visible = data.win_top_line == 1 if not data.first_line_visible then return data end elseif direction > 0 then data.win_bottom_line = vim.fn.line("w$") data.last_line = vim.fn.line("$") data.last_line_visible = data.win_bottom_line == data.last_line if not data.last_line_visible then return data end data.window_height = vim.api.nvim_win_get_height(0) data.win_lines_below_cursor = data.window_height - vim.fn.winline() data.lines_below_cursor = get_lines_below_cursor() end data.lines_above_cursor = vim.fn.winline() - 1 return data end -- Window rules for when to stop scrolling local function window_reached_limit(data, move_cursor) if data.last_line_visible then if move_cursor then if opts.stop_eof and data.lines_below_cursor == data.win_lines_below_cursor then return true elseif opts.respect_scrolloff and data.lines_below_cursor <= vim.wo.scrolloff then return true else return data.lines_below_cursor == 0 end else return data.lines_below_cursor == 0 and data.lines_above_cursor == 0 end end return data.first_line_visible end -- Cursor rules for when to stop scrolling local function cursor_reached_limit(data) if data.first_line_visible then if opts.respect_scrolloff and data.lines_above_cursor <= vim.wo.scrolloff then return true end return data.lines_above_cursor == 0 elseif data.last_line_visible then if opts.respect_scrolloff and data.lines_below_cursor <= vim.wo.scrolloff then return true end return data.lines_below_cursor == 0 end end -- Transforms fraction of window to number of lines local function get_lines_from_win_fraction(fraction) local height_fraction = fraction * vim.api.nvim_win_get_height(0) return vim.fn.float2nr(vim.fn.round(height_fraction)) end -- Check if the window and the cursor can be scrolled further local function who_scrolls(direction, move_cursor) local scroll_window, scroll_cursor, data data = get_data(direction) scroll_window = not window_reached_limit(data, move_cursor) if not move_cursor then scroll_cursor = false elseif scroll_window then scroll_cursor = true elseif opts.cursor_scrolls_alone then scroll_cursor = not cursor_reached_limit(data) else scroll_cursor = false end return scroll_window, scroll_cursor end -- Scroll one line in the given direction local function scroll_one_line(direction, scroll_window, scroll_cursor) if direction > 0 then lines_scrolled = lines_scrolled + 1 vim.cmd(scroll_down(scroll_window, scroll_cursor)) else lines_scrolled = lines_scrolled - 1 vim.cmd(scroll_up(scroll_window, scroll_cursor)) end end -- Scrolling constructor local function before_scrolling(lines, move_cursor) -- Start scrolling scrolling = true -- Hide cursor line if opts.hide_cursor and move_cursor then hide_cursor() end -- Performance mode if vim.b.neoscroll_performance_mode and move_cursor then if vim.g.loaded_nvim_treesitter then vim.cmd('TSBufDisable highlight') end vim.bo.syntax = 'OFF' end -- Assign number of lines to scroll lines_to_scroll = lines end -- Scrolling destructor local function finish_scrolling(move_cursor) if opts.hide_cursor == true and move_cursor then restore_cursor() end --Performance mode if vim.b.neoscroll_performance_mode and move_cursor then vim.bo.syntax = 'ON' if vim.g.loaded_nvim_treesitter then vim.cmd('TSBufEnable highlight') end end lines_scrolled = 0 lines_to_scroll = 0 scroll_timer:stop() scrolling = false end local neoscroll = {} -- Scrolling function -- lines: number of lines to scroll or fraction of window to scroll -- move_cursor: scroll the window and the cursor simultaneously -- time_step: time (in miliseconds) between one line scroll and the next one function neoscroll.scroll(lines, move_cursor, time_step) -- If lines is a fraction of the window transform it to lines if is_float(lines) then lines = get_lines_from_win_fraction(lines) end -- If still scrolling just modify the amount of lines to scroll if scrolling then lines_to_scroll = lines_to_scroll + lines return end -- Check if the window and the cursor are allowed to scroll in that direction local scroll_window, scroll_cursor = who_scrolls(lines, move_cursor) -- If neither the window nor the cursor are allowed to scroll finish early if not scroll_window and not scroll_cursor then return end -- Preparation before scrolling starts before_scrolling(lines, move_cursor) -- Callback function triggered by scroll_timer local function scroll_callback() local direction = lines_to_scroll - lines_scrolled if direction == 0 then finish_scrolling(move_cursor) else scroll_window, scroll_cursor = who_scrolls(direction, move_cursor) if not scroll_window and not scroll_cursor then finish_scrolling(move_cursor) else scroll_one_line(direction, scroll_window, scroll_cursor) end end end -- Scroll the first line scroll_one_line(lines, scroll_window, scroll_cursor) -- Start timer to scroll the rest of the lines scroll_timer:start(time_step, time_step, vim.schedule_wrap(scroll_callback)) end -- Wrapper for zt function neoscroll.zt(time_step) local window_height = vim.api.nvim_win_get_height(0) local lines_above_cursor = vim.fn.winline() - 1 -- Temporary fix for garbage values in local scrolloff when not set local scrolloff = vim.wo.scrolloff < window_height and vim.wo.scrolloff or vim.o.scrolloff local lines = lines_above_cursor - scrolloff if lines == 0 then return end neoscroll.scroll(lines, false, time_step) end -- Wrapper for zz function neoscroll.zz(time_step) local window_height = vim.api.nvim_win_get_height(0) local lines = vim.fn.winline() - math.floor(window_height/2) if lines == 0 then return end neoscroll.scroll(lines, false, time_step) end -- Wrapper for zb function neoscroll.zb(time_step) local window_height = vim.api.nvim_win_get_height(0) local lines_below_cursor = window_height - vim.fn.winline() -- Temporary fix for garbage values in local scrolloff when not set local scrolloff = vim.wo.scrolloff < window_height and vim.wo.scrolloff or vim.o.scrolloff local lines = -lines_below_cursor + scrolloff if lines == 0 then return end neoscroll.scroll(lines, false, time_step) end function neoscroll.setup(custom_opts) require('neoscroll.config').set_options(custom_opts) require('neoscroll.config').set_mappings() vim.cmd('command! NeoscrollEnablePM let b:neoscroll_performance_mode = v:true') vim.cmd('command! NeoscrollDisablePM let b:neoscroll_performance_mode = v:false') end return neoscroll
local output = io.open(arg[1], "w") output:write("const char *" .. arg[2] .. " = ") for i=3,#arg do for line in io.lines(arg[i]) do output:write(string.format('%q "\\n"', line) .. '\n') end end output:write ";" output:close()
----------------------------------- -- Area: PsoXja -- NPC: TOWER_C_Lift_1 !pos 260 31.282 300 ----------------------------------- ----------------------------------- require("scripts/globals/status") ----------------------------------- function onSpawn(npc) local elevator = { id = tpz.elevator.TIMED_AUTOMATIC, lowerDoor = npc:getID() + 2, upperDoor = npc:getID() + 1, elevator = npc:getID(), reversedAnimations = true, } npc:setElevator(elevator.id, elevator.lowerDoor, elevator.upperDoor, elevator.elevator, elevator.reversedAnimations) end;
-- displayed reload time accounts for InF stats -- does not include mag size changes for shotguns OFC >:( -- not used if using weaponlib function BlackMarketManager:get_reload_time(weapon_id) local function failure(err) Application:error("[BlackMarketManager:get_reload_time] " .. tostring(err) .. "\nReturning 1 to avoid crashing.") return 1, 1 end if not weapon_id then return failure("no weapon id given") end local tweak = tweak_data.weapon[weapon_id] if not tweak then return failure("invalid weapon id: " .. tostring(weapon_id)) end -- apply base reload speed mults local mult = 1 mult = mult / (tweak.reload_speed_mult or 1) mult = mult / (tweak.empty_reload_speed_mult or 1) if tweak.timers.reload_empty then return (tweak.timers.reload_empty + (tweak.timers.reload_empty_end or 0)) * mult, (tweak.timers.reload_not_empty + (tweak.timers.reload_empty_end or 0)) * mult elseif tweak.timers.shotgun_reload_shell or tweak.timers.shell_reload_early then -- more surefire way of catching supported shotguns than using a value that some shotguns don't even set just so they can use the defaults --[[ local empty = 0 local tactical = 0 empty = tweak.timers.shotgun_reload_shell * tweak.CLIP_AMMO_MAX empty = empty + tweak.timers.shotgun_reload_first_shell_offset + tweak.timers.shotgun_reload_enter empty = empty + (tweak.timers.shotgun_reload_exit_empty / (tweak.timers.shotgun_reload_exit_empty_mult or 1)) tactical = tweak.timers.shotgun_reload_shell tactical = tactical + tweak.timers.shotgun_reload_first_shell_offset + tweak.timers.shotgun_reload_enter tactical = tactical + (tweak.timers.shotgun_reload_exit_not_empty / (tweak.timers.shotgun_reload_exit_not_empty_mult or 1)) --]] -- unused? local empty = 0 local tactical = 0 local enter_mult = tweak.timers.shotgun_reload_enter_mult or 1 local exit_not_empty_mult = tweak.timers.shotgun_reload_exit_not_empty_mult or 1 local exit_empty_mult = tweak.timers.shotgun_reload_exit_empty_mult or 1 local shotgun_reload_shell = tweak.timers.shotgun_reload_shell or 0.5666666666666667 local shotgun_reload_enter = tweak.timers.shotgun_reload_enter or 0.30 local shotgun_reload_first_shell_offset = tweak.timers.shotgun_reload_first_shell_offset or 0.33 local shotgun_reload_exit_empty = tweak.timers.shotgun_reload_exit_empty or 0.70 local shotgun_reload_exit_not_empty = tweak.timers.shotgun_reload_exit_not_empty or 0.30 empty = shotgun_reload_shell * tweak.CLIP_AMMO_MAX empty = empty + ((shotgun_reload_first_shell_offset + shotgun_reload_enter) / enter_mult) empty = empty + (shotgun_reload_exit_empty / exit_empty_mult) tactical = shotgun_reload_shell tactical = tactical + ((shotgun_reload_first_shell_offset + shotgun_reload_enter) / enter_mult) tactical = tactical + (shotgun_reload_exit_not_empty / exit_not_empty_mult) return empty * mult, tactical * mult else return self:get_reload_animation_time(weapon_id) * mult, self:get_reload_animation_time(weapon_id) * mult end return failure("no reload time found!") end -- straight from DMCWO --[[ function BlackMarketManager:fire_rate_multiplier(name, categories, silencer, detection_risk, current_state, blueprint) local factory_id = managers.weapon_factory:get_factory_id_by_weapon_id(name) local tweak_data = tweak_data.weapon local weapon = tweak_data[name] local factory = tweak_data.factory[factory_id] if factory then local default_blueprint = factory.default_blueprint local custom_stats = managers.weapon_factory:get_custom_stats_from_weapon(factory_id, blueprint or default_blueprint) local rof_multiplier = 1 local multiplier = 1 multiplier = multiplier + 1 - managers.player:upgrade_value(name, "fire_rate_multiplier", 1) multiplier = multiplier + 1 - managers.player:upgrade_value("weapon", "fire_rate_multiplier", 1) for _, category in ipairs(categories) do multiplier = multiplier + 1 - managers.player:upgrade_value(category, "fire_rate_multiplier", 1) end for part_id, stats in pairs(custom_stats) do if stats.rof_mult then if stats.rof_mult > 1 then multiplier = multiplier + 1 - rof_multiplier * stats.rof_mult elseif stats.rof_mult < 1 then multiplier = multiplier / stats.rof_mult else multiplier = multiplier end end end return self:_convert_add_to_mul(multiplier) end end --]] -- used in inventorydesc to avoid showing RoF modifier as +RoF from skill function BlackMarketManager:fire_rate_multiplier_old(name, categories, silencer, detection_risk, current_state, blueprint) local multiplier = 1 multiplier = multiplier + 1 - managers.player:upgrade_value(name, "fire_rate_multiplier", 1) multiplier = multiplier + 1 - managers.player:upgrade_value("weapon", "fire_rate_multiplier", 1) -- why does my old_getskillstats shit need this but the full function doesn't if categories then for _, category in ipairs(categories) do multiplier = multiplier + 1 - managers.player:upgrade_value(category, "fire_rate_multiplier", 1) end end return self:_convert_add_to_mul(multiplier) end
local py = require('python') require('util') local int, str = py.eval('int'), py.eval('str') local i, s, y = int(0xabcd), str('abcd'), str.encode('abcd') print('type', 'str()', 'repr()', 'tolua()') print(py.type(i), i, py.repr(i), type(i:tolua())..':'..i:tolua()) print(py.type(s), s, py.repr(s), type(s:tolua())..':'..s:tolua()) print(py.type(y), y, py.repr(y), type(y:tolua())..':'..y:tolua()) print() local d = py.object('dict', {'a','b','c','d',a=1,b=2,c=3,d=4}) print(py.type(d), d) assert(py.tolua(d[1])=='a') assert(d['.a']==int(1)) print("call d['.f']:", d['.f']) print("call py.getitem(d,'f'):", py.getitem(d,'f')) xpcall(function() return d.__getitem__('f') end, function(err) print("call d.__getitem__('f'):", 'raise '..err) end) print() local s1 = py.eval('set(range(1,n))', nil, {n=5}) assert(s1 == py.eval('{1,2,3,4}')) local s2 = py.object('set', {3,4,5,6}) assert(s1 ~= s2) print(string.format('s1 = %s, s2 = %s', s1, s2)) print('s1|s2 =', s1|s2) print('s1&s2 =', s1&s2) print('s1-s2 =', s1-s2) print('s2-s1 =', s2-s1) print('s1^s2 =', s1~s2) print() local code = '[i**2 for i in range(1,10)]' local l = py.eval(code) io.write(code..': ') for i in py.iter(l) do io.write(i:tolua(), ' ') end print('\n') local hashlib = py.import('hashlib') local binascii = py.import('binascii') print('dir(hashlib):', repr(py.dir(hashlib))) assert(py.callable(hashlib.md5)) local m = hashlib.md5() m.update(py.object('bytes', 'abcdefghijklmn')) m.update(py.call(str.encode, {'opqrstuvwxyz', encoding='utf-8'})) local md5sum = binascii.b2a_hex(m.digest()) print("md5sum('abcdefghijklmnopqrstuvwxyz'):", py.tolua(md5sum))
local MUTATOR = {} MUTATOR.ClassName = "model" MUTATOR.UpdateRate = 0.25 function MUTATOR:WriteArguments(path) assert(type(path) == "string", "path must be a string") net.WriteString(path) end function MUTATOR:ReadArguments() return net.ReadString() end function MUTATOR:Update(val) if not self.actual_model then return end if self.Entity:GetModel():lower() ~= self.actual_model:lower() then self.Entity:SetModel(self.actual_model) end end function MUTATOR:StoreState() return self.Entity:GetModel() end function MUTATOR:Mutate(path) if path:find("^http") then if SERVER and pac.debug then if self.Owner:IsPlayer() then pac.Message(self.Owner, " wants to use ", path, " as model on ", ent) end end local ent_str = tostring(self.Entity) pac.DownloadMDL(path, function(mdl_path) if not self.Entity:IsValid() then pac.Message("cannot set model ", mdl_path, " on ", ent_str ,': entity became invalid') return end if SERVER and pac.debug then pac.Message(mdl_path, " downloaded for ", ent, ': ', path) end self.Entity:SetModel(mdl_path) self.actual_model = mdl_path end, function(err) pac.Message(err) end, self.Owner) else if path:EndsWith(".mdl") then self.Entity:SetModel(path) if self.Owner:IsPlayer() and path:lower() ~= self.Entity:GetModel():lower() then self.Owner:ChatPrint('[PAC3] ERROR: ' .. path .. " is not a valid model on the server.") end else local translated = player_manager.TranslatePlayerModel(path) self.Entity:SetModel(translated) end end end pac.emut.Register(MUTATOR)
--[[-- h1. Demo Utilities for simple demos. --]]-- local lib = {} require 'lubyk' local Models = require 'Models' local V2 = four.V2 local Geometry = four.Geometry local Renderer = four.Renderer local Geokit = require 'geokit' -- h2. Application object to simplify demos --[[-- @App(def)@ is a new application object. @def@ keys: * @pos@, window position. * @size@, window size. * @renderer@, the renderer to use. * @win@, the window to use. * @event@, the event function. * @objs@, objects to render. * @camera@, camera to use for rendering. --]]-- function lib.App(def) local app = { event = function (app, e) return end } if def.pos then app.pos = def.pos else app.pos = V2(650, 50) end if def.size then app.size = def.size else app.size = V2(640, 360) end if def.renderer then app.renderer = def.renderer else app.renderer = four.Renderer { size = app.size } end if def.win then app.win = def.win else app.win = mimas.GLWindow() end if def.event then app.event = def.event end if def.camera then app.camera = def.camera else app.camera = four.Camera () end if def.objs then app.objs = def.objs else app.objs = {} end function app.init () app.win:move(V2.x(app.pos), V2.y(app.pos)) app.win:resize(V2.x(app.size), V2.y(app.size)) app.win:show() end function app.win:initializeGL() app.renderer:logInfo() end function app.win:paintGL() app.renderer:render(app.camera, app.objs) end function app.win:resizeGL(w, h) local size = V2(w, h) local e = {} e.Resize = true e.size = size app.size = size app.renderer.size = size app.event(app, e) end function app.win:keyboard(key, down, utf8, modifiers) local e = {} e.KeyDown = down e.KeyUp = not down e.key = key e.utf8 = utf8 e.modifiers = modifiers app.event(app, e) end function app.win:click(x, y, op) local e = {} e.MouseDown = op == mimas.MousePress or op == mimas.DoubleClick; e.MouseUp = op == mimas.MouseRelease e.double = op == mimas.DoubleClick e.pos = app.renderer:normalizeScreenPos(V2(x, y)) app.event(app, e) end function app.win:mouse(x, y) local e = {} e.MouseMove = true e.pos = app.renderer:normalizeScreenPos(V2(x, y)) app.event(app, e) end return app; end -- h2. Geometry --[[-- @geometryCycle(def)@ is an argument less function returning new geometry objects in a cyclic fashion. @def@ keys: * @geometries@, an array of argument less functions that returns geometry objects. Default has the geometries of @four.Geometry@ and the Stanford Bunny. * @normals@, @true@ if vertex normals should be computed, defaults to @false@. --]]-- function lib.geometryCycler(def) local id = -1 local normals = def.normals or false local adjacency = def.adjacency or false local geoms = def.geometries or { function () return Geometry.Cube(1) end, function () return Geometry.Sphere(0.5, 4) end, function () return Geometry.Plane(four.V2(1,1)) end, function () return Models.bunny(1) end } local function next () id = (id + 1) % #geoms local g = geoms[id + 1] () if normals then g:computeVertexNormals() end if adjacency then g.index = Geokit.trianglesAdjacencyIndex(g.index) g.primitive = Geometry.TRIANGLES_ADJACENCY end return g end return next end -- h2. Effects --[[-- @effectCycle(def)@ is an argument less function returning new effects in a cyclic fashion. @def@ keys: * @effects@, an array of argument less functions that returns effect objects. Default has the effect of @four.Effect@ TODO. --]]-- function lib.effectCycler(def) local id = -1 local effects = def.effects or {} -- TODO local function next () id = (id + 1) % #effects return effects[id + 1] () end return next end -- h2. Generic cycler --[[-- @cycle(def)@ is an argument less function calling functions and returning their result in a cyclic fashion. @def@ keys: * @functions@, an array of argument less functions. --]]-- function lib.functionCycle(def) local index = -1 local functions = def.functions or {} local function next () index = (index + 1) % #functions return functions[index + 1] () end return next end return lib
curNeedle = "needle_day" curTachometer = "tachometer_day" curSpeedometer = "speedometer_day" curAlpha = 0 Citizen.CreateThread(function() while true do Citizen.Wait(0) local veh = GetVehiclePedIsIn(GetPlayerPed(-1), false) if IsPedSittingInAnyVehicle(GetPlayerPed(-1)) then if curAlpha >= 255 then curAlpha = 255 else curAlpha = curAlpha+5 end else if curAlpha <= 0 then curAlpha = 0 else curAlpha = curAlpha-5 end end if not HasStreamedTextureDictLoaded("speedometer") then RequestStreamedTextureDict("speedometer", true) while not HasStreamedTextureDictLoaded("speedometer") do Wait(0) end else if DoesEntityExist(veh) and not IsEntityDead(veh) then degree = 0 step = 2.05833 RPM = GetVehicleCurrentRpm(veh) if RPM > 0.99 then RPM = RPM*100 RPM = RPM+math.random(-2,2) RPM = RPM/100 end _,lightson,highbeams = GetVehicleLightsState(veh) if lightson == 1 or highbeams == 1 then curNeedle, curTachometer, curSpeedometer = "needle", "tachometer", "speedometer" else curNeedle, curTachometer, curSpeedometer = "needle_day", "tachometer_day", "speedometer_day" end if GetEntitySpeed(veh) > 0 then degree=(GetEntitySpeed(veh)*2.236936)*step end if degree > 290 then degree=290 end if GetVehicleClass(veh) >= 0 and GetVehicleClass(veh) < 13 or GetVehicleClass(veh) > 17 then else curAlpha = 0 end else RPM = 0 degree = 0 end DrawSprite("speedometer", curSpeedometer, 0.800,0.860,0.12,0.185, 0.0, 255, 255, 255, curAlpha) DrawSprite("speedometer", curTachometer, 0.920,0.860,0.12,0.185, 0.0, 255, 255, 255, curAlpha) DrawSprite("speedometer", curNeedle, 0.800,0.862,0.076,0.15,-5.00001+degree, 255, 255, 255, curAlpha) DrawSprite("speedometer", curNeedle, 0.920,0.862,0.076,0.15,RPM*280-30, 255, 255, 255, curAlpha) end end end)
local string = string local text = {} -- Trim whitespace from the given string -- @returns the trimmed string local text_trim_regex = '^%s*(.-)%s*$' local amp_original = '&' local amp_replacement = '&amp;' function text.trim(s) return s:match(text_trim_regex):gsub(amp_original, amp_replacement) end local text_trim_end_regex = '^(.-)%s*$' function text.trim_end(s) return s:match(text_trim_end_regex) end function text.find(str, char) return string.find(str, char, 1, true) end function text.startswith(s, start) -- https://stackoverflow.com/a/22831842 return string.sub(s, 1, string.len(start)) == start end -- Trim after the first occurance of a certain character function text.trim_after(str, trim_char, max_len) local trim_loc = text.find(str, trim_char) if trim_loc and (max_len == nil or trim_loc <= max_len) then return text.trim(string.sub(str, 1, trim_loc - 1)) else return str end end -- Trim a string before the first occurrence of a certain character -- @returns the truncated string function text.trim_before(str, trim_char) local trim_loc = text.find(str, trim_char) if trim_loc then return text.trim(string.sub(str, trim_loc + 1)) else return str end end -- Select the text between enclosing characters function text.select(str, enclosing_char) return text.trim_after(text.trim_before(str, enclosing_char), enclosing_char) end -- Truncate the given string, by length, trim after character, and ellipsis -- @returns the truncated string local ellipsis = '...' function text.trunc(str, max_len, use_ellipsis) if string.len(str) < max_len then return str else if use_ellipsis then return string.sub(str, 0, max_len - 3)..ellipsis else return string.sub(str, 0, max_len) end end end function text.split(str, delimiter) local d = delimiter or ' ' local result = {}; for match in (str..d):gmatch('(.-)'..d) do result[#result+1] = match end return result; end local empty_str = '' local default_char = ' ' function text.pad(str, width, right, char) local str = tostring(str) or empty_str local pad = width - str:len() if pad > 0 then local padding = string.rep(char or default_char, pad) if right then return str..padding else return padding..str end end return str end return text
-- Generated by CSharp.lua Compiler local System = System local SlipeMtaDefinitions local SlipeServerPeds local SlipeSharedElements System.import(function (out) SlipeMtaDefinitions = Slipe.MtaDefinitions SlipeServerPeds = Slipe.Server.Peds SlipeSharedElements = Slipe.Shared.Elements end) System.namespace("Slipe.Server.Elements", function (namespace) -- <summary> -- Extensions for the base shared element class on the server -- </summary> namespace.class("ElementExtensions", function (namespace) local SetVisibleTo, ClearVisibleTo, IsVisibleTo, Clone, GetZoneName, GetSyncer, SetSyncer -- <summary> -- Set this element visible for a specific target -- </summary> SetVisibleTo = function (source, target, visible) return SlipeMtaDefinitions.MtaServer.SetElementVisibleTo(source:getMTAElement(), target:getMTAElement(), visible) end -- <summary> -- Clear all visibility settings of this element -- </summary> ClearVisibleTo = function (source) return SlipeMtaDefinitions.MtaServer.ClearElementVisibleTo(source:getMTAElement()) end -- <summary> -- Checks if this element is visible to another -- </summary> IsVisibleTo = function (source, target) return SlipeMtaDefinitions.MtaServer.IsElementVisibleTo(source:getMTAElement(), target:getMTAElement()) end -- <summary> -- Clones this element. Returns an element of the proper type -- </summary> Clone = function (source, position) local mtaElement = SlipeMtaDefinitions.MtaServer.CloneElement(source:getMTAElement(), position.X, position.Y, position.Z, false) return SlipeSharedElements.ElementManager.getInstance():GetElement1(mtaElement) end -- <summary> -- Gets this element's zone name -- </summary> GetZoneName = function (source, citiesOnly) return SlipeMtaDefinitions.MtaServer.GetElementZoneName(source:getMTAElement(), citiesOnly) end -- <summary> -- Gets the syncer of this element -- </summary> GetSyncer = function (source) return SlipeSharedElements.ElementManager.getInstance():GetElement(SlipeMtaDefinitions.MtaServer.GetElementSyncer(source:getMTAElement()), SlipeServerPeds.Player) end -- <summary> -- Sets the syncer of this element -- </summary> SetSyncer = function (source, target) return SlipeMtaDefinitions.MtaServer.SetElementSyncer(source:getMTAElement(), target:getMTAElement()) end return { SetVisibleTo = SetVisibleTo, ClearVisibleTo = ClearVisibleTo, IsVisibleTo = IsVisibleTo, Clone = Clone, GetZoneName = GetZoneName, GetSyncer = GetSyncer, SetSyncer = SetSyncer, __metadata__ = function (out) return { methods = { { "ClearVisibleTo", 0x18E, ClearVisibleTo, out.Slipe.Shared.Elements.Element, System.Boolean }, { "Clone", 0x28E, Clone, out.Slipe.Shared.Elements.Element, System.Numerics.Vector3, out.Slipe.Shared.Elements.Element }, { "GetSyncer", 0x18E, GetSyncer, out.Slipe.Shared.Elements.PhysicalElement, out.Slipe.Server.Peds.Player }, { "GetZoneName", 0x28E, GetZoneName, out.Slipe.Shared.Elements.PhysicalElement, System.Boolean, System.String }, { "IsVisibleTo", 0x28E, IsVisibleTo, out.Slipe.Shared.Elements.Element, out.Slipe.Shared.Elements.Element, System.Boolean }, { "SetSyncer", 0x28E, SetSyncer, out.Slipe.Shared.Elements.PhysicalElement, out.Slipe.Server.Peds.Player, System.Boolean }, { "SetVisibleTo", 0x38E, SetVisibleTo, out.Slipe.Shared.Elements.Element, out.Slipe.Shared.Elements.Element, System.Boolean, System.Boolean } }, class = { 0xE } } end } end) end)
--------------------------------------------------------------------------------------- -- Edit this table to all the database tables and columns -- where identifiers are used (such as users, owned_vehicles, owned_properties etc.) --------------------------------------------------------------------------------------- local IdentifierTables = { {table = "users", column = "identifier"}, {table = "user_accounts", column = "identifier"}, {table = "rented_vehicles", column = "owner"}, } RegisterServerEvent("kashactersS:SetupCharacters") AddEventHandler('kashactersS:SetupCharacters', function() local src = source local LastCharId = GetLastCharacter(src) SetIdentifierToChar(GetPlayerIdentifiers(src)[1], LastCharId) local Characters = GetPlayerCharacters(src) TriggerClientEvent('kashactersC:SetupUI', src, Characters) end) RegisterServerEvent("kashactersS:CharacterChosen") AddEventHandler('kashactersS:CharacterChosen', function(charid, ischar) local src = source local spawn = {} SetLastCharacter(src, tonumber(charid)) SetCharToIdentifier(GetPlayerIdentifiers(src)[1], tonumber(charid)) if ischar == "true" then spawn = GetSpawnPos(src) else TriggerClientEvent('skinchanger:loadDefaultModel', src, true, cb) spawn = { x = 195.55, y = -933.36, z = 29.90 } -- DEFAULT SPAWN POSITION end TriggerClientEvent("kashactersC:SpawnCharacter", src, spawn) end) RegisterServerEvent("kashactersS:DeleteCharacter") AddEventHandler('kashactersS:DeleteCharacter', function(charid) local src = source DeleteCharacter(GetPlayerIdentifiers(src)[1], charid) TriggerClientEvent("kashactersC:ReloadCharacters", src) end) function GetPlayerCharacters(source) local identifier = GetIdentifierWithoutSteam(GetPlayerIdentifiers(source)[1]) local Chars = MySQLAsyncExecute("SELECT * FROM `users` WHERE identifier LIKE '%"..identifier.."%'") return Chars end function GetLastCharacter(source) local LastChar = MySQLAsyncExecute("SELECT `charid` FROM `user_lastcharacter` WHERE `steamid` = '"..GetPlayerIdentifiers(source)[1].."'") if LastChar[1] ~= nil and LastChar[1].charid ~= nil then return tonumber(LastChar[1].charid) else MySQLAsyncExecute("INSERT INTO `user_lastcharacter` (`steamid`, `charid`) VALUES('"..GetPlayerIdentifiers(source)[1].."', 1)") return 1 end end function SetLastCharacter(source, charid) MySQLAsyncExecute("UPDATE `user_lastcharacter` SET `charid` = '"..charid.."' WHERE `steamid` = '"..GetPlayerIdentifiers(source)[1].."'") end function SetIdentifierToChar(identifier, charid) for _, itable in pairs(IdentifierTables) do MySQLAsyncExecute("UPDATE `"..itable.table.."` SET `"..itable.column.."` = 'Char"..charid..GetIdentifierWithoutSteam(identifier).."' WHERE `"..itable.column.."` = '"..identifier.."'") end end function SetCharToIdentifier(identifier, charid) for _, itable in pairs(IdentifierTables) do MySQLAsyncExecute("UPDATE `"..itable.table.."` SET `"..itable.column.."` = '"..identifier.."' WHERE `"..itable.column.."` = 'Char"..charid..GetIdentifierWithoutSteam(identifier).."'") end end function DeleteCharacter(identifier, charid) for _, itable in pairs(IdentifierTables) do MySQLAsyncExecute("DELETE FROM `"..itable.table.."` WHERE `"..itable.column.."` = 'Char"..charid..GetIdentifierWithoutSteam(identifier).."'") end end function GetSpawnPos(source) local SpawnPos = MySQLAsyncExecute("SELECT `position` FROM `users` WHERE `identifier` = '"..GetPlayerIdentifiers(source)[1].."'") return json.decode(SpawnPos[1].position) end function GetIdentifierWithoutSteam(Identifier) return string.gsub(Identifier, "steam", "") end function MySQLAsyncExecute(query) local IsBusy = true local result = nil MySQL.Async.fetchAll(query, {}, function(data) result = data IsBusy = false end) while IsBusy do Citizen.Wait(0) end return result end
local builder = require("installer/integrations/null_ls/helpers").common.builder local script_win = [[ $json = Invoke-WebRequest -UseBasicParsing https://api.github.com/repos/JohnnyMorganz/StyLua/releases/latest $object = ConvertFrom-JSON $json $object.assets | ForEach-Object { if ($_.browser_download_url.Contains("win64")) { $url = $_.browser_download_url } } Invoke-WebRequest -UseBasicParsing $url -OutFile "stylua.zip" Expand-Archive .\stylua.zip -DestinationPath stylua rm stylua.zip ]] local script = [[ os=$(uname -s | tr "[:upper:]" "[:lower:]") case $os in linux) platform="linux" ;; darwin) platform="macos" ;; esac curl -L -o "stylua.zip" $(curl -s https://api.github.com/repos/JohnnyMorganz/StyLua/releases/latest | grep 'browser_' | cut -d\" -f4 | grep "$platform") rm -rf clangd unzip stylua.zip -d stylua chmod +x stylua/stylua rm stylua.zip ]] return builder({ install_script = { win = script_win, other = script, }, cmd = { win = "stylua/stylua.exe", other = "stylua/stylua", }, null_ls_type = { "formatting" }, name = "stylua", })
local ctx = require "bw.context" return function() assert(not ctx.aaa) ctx.aaa = 222 assert(ctx.aaa == 222) return true end
return function() local TopBar = script.Parent.Parent local Actions = TopBar.Actions local SetMoreMenuOpen = require(Actions.SetMoreMenuOpen) local SetBackpackOpen = require(Actions.SetBackpackOpen) local SetEmotesOpen = require(Actions.SetEmotesOpen) local SetLeaderboardOpen = require(Actions.SetLeaderboardOpen) local SetEmotesEnabled = require(Actions.SetEmotesEnabled) local MoreMenu = require(script.Parent.MoreMenu) local FFlagTopBarCloseContextMenuWhenHotkeysUsed = game:GetFastFlag( "TopBarCloseContextMenuWhenHotkeysUsed" ) local function countValues(t) local c = 0 for _, _ in pairs(t) do c = c + 1 end return c end it("should have the correct default values", function() local defaultState = MoreMenu(nil, {}) expect(type(defaultState)).to.equal("table") expect(defaultState.open).to.equal(false) expect(defaultState.backpackOpen).to.equal(false) expect(defaultState.leaderboardOpen).to.equal(false) expect(defaultState.emotesOpen).to.equal(false) end) describe("SetMoreMenuOpen", function() it("should change the value of open", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetMoreMenuOpen(true)) expect(oldState).to.never.equal(newState) expect(newState.open).to.equal(true) end) it("should not change any other values", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetMoreMenuOpen(true)) expect(countValues(newState)).to.equal(countValues(oldState)) for key, value in pairs(newState) do if key ~= "open" then expect(value).to.equal(oldState[key]) end end end) end) describe("SetBackpackOpen", function() it("should change the value of backpackOpen", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetBackpackOpen(true)) expect(oldState).to.never.equal(newState) expect(newState.backpackOpen).to.equal(true) end) if FFlagTopBarCloseContextMenuWhenHotkeysUsed then it("should not change any other values except open", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetBackpackOpen(true)) expect(countValues(newState)).to.equal(countValues(oldState)) for key, value in pairs(newState) do if key ~= "backpackOpen" and key ~= "open" then expect(value).to.equal(oldState[key]) end end end) it("should set open to false when changed", function() local oldState = MoreMenu(nil, {}) oldState = MoreMenu(oldState, SetMoreMenuOpen(true)) local newState = MoreMenu(oldState, SetBackpackOpen(true)) expect(oldState).to.never.equal(newState) expect(newState.open).to.equal(false) end) else it("should not change any other values", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetBackpackOpen(true)) expect(countValues(newState)).to.equal(countValues(oldState)) for key, value in pairs(newState) do if key ~= "backpackOpen" then expect(value).to.equal(oldState[key]) end end end) end end) describe("SetEmotesOpen", function() it("should change the value of emotesOpen", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetEmotesOpen(true)) expect(oldState).to.never.equal(newState) expect(newState.emotesOpen).to.equal(true) end) if FFlagTopBarCloseContextMenuWhenHotkeysUsed then it("should not change any other values except open", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetEmotesOpen(true)) expect(countValues(newState)).to.equal(countValues(oldState)) for key, value in pairs(newState) do if key ~= "emotesOpen" and key ~= "open" then expect(value).to.equal(oldState[key]) end end end) it("should set open to false when changed", function() local oldState = MoreMenu(nil, {}) oldState = MoreMenu(oldState, SetMoreMenuOpen(true)) local newState = MoreMenu(oldState, SetEmotesOpen(true)) expect(oldState).to.never.equal(newState) expect(newState.open).to.equal(false) end) else it("should not change any other values", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetEmotesOpen(true)) expect(countValues(newState)).to.equal(countValues(oldState)) for key, value in pairs(newState) do if key ~= "emotesOpen" then expect(value).to.equal(oldState[key]) end end end) end end) describe("SetEmotesEnabled", function() it("should change the value of emotesEnabled", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetEmotesEnabled(false)) expect(oldState).to.never.equal(newState) expect(newState.emotesEnabled).to.equal(false) end) it("should not change any other values", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetEmotesEnabled(false)) expect(countValues(newState)).to.equal(countValues(oldState)) for key, value in pairs(newState) do if key ~= "emotesEnabled" then expect(value).to.equal(oldState[key]) end end end) end) describe("SetLeaderboardOpen", function() it("should change the value of open", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetLeaderboardOpen(true)) expect(oldState).to.never.equal(newState) expect(newState.leaderboardOpen).to.equal(true) end) if FFlagTopBarCloseContextMenuWhenHotkeysUsed then it("should not change any other values except open", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetLeaderboardOpen(true)) expect(countValues(newState)).to.equal(countValues(oldState)) for key, value in pairs(newState) do if key ~= "leaderboardOpen" and key ~= "open" then expect(value).to.equal(oldState[key]) end end end) it("should set open to false when changed", function() local oldState = MoreMenu(nil, {}) oldState = MoreMenu(oldState, SetMoreMenuOpen(true)) local newState = MoreMenu(oldState, SetLeaderboardOpen(true)) expect(oldState).to.never.equal(newState) expect(newState.open).to.equal(false) end) else it("should not change any other values", function() local oldState = MoreMenu(nil, {}) local newState = MoreMenu(oldState, SetLeaderboardOpen(true)) expect(countValues(newState)).to.equal(countValues(oldState)) for key, value in pairs(newState) do if key ~= "leaderboardOpen" then expect(value).to.equal(oldState[key]) end end end) end end) end
local function checkRecompileNeeded(file, cppOut, javaOut, pythonOut) local file_info = os.stat(file) local name = path.getbasename(file) if file_info == nil then print ("ERROR: conld not get the stats from file " .. file) return false end local cpp_info = os.stat(path.join(cppOut, name..".pb.cc")) local hpp_info = os.stat(path.join(cppOut, name..".pb.h")) --local java_info = os.stat(path.join(javaOut, name..".java")) -- this is not used because finding the correct java path is not that trivial local python_info = os.stat(path.join(pythonOut, name:gsub("-", "_").."_pb2.py")) return (cpp_info == nil or file_info.mtime > cpp_info.mtime) or (hpp_info == nil or file_info.mtime > cpp_info.mtime) or --(java_info == nil or file_info.mtime > java_info.mtime) or (python_info == nil or file_info.mtime > python_info.mtime) end local function protocCompileAll(inputFiles, cppOut, javaOut, pythonOut, ipaths) -- get the protobuf compiler from the EXTERN_PATH compiler = os.ishost("windows") and "protoc.exe" or "protoc" -- TODO: should we search on additional locations? compilerPath = os.pathsearch(compiler, EXTERN_PATH .. "/bin/") or os.pathsearch(compiler, EXTERN_PATH_NATIVE .. "/bin/") if compilerPath == nil then print ("ERROR: could not find protoc compiler executable in \"" .. EXTERN_PATH .. "/bin/" .. "\"") return false end local args = "" if(pythonOut ~= nil) then args = args .. "--python_out=\"" .. pythonOut .. "\" " -- always mind the space at the end os.mkdir(pythonOut) -- create the output directory if needed end if(cppOut ~= nil) then args = args .. "--cpp_out=\"" .. cppOut .. "\" " -- always mind the space at the end os.mkdir(cppOut) -- create the output directory if needed end if(javaOut ~= nil) then args = args .. "--java_out=\"" .. javaOut .. "\" " -- always mind the space at the end os.mkdir(javaOut) -- create the output directory if needed end if(ipaths ~= nil) then for i=1,#ipaths do args = args .. "--proto_path=\"" .. ipaths[i] .. "\" " -- always mind the space at the end end end -- add files to compile args = args .. "\"" .. table.concat(inputFiles, "\" \"") .. "\"" local cmd = "\"" .. compilerPath .. "/" .. compiler .. "\" " .. args if os.ishost("windows") then cmd = "\"" .. cmd .. "\"" end -- TODO. why is this necessary? -- delete the generated cpp files print("Try to remove the pb.cc and .pb.h files ") for i,file in ipairs(inputFiles) do local name = path.getbasename(file) ok, err = os.remove(path.join(cppOut, name..".pb.cc")) ok, err = os.remove(path.join(cppOut, name..".pb.h")) end print("Removed all generated message files") -- generate the message files print("INFO: (Protbuf) executing " .. cmd) local succ, status, returnCode = os.execute(cmd) print('Modify generated protobuf files') local pb = os.matchfiles(pythonOut .. "/*.py") for _, pbFileName in pairs(pb) do -- read the python pb file pbFile = assert(io.open(pbFileName, "r")) content = pbFile:read("*all") pbFile:close() -- modify the content (change the absolute import to a local one) content = content:gsub('\n(import [^\n]+pb2 as [^\n]+pb2)','\nfrom . %1') -- write the content back to the file pbFile = assert(io.open(pbFileName, "w")) pbFile:write(content) pbFile:close() end return returnCode == 0 end -- a wrapper for an easier access with names parameters -- e.g., makeprotoc{inputFiles = {""}, ...} function makeprotoc(arg) invokeprotoc(arg.inputFiles, arg.cppOut, arg.javaOut, arg.pythonOut, arg.includeDirs) end function invokeprotoc(inputFiles, cppOut, javaOut, pythonOut, includeDirs) -- check if protobuf compile is explicitely requested local compileAll = (_OPTIONS["protoc"] ~= nil) local filesToCompile = {} -- collect the files that need to be compiled for i = 1, #inputFiles do if compileAll then table.insert(filesToCompile, inputFiles[i]) elseif checkRecompileNeeded(inputFiles[i], cppOut, javaOut, pythonOut) then table.insert(filesToCompile, inputFiles[i]) end end -- filesToCompile is not empty if next(filesToCompile) ~= nil then protocCompileAll(filesToCompile, cppOut, javaOut, pythonOut, includeDirs) end end newoption { trigger = "protoc", description = "Force to recompile the protbuf messages" } newoption { trigger = "protoc-ipath", value = "INCLUDE-DIRS", description = "Include paths seperated by a \":\"" } newoption { trigger = "protoc-cpp", value = "OUT-DIR", description = "Output directory for the C++ classes generated by protoc" } newoption { trigger = "protoc-java", value = "OUT-DIR", description = "Output directory for the Java classes generated by protoc" } newoption { trigger = "protoc-python", value = "OUT-DIR", description = "Output directory for the Python classes generated by protoc" }
--[[ German Localization Credits/Blame: Phanx --]] local CONFIG, Config = ... local L = LibStub('AceLocale-3.0'):NewLocale(CONFIG, 'deDE') if not L then return end -- general L.GeneralDesc = 'Allgemeine Einstellungen für ADDON anpassen' L.Locked = 'Fensterpositionen sperren' L.Fading = 'Ermögliche Ausblenden des Fensters' L.TipCount = 'Ermögliche tooltip item count' L.FlashFind = 'Ermögliche Blitzsuche' L.EmptySlots = 'Zeige einen Hintergrund für leere Gegenstandslots' L.DisplayBlizzard = 'Blizzard Fenster für die deaktivierten Taschen anzeigen' -- frame L.FrameSettings = 'Fenstereinstellungen' L.FrameSettingsDesc = 'Einstellungen für ein bestimmtes ADDON Fenster anpassen' L.Frame = 'Fenster' L.Enabled = 'Aktiviert' L.CharacterSpecific = 'Charakterspezifische Einstellungen' L.ExclusiveReagent = 'Getrenntes Materiallager' L.BagToggle = 'Taschenschaltflächen' L.Money = 'Gold' L.Broker = 'Databroker' L.Sort = 'Sortierschaltfläche' L.Search = 'Suchsschaltfläche' L.Options = 'Optionenschaltfläche' L.Appearance = 'Erscheinung' L.Layer = 'Ebene' L.BagBreak = 'Trennen der Taschen aktivieren' L.ReverseBags = 'Taschen umkehren' L.ReverseSlots = 'Slots umkehren' L.Color = 'Farbe des Fensters' L.BorderColor = 'Farbe des Fensterrands' L.Strata = 'Ebene' L.Columns = 'Spalten' L.Scale = 'Skalierung' L.ItemScale = 'Gegenstandsskalierung' L.Spacing = 'Abstand' L.Alpha = 'Transparenz' -- auto display L.DisplaySettings = 'Automatische Anzeige' L.DisplaySettingsDesc = 'Einstellungen für das automatische öffnen der Fenster' L.DisplayInventory = 'Inventar anzeigen...' L.CloseInventory = 'Inventar schließen...' L.DisplayBank = 'beim Öffnen der Bank' L.DisplayAuction = 'beim Öffnen des Auktionshauses' L.DisplayTrade = 'beim Handel von Gegenständen' L.DisplayCraft = 'beim Herstellen' L.DisplayMail = 'beim Abholen der Post' L.DisplayGuildbank = 'beim Öffnen der Gildenbank' L.DisplayPlayer = 'beim Öffnen des Spielerfensters' L.DisplayGems = 'beim Gesockeln eines Gegenstands' L.CloseCombat = 'beim Kampfbeginn' L.CloseVehicle = 'beim Eintritt in ein Fahrzeugs' L.CloseBank = 'beim Verlassen der Bank' L.CloseVendor = 'beim Verlassen des Handlers' -- colors L.ColorSettings = 'Farbeinstellungen' L.ColorSettingsDesc = 'Einstellungen für das Einfärben der Gegenstandslots' L.GlowQuality = 'Gegenstände nach der Seltenheit hervorheben' L.GlowNew = 'Neue Gegenstände hervorheben' L.GlowQuest = 'Questgegenstände hervorheben' L.GlowUnusable = 'Unbrauchbare Gegenstände hervorheben' L.GlowSets = 'Ausrüstungsset-Gegenstände hervorheben' L.ColorSlots = 'Leere Gegenstandslots nach der Taschen-Art einfärben' L.NormalColor = 'Universaltasche' L.LeatherColor = 'Lederertasche' L.InscribeColor = 'Schreibertasche' L.HerbColor = 'Kräutertasche' L.EnchantColor = 'Verzauberertasche' L.EngineerColor = 'Ingnieurstasche' L.GemColor = 'Edelsteintasche' L.MineColor = 'Bergbautasche' L.TackleColor = 'Anglertasche' L.RefrigeColor = 'Küchentasche' L.ReagentColor = 'Materiallager' L.GlowAlpha = 'Helligkeit der Gegenstandshervorhebung'
is_dungeon = true local MS_NAME = "smashed_caverns7_wall" function hide_wall() local w, h = get_area_tile_size() local x, y for y=1,h-1 do for x=1,w-1 do set_tile(4, x, y, -1, -1, false) end end set_tile(1, 29, 44, -1, -1, false) set_tile(1, 29, 45, -1, -1, false) remove_entity(wall_blocker1) remove_entity(wall_blocker2) end function start(game_just_loaded) play_music("music/caverns.mid") process_outline() -- stalactites add_wall_group(3, 9, 16, 2, 6, 0) add_wall_group(3, 19, 28, 2, 6, 0) add_wall_group(3, 10, 31, 2, 6, 0) -- stuff on carts add_wall_group(3, 27, 28, 3, 2, 0) add_wall_group(3, 27, 63, 3, 2, 0) add_wall_group(3, 30, 63, 3, 2, 0) add_enemies(3, nil, 0, 0, 0, "") chest = Chest:new{x=46.5*TILE_SIZE, y=11.5*TILE_SIZE, layer=3, contains_gold=true, contains="CASH", quantity=100, milestone="caverns7_chest1"} to_caverns5 = Active_Block:new{x=6, y=0, width=6, height=1} wall_blocker1 = add_polygon_entity(3, 330, 676, 312, 731, 370, 704) wall_blocker2 = add_polygon_entity(3, 476, 696, 473, 750, 440, 709) if (milestone_is_complete(MS_NAME)) then hide_wall() end scene_activate_block = Active_Block:new{x=33, y=56, width=7, height=1} load_sample("sfx/rumble.ogg", true) load_sample("sfx/bomb.ogg", false) load_sample("sfx/boing.ogg", false) end function activate(activator, activated) if (activated == chest.id) then chest:open() end end local player_count = 0 function count_players(tween, id, elapsed) player_count = player_count + 1 return true end function after_attack(tween, id, elapsed) remove_entity(egbert_clone) set_entity_visible(egbert, true) after_attacked = true return true end function after_shake(tween, id, elapsed) after_shook = true return true end function after_shake2(tween, id, elapsed) after_shook2 = true return true end function shake_tween(tween, id, elapsed) if (not tween.started) then shake(0, tween.duration, tween.amount) play_sample("sfx/rumble.ogg", 1, 0, 1) tween.started = true end local ret if (elapsed >= tween.duration) then ret = true stop_sample("sfx/rumble.ogg") else ret = false end if (tween.playbig) then play_sample("sfx/giant_footsteps.ogg", 1, 0, 1) tween.playbig = false end return ret end function bomb_tween(tween, id, elapsed) add_bomb_puff(3, tween.x + rand(11) - 5, tween.y + rand(11) - 5, 15) play_sample("sfx/bomb.ogg", 1, 0, 1) return true end function bigant_idle(tween, id, elapsed) set_entity_animation(bigant, "idle-sign") end_shake() stop_sample("sfx/rumble.ogg") return true end function hide_wall_tween(tween, id, elapsed) hide_wall() set_milestone_complete(MS_NAME, true) return true end function start_run_away(tween, id, elapsed) ran_away = true return true end function do_center(tween, id, elapsed) centered = true return true end function logic() if (to_caverns5:entity_is_colliding(0)) then next_player_layer = 2 change_areas("caverns5", DIR_N, 39*TILE_SIZE, 16*TILE_SIZE) elseif (not milestone_is_complete(MS_NAME) and scene_activate_block:entity_is_colliding(0) and not scene_started) then save_boss_save() scene_started = true if (get_entity_name(get_player_id(0)) == "egbert") then egbert = get_player_id(0) frogbert = get_player_id(1) bisou = get_player_id(2) elseif (get_entity_name(get_player_id(1)) == "egbert") then egbert = get_player_id(1) frogbert = get_player_id(2) bisou = get_player_id(0) else egbert = get_player_id(2) frogbert = get_player_id(0) bisou = get_player_id(1) end set_character_role(egbert, "astar") set_character_role(frogbert, "astar") set_character_role(bisou, "astar") set_entity_solid_with_entities(egbert, false) set_entity_solid_with_entities(frogbert, false) set_entity_solid_with_entities(bisou, false) local t = {} t = create_astar_tween(egbert, 35.5*TILE_SIZE, 45.5*TILE_SIZE, false) append_tween(t, create_change_direction_tween(egbert, DIR_E)) append_tween(t, { run = count_players }) new_tween(t) t = create_astar_tween(frogbert, 37.5*TILE_SIZE, 45.5*TILE_SIZE, false) append_tween(t, create_change_direction_tween(frogbert, DIR_W)) append_tween(t, { run = count_players }) new_tween(t) t = create_astar_tween(bisou, 39.5*TILE_SIZE, 46.5*TILE_SIZE, false) append_tween(t, create_change_direction_tween(bisou, DIR_W)) append_tween(t, { run = count_players }) new_tween(t) end if (battle_started and not battle_ended) then battle_ended = true revive_everyone() set_milestone_complete("beat_antboss", true) next_player_layer = 2 change_areas("junglevalley1", DIR_N, 410, 777) elseif (final_speak and not changed_to_battle and player_count == 3) then changed_to_battle = true fade_out() set_entity_visible(egbert, false) set_entity_visible(frogbert, false) set_entity_visible(bisou, false) battle_started = true revive_everyone() start_battle("cart", "cart", true) elseif (ran_away and last_speak and not finished_run_away) then finished_run_away = true set_character_role(egbert, "astar") set_character_role(bisou, "astar") t = create_astar_tween(egbert, 51.5*TILE_SIZE, 706, true) append_tween(t, { run = count_players }) new_tween(t) t = create_astar_tween(frogbert, 52.5*TILE_SIZE, 706, true) append_tween(t, { run = count_players }) new_tween(t) t = create_astar_tween(bisou, 53.5*TILE_SIZE, 706, true) append_tween(t, { run = count_players }) new_tween(t) elseif (shook2 and not final_speak and player_count == 3) then player_count = 0 final_speak = true play_sample("sfx/boing.ogg", 1, 0, 1) set_character_role(egbert, "") set_character_role(bisou, "") set_entity_animation(egbert, "surprised") set_entity_animation(bisou, "surprised") local t = create_center_camera_tween(0, 33.5*TILE_SIZE, 43.5*TILE_SIZE, 50) append_tween(t, { run = start_run_away }) new_tween(t) simple_speak{ true, "CAVERNS7_FROGBERT_4", "surprised", frogbert } last_speak = true t = create_reset_camera_tween(0, 250) new_tween(t) elseif (shook and not shook2 and after_shook2) then player_count = 0 shook2 = true simple_speak{ true, "CAVERNS7_EGBERT_4", "", egbert, "CAVERNS7_FROGBERT_3", "", frogbert, "CAVERNS7_EGBERT_5", "", egbert } play_music("music/boss_encounter.mid") new_tween({ run = shake_tween, duration = 1000000, amount = 5, playbig=false }) bigant = add_npc("fieldantboss", 3, 18.5*TILE_SIZE, 45.5*TILE_SIZE) redraw() set_character_role(bigant, "") set_entity_animation(bigant, "charge") set_entity_solid_with_area(bigant, false) set_entity_solid_with_entities(bigant, false) local t = { run = bomb_tween, x = 20*TILE_SIZE, y=44*TILE_SIZE } append_tween(t, create_idle_tween(0.1)) append_tween(t, { run = bomb_tween, x = 22*TILE_SIZE, y=44*TILE_SIZE }) append_tween(t, create_idle_tween(0.1)) append_tween(t, { run = bomb_tween, x = 24*TILE_SIZE, y=44*TILE_SIZE }) append_tween(t, create_idle_tween(0.1)) append_tween(t, { run = bomb_tween, x = 26*TILE_SIZE, y=44*TILE_SIZE }) append_tween(t, create_idle_tween(0.1)) append_tween(t, { run = bomb_tween, x = 28*TILE_SIZE, y=44*TILE_SIZE }) append_tween(t, { run = hide_wall_tween }) append_tween(t, create_idle_tween(0.1)) append_tween(t, { run = bomb_tween, x = 30*TILE_SIZE, y=44*TILE_SIZE }) new_tween(t) t = create_direct_move_xyz_tween(bigant, 1, 31.5*TILE_SIZE, 45.5*TILE_SIZE, 0) append_tween(t, { run = bigant_idle }) new_tween(t) set_character_role(egbert, "astar") t = create_idle_tween(0.5) append_tween(t, create_astar_tween(egbert, 36.5*TILE_SIZE, 45.5*TILE_SIZE, true)) append_tween(t, create_change_direction_tween(egbert, DIR_W)) append_tween(t, { run = count_players }) new_tween(t) t = create_idle_tween(0.5) append_tween(create_astar_tween(frogbert, 37.5*TILE_SIZE, 45.5*TILE_SIZE, true)) append_tween(t, create_change_direction_tween(frogbert, DIR_W)) append_tween(t, { run = count_players }) new_tween(t) t = create_idle_tween(0.5) append_tween(create_astar_tween(bisou, 38.5*TILE_SIZE, 45.5*TILE_SIZE, true)) append_tween(t, create_change_direction_tween(bisou, DIR_W)) append_tween(t, { run = count_players }) new_tween(t) elseif (done_attack and not shook and after_shook) then shook = true simple_speak{ true, "CAVERNS7_EGBERT_3", "", egbert, "CAVERNS7_BISOU_1", "", bisou } new_tween({ run = shake_tween, duration = 1, amount = 5, playbig=false }) local t = create_idle_tween(1) append_tween(t, { run = after_shake2 }) new_tween(t) elseif (hit_wall and not done_attack and after_attacked) then done_attack = true simple_speak{ true, "CAVERNS7_FROGBERT_2", "", frogbert } new_tween({ run = shake_tween, duration = 1, amount = 5, playbig=false }) local t = create_idle_tween(1) append_tween(t, { run = after_shake }) new_tween(t) elseif (begin_speech and not hit_wall and player_count == 1) then hit_wall = true local ex, ey = get_entity_position(egbert) egbert_clone = add_entity("egbert", 3, ex, ey) set_entity_visible(egbert, false) set_entity_right(egbert_clone, false) set_entity_animation(egbert_clone, "attack") play_sample("sfx/swing_weapon.ogg", 1, 0, 1) local t = create_idle_tween(0.5) append_tween(t, create_change_direction_tween(egbert, DIR_E)) append_tween(t, { run = after_attack }) new_tween(t) elseif (centered and not begin_speech) then begin_speech = true player_count = 0 simple_speak{ true, "CAVERNS7_EGBERT_1", "", egbert } set_entity_right(frogbert, true) simple_speak{ true, "CAVERNS7_FROGBERT_1", "", frogbert } set_entity_right(frogbert, false) simple_speak{ true, "CAVERNS7_EGBERT_2", "snooty-anim", egbert } local t = create_astar_tween(egbert, 31*TILE_SIZE, 45.5*TILE_SIZE, false) append_tween(t, { run = count_players }) new_tween(t) elseif (scene_started and not centering and player_count == 3) then centering = true local x, y = get_entity_position(egbert) local t = create_center_camera_tween(0, x, y, 50) append_tween(t, { run = do_center }) new_tween(t) end end function collide(id1, id2) end function uncollide(id1, id2) end function action_button_pressed(n) end function attacked(attacker, attackee) end function stop() destroy_sample("sfx/rumble.ogg") destroy_sample("sfx/bomb.ogg") destroy_sample("sfx/boing.ogg") end function post_draw_layer(layer) if (layer == 4 and battle_started) then clear_to_color(0, 0, 0, 1) end end
-- RenameParameters.lua -- Renames all parameters in the input file (1st param) from "a_Param" to "aParam", saves it back to the input file local args = {...} local fnam = args[1] local out = {} local f = assert(io.open(fnam, "r")) local n = 1 for line in f:lines() do out[n] = string.gsub(line, "([^a-zA-Z0-9_])a_(%w*)", "%1a%2") n = n + 1 end f:close() f = io.open(fnam, "w") f:write(table.concat(out, "\n")) f:write("\n") f:close()
do local _ = { ['logistics-2'] = { icon = '__base__/graphics/technology/logistics-2.png', effects = { {recipe = 'fast-transport-belt', type = 'unlock-recipe'}, {recipe = 'fast-underground-belt', type = 'unlock-recipe'}, {recipe = 'fast-splitter', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'a-f-b', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 200, time = 30 }, prerequisites = {'logistics', 'logistic-science-pack'}, name = 'logistics-2', icon_size = 256 }, ['nuclear-power'] = { icon = '__base__/graphics/technology/nuclear-power.png', effects = { {recipe = 'nuclear-reactor', type = 'unlock-recipe'}, {recipe = 'heat-exchanger', type = 'unlock-recipe'}, {recipe = 'heat-pipe', type = 'unlock-recipe'}, {recipe = 'steam-turbine', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 800, time = 30 }, prerequisites = {'uranium-processing'}, name = 'nuclear-power', icon_size = 256 }, ['research-speed-6'] = { effects = {{modifier = 0.6, type = 'laboratory-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/research-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-m-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = 500, time = 30 }, prerequisites = {'research-speed-5'}, name = 'research-speed-6', icon_size = 256 }, ['braking-force-3'] = { effects = {{modifier = 0.15, type = 'train-braking-force-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/braking-force.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-braking-force.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'b-f-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 250, time = 30 }, prerequisites = {'braking-force-2'}, name = 'braking-force-3', icon_size = 256 }, ['circuit-network'] = { icon = '__base__/graphics/technology/circuit-network.png', effects = { {recipe = 'red-wire', type = 'unlock-recipe'}, {recipe = 'green-wire', type = 'unlock-recipe'}, {recipe = 'arithmetic-combinator', type = 'unlock-recipe'}, {recipe = 'decider-combinator', type = 'unlock-recipe'}, {recipe = 'constant-combinator', type = 'unlock-recipe'}, {recipe = 'power-switch', type = 'unlock-recipe'}, {recipe = 'programmable-speaker', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'a-d-d', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 15 }, prerequisites = {'electronics', 'logistic-science-pack'}, name = 'circuit-network', icon_size = 256 }, ['coal-liquefaction'] = { icon = '__base__/graphics/technology/coal-liquefaction.png', effects = {{recipe = 'coal-liquefaction', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'd-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'advanced-oil-processing', 'production-science-pack'}, name = 'coal-liquefaction', icon_size = 256 }, ['kovarex-enrichment-process'] = { icon = '__base__/graphics/technology/kovarex-enrichment-process.png', effects = { {recipe = 'kovarex-enrichment-process', type = 'unlock-recipe'}, {recipe = 'nuclear-fuel', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 1500, time = 30 }, prerequisites = {'production-science-pack', 'uranium-processing', 'rocket-fuel'}, name = 'kovarex-enrichment-process', icon_size = 256 }, ['energy-shield-mk2-equipment'] = { effects = {{recipe = 'energy-shield-mk2-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { { icon = '__base__/graphics/technology/energy-shield-mk2-equipment.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-e-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'energy-shield-equipment', 'military-3', 'low-density-structure', 'power-armor'}, name = 'energy-shield-mk2-equipment', icon_size = 256 }, ['effectivity-module'] = { icon = '__base__/graphics/technology/effectivity-module-1.png', effects = {{recipe = 'effectivity-module', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, order = 'i-g-a', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 50, time = 30}, prerequisites = {'modules'}, name = 'effectivity-module', icon_size = 256 }, ['military-2'] = { icon = '__base__/graphics/technology/military.png', effects = { {recipe = 'piercing-rounds-magazine', type = 'unlock-recipe'}, {recipe = 'grenade', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'e-a-b', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 20, time = 15}, prerequisites = {'military', 'steel-processing', 'logistic-science-pack'}, name = 'military-2', icon_size = 256 }, ['uranium-processing'] = { icon = '__base__/graphics/technology/uranium-processing.png', effects = { {recipe = 'centrifuge', type = 'unlock-recipe'}, {recipe = 'uranium-processing', type = 'unlock-recipe'}, {recipe = 'uranium-fuel-cell', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'chemical-science-pack', 'concrete'}, name = 'uranium-processing', icon_size = 256 }, ['weapon-shooting-speed-1'] = { effects = { {ammo_category = 'bullet', type = 'gun-speed', modifier = 0.1}, {ammo_category = 'shotgun-shell', type = 'gun-speed', modifier = 0.1} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/weapon-shooting-speed-1.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-j-a', unit = {ingredients = {{'automation-science-pack', 1}}, count = 100, time = 30}, prerequisites = {'military'}, name = 'weapon-shooting-speed-1', icon_size = 256 }, ['automated-rail-transportation'] = { icon = '__base__/graphics/technology/automated-rail-transportation.png', effects = {{recipe = 'train-stop', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'c-g-b', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 75, time = 30}, prerequisites = {'railway'}, name = 'automated-rail-transportation', icon_size = 256 }, ['advanced-material-processing-2'] = { icon = '__base__/graphics/technology/advanced-material-processing-2.png', effects = {{recipe = 'electric-furnace', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'c-c-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 250, time = 30 }, prerequisites = {'advanced-material-processing', 'chemical-science-pack'}, name = 'advanced-material-processing-2', icon_size = 256 }, explosives = { icon = '__base__/graphics/technology/explosives.png', effects = {{recipe = 'explosives', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'a-e-d', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 15 }, prerequisites = {'sulfur-processing'}, name = 'explosives', icon_size = 256 }, ['fast-inserter'] = { icon = '__base__/graphics/technology/fast-inserter.png', effects = { {recipe = 'fast-inserter', type = 'unlock-recipe'}, {recipe = 'filter-inserter', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'a-d-a', unit = {ingredients = {{'automation-science-pack', 1}}, count = 30, time = 15}, prerequisites = {'electronics'}, name = 'fast-inserter', icon_size = 256 }, ['braking-force-5'] = { effects = {{modifier = 0.15, type = 'train-braking-force-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/braking-force.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-braking-force.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'b-f-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 450, time = 35 }, prerequisites = {'braking-force-4'}, name = 'braking-force-5', icon_size = 256 }, ['worker-robots-speed-3'] = { effects = {{modifier = 0.45, type = 'worker-robot-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/worker-robots-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-movement-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-f-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'utility-science-pack', 1} }, count = 150, time = 60 }, prerequisites = {'worker-robots-speed-2'}, name = 'worker-robots-speed-3', icon_size = 256 }, ['military-3'] = { icon = '__base__/graphics/technology/military.png', effects = { {recipe = 'poison-capsule', type = 'unlock-recipe'}, {recipe = 'slowdown-capsule', type = 'unlock-recipe'}, {recipe = 'combat-shotgun', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'e-a-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'chemical-science-pack', 'military-science-pack'}, name = 'military-3', icon_size = 256 }, ['energy-weapons-damage-7'] = { effects = { {ammo_category = 'laser', type = 'ammo-damage', modifier = 0.7}, {ammo_category = 'beam', type = 'ammo-damage', modifier = 0.3} }, icon_mipmaps = 4, max_level = 'infinite', type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/energy-weapons-damage.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1}, {'space-science-pack', 1} }, count_formula = '2^(L-7)*1000', time = 60 }, prerequisites = {'energy-weapons-damage-6', 'space-science-pack'}, name = 'energy-weapons-damage-7', icon_size = 256 }, ['physical-projectile-damage-4'] = { effects = { {ammo_category = 'bullet', type = 'ammo-damage', modifier = 0.2}, {modifier = 0.2, turret_id = 'gun-turret', type = 'turret-attack'}, {ammo_category = 'shotgun-shell', type = 'ammo-damage', modifier = 0.2} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { { icon = '__base__/graphics/technology/physical-projectile-damage-1.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 400, time = 60 }, prerequisites = {'physical-projectile-damage-3'}, name = 'physical-projectile-damage-4', icon_size = 256 }, ['effectivity-module-3'] = { icon = '__base__/graphics/technology/effectivity-module-3.png', effects = {{recipe = 'effectivity-module-3', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, order = 'i-g-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 300, time = 60 }, prerequisites = {'effectivity-module-2', 'production-science-pack'}, name = 'effectivity-module-3', icon_size = 256 }, ['mining-productivity-2'] = { effects = {{modifier = 0.1, type = 'mining-drill-productivity-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/mining-productivity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-mining-productivity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-f-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = '500', time = 60 }, prerequisites = {'mining-productivity-1'}, name = 'mining-productivity-2', icon_size = 256 }, ['nuclear-fuel-reprocessing'] = { icon = '__base__/graphics/technology/nuclear-fuel-reprocessing.png', effects = {{recipe = 'nuclear-fuel-reprocessing', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 50, time = 30 }, prerequisites = {'nuclear-power', 'production-science-pack'}, name = 'nuclear-fuel-reprocessing', icon_size = 256 }, defender = { icon = '__base__/graphics/technology/defender.png', effects = { {recipe = 'defender-capsule', type = 'unlock-recipe'}, {modifier = 4, type = 'maximum-following-robots-count'} }, icon_mipmaps = 4, type = 'technology', order = 'e-p-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'military-science-pack'}, name = 'defender', icon_size = 256 }, ['military-4'] = { icon = '__base__/graphics/technology/military.png', effects = { {recipe = 'piercing-shotgun-shell', type = 'unlock-recipe'}, {recipe = 'cluster-grenade', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'e-a-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 150, time = 45 }, prerequisites = {'military-3', 'utility-science-pack', 'explosives'}, name = 'military-4', icon_size = 256 }, ['production-science-pack'] = { icon = '__base__/graphics/technology/production-science-pack.png', effects = {{recipe = 'production-science-pack', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'c-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'productivity-module', 'advanced-material-processing-2', 'railway'}, name = 'production-science-pack', icon_size = 256 }, ['rail-signals'] = { icon = '__base__/graphics/technology/rail-signals.png', effects = { {recipe = 'rail-signal', type = 'unlock-recipe'}, {recipe = 'rail-chain-signal', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'c-g-c', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 30 }, prerequisites = {'automated-rail-transportation'}, name = 'rail-signals', icon_size = 256 }, ['advanced-electronics-2'] = { icon = '__base__/graphics/technology/advanced-electronics-2.png', effects = {{recipe = 'processing-unit', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'a-d-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 300, time = 30 }, prerequisites = {'chemical-science-pack'}, name = 'advanced-electronics-2', icon_size = 256 }, battery = { icon = '__base__/graphics/technology/battery.png', effects = {{recipe = 'battery', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'b-c', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 150, time = 30 }, prerequisites = {'sulfur-processing'}, name = 'battery', icon_size = 256 }, ['worker-robots-speed-5'] = { effects = {{modifier = 0.65, type = 'worker-robot-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/worker-robots-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-movement-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-f-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = 500, time = 60 }, prerequisites = {'worker-robots-speed-4'}, name = 'worker-robots-speed-5', icon_size = 256 }, destroyer = { icon = '__base__/graphics/technology/destroyer.png', effects = {{recipe = 'destroyer-capsule', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'e-p-b-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 300, time = 30 }, prerequisites = {'military-4', 'distractor', 'speed-module'}, name = 'destroyer', icon_size = 256 }, ['logistic-science-pack'] = { icon = '__base__/graphics/technology/logistic-science-pack.png', effects = {{recipe = 'logistic-science-pack', type = 'unlock-recipe'}}, icon_mipmaps = 4, localised_description = {'technology-description.logistic-science-pack'}, localised_name = {'technology-name.logistic-science-pack'}, type = 'technology', order = 'c-a', unit = {ingredients = {{'automation-science-pack', 1}}, count = 75, time = 5}, name = 'logistic-science-pack', icon_size = 256 }, ['effectivity-module-2'] = { icon = '__base__/graphics/technology/effectivity-module-2.png', effects = {{recipe = 'effectivity-module-2', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, order = 'i-g-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 75, time = 30 }, prerequisites = {'effectivity-module', 'advanced-electronics-2'}, name = 'effectivity-module-2', icon_size = 256 }, ['braking-force-1'] = { effects = {{modifier = 0.1, type = 'train-braking-force-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/braking-force.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-braking-force.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'b-f-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'railway', 'chemical-science-pack'}, name = 'braking-force-1', icon_size = 256 }, ['mining-productivity-1'] = { effects = {{modifier = 0.1, type = 'mining-drill-productivity-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/mining-productivity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-mining-productivity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-f-e', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = '250', time = 60 }, prerequisites = {'advanced-electronics'}, name = 'mining-productivity-1', icon_size = 256 }, ['braking-force-6'] = { effects = {{modifier = 0.15, type = 'train-braking-force-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/braking-force.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-braking-force.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'b-f-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = 550, time = 45 }, prerequisites = {'braking-force-5'}, name = 'braking-force-6', icon_size = 256 }, ['steel-processing'] = { icon = '__base__/graphics/technology/steel-processing.png', effects = { {recipe = 'steel-plate', type = 'unlock-recipe'}, {recipe = 'steel-chest', type = 'unlock-recipe'} }, icon_mipmaps = 4, icon_size = 256, unit = {ingredients = {{'automation-science-pack', 1}}, count = 50, time = 5}, type = 'technology', name = 'steel-processing', order = 'c-a' }, ['advanced-electronics'] = { icon = '__base__/graphics/technology/advanced-electronics.png', effects = {{recipe = 'advanced-circuit', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'a-d-b', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 200, time = 15 }, prerequisites = {'plastics'}, name = 'advanced-electronics', icon_size = 256 }, tank = { icon = '__base__/graphics/technology/tank.png', effects = { {recipe = 'tank', type = 'unlock-recipe'}, {recipe = 'cannon-shell', type = 'unlock-recipe'}, {recipe = 'explosive-cannon-shell', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'e-c-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 250, time = 30 }, prerequisites = {'automobilism', 'military-3', 'explosives'}, name = 'tank', icon_size = 256 }, ['automation-3'] = { icon = '__base__/graphics/technology/automation-3.png', effects = {{recipe = 'assembling-machine-3', type = 'unlock-recipe'}}, icon_mipmaps = 4, localised_description = {'technology-description.automation-3'}, type = 'technology', order = 'a-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 150, time = 60 }, prerequisites = {'speed-module', 'production-science-pack'}, name = 'automation-3', icon_size = 256 }, automation = { icon = '__base__/graphics/technology/automation-1.png', effects = { {recipe = 'assembling-machine-1', type = 'unlock-recipe'}, {recipe = 'long-handed-inserter', type = 'unlock-recipe'} }, icon_mipmaps = 4, ignore_tech_cost_multiplier = true, type = 'technology', order = 'a-b-a', unit = {ingredients = {{'automation-science-pack', 1}}, count = 10, time = 10}, name = 'automation', icon_size = 256 }, ['weapon-shooting-speed-3'] = { effects = { {ammo_category = 'bullet', type = 'gun-speed', modifier = 0.2}, {ammo_category = 'shotgun-shell', type = 'gun-speed', modifier = 0.2}, {ammo_category = 'rocket', type = 'gun-speed', modifier = 0.5} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/weapon-shooting-speed-2.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 300, time = 60 }, prerequisites = {'weapon-shooting-speed-2'}, name = 'weapon-shooting-speed-3', icon_size = 256 }, ['cliff-explosives'] = { icon = '__base__/graphics/technology/cliff-explosives.png', effects = {{recipe = 'cliff-explosives', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'z-c-d', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 200, time = 15 }, prerequisites = {'explosives', 'military-2'}, name = 'cliff-explosives', icon_size = 256 }, ['chemical-science-pack'] = { icon = '__base__/graphics/technology/chemical-science-pack.png', effects = {{recipe = 'chemical-science-pack', type = 'unlock-recipe'}}, icon_mipmaps = 4, localised_description = {'technology-description.chemical-science-pack'}, localised_name = {'technology-name.chemical-science-pack'}, type = 'technology', order = 'c-a', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 75, time = 10}, prerequisites = {'advanced-electronics', 'sulfur-processing'}, name = 'chemical-science-pack', icon_size = 256 }, ['discharge-defense-equipment'] = { effects = { {recipe = 'discharge-defense-equipment', type = 'unlock-recipe'}, {recipe = 'discharge-defense-remote', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', icons = { { icon = '__base__/graphics/technology/discharge-defense-equipment.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-o', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'laser-turret', 'military-3', 'power-armor', 'solar-panel-equipment'}, name = 'discharge-defense-equipment', icon_size = 256 }, ['fluid-handling'] = { icon = '__base__/graphics/technology/fluid-handling.png', effects = { {recipe = 'storage-tank', type = 'unlock-recipe'}, {recipe = 'pump', type = 'unlock-recipe'}, {recipe = 'empty-barrel', type = 'unlock-recipe'}, {recipe = 'fill-water-barrel', type = 'unlock-recipe'}, {recipe = 'empty-water-barrel', type = 'unlock-recipe'}, {recipe = 'fill-sulfuric-acid-barrel', type = 'unlock-recipe'}, {recipe = 'empty-sulfuric-acid-barrel', type = 'unlock-recipe'}, {recipe = 'fill-crude-oil-barrel', type = 'unlock-recipe'}, {recipe = 'empty-crude-oil-barrel', type = 'unlock-recipe'}, {recipe = 'fill-heavy-oil-barrel', type = 'unlock-recipe'}, {recipe = 'empty-heavy-oil-barrel', type = 'unlock-recipe'}, {recipe = 'fill-light-oil-barrel', type = 'unlock-recipe'}, {recipe = 'empty-light-oil-barrel', type = 'unlock-recipe'}, {recipe = 'fill-petroleum-gas-barrel', type = 'unlock-recipe'}, {recipe = 'empty-petroleum-gas-barrel', type = 'unlock-recipe'}, {recipe = 'fill-lubricant-barrel', type = 'unlock-recipe'}, {recipe = 'empty-lubricant-barrel', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'd-a-a', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 50, time = 15}, prerequisites = {'automation-2', 'engine'}, name = 'fluid-handling', icon_size = 256 }, ['explosive-rocketry'] = { icon = '__base__/graphics/technology/explosive-rocketry.png', effects = {{recipe = 'explosive-rocket', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'e-h', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'rocketry', 'military-3'}, name = 'explosive-rocketry', icon_size = 256 }, military = { icon = '__base__/graphics/technology/military.png', effects = { {recipe = 'submachine-gun', type = 'unlock-recipe'}, {recipe = 'shotgun', type = 'unlock-recipe'}, {recipe = 'shotgun-shell', type = 'unlock-recipe'} }, icon_mipmaps = 4, icon_size = 256, unit = {ingredients = {{'automation-science-pack', 1}}, count = 10, time = 15}, type = 'technology', name = 'military', order = 'e-a-a' }, logistics = { icon = '__base__/graphics/technology/logistics-1.png', effects = { {recipe = 'underground-belt', type = 'unlock-recipe'}, {recipe = 'splitter', type = 'unlock-recipe'} }, icon_mipmaps = 4, icon_size = 256, unit = {ingredients = {{'automation-science-pack', 1}}, count = 20, time = 15}, type = 'technology', name = 'logistics', order = 'a-f-a' }, ['energy-weapons-damage-5'] = { effects = { {ammo_category = 'laser', type = 'ammo-damage', modifier = 0.5}, {ammo_category = 'beam', type = 'ammo-damage', modifier = 0.4} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/energy-weapons-damage.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 500, time = 60 }, prerequisites = {'energy-weapons-damage-4'}, name = 'energy-weapons-damage-5', icon_size = 256 }, ['battery-equipment'] = { effects = {{recipe = 'battery-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { {icon = '__base__/graphics/technology/battery-equipment.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-i-a', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 50, time = 15}, prerequisites = {'battery', 'solar-panel-equipment'}, name = 'battery-equipment', icon_size = 256 }, ['electric-energy-distribution-1'] = { icon = '__base__/graphics/technology/electric-energy-distribution-1.png', effects = { {recipe = 'medium-electric-pole', type = 'unlock-recipe'}, {recipe = 'big-electric-pole', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'c-e-b', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 120, time = 30 }, prerequisites = {'electronics', 'steel-processing', 'logistic-science-pack'}, name = 'electric-energy-distribution-1', icon_size = 256 }, ['laser-shooting-speed-6'] = { effects = {{ammo_category = 'laser', type = 'gun-speed', modifier = 0.4}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/laser-shooting-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-n-m', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 350, time = 60 }, prerequisites = {'laser-shooting-speed-5'}, name = 'laser-shooting-speed-6', icon_size = 256 }, ['laser-shooting-speed-3'] = { effects = {{ammo_category = 'laser', type = 'gun-speed', modifier = 0.3}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/laser-shooting-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-n-j', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 200, time = 60 }, prerequisites = {'laser-shooting-speed-2'}, name = 'laser-shooting-speed-3', icon_size = 256 }, ['uranium-ammo'] = { icon = '__base__/graphics/technology/uranium-ammo.png', effects = { {recipe = 'uranium-rounds-magazine', type = 'unlock-recipe'}, {recipe = 'uranium-cannon-shell', type = 'unlock-recipe'}, {recipe = 'explosive-uranium-cannon-shell', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'e-a-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 1000, time = 45 }, prerequisites = {'uranium-processing', 'military-4', 'tank'}, name = 'uranium-ammo', icon_size = 256 }, ['fluid-wagon'] = { icon = '__base__/graphics/technology/fluid-wagon.png', effects = {{recipe = 'fluid-wagon', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'c-g-a-b', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 200, time = 30 }, prerequisites = {'railway', 'fluid-handling'}, name = 'fluid-wagon', icon_size = 256 }, ['worker-robots-storage-1'] = { effects = {{modifier = 1, type = 'worker-robot-storage'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/worker-robots-storage.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-g-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'robotics'}, name = 'worker-robots-storage-1', icon_size = 256 }, ['advanced-oil-processing'] = { icon = '__base__/graphics/technology/oil-processing.png', effects = { {recipe = 'advanced-oil-processing', type = 'unlock-recipe'}, {recipe = 'heavy-oil-cracking', type = 'unlock-recipe'}, {recipe = 'light-oil-cracking', type = 'unlock-recipe'}, {recipe = 'solid-fuel-from-heavy-oil', type = 'unlock-recipe'}, {recipe = 'solid-fuel-from-light-oil', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'd-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 75, time = 30 }, prerequisites = {'chemical-science-pack'}, name = 'advanced-oil-processing', icon_size = 256 }, electronics = { icon = '__base__/graphics/technology/electronics.png', name = 'electronics', icon_mipmaps = 4, type = 'technology', unit = {ingredients = {{'automation-science-pack', 1}}, count = 30, time = 15}, prerequisites = {'automation'}, icon_size = 256, order = 'a-d-a' }, ['energy-weapons-damage-1'] = { effects = {{ammo_category = 'laser', type = 'ammo-damage', modifier = 0.2}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/energy-weapons-damage.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-j-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'laser', 'military-science-pack'}, name = 'energy-weapons-damage-1', icon_size = 256 }, concrete = { icon = '__base__/graphics/technology/concrete.png', effects = { {recipe = 'concrete', type = 'unlock-recipe'}, {recipe = 'hazard-concrete', type = 'unlock-recipe'}, {recipe = 'refined-concrete', type = 'unlock-recipe'}, {recipe = 'refined-hazard-concrete', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'c-c-c', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 250, time = 30 }, prerequisites = {'advanced-material-processing', 'automation-2'}, name = 'concrete', icon_size = 256 }, ['follower-robot-count-2'] = { effects = {{modifier = 5, type = 'maximum-following-robots-count'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/follower-robots.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-count.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 300, time = 30 }, prerequisites = {'follower-robot-count-1'}, name = 'follower-robot-count-2', icon_size = 256 }, ['inserter-capacity-bonus-4'] = { effects = {{modifier = 1, type = 'stack-inserter-capacity-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/inserter-capacity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-o-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 250, time = 30 }, prerequisites = {'inserter-capacity-bonus-3'}, name = 'inserter-capacity-bonus-4', icon_size = 256 }, ['energy-weapons-damage-2'] = { effects = {{ammo_category = 'laser', type = 'ammo-damage', modifier = 0.2}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/energy-weapons-damage.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'energy-weapons-damage-1'}, name = 'energy-weapons-damage-2', icon_size = 256 }, ['land-mine'] = { icon = '__base__/graphics/technology/land-mine.png', effects = {{recipe = 'land-mine', type = 'unlock-recipe'}}, icon_mipmaps = 4, localised_description = {'technology-description.land-mine'}, type = 'technology', order = 'e-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'explosives', 'military-science-pack'}, name = 'land-mine', icon_size = 256 }, ['productivity-module'] = { icon = '__base__/graphics/technology/productivity-module-1.png', effects = {{recipe = 'productivity-module', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, order = 'i-e-a', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 50, time = 30}, prerequisites = {'modules'}, name = 'productivity-module', icon_size = 256 }, ['electric-engine'] = { icon = '__base__/graphics/technology/electric-engine.png', effects = {{recipe = 'electric-engine-unit', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'b-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 50, time = 30 }, prerequisites = {'lubricant'}, name = 'electric-engine', icon_size = 256 }, ['follower-robot-count-5'] = { effects = {{modifier = 10, type = 'maximum-following-robots-count'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/follower-robots.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-count.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 800, time = 30 }, prerequisites = {'follower-robot-count-4', 'destroyer'}, name = 'follower-robot-count-5', icon_size = 256 }, ['steel-axe'] = { icon = '__base__/graphics/technology/steel-axe.png', effects = {{modifier = 1, type = 'character-mining-speed'}}, icon_mipmaps = 4, type = 'technology', order = 'c-c-a', unit = {ingredients = {{'automation-science-pack', 1}}, count = 50, time = 30}, prerequisites = {'steel-processing'}, name = 'steel-axe', icon_size = 256 }, ['effect-transmission'] = { icon = '__base__/graphics/technology/effect-transmission.png', effects = {{recipe = 'beacon', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'i-i', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 75, time = 30 }, prerequisites = {'advanced-electronics-2', 'production-science-pack'}, name = 'effect-transmission', icon_size = 256 }, ['worker-robots-storage-2'] = { effects = {{modifier = 1, type = 'worker-robot-storage'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/worker-robots-storage.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-g-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 300, time = 60 }, prerequisites = {'worker-robots-storage-1'}, name = 'worker-robots-storage-2', icon_size = 256 }, ['inserter-capacity-bonus-1'] = { effects = {{modifier = 1, type = 'stack-inserter-capacity-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/inserter-capacity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-o-b', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 200, time = 30 }, prerequisites = {'stack-inserter'}, name = 'inserter-capacity-bonus-1', icon_size = 256 }, distractor = { icon = '__base__/graphics/technology/distractor.png', effects = {{recipe = 'distractor-capsule', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'e-p-b-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'defender', 'military-3', 'laser'}, name = 'distractor', icon_size = 256 }, ['worker-robots-speed-6'] = { effects = {{modifier = 0.65, type = 'worker-robot-speed'}}, icon_mipmaps = 4, max_level = 'infinite', type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/worker-robots-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-movement-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-f-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1}, {'space-science-pack', 1} }, count_formula = '2^(L-6)*1000', time = 60 }, prerequisites = {'worker-robots-speed-5', 'space-science-pack'}, name = 'worker-robots-speed-6', icon_size = 256 }, ['inserter-capacity-bonus-5'] = { effects = {{modifier = 2, type = 'stack-inserter-capacity-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/inserter-capacity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-o-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 300, time = 30 }, prerequisites = {'inserter-capacity-bonus-4'}, name = 'inserter-capacity-bonus-5', icon_size = 256 }, ['worker-robots-speed-4'] = { effects = {{modifier = 0.55, type = 'worker-robot-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/worker-robots-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-movement-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-f-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'utility-science-pack', 1} }, count = 250, time = 60 }, prerequisites = {'worker-robots-speed-3'}, name = 'worker-robots-speed-4', icon_size = 256 }, ['logistic-system'] = { icon = '__base__/graphics/technology/logistic-system.png', effects = { {recipe = 'logistic-chest-active-provider', type = 'unlock-recipe'}, {recipe = 'logistic-chest-requester', type = 'unlock-recipe'}, {recipe = 'logistic-chest-buffer', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'c-k-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'utility-science-pack', 1} }, count = 500, time = 30 }, prerequisites = {'utility-science-pack', 'logistic-robotics'}, name = 'logistic-system', icon_size = 256 }, flamethrower = { icon = '__base__/graphics/technology/flamethrower.png', effects = { {recipe = 'flamethrower', type = 'unlock-recipe'}, {recipe = 'flamethrower-ammo', type = 'unlock-recipe'}, {recipe = 'flamethrower-turret', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'e-c-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 50, time = 30 }, prerequisites = {'flammables', 'military-science-pack'}, name = 'flamethrower', icon_size = 256 }, ['worker-robots-speed-2'] = { effects = {{modifier = 0.4, type = 'worker-robot-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/worker-robots-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-movement-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-f-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'worker-robots-speed-1'}, name = 'worker-robots-speed-2', icon_size = 256 }, ['personal-laser-defense-equipment'] = { effects = {{recipe = 'personal-laser-defense-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { { icon = '__base__/graphics/technology/personal-laser-defense-equipment.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-m', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 100, time = 30 }, prerequisites = { 'laser-turret', 'military-3', 'low-density-structure', 'power-armor', 'solar-panel-equipment' }, name = 'personal-laser-defense-equipment', icon_size = 256 }, ['worker-robots-speed-1'] = { effects = {{modifier = 0.35, type = 'worker-robot-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/worker-robots-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-movement-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-f-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 50, time = 30 }, prerequisites = {'robotics'}, name = 'worker-robots-speed-1', icon_size = 256 }, landfill = { icon = '__base__/graphics/technology/landfill.png', effects = {{recipe = 'landfill', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'b-d', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 50, time = 30}, prerequisites = {'logistic-science-pack'}, name = 'landfill', icon_size = 256 }, ['modular-armor'] = { icon = '__base__/graphics/technology/armor-making.png', effects = {{recipe = 'modular-armor', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'g-a-c', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 30 }, prerequisites = {'heavy-armor', 'advanced-electronics'}, name = 'modular-armor', icon_size = 256 }, ['physical-projectile-damage-6'] = { effects = { {ammo_category = 'bullet', type = 'ammo-damage', modifier = 0.4}, {modifier = 0.4, turret_id = 'gun-turret', type = 'turret-attack'}, {ammo_category = 'shotgun-shell', type = 'ammo-damage', modifier = 0.4}, {ammo_category = 'cannon-shell', type = 'ammo-damage', modifier = 1.3} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { { icon = '__base__/graphics/technology/physical-projectile-damage-2.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 600, time = 60 }, prerequisites = {'physical-projectile-damage-5'}, name = 'physical-projectile-damage-6', icon_size = 256 }, ['weapon-shooting-speed-5'] = { effects = { {ammo_category = 'bullet', type = 'gun-speed', modifier = 0.3}, {ammo_category = 'shotgun-shell', type = 'gun-speed', modifier = 0.4}, {ammo_category = 'cannon-shell', type = 'gun-speed', modifier = 0.8}, {ammo_category = 'rocket', type = 'gun-speed', modifier = 0.9} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/weapon-shooting-speed-3.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 500, time = 60 }, prerequisites = {'weapon-shooting-speed-4'}, name = 'weapon-shooting-speed-5', icon_size = 256 }, flammables = { icon = '__base__/graphics/technology/flammables.png', name = 'flammables', icon_mipmaps = 4, type = 'technology', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 50, time = 30}, prerequisites = {'oil-processing'}, icon_size = 256, order = 'e-c-a' }, ['refined-flammables-4'] = { effects = { {ammo_category = 'flamethrower', type = 'ammo-damage', modifier = 0.3}, {modifier = 0.3, turret_id = 'flamethrower-turret', type = 'turret-attack'} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/refined-flammables.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1}, {'utility-science-pack', 1} }, count = 400, time = 60 }, prerequisites = {'refined-flammables-3'}, name = 'refined-flammables-4', icon_size = 256 }, ['refined-flammables-2'] = { effects = { {ammo_category = 'flamethrower', type = 'ammo-damage', modifier = 0.2}, {modifier = 0.2, turret_id = 'flamethrower-turret', type = 'turret-attack'} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/refined-flammables.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'refined-flammables-1'}, name = 'refined-flammables-2', icon_size = 256 }, plastics = { icon = '__base__/graphics/technology/plastics.png', effects = {{recipe = 'plastic-bar', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'd-e', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 200, time = 30 }, prerequisites = {'oil-processing'}, name = 'plastics', icon_size = 256 }, ['follower-robot-count-6'] = { effects = {{modifier = 10, type = 'maximum-following-robots-count'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/follower-robots.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-count.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 1000, time = 30 }, prerequisites = {'follower-robot-count-5'}, name = 'follower-robot-count-6', icon_size = 256 }, ['follower-robot-count-3'] = { effects = {{modifier = 5, type = 'maximum-following-robots-count'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/follower-robots.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-count.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 400, time = 30 }, prerequisites = {'follower-robot-count-2'}, name = 'follower-robot-count-3', icon_size = 256 }, toolbelt = { effects = {{modifier = 10, type = 'character-inventory-slots-bonus'}}, icon_mipmaps = 4, type = 'technology', icons = { {icon = '__base__/graphics/technology/toolbelt.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-m', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 30 }, prerequisites = {'logistic-science-pack'}, name = 'toolbelt', icon_size = 256 }, ['sulfur-processing'] = { icon = '__base__/graphics/technology/sulfur-processing.png', effects = {{recipe = 'sulfuric-acid', type = 'unlock-recipe'}, {recipe = 'sulfur', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'd-d', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 150, time = 30 }, prerequisites = {'oil-processing'}, name = 'sulfur-processing', icon_size = 256 }, rocketry = { icon = '__base__/graphics/technology/rocketry.png', effects = { {recipe = 'rocket-launcher', type = 'unlock-recipe'}, {recipe = 'rocket', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'e-g', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 120, time = 15 }, prerequisites = {'explosives', 'flammables', 'military-science-pack'}, name = 'rocketry', icon_size = 256 }, spidertron = { icon = '__base__/graphics/technology/spidertron.png', effects = { {recipe = 'spidertron', type = 'unlock-recipe'}, {recipe = 'spidertron-remote', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'd-e-g', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = 2500, time = 30 }, prerequisites = { 'military-4', 'exoskeleton-equipment', 'fusion-reactor-equipment', 'rocketry', 'rocket-control-unit', 'effectivity-module-3' }, name = 'spidertron', icon_size = 256 }, ['fusion-reactor-equipment'] = { effects = {{recipe = 'fusion-reactor-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { {icon = '__base__/graphics/technology/fusion-reactor-equipment.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-l', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'utility-science-pack', 'power-armor', 'military-science-pack'}, name = 'fusion-reactor-equipment', icon_size = 256 }, ['utility-science-pack'] = { icon = '__base__/graphics/technology/utility-science-pack.png', effects = {{recipe = 'utility-science-pack', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'c-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'robotics', 'advanced-electronics-2', 'low-density-structure'}, name = 'utility-science-pack', icon_size = 256 }, ['productivity-module-2'] = { icon = '__base__/graphics/technology/productivity-module-2.png', effects = {{recipe = 'productivity-module-2', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, order = 'i-e-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 75, time = 30 }, prerequisites = {'productivity-module', 'advanced-electronics-2'}, name = 'productivity-module-2', icon_size = 256 }, ['personal-roboport-equipment'] = { effects = {{recipe = 'personal-roboport-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { { icon = '__base__/graphics/technology/personal-roboport-equipment.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-d-zz', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 50, time = 30 }, prerequisites = {'construction-robotics', 'solar-panel-equipment'}, name = 'personal-roboport-equipment', icon_size = 256 }, ['energy-shield-equipment'] = { effects = {{recipe = 'energy-shield-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { {icon = '__base__/graphics/technology/energy-shield-equipment.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-e-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 150, time = 15 }, prerequisites = {'solar-panel-equipment', 'military-science-pack'}, name = 'energy-shield-equipment', icon_size = 256 }, ['stronger-explosives-4'] = { effects = { {ammo_category = 'rocket', type = 'ammo-damage', modifier = 0.4}, {ammo_category = 'grenade', type = 'ammo-damage', modifier = 0.2}, {ammo_category = 'landmine', type = 'ammo-damage', modifier = 0.2} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/stronger-explosives-3.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1}, {'utility-science-pack', 1} }, count = 400, time = 60 }, prerequisites = {'stronger-explosives-3'}, name = 'stronger-explosives-4', icon_size = 256 }, ['stronger-explosives-3'] = { effects = { {ammo_category = 'rocket', type = 'ammo-damage', modifier = 0.3}, {ammo_category = 'grenade', type = 'ammo-damage', modifier = 0.2}, {ammo_category = 'landmine', type = 'ammo-damage', modifier = 0.2} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/stronger-explosives-3.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1} }, count = 300, time = 60 }, prerequisites = {'stronger-explosives-2'}, name = 'stronger-explosives-3', icon_size = 256 }, ['artillery-shell-range-1'] = { effects = {{modifier = 0.3, type = 'artillery-range'}}, icon_mipmaps = 4, max_level = 'infinite', type = 'technology', icons = { {icon = '__base__/graphics/technology/artillery-range.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-range.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-k-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1}, {'space-science-pack', 1} }, count_formula = '2^L*1000', time = 60 }, prerequisites = {'artillery', 'space-science-pack'}, name = 'artillery-shell-range-1', icon_size = 256 }, ['stronger-explosives-2'] = { effects = { {ammo_category = 'grenade', type = 'ammo-damage', modifier = 0.2}, {ammo_category = 'landmine', type = 'ammo-damage', modifier = 0.2} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/stronger-explosives-2.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'stronger-explosives-1'}, name = 'stronger-explosives-2', icon_size = 256 }, ['research-speed-1'] = { effects = {{modifier = 0.2, type = 'laboratory-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/research-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-m-a', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 30 }, prerequisites = {'automation-2'}, name = 'research-speed-1', icon_size = 256 }, ['stronger-explosives-1'] = { effects = {{ammo_category = 'grenade', type = 'ammo-damage', modifier = 0.25}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/stronger-explosives-1.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-j-a', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 30 }, prerequisites = {'military-2'}, name = 'stronger-explosives-1', icon_size = 256 }, ['stone-wall'] = { icon = '__base__/graphics/technology/stone-wall.png', effects = {{recipe = 'stone-wall', type = 'unlock-recipe'}}, icon_mipmaps = 4, icon_size = 256, unit = {ingredients = {{'automation-science-pack', 1}}, count = 10, time = 10}, type = 'technology', name = 'stone-wall', order = 'a-k-a' }, ['worker-robots-storage-3'] = { effects = {{modifier = 1, type = 'worker-robot-storage'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/worker-robots-storage.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-g-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = 450, time = 60 }, prerequisites = {'worker-robots-storage-2'}, name = 'worker-robots-storage-3', icon_size = 256 }, ['laser-shooting-speed-2'] = { effects = {{ammo_category = 'laser', type = 'gun-speed', modifier = 0.2}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/laser-shooting-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-n-i', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'laser-shooting-speed-1'}, name = 'laser-shooting-speed-2', icon_size = 256 }, ['refined-flammables-6'] = { effects = { {ammo_category = 'flamethrower', type = 'ammo-damage', modifier = 0.4}, {modifier = 0.4, turret_id = 'flamethrower-turret', type = 'turret-attack'} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/refined-flammables.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 600, time = 60 }, prerequisites = {'refined-flammables-5'}, name = 'refined-flammables-6', icon_size = 256 }, ['stack-inserter'] = { icon = '__base__/graphics/technology/stack-inserter.png', effects = { {recipe = 'stack-inserter', type = 'unlock-recipe'}, {recipe = 'stack-filter-inserter', type = 'unlock-recipe'}, {modifier = 1, type = 'stack-inserter-capacity-bonus'} }, icon_mipmaps = 4, type = 'technology', upgrade = true, order = 'c-o-a', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 150, time = 30 }, prerequisites = {'fast-inserter', 'logistics-2', 'advanced-electronics'}, name = 'stack-inserter', icon_size = 256 }, ['atomic-bomb'] = { icon = '__base__/graphics/technology/atomic-bomb.png', effects = {{recipe = 'atomic-bomb', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'e-a-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = 5000, time = 45 }, prerequisites = {'military-4', 'kovarex-enrichment-process', 'rocket-control-unit', 'rocketry'}, name = 'atomic-bomb', icon_size = 256 }, ['speed-module-3'] = { icon = '__base__/graphics/technology/speed-module-3.png', effects = {{recipe = 'speed-module-3', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, order = 'i-c-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 300, time = 60 }, prerequisites = {'speed-module-2', 'production-science-pack'}, name = 'speed-module-3', icon_size = 256 }, robotics = { icon = '__base__/graphics/technology/robotics.png', effects = {{recipe = 'flying-robot-frame', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'c-i', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 75, time = 30 }, prerequisites = {'electric-engine', 'battery'}, name = 'robotics', icon_size = 256 }, modules = { icon = '__base__/graphics/technology/module.png', name = 'modules', icon_mipmaps = 4, type = 'technology', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 30 }, prerequisites = {'advanced-electronics'}, icon_size = 256, order = 'i-a' }, ['inserter-capacity-bonus-7'] = { effects = { {modifier = 1, type = 'inserter-stack-size-bonus'}, {modifier = 2, type = 'stack-inserter-capacity-bonus'} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/inserter-capacity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-o-h', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = 600, time = 30 }, prerequisites = {'inserter-capacity-bonus-6'}, name = 'inserter-capacity-bonus-7', icon_size = 256 }, ['power-armor'] = { icon = '__base__/graphics/technology/power-armor.png', effects = {{recipe = 'power-armor', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'g-c-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'modular-armor', 'electric-engine', 'advanced-electronics-2'}, name = 'power-armor', icon_size = 256 }, ['belt-immunity-equipment'] = { effects = {{recipe = 'belt-immunity-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { {icon = '__base__/graphics/technology/belt-immunity-equipment.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-g-g', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 50, time = 15}, prerequisites = {'solar-panel-equipment'}, name = 'belt-immunity-equipment', icon_size = 256 }, ['advanced-material-processing'] = { icon = '__base__/graphics/technology/advanced-material-processing.png', effects = {{recipe = 'steel-furnace', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'c-c-a', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 75, time = 30}, prerequisites = {'steel-processing', 'logistic-science-pack'}, name = 'advanced-material-processing', icon_size = 256 }, ['rocket-fuel'] = { icon = '__base__/graphics/technology/rocket-fuel.png', effects = {{recipe = 'rocket-fuel', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'k-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 300, time = 45 }, prerequisites = {'flammables', 'advanced-oil-processing'}, name = 'rocket-fuel', icon_size = 256 }, ['artillery-shell-speed-1'] = { effects = { { icon = '__base__/graphics/icons/artillery-shell.png', icon_mipmaps = 2, ammo_category = 'artillery-shell', type = 'gun-speed', modifier = 1, icon_size = 64 } }, icon_mipmaps = 4, max_level = 'infinite', type = 'technology', icons = { {icon = '__base__/graphics/technology/artillery-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-k-k', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1}, {'space-science-pack', 1} }, count_formula = '1000+3^(L-1)*1000', time = 60 }, prerequisites = {'artillery', 'space-science-pack'}, name = 'artillery-shell-speed-1', icon_size = 256 }, ['space-science-pack'] = { icon = '__base__/graphics/technology/space-science-pack.png', effects = {{recipe = 'satellite', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'c-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = 2000, time = 30 }, prerequisites = {'rocket-silo', 'electric-energy-accumulators', 'solar-energy'}, name = 'space-science-pack', icon_size = 256 }, ['solar-panel-equipment'] = { effects = {{recipe = 'solar-panel-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { {icon = '__base__/graphics/technology/solar-panel-equipment.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-k', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 15 }, prerequisites = {'modular-armor', 'solar-energy'}, name = 'solar-panel-equipment', icon_size = 256 }, artillery = { icon = '__base__/graphics/technology/artillery.png', effects = { {recipe = 'artillery-wagon', type = 'unlock-recipe'}, {recipe = 'artillery-turret', type = 'unlock-recipe'}, {recipe = 'artillery-shell', type = 'unlock-recipe'}, {recipe = 'artillery-targeting-remote', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'd-e-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 2000, time = 30 }, prerequisites = {'military-4', 'tank'}, name = 'artillery', icon_size = 256 }, ['automation-2'] = { icon = '__base__/graphics/technology/automation-2.png', effects = {{recipe = 'assembling-machine-2', type = 'unlock-recipe'}}, icon_mipmaps = 4, localised_description = {'technology-description.automation-2'}, type = 'technology', order = 'a-b-b', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 40, time = 15}, prerequisites = {'electronics', 'steel-processing', 'logistic-science-pack'}, name = 'automation-2', icon_size = 256 }, ['solar-energy'] = { icon = '__base__/graphics/technology/solar-energy.png', effects = {{recipe = 'solar-panel', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'a-h-c', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 250, time = 30 }, prerequisites = {'optics', 'electronics', 'steel-processing', 'logistic-science-pack'}, name = 'solar-energy', icon_size = 256 }, ['rocket-silo'] = { icon = '__base__/graphics/technology/rocket-silo.png', effects = { {recipe = 'rocket-silo', type = 'unlock-recipe'}, {recipe = 'rocket-part', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'k-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = 1000, time = 60 }, prerequisites = { 'concrete', 'speed-module-3', 'productivity-module-3', 'rocket-fuel', 'rocket-control-unit' }, name = 'rocket-silo', icon_size = 256 }, ['laser-shooting-speed-4'] = { effects = {{ammo_category = 'laser', type = 'gun-speed', modifier = 0.3}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/laser-shooting-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-n-k', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 200, time = 60 }, prerequisites = {'laser-shooting-speed-3'}, name = 'laser-shooting-speed-4', icon_size = 256 }, ['braking-force-4'] = { effects = {{modifier = 0.15, type = 'train-braking-force-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/braking-force.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-braking-force.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'b-f-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 350, time = 30 }, prerequisites = {'braking-force-3'}, name = 'braking-force-4', icon_size = 256 }, ['speed-module'] = { icon = '__base__/graphics/technology/speed-module-1.png', effects = {{recipe = 'speed-module', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, order = 'i-c-a', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 50, time = 30}, prerequisites = {'modules'}, name = 'speed-module', icon_size = 256 }, ['mining-productivity-3'] = { effects = {{modifier = 0.1, type = 'mining-drill-productivity-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/mining-productivity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-mining-productivity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-f-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = '1000', time = 60 }, prerequisites = {'mining-productivity-2'}, name = 'mining-productivity-3', icon_size = 256 }, ['gun-turret'] = { icon = '__base__/graphics/technology/gun-turret.png', effects = {{recipe = 'gun-turret', type = 'unlock-recipe'}}, icon_mipmaps = 4, icon_size = 256, unit = {ingredients = {{'automation-science-pack', 1}}, count = 10, time = 10}, type = 'technology', name = 'gun-turret', order = 'a-j-a' }, ['speed-module-2'] = { icon = '__base__/graphics/technology/speed-module-2.png', effects = {{recipe = 'speed-module-2', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, order = 'i-c-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 75, time = 30 }, prerequisites = {'speed-module', 'advanced-electronics-2'}, name = 'speed-module-2', icon_size = 256 }, ['logistic-robotics'] = { icon = '__base__/graphics/technology/logistic-robotics.png', effects = { {recipe = 'roboport', type = 'unlock-recipe'}, {recipe = 'logistic-chest-passive-provider', type = 'unlock-recipe'}, {recipe = 'logistic-chest-storage', type = 'unlock-recipe'}, {recipe = 'logistic-robot', type = 'unlock-recipe'}, {modifier = true, type = 'character-logistic-requests'}, {modifier = 30, type = 'character-logistic-trash-slots'} }, icon_mipmaps = 4, type = 'technology', order = 'c-k-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 250, time = 30 }, prerequisites = {'robotics'}, name = 'logistic-robotics', icon_size = 256 }, ['braking-force-7'] = { effects = {{modifier = 0.15, type = 'train-braking-force-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/braking-force.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-braking-force.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'b-f-g', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1} }, count = 650, time = 60 }, prerequisites = {'braking-force-6'}, name = 'braking-force-7', icon_size = 256 }, ['research-speed-5'] = { effects = {{modifier = 0.5, type = 'laboratory-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/research-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-m-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 500, time = 30 }, prerequisites = {'research-speed-4'}, name = 'research-speed-5', icon_size = 256 }, ['research-speed-4'] = { effects = {{modifier = 0.5, type = 'laboratory-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/research-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-m-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 500, time = 30 }, prerequisites = {'research-speed-3'}, name = 'research-speed-4', icon_size = 256 }, ['exoskeleton-equipment'] = { effects = {{recipe = 'exoskeleton-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { {icon = '__base__/graphics/technology/exoskeleton-equipment.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-h', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 50, time = 30 }, prerequisites = {'advanced-electronics-2', 'electric-engine', 'solar-panel-equipment'}, name = 'exoskeleton-equipment', icon_size = 256 }, ['braking-force-2'] = { effects = {{modifier = 0.15, type = 'train-braking-force-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/braking-force.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-braking-force.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'b-f-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'braking-force-1'}, name = 'braking-force-2', icon_size = 256 }, ['research-speed-3'] = { effects = {{modifier = 0.4, type = 'laboratory-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/research-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-m-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 250, time = 30 }, prerequisites = {'research-speed-2'}, name = 'research-speed-3', icon_size = 256 }, ['productivity-module-3'] = { icon = '__base__/graphics/technology/productivity-module-3.png', effects = {{recipe = 'productivity-module-3', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, order = 'i-e-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 300, time = 60 }, prerequisites = {'productivity-module-2', 'production-science-pack'}, name = 'productivity-module-3', icon_size = 256 }, ['laser-shooting-speed-7'] = { effects = {{ammo_category = 'laser', type = 'gun-speed', modifier = 0.5}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/laser-shooting-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-n-n', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 450, time = 60 }, prerequisites = {'laser-shooting-speed-6'}, name = 'laser-shooting-speed-7', icon_size = 256 }, ['research-speed-2'] = { effects = {{modifier = 0.3, type = 'laboratory-speed'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/research-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-m-b', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 200, time = 30 }, prerequisites = {'research-speed-1'}, name = 'research-speed-2', icon_size = 256 }, ['refined-flammables-7'] = { effects = { {ammo_category = 'flamethrower', type = 'ammo-damage', modifier = 0.2}, {modifier = 0.2, turret_id = 'flamethrower-turret', type = 'turret-attack'} }, icon_mipmaps = 4, max_level = 'infinite', type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/refined-flammables.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1}, {'space-science-pack', 1} }, count_formula = '2^(L-7)*1000', time = 60 }, prerequisites = {'refined-flammables-6', 'space-science-pack'}, name = 'refined-flammables-7', icon_size = 256 }, ['refined-flammables-5'] = { effects = { {ammo_category = 'flamethrower', type = 'ammo-damage', modifier = 0.3}, {modifier = 0.3, turret_id = 'flamethrower-turret', type = 'turret-attack'} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/refined-flammables.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1}, {'utility-science-pack', 1} }, count = 500, time = 60 }, prerequisites = {'refined-flammables-4'}, name = 'refined-flammables-5', icon_size = 256 }, ['weapon-shooting-speed-2'] = { effects = { {ammo_category = 'bullet', type = 'gun-speed', modifier = 0.2}, {ammo_category = 'shotgun-shell', type = 'gun-speed', modifier = 0.2} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/weapon-shooting-speed-1.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-b', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 200, time = 30 }, prerequisites = {'weapon-shooting-speed-1'}, name = 'weapon-shooting-speed-2', icon_size = 256 }, ['follower-robot-count-1'] = { effects = {{modifier = 5, type = 'maximum-following-robots-count'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/follower-robots.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-count.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 200, time = 30 }, prerequisites = {'defender'}, name = 'follower-robot-count-1', icon_size = 256 }, ['refined-flammables-3'] = { effects = { {ammo_category = 'flamethrower', type = 'ammo-damage', modifier = 0.2}, {modifier = 0.2, turret_id = 'flamethrower-turret', type = 'turret-attack'} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/refined-flammables.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1} }, count = 300, time = 60 }, prerequisites = {'refined-flammables-2'}, name = 'refined-flammables-3', icon_size = 256 }, ['electric-energy-accumulators'] = { icon = '__base__/graphics/technology/electric-energy-acumulators.png', effects = {{recipe = 'accumulator', type = 'unlock-recipe'}}, icon_mipmaps = 4, localised_name = {'technology-name.electric-energy-accumulators-1'}, type = 'technology', order = 'c-e-a', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 150, time = 30 }, prerequisites = {'electric-energy-distribution-1', 'battery'}, name = 'electric-energy-accumulators', icon_size = 256 }, ['refined-flammables-1'] = { effects = { {ammo_category = 'flamethrower', type = 'ammo-damage', modifier = 0.2}, {modifier = 0.2, turret_id = 'flamethrower-turret', type = 'turret-attack'} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/refined-flammables.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-j-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'flamethrower'}, name = 'refined-flammables-1', icon_size = 256 }, gate = { icon = '__base__/graphics/technology/gate.png', effects = {{recipe = 'gate', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'a-l-a', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 30 }, prerequisites = {'stone-wall', 'military-2'}, name = 'gate', icon_size = 256 }, railway = { icon = '__base__/graphics/technology/railway.png', effects = { {recipe = 'rail', type = 'unlock-recipe'}, {recipe = 'locomotive', type = 'unlock-recipe'}, {recipe = 'cargo-wagon', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'c-g-a', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 75, time = 30}, prerequisites = {'logistics-2', 'engine'}, name = 'railway', icon_size = 256 }, ['power-armor-mk2'] = { icon = '__base__/graphics/technology/power-armor-mk2.png', effects = {{recipe = 'power-armor-mk2', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'g-c-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 400, time = 30 }, prerequisites = {'power-armor', 'military-4', 'speed-module-2', 'effectivity-module-2'}, name = 'power-armor-mk2', icon_size = 256 }, ['physical-projectile-damage-7'] = { effects = { {ammo_category = 'bullet', type = 'ammo-damage', modifier = 0.4}, {modifier = 0.7, turret_id = 'gun-turret', type = 'turret-attack'}, {ammo_category = 'shotgun-shell', type = 'ammo-damage', modifier = 0.4}, {ammo_category = 'cannon-shell', type = 'ammo-damage', modifier = 1} }, icon_mipmaps = 4, max_level = 'infinite', type = 'technology', upgrade = true, icons = { { icon = '__base__/graphics/technology/physical-projectile-damage-2.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1}, {'space-science-pack', 1} }, count_formula = '2^(L-7)*1000', time = 60 }, prerequisites = {'physical-projectile-damage-6', 'space-science-pack'}, name = 'physical-projectile-damage-7', icon_size = 256 }, ['low-density-structure'] = { icon = '__base__/graphics/technology/low-density-structure.png', effects = {{recipe = 'low-density-structure', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'k-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 300, time = 45 }, prerequisites = {'advanced-material-processing', 'chemical-science-pack'}, name = 'low-density-structure', icon_size = 256 }, ['physical-projectile-damage-5'] = { effects = { {ammo_category = 'bullet', type = 'ammo-damage', modifier = 0.2}, {modifier = 0.2, turret_id = 'gun-turret', type = 'turret-attack'}, {ammo_category = 'shotgun-shell', type = 'ammo-damage', modifier = 0.2}, {ammo_category = 'cannon-shell', type = 'ammo-damage', modifier = 0.9} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { { icon = '__base__/graphics/technology/physical-projectile-damage-2.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 500, time = 60 }, prerequisites = {'physical-projectile-damage-4'}, name = 'physical-projectile-damage-5', icon_size = 256 }, ['laser-shooting-speed-1'] = { effects = {{ammo_category = 'laser', type = 'gun-speed', modifier = 0.1}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/laser-shooting-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-n-h', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1} }, count = 50, time = 30 }, prerequisites = {'laser'}, name = 'laser-shooting-speed-1', icon_size = 256 }, ['physical-projectile-damage-3'] = { effects = { {ammo_category = 'bullet', type = 'ammo-damage', modifier = 0.2}, {modifier = 0.2, turret_id = 'gun-turret', type = 'turret-attack'}, {ammo_category = 'shotgun-shell', type = 'ammo-damage', modifier = 0.2} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { { icon = '__base__/graphics/technology/physical-projectile-damage-1.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 300, time = 60 }, prerequisites = {'physical-projectile-damage-2'}, name = 'physical-projectile-damage-3', icon_size = 256 }, ['follower-robot-count-4'] = { effects = {{modifier = 10, type = 'maximum-following-robots-count'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/follower-robots.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-count.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1} }, count = 600, time = 30 }, prerequisites = {'follower-robot-count-3'}, name = 'follower-robot-count-4', icon_size = 256 }, ['electric-energy-distribution-2'] = { icon = '__base__/graphics/technology/electric-energy-distribution-2.png', effects = {{recipe = 'substation', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'c-e-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 100, time = 45 }, prerequisites = {'electric-energy-distribution-1', 'chemical-science-pack'}, name = 'electric-energy-distribution-2', icon_size = 256 }, automobilism = { icon = '__base__/graphics/technology/automobilism.png', effects = {{recipe = 'car', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'e-b', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 30 }, prerequisites = {'logistics-2', 'engine'}, name = 'automobilism', icon_size = 256 }, ['physical-projectile-damage-1'] = { effects = { {ammo_category = 'bullet', type = 'ammo-damage', modifier = 0.1}, {modifier = 0.1, turret_id = 'gun-turret', type = 'turret-attack'}, {ammo_category = 'shotgun-shell', type = 'ammo-damage', modifier = 0.1} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { { icon = '__base__/graphics/technology/physical-projectile-damage-1.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-a', unit = {ingredients = {{'automation-science-pack', 1}}, count = 100, time = 30}, prerequisites = {'military'}, name = 'physical-projectile-damage-1', icon_size = 256 }, ['personal-roboport-mk2-equipment'] = { effects = {{recipe = 'personal-roboport-mk2-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { { icon = '__base__/graphics/technology/personal-roboport-mk2-equipment.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-d-zz', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'utility-science-pack', 1} }, count = 250, time = 30 }, prerequisites = {'personal-roboport-equipment', 'utility-science-pack'}, name = 'personal-roboport-mk2-equipment', icon_size = 256 }, ['stronger-explosives-6'] = { effects = { {ammo_category = 'rocket', type = 'ammo-damage', modifier = 0.6}, {ammo_category = 'grenade', type = 'ammo-damage', modifier = 0.2}, {ammo_category = 'landmine', type = 'ammo-damage', modifier = 0.2} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/stronger-explosives-3.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 600, time = 60 }, prerequisites = {'stronger-explosives-5'}, name = 'stronger-explosives-6', icon_size = 256 }, ['follower-robot-count-7'] = { effects = {{modifier = 10, type = 'maximum-following-robots-count'}}, icon_mipmaps = 4, max_level = 'infinite', type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/follower-robots.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-count.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-p-b-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1}, {'space-science-pack', 1} }, count_formula = '100(L-6)+900', time = 30 }, prerequisites = {'follower-robot-count-6', 'space-science-pack'}, name = 'follower-robot-count-7', icon_size = 256 }, optics = { icon = '__base__/graphics/technology/lamp.png', effects = {{recipe = 'small-lamp', type = 'unlock-recipe'}}, icon_mipmaps = 4, icon_size = 256, unit = {ingredients = {{'automation-science-pack', 1}}, count = 10, time = 15}, type = 'technology', name = 'optics', order = 'a-h-a' }, ['construction-robotics'] = { icon = '__base__/graphics/technology/construction-robotics.png', effects = { {recipe = 'roboport', type = 'unlock-recipe'}, {recipe = 'logistic-chest-passive-provider', type = 'unlock-recipe'}, {recipe = 'logistic-chest-storage', type = 'unlock-recipe'}, {recipe = 'construction-robot', type = 'unlock-recipe'}, {modifier = 36288000, type = 'ghost-time-to-live'} }, icon_mipmaps = 4, type = 'technology', order = 'c-k-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'robotics'}, name = 'construction-robotics', icon_size = 256 }, ['oil-processing'] = { icon = '__base__/graphics/technology/oil-gathering.png', effects = { {recipe = 'pumpjack', type = 'unlock-recipe'}, {recipe = 'oil-refinery', type = 'unlock-recipe'}, {recipe = 'chemical-plant', type = 'unlock-recipe'}, {recipe = 'basic-oil-processing', type = 'unlock-recipe'}, {recipe = 'solid-fuel-from-petroleum-gas', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'd-a', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 30 }, prerequisites = {'fluid-handling'}, name = 'oil-processing', icon_size = 256 }, ['night-vision-equipment'] = { effects = {{recipe = 'night-vision-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { {icon = '__base__/graphics/technology/night-vision-equipment.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-g', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 50, time = 15}, prerequisites = {'solar-panel-equipment'}, name = 'night-vision-equipment', icon_size = 256 }, ['weapon-shooting-speed-6'] = { effects = { {ammo_category = 'bullet', type = 'gun-speed', modifier = 0.4}, {ammo_category = 'shotgun-shell', type = 'gun-speed', modifier = 0.4}, {ammo_category = 'cannon-shell', type = 'gun-speed', modifier = 1.5}, {ammo_category = 'rocket', type = 'gun-speed', modifier = 1.3} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/weapon-shooting-speed-3.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 600, time = 60 }, prerequisites = {'weapon-shooting-speed-5'}, name = 'weapon-shooting-speed-6', icon_size = 256 }, ['battery-mk2-equipment'] = { effects = {{recipe = 'battery-mk2-equipment', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', icons = { {icon = '__base__/graphics/technology/battery-mk2-equipment.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-equipment.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'g-i-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'battery-equipment', 'low-density-structure', 'power-armor'}, name = 'battery-mk2-equipment', icon_size = 256 }, ['energy-weapons-damage-3'] = { effects = {{ammo_category = 'laser', type = 'ammo-damage', modifier = 0.3}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/energy-weapons-damage.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1} }, count = 300, time = 60 }, prerequisites = {'energy-weapons-damage-2'}, name = 'energy-weapons-damage-3', icon_size = 256 }, laser = { icon = '__base__/graphics/technology/laser.png', name = 'laser', icon_mipmaps = 4, type = 'technology', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 100, time = 30 }, prerequisites = {'optics', 'battery', 'chemical-science-pack'}, icon_size = 256, order = 'a-h-b' }, ['rocket-control-unit'] = { icon = '__base__/graphics/technology/rocket-control-unit.png', effects = {{recipe = 'rocket-control-unit', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'k-a', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'utility-science-pack', 1} }, count = 300, time = 45 }, prerequisites = {'utility-science-pack', 'speed-module'}, name = 'rocket-control-unit', icon_size = 256 }, ['inserter-capacity-bonus-3'] = { effects = {{modifier = 1, type = 'stack-inserter-capacity-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/inserter-capacity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-o-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 250, time = 30 }, prerequisites = {'inserter-capacity-bonus-2'}, name = 'inserter-capacity-bonus-3', icon_size = 256 }, ['military-science-pack'] = { icon = '__base__/graphics/technology/military-science-pack.png', effects = {{recipe = 'military-science-pack', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'c-a', unit = {ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 30, time = 15}, prerequisites = {'military-2', 'stone-wall'}, name = 'military-science-pack', icon_size = 256 }, lubricant = { icon = '__base__/graphics/technology/lubricant.png', effects = {{recipe = 'lubricant', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'b-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1} }, count = 50, time = 30 }, prerequisites = {'advanced-oil-processing'}, name = 'lubricant', icon_size = 256 }, ['logistics-3'] = { icon = '__base__/graphics/technology/logistics-3.png', effects = { {recipe = 'express-transport-belt', type = 'unlock-recipe'}, {recipe = 'express-underground-belt', type = 'unlock-recipe'}, {recipe = 'express-splitter', type = 'unlock-recipe'} }, icon_mipmaps = 4, type = 'technology', order = 'a-f-c', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 300, time = 15 }, prerequisites = {'production-science-pack', 'lubricant'}, name = 'logistics-3', icon_size = 256 }, ['laser-turret'] = { icon = '__base__/graphics/technology/laser-turret.png', effects = {{recipe = 'laser-turret', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'a-j-b', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1} }, count = 150, time = 30 }, prerequisites = {'laser', 'military-science-pack'}, name = 'laser-turret', icon_size = 256 }, ['laser-shooting-speed-5'] = { effects = {{ammo_category = 'laser', type = 'gun-speed', modifier = 0.4}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/laser-shooting-speed.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-n-l', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 200, time = 60 }, prerequisites = {'laser-shooting-speed-4'}, name = 'laser-shooting-speed-5', icon_size = 256 }, ['inserter-capacity-bonus-6'] = { effects = {{modifier = 2, type = 'stack-inserter-capacity-bonus'}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/inserter-capacity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-o-g', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1} }, count = 400, time = 30 }, prerequisites = {'inserter-capacity-bonus-5'}, name = 'inserter-capacity-bonus-6', icon_size = 256 }, ['inserter-capacity-bonus-2'] = { effects = { {modifier = 1, type = 'inserter-stack-size-bonus'}, {modifier = 1, type = 'stack-inserter-capacity-bonus'} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/inserter-capacity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-capacity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-o-c', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 250, time = 30 }, prerequisites = {'inserter-capacity-bonus-1'}, name = 'inserter-capacity-bonus-2', icon_size = 256 }, ['heavy-armor'] = { icon = '__base__/graphics/technology/armor-making.png', effects = {{recipe = 'heavy-armor', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'g-a-b', unit = {ingredients = {{'automation-science-pack', 1}}, count = 30, time = 30}, prerequisites = {'military', 'steel-processing'}, name = 'heavy-armor', icon_size = 256 }, ['stronger-explosives-7'] = { effects = { {ammo_category = 'rocket', type = 'ammo-damage', modifier = 0.5}, {ammo_category = 'grenade', type = 'ammo-damage', modifier = 0.2}, {ammo_category = 'landmine', type = 'ammo-damage', modifier = 0.2} }, icon_mipmaps = 4, max_level = 'infinite', type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/stronger-explosives-3.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1}, {'space-science-pack', 1} }, count_formula = '2^(L-7)*1000', time = 60 }, prerequisites = {'stronger-explosives-6', 'space-science-pack'}, name = 'stronger-explosives-7', icon_size = 256 }, ['physical-projectile-damage-2'] = { effects = { {ammo_category = 'bullet', type = 'ammo-damage', modifier = 0.1}, {modifier = 0.1, turret_id = 'gun-turret', type = 'turret-attack'}, {ammo_category = 'shotgun-shell', type = 'ammo-damage', modifier = 0.1} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { { icon = '__base__/graphics/technology/physical-projectile-damage-1.png', icon_mipmaps = 4, icon_size = 256 }, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-b', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 200, time = 30 }, prerequisites = {'physical-projectile-damage-1'}, name = 'physical-projectile-damage-2', icon_size = 256 }, engine = { icon = '__base__/graphics/technology/engine.png', effects = {{recipe = 'engine-unit', type = 'unlock-recipe'}}, icon_mipmaps = 4, type = 'technology', order = 'b-a', unit = { ingredients = {{'automation-science-pack', 1}, {'logistic-science-pack', 1}}, count = 100, time = 15 }, prerequisites = {'steel-processing', 'logistic-science-pack'}, name = 'engine', icon_size = 256 }, ['weapon-shooting-speed-4'] = { effects = { {ammo_category = 'bullet', type = 'gun-speed', modifier = 0.3}, {ammo_category = 'shotgun-shell', type = 'gun-speed', modifier = 0.3}, {ammo_category = 'rocket', type = 'gun-speed', modifier = 0.7} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/weapon-shooting-speed-2.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-speed.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1} }, count = 400, time = 60 }, prerequisites = {'weapon-shooting-speed-3'}, name = 'weapon-shooting-speed-4', icon_size = 256 }, ['energy-weapons-damage-6'] = { effects = { {ammo_category = 'laser', type = 'ammo-damage', modifier = 0.7}, {ammo_category = 'beam', type = 'ammo-damage', modifier = 0.6} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/energy-weapons-damage.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-f', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'military-science-pack', 1}, {'utility-science-pack', 1} }, count = 600, time = 60 }, prerequisites = {'energy-weapons-damage-5'}, name = 'energy-weapons-damage-6', icon_size = 256 }, ['energy-weapons-damage-4'] = { effects = {{ammo_category = 'laser', type = 'ammo-damage', modifier = 0.4}}, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/energy-weapons-damage.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-d', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1} }, count = 400, time = 60 }, prerequisites = {'energy-weapons-damage-3'}, name = 'energy-weapons-damage-4', icon_size = 256 }, ['mining-productivity-4'] = { effects = {{modifier = 0.1, type = 'mining-drill-productivity-bonus'}}, icon_mipmaps = 4, max_level = 'infinite', type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/mining-productivity.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-mining-productivity.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'c-k-f-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'chemical-science-pack', 1}, {'production-science-pack', 1}, {'utility-science-pack', 1}, {'space-science-pack', 1} }, count_formula = '2500*(L - 3)', time = 60 }, prerequisites = {'mining-productivity-3', 'space-science-pack'}, name = 'mining-productivity-4', icon_size = 256 }, ['stronger-explosives-5'] = { effects = { {ammo_category = 'rocket', type = 'ammo-damage', modifier = 0.5}, {ammo_category = 'grenade', type = 'ammo-damage', modifier = 0.2}, {ammo_category = 'landmine', type = 'ammo-damage', modifier = 0.2} }, icon_mipmaps = 4, type = 'technology', upgrade = true, icons = { {icon = '__base__/graphics/technology/stronger-explosives-3.png', icon_mipmaps = 4, icon_size = 256}, { icon = '__core__/graphics/icons/technology/constants/constant-damage.png', shift = {100, 100}, icon_mipmaps = 3, icon_size = 128 } }, order = 'e-l-e', unit = { ingredients = { {'automation-science-pack', 1}, {'logistic-science-pack', 1}, {'military-science-pack', 1}, {'chemical-science-pack', 1}, {'utility-science-pack', 1} }, count = 500, time = 60 }, prerequisites = {'stronger-explosives-4'}, name = 'stronger-explosives-5', icon_size = 256 } }; return _; end
class("ReSelectTecTargetCatchupCommand", pm.SimpleCommand).execute = function (slot0, slot1) pg.ConnectionMgr.GetInstance():Send(63013, { target = slot1:getBody().charID }, 63014, function (slot0) if slot0.result == 0 then slot1 = getProxy(TechnologyProxy) slot1:setCurCatchupTecInfo(slot2, slot0) slot1:sendNotification(GAME.RESELECT_TEC_TARGET_CATCHUP_DONE) else pg.TipsMgr.GetInstance():ShowTips("Error Code" .. slot0.result) end end) end return class("ReSelectTecTargetCatchupCommand", pm.SimpleCommand)
local DETECT_1 = script:GetCustomProperty("Detect1"):WaitForObject() ---@type Trigger local DETECT_2 = script:GetCustomProperty("Detect2"):WaitForObject() ---@type Trigger local DETECT_3 = script:GetCustomProperty("Detect3"):WaitForObject() ---@type Trigger local DETECT_4 = script:GetCustomProperty("Detect4"):WaitForObject() ---@type Trigger local STATUS_1 = script:GetCustomProperty("Status1"):WaitForObject() ---@type WorldText local STATUS_2 = script:GetCustomProperty("Status2"):WaitForObject() ---@type WorldText local STATUS_3 = script:GetCustomProperty("Status3"):WaitForObject() ---@type WorldText local STATUS_4 = script:GetCustomProperty("Status4"):WaitForObject() ---@type WorldText local MAX_PLAYERS = script:GetCustomProperty("MaxPlayers") local triggers = {DETECT_1, DETECT_2, DETECT_3, DETECT_4} local displays = {STATUS_1, STATUS_2, STATUS_3, STATUS_4} local red = Color.New(Vector3.New(1, 0, 0)) local white = Color.New(Vector3.New(1, 1, 1)) if MAX_PLAYERS == 1 then STATUS_1.text = "" STATUS_2.text = "" STATUS_3.text = "" STATUS_4.text = "" end function Tick(deltaTime) for i = 1, 4 do local ready = 0 for _, player in ipairs(Game.GetPlayers()) do if triggers[i]:IsOverlapping(player) then ready = ready + 1 end end displays[i].text = tostring(ready).."/"..tostring(MAX_PLAYERS) if ready == MAX_PLAYERS then displays[i]:SetColor(white) else displays[i]:SetColor(red) end end end
-- Copyright (c) 2019 StefanT <stt1@gmx.at> -- See LICENSE.md in the project directory for license information. -- -- A GUI element was clicked. -- -- @param event The event containing -- element :: LuaGuiElement: The clicked element -- player_index :: uint: The player who did the clicking -- button :: defines.mouse_button_type: The mouse button used if any -- alt :: boolean: If alt was pressed -- control :: boolean: If control was pressed -- shift :: boolean: If shift was pressed -- function onGuiClick(event) local name = event.element.name if name == TOOLBUTTON_NAME then toggle_dialog(game.players[event.player_index]) elseif name == DIALOG_CLOSE_NAME then close_dialog(game.players[event.player_index]) elseif name == RESOURCE_DETAILS_CLOSE_NAME then close_resource_details_dialog(game.players[event.player_index]) elseif string.find(name, BTN_SHOW_ON_MAP_PREFIX) then local parts = str_split(name, ":") player_zoom_to_world(event.player_index, tonumber(parts[2]), tonumber(parts[3])) elseif string.find(name, BTN_SHOW_TRAIN_PREFIX) then local parts = str_split(name, ":") player_open_map_at_train(event.player_index, tonumber(parts[2])) elseif string.find(name, BTN_RESOURCE_DETAILS_PREFIX) then open_resource_details_dialog(string.sub(name, string.len(BTN_RESOURCE_DETAILS_PREFIX) + 1), game.players[event.player_index]) elseif string.find(name, BTN_RESOURCE_DOWN_PREFIX) then resource_details_down(tonumber(string.sub(name, string.len(BTN_RESOURCE_DOWN_PREFIX) + 1)), game.players[event.player_index]) elseif string.find(name, BTN_RESOURCE_UP_PREFIX) then resource_details_up(tonumber(string.sub(name, string.len(BTN_RESOURCE_UP_PREFIX) + 1)), game.players[event.player_index]) elseif string.find(name, BTN_OPEN_REQUESTER_PREFIX) then local entityId = tonumber(string.sub(name, string.len(BTN_OPEN_REQUESTER_PREFIX) + 1)) player_open_entity(event.player_index, global.requesters[entityId].entity) end end -- -- A GUI element was changed. -- -- @param event The event containing -- element :: LuaGuiElement: The element whose state changed -- player_index :: uint: The player who did the change -- function onGuiElemChanged(event) --log("gui element changed") if string.sub(event.element.name, 1, 8) == "tm-stop-" then stop_dialog_elem_changed(event.player_index, event.element) elseif string.sub(event.element.name, 1, 13) == "tm-requester-" then requester_dialog_elem_changed(event.player_index, event.element) end end -- -- A GUI element was opened. -- -- @param event The event containing -- player_index :: uint: The player -- gui_type :: defines.gui_type: The GUI type that was opened -- entity :: LuaEntity (optional): The entity that was opened -- item :: LuaItemStack (optional): The item that was opened -- equipment :: LuaEquipment (optional): The equipment that was opened -- other_player :: LuaPlayer (optional): The other player that was opened -- element :: LuaGuiElement (optional): The custom GUI element that was opened -- function onGuiOpened(event) --log("gui element opened "..event.gui_type) if not event.element then local player = game.players[event.player_index] -- hide the mod's dialogs if a game GUI is opened close_dialog(player) close_stop_dialog(player) close_requester_dialog(player) close_resource_details_dialog(player) if event.entity then if event.entity.type == STOP_TYPE and event.entity.name == CTM_STOP then open_stop_dialog(player, event.entity.unit_number) elseif event.entity.type == REQUESTER_TYPE and event.entity.name == CTM_REQUESTER then open_requester_dialog(player, event.entity.unit_number) elseif event.entity.type == "lamp" then destroy_requester_dialog(player) end end end end -- -- A GUI element was closed. -- -- @param event The event containing -- player_index :: uint: The player -- gui_type :: defines.gui_type: The GUI type that was open -- entity :: LuaEntity (optional): The entity that was open -- item :: LuaItemStack (optional): The item that was open -- equipment :: LuaEquipment (optional): The equipment that was open -- other_player :: LuaPlayer (optional): The other player that was open -- element :: LuaGuiElement (optional): The custom GUI element that was open -- technology :: LuaTechnology (optional): The technology that was automatically selected when opening the research GUI -- tile_position :: TilePosition (optional): The tile position that was open -- function onGuiClosed(event) --log("gui element closed "..event.gui_type) if event.entity then if event.entity.type == STOP_TYPE and event.entity.name == CTM_STOP then close_stop_dialog(game.players[event.player_index]) elseif event.entity.type == REQUESTER_TYPE and event.entity.name == CTM_REQUESTER then close_requester_dialog(game.players[event.player_index]) end end end -- -- The selected tab was changed. -- -- @param event The event containing -- element :: LuaGuiElement: The tabbed pane whose selected tab changed -- player_index :: uint: The player -- function onGuiSelectedTabChanged(event) if string.sub(event.element.name, 1, 10) == "tm-dialog-" then dialog_tab_changed(event.player_index, event.element) end end -- -- Register the event callbacks. -- function registerGuiEvents() script.on_event(defines.events.on_gui_click, onGuiClick) script.on_event(defines.events.on_gui_opened, onGuiOpened) script.on_event(defines.events.on_gui_closed, onGuiClosed) script.on_event(defines.events.on_gui_elem_changed, onGuiElemChanged) script.on_event(defines.events.on_gui_selected_tab_changed, onGuiSelectedTabChanged) end
-- -- end.lua --
object_tangible_furniture_city_flag_city_10 = object_tangible_furniture_city_shared_flag_city_10:new { } ObjectTemplates:addTemplate(object_tangible_furniture_city_flag_city_10, "object/tangible/furniture/city/flag_city_10.iff")
include "MaterialLib.lua" WorldSize = 100; CellSize = 0.01; --metry TimeStep = 0.1; --[[ kroki: 1. wymiana temperatury zmiana temp -> zmiana ciśnienia(v = const) 2. wymiana ciśnienia zmiana ciśnienia -> zmiana masy i temperatury --]] function initialize(Simulation) Simulation:SetName("Temperature flow"); Simulation:SetWorldSize(WorldSize, WorldSize); CellCount = WorldSize * WorldSize; Simulation:AddParameter("temp", Const.Types.Float); Simulation:AddParameter("pressure", Const.Types.Float); Simulation:AddParameter("mass", Const.Types.Float); Simulation:AddParameter("material", Const.Types.Int); -- Simulation:AddParameter("heating", Const.Types.Float); local blender = Simulation:AddBlender("Temperature"); blender:SetMode(Const.Blender.Mode.Range); blender:SetParameter("temp"); blender:SetOptions({ Adaptive=false, min=0, max=1020 }); blender:AddColor(0, 0, 1); blender:AddColor(0, 1, 0); blender:AddColor(1, 0, 0); local blender = Simulation:AddBlender("Mass"); blender:SetMode(Const.Blender.Mode.Range); blender:SetParameter("mass"); blender:SetOptions({ Adaptive=false, min=0, max=1e-5 }); blender:AddColor(0, 0, 1); blender:AddColor(0, 1, 0); blender:AddColor(1, 0, 0); local blender = Simulation:AddBlender("Pressure"); blender:SetMode(Const.Blender.Mode.Range); blender:SetParameter("pressure"); blender:SetOptions({ Adaptive=true, min = 101300, max = 102325 }); blender:AddColor(0, 0, 1); blender:AddColor(0, 1, 0); blender:AddColor(1, 0, 0); local blender = Simulation:AddBlender("Material"); blender:SetMode(Const.Blender.Mode.Index); blender:SetParameter("material"); blender:GenerateColorsByBits(2); local blender = Simulation:AddBlender("State viewer"); blender:SetMode(Const.Blender.Mode.Index); blender:SetParameter("state"); blender:GenerateColorsByBits(1); local ph1 = Simulation:CreatePhase("Flow"); ph1:SetDuration(100); ph1:SetStepCount(100 / TimeStep); ph1:IgnoreInactive(false); ph1:AddStep({ Name = "", CellFunc = "TemperatureProcess", OnBegin = "TempBegin", -- OnEnd = "TempEnd", }); ph1:AddStep({ Name = "", CellFunc = "PressureProcess", -- OnBegin = "stepBegin", OnEnd = "stepEnd", }); ph1:OnPhaseBegin("phaseBegin"); ph1:OnPhaseEnd("phaseEnd"); ph1:OnClick("Phase1Click"); ph1:SetNeighborhoodMode(Const.Neighborhood.Mode.Neuman); ph1:SetNeighborhoodFuncType(Const.Neighborhood.Func.Basic); ph1:SetBoundaryMode(Const.Boundary.Cutted); CellSurface = CellSize * CellSize; CellVolume = CellSurface * CellSize; return 0; end; function place(State, x, y, h, t) local item; local hd = h / 2; for i=-hd,hd,1 do item = State:at(x+i, y + 0); RegState(State, x+i, y+0, 2); item.temp = t; SetMaterial(item, Copper); end; end function phaseBegin(State, Phase) local item; for i=0,WorldSize-1,1 do for j=0,WorldSize-1,1 do item = State:at(i, j); SetMaterial(item, Air); item.temp = 20; item.pressure = BeginConditions.pressure; end; end; -- for i = -20, 20, 20 do -- place(State, 50+i, 50, 30, 20); -- end; local wsh = WorldSize/2; RegState(State, wsh, wsh, 3); return 0; end function Phase1Click(State, Phase, Coord, Button) local cell = State:at(Coord.x, Coord.y) print("x:".. Coord.x .. " y:" .. Coord.y, "material:"..Materials[cell.material].Name, "temp:" .. cell.temp, "pressure:".. cell.pressure, "mass:" .. cell.mass); return 0; end function TempBegin(State, Phase) local count = DynStates.Count; for i = 1,count,1 do local vec = DynStates[i]; local cell = State:at(vec.x, vec.y); local stateid = cell.state; local state = States[cell.state]; if not (state == nil) then state.update(cell, state); end end local Mass = { 0, 0, 0, 0, }; for i=0,WorldSize-1,1 do for j=0,WorldSize-1,1 do item = State:at(i, j); local m = item.material; Mass[m] = Mass[m] + item.mass; end; end; print(State:Time(), Materials[1].Name .. ":" .. Mass[1], Materials[2].Name .. ":" .. Mass[2]);--, Materials[3].Name .. ":" .. Mass[3]); return 0; end function TemperatureProcess(ExecData, this, CellCurr, CellTable) local c = CellTable:Count() - 1; local this_temp = this.temp; local dT = 0; local this_mat = this.material; local this_matdata = Materials[this_mat]; for i = 0,c,1 do local itm = CellTable:At(i); local delta = itm.temp - this_temp; local coeff; if itm.material == this_mat then coeff = this_matdata.Lambda; else coeff = 50; end dT = dT + delta * coeff * TimeStep * CellSize ;--CellSurface / d; end CellCurr.temp = this_temp + dT; -- 8.314 - stała gazowa if this_matdata.IsGass then local dP = (this.mass / this_matdata.MolarMass) / CellVolume * 8.314 * dT;-- (this_temp + 273.15); this.pressure = this.pressure + dP; end return TemperatureProcess; end function sign(x) if x < 0 then return -1; end; if x > 0 then return 1; end; return 0; end function PressureProcess(ExecData, this, CellCurr, CellTable) local this_pressure = this.pressure; local this_temp = this.temp; local this_coord = ExecData.Coord; local this_mat = this.material; local this_matdata = Materials[this_mat]; local dP = 0; local dm = 0; local dT = this.mass * this_matdata.Cw * this_temp; if not (this_matdata.IsGass) then return 0; end -- print("asdas"); -- local molar = (this.mass / this_matdata.MolarMass); local c = CellTable:Count() - 1; for i = 0,c,1 do local itm = CellTable:At(i); if itm.material == this_mat then local delta = itm.pressure - this_pressure; local coeff = 1; local mass_coeff = 1; local itm_coord = CellTable:PosAt(i); local avg_temp = 273.15 + math.max(this.temp, itm.temp); local dy = 0; if this_coord.x == itm_coord.x then dy = this_coord.y - itm_coord.y; -- if not (dy == 0) then -- delta = delta + -9.81 * dy; -- end; end -- print("tst", delta, dy); if sign(delta) == -dy then local l1 = math.min(itm.temp, this_temp); local l2 = math.max(itm.temp, this_temp); local c = (l2 / l1); delta = delta * math.min(c, 2);--9.81 *3 dy * 100; end local mass_move = 0; if math.abs(delta) > 10 then mass_coeff = 2; end; mass_move = delta * this_matdata.MolarMass * CellVolume / (8.314 * avg_temp); mass_move = mass_move * mass_coeff * TimeStep; if mass_move > 0 then --jeśli masa odpływa, ciepła nie ubywa dT = dT + mass_move * this_matdata.Cw * item.temp; end dm = dm + mass_move; dP = dP + delta * coeff * TimeStep; end end dm = dm + this.mass; CellCurr.pressure = this_pressure + dP; CellCurr.mass = dm; CellCurr.temp = dT / (this_matdata.Cw * dm); return PressureProcess; end DynStates = { Count = 0 }; function RegState(State, ax, ay, id) local c = DynStates.Count; c = c + 1; DynStates.Count = c; local vec = { x = ax, y = ay, state = id }; DynStates[c] = vec; State:at(ax, ay).state = id; end States = { } States[2] = { temp = 100, update = function(cell, state_data) cell.temp = state_data.temp; end } States[3] = { temp = 1000, pressure = 101325 * 1.1; update = function(cell, state_data) cell.temp = state_data.temp; cell.pressure = state_data.pressure; end } function SetMaterial(Cell, Material) Cell.material = Material.id; Cell.mass = Material.Ro * math.pow(CellSize, 3); end; BeginConditions = { Temp = 20, pressure = 101325, };
local F, C = unpack(select(2, ...)) tinsert(C.themes["FreeUI"], function() local r, g, b = C.r, C.g, C.b F.StripTextures(HelpFrame) F.SetBD(HelpFrame) HelpFrameHeader:Hide() F.ReskinClose(HelpFrameCloseButton) F.StripTextures(HelpFrameMainInset) F.StripTextures(HelpFrameLeftInset) F.StripTextures(HelpBrowser.BrowserInset) F.CreateBDFrame(HelpFrameGM_ResponseScrollFrame1, .25) F.CreateBDFrame(HelpFrameGM_ResponseScrollFrame2, .25) F.CreateBDFrame(HelpFrameReportBugScrollFrame, .25) F.CreateBDFrame(HelpFrameSubmitSuggestionScrollFrame, .25) F.StripTextures(ReportCheatingDialogCommentFrame) F.CreateBDFrame(ReportCheatingDialogCommentFrame, .25) local scrolls = { "HelpFrameKnowledgebaseScrollFrameScrollBar", "HelpFrameReportBugScrollFrameScrollBar", "HelpFrameSubmitSuggestionScrollFrameScrollBar", "HelpFrameGM_ResponseScrollFrame1ScrollBar", "HelpFrameGM_ResponseScrollFrame2ScrollBar", "HelpFrameKnowledgebaseScrollFrame2ScrollBar", } for _, scroll in next, scrolls do F.ReskinScroll(_G[scroll]) end local buttons = { "HelpFrameAccountSecurityOpenTicket", "HelpFrameCharacterStuckStuck", "HelpFrameOpenTicketHelpOpenTicket", "HelpFrameKnowledgebaseSearchButton", "HelpFrameGM_ResponseNeedMoreHelp", "HelpFrameGM_ResponseCancel", "HelpFrameReportBugSubmit", "HelpFrameSubmitSuggestionSubmit" } for _, button in next, buttons do F.Reskin(_G[button]) end F.StripTextures(HelpFrameKnowledgebase) F.ReskinInput(HelpFrameKnowledgebaseSearchBox) select(3, HelpFrameReportBug:GetChildren()):Hide() select(3, HelpFrameSubmitSuggestion:GetChildren()):Hide() select(5, HelpFrameGM_Response:GetChildren()):Hide() select(6, HelpFrameGM_Response:GetChildren()):Hide() HelpFrameReportBugScrollFrameScrollBar:SetPoint("TOPLEFT", HelpFrameReportBugScrollFrame, "TOPRIGHT", 1, -16) HelpFrameSubmitSuggestionScrollFrameScrollBar:SetPoint("TOPLEFT", HelpFrameSubmitSuggestionScrollFrame, "TOPRIGHT", 1, -16) HelpFrameGM_ResponseScrollFrame1ScrollBar:SetPoint("TOPLEFT", HelpFrameGM_ResponseScrollFrame1, "TOPRIGHT", 1, -16) HelpFrameGM_ResponseScrollFrame2ScrollBar:SetPoint("TOPLEFT", HelpFrameGM_ResponseScrollFrame2, "TOPRIGHT", 1, -16) for i = 1, 15 do local bu = _G["HelpFrameKnowledgebaseScrollFrameButton"..i] bu:DisableDrawLayer("ARTWORK") F.CreateBD(bu, 0) F.CreateGradient(bu) end local function colourTab(f) f.text:SetTextColor(1, 1, 1) end local function clearTab(f) f.text:SetTextColor(1, .8, 0) end local function styleTab(bu) bu.selected:SetColorTexture(r, g, b, .2) bu.selected:SetDrawLayer("BACKGROUND") bu.text:SetFont(C.font.normal, 14, "OUTLINE") F.Reskin(bu, true) bu:SetScript("OnEnter", colourTab) bu:SetScript("OnLeave", clearTab) end for i = 1, 6 do styleTab(_G["HelpFrameButton"..i]) end styleTab(HelpFrameButton16) HelpFrameAccountSecurityOpenTicket.text:SetFont(C.font.normal, 14, "OUTLINE") HelpFrameOpenTicketHelpOpenTicket.text:SetFont(C.font.normal, 14, "OUTLINE") HelpFrameCharacterStuckHearthstone:SetSize(56, 56) F.CreateBG(HelpFrameCharacterStuckHearthstone) HelpFrameCharacterStuckHearthstoneIconTexture:SetTexCoord(.08, .92, .08, .92) F.Reskin(HelpBrowserNavHome) F.Reskin(HelpBrowserNavReload) F.Reskin(HelpBrowserNavStop) F.Reskin(HelpBrowserBrowserSettings) F.ReskinArrow(HelpBrowserNavBack, "left") F.ReskinArrow(HelpBrowserNavForward, "right") HelpBrowserNavHome:SetSize(18, 18) HelpBrowserNavReload:SetSize(18, 18) HelpBrowserNavStop:SetSize(18, 18) HelpBrowserBrowserSettings:SetSize(18, 18) HelpBrowserNavHome:SetPoint("BOTTOMLEFT", HelpBrowser, "TOPLEFT", 2, 4) HelpBrowserBrowserSettings:SetPoint("TOPRIGHT", HelpFrameCloseButton, "BOTTOMLEFT", -4, -1) LoadingIcon:ClearAllPoints() LoadingIcon:SetPoint("LEFT", HelpBrowserNavStop, "RIGHT") F.StripTextures(BrowserSettingsTooltip) F.CreateBD(BrowserSettingsTooltip) F.CreateSD(BrowserSettingsTooltip) F.Reskin(BrowserSettingsTooltip.CacheButton) F.Reskin(BrowserSettingsTooltip.CookiesButton) F.Reskin(ReportCheatingDialogReportButton) F.Reskin(ReportCheatingDialogCancelButton) F.CreateBD(TicketStatusFrameButton) F.CreateSD(TicketStatusFrameButton) F.CreateBD(ReportCheatingDialog) F.CreateSD(ReportCheatingDialog) --ReportCheatingDialog.Border:Hide() end)
--- Use color patches to select movement direction. -- The robot will move in the direction indicated by the led lights when -- detects a color patch on the floor of the same color. If you pick the -- robot up it powers down. -- -- This is a state machine to be run using @{main_ahsm}. For this set -- `nvs.write("ahsm", "root", "states.colorway")` and then run `dofile'main_ahsm.lua'`, -- or simply set `nvs.write("autorun", "main", "main_ahsm.lua")` for autorun. -- @hsm colorway.lua -- color events local e_color = { ['yellow'] = {vel = 0.1, dir = 0.0}, ['blue'] = {vel = 0.1, dir = math.pi}, ['green'] = {vel = 0.1, dir = math.pi/2}, ['red'] = {vel = 0.1, dir = 3*math.pi/2}, } local ahsm = require 'ahsm' local color = require('color') local ledr = require 'led_ring' local onoff = require 'states.onoff' --preproccess events for c, e in pairs(e_color) do local rgb = color.color_rgb[c] e.r, e.g, e.b = rgb[1], rgb[2], rgb[3] e.x = e.vel*math.cos(e.dir) e.y = e.vel*math.sin(e.dir) e.led = math.floor(ledr.n_leds*e.dir/(2*math.pi)) e._name = "e_"..c end local produce_color_event = function(name) robot.hsm.queue_event(e_color[name]) end local s_main = ahsm.state { } local transitions = {} for c, e in pairs(e_color) do local t_change = ahsm.transition { src = s_main, tgt = s_main, events = {e}, effect = function (ev) --print ('!', c, ev.x, ev.y, ev.r, ev.g, ev.b) robot.omni.drive(ev.x, ev.y, 0.0) ledr.set_all(0, 0, 0) for ci, e in pairs(e_color) do --print ('ARC', c, e.led, e.r, e.g, e.b) if ci == c then ledr.set_arc(e.led-2, 5, e.r, e.g, e.b) else ledr.set_arc(e.led, 1, e.r, e.g, e.b) end end ledr.update() end } transitions['t_'..c] = t_change end local s_on = onoff.states.ON local s_off = onoff.states.OFF local function paint_leds_empty () ledr.set_all(0, 0, 0) for c, e in pairs(e_color) do --print ('ARC', c, e.led, e.r, e.g, e.b) ledr.set_arc(e.led, 1, e.r, e.g, e.b) end ledr.update() end s_off.entry = function () paint_leds_empty() end s_on.entry = function () paint_leds_empty() robot.omni.drive(0, 0, 0.0) robot.omni.enable(true) color.color_cb.append(produce_color_event) color.enable(true) -- only enable (no dis. because it could be used by others) end s_on.exit = function () robot.omni.enable(false) color.enable(false) color.color_cb.remove(produce_color_event) end s_on.states = { s_main } s_on.transitions = transitions s_on.initial = s_main return onoff
local copBlops = {} RegisterNetEvent("vrp:playerLoaded") AddEventHandler("vrp:playerLoaded", function(user, data) local job = data.job if job == "Police"or job == "EMS" then local player = GetPlayerFromServerId(user.source) local blip = AddBlipForEntity(player) SetBlipSprite(blip, 1) SetBlipAsShortRange(blip, true) SetBlipScale(blip, 1.0) SetBlipDisplay(blip, 2) SetBlipFlashes(blip, false) SetBlipFlashesAlternate(blip, false) SetBlipNameToPlayerName(blip, GetPlayerFromServerId(k)) if job == "Police" then SetBlipColour(blip, 3) else SetBlipColour(blip, 1) end copBlops[user.source] = blip end end) RegisterNetEvent("vrp:playerUnloaded") AddEventHandler("vrp:playerUnloaded", function(user) RemoveBlip(copBlops[user.source]) copBlops[user.source] = nil end) -- local onlineCops = {} -- local onlineBlipSet = {} -- Citizen.CreateThread( -- function() -- while true do -- Citizen.Wait(1) -- if isCop or isEMS then -- HandleCopGPS() -- end -- end -- end -- ) -- function vRPCops.sendOnlineCopsToClients(serverCopsSet) -- onlineCops = serverCopsSet -- end -- function HandleCopGPS() -- -- * Draws other cops for current cop -- for k, v in pairs(onlineCops) do -- if onlineBlipSet[k] == nil then -- local blip = AddBlipForCoord(v[1], v[2], v[3]) -- SetBlipSprite(blip, 1) -- SetBlipAsShortRange(blip, true) -- SetBlipScale(blip, 1.0) -- SetBlipDisplay(blip, 2) -- SetBlipFlashes(blip, false) -- SetBlipFlashesAlternate(blip, false) -- SetBlipNameToPlayerName(blip, GetPlayerFromServerId(k)) -- if v[4] == 1 then -- SetBlipColour(blip, 3) -- else -- SetBlipColour(blip, 1) -- end -- onlineBlipSet[k] = blip -- else -- SetBlipCoords(onlineBlipSet[k], v[1], v[2], v[3]) -- end -- end -- for k, v in pairs(onlineBlipSet) do -- if (onlineCops[k] == nil) then -- print("removing blib...") -- RemoveBlip(onlineBlipSet[k]) -- onlineBlipSet[k] = nil -- end -- end -- -- * Sends cop location to server -- local jobID = 1 -- if isEMS then -- jobID = 2 -- end -- local ped = GetPlayerPed(-1) -- local x, y, z = table.unpack(GetEntityCoords(ped, true)) -- vRPCopsS._addOnlineCop(jobID, x, y, z) -- end RegisterNetEvent("dispatch") AddEventHandler( "dispatch", function(playerid, msg, description, location) if (isCop) or (isEMS) then TriggerEvent( "chat:addMessage", { color = {255, 255, 255}, multiline = true, args = {"[Dispatch]", msg .. ", Location: " .. location} } ) end end )
----------------------------------- -- -- Assault: Troll Fugitives -- ----------------------------------- local ID = require("scripts/zones/Lebros_Cavern/IDs") require("scripts/globals/instance") ----------------------------------- function afterInstanceRegister(player) local instance = player:getInstance() player:messageSpecial(ID.text.ASSAULT_23_START, 23) player:messageSpecial(ID.text.TIME_TO_COMPLETE, instance:getTimeLimit()) end function onInstanceCreated(instance) for i,v in pairs(ID.mob[23]) do SpawnMob(v, instance) end local rune = instance:getEntity(bit.band(ID.npc.RUNE_OF_RELEASE, 0xFFF), tpz.objType.NPC) local box = instance:getEntity(bit.band(ID.npc.ANCIENT_LOCKBOX, 0xFFF), tpz.objType.NPC) rune:setPos(-376.272,-9.893,89.189,0) box:setPos(-384.097,-10,84.954,49) end function onInstanceTimeUpdate(instance, elapsed) updateInstanceTime(instance, elapsed, Lebros.text) end function onInstanceFailure(instance) local chars = instance:getChars() for i,v in pairs(chars) do v:messageSpecial(ID.text.MISSION_FAILED,10,10) v:startEvent(102) end end function onInstanceProgressUpdate(instance, progress) if progress >= 15 then instance:complete() end end function onInstanceComplete(instance) local chars = instance:getChars() for i,v in pairs(chars) do v:messageSpecial(ID.text.RUNE_UNLOCKED, 8, 8) end local rune = instance:getEntity(bit.band(ID.npc.RUNE_OF_RELEASE, 0xFFF), tpz.objType.NPC) local box = instance:getEntity(bit.band(ID.npc.ANCIENT_LOCKBOX, 0xFFF), tpz.objType.NPC) rune:setStatus(tpz.status.NORMAL) box:setStatus(tpz.status.NORMAL) end function onEventUpdate(player,csid,option) end function onEventFinish(player,csid,option) end
-- To whoever decides to work on this, sorry for this code being such a mess ~~ User:Taimoorahmed11 local u = mw.ustring.char local gsub = mw.ustring.gsub local export = {} local vav = u(0x0648) local ye = u(0x06CC) local alif = u(0x0627) local he = 'ہ' local vw_s_cfu = u(0x0650) -- zer (i) local vw_s_ccu = u(0x0655) -- hamza below local vw_s_cbr = u(0x064F) -- pesh (u) local vw_s_mcu = u(0x0654) -- hamza above local vw_s_ocu = u(0x064E) -- zabar (a) local vw_l_cbr = u(0x0657) -- inverted zer local vw_l_cfu = u(0x0656) -- subscript alif local hat = u(0x065A) local inverted_hat = u(0x065B) local hats = hat .. inverted_hat local short_vowels_list = vw_s_cfu .. vw_s_ccu .. vw_s_cbr .. vw_s_mcu .. vw_s_ocu -- carrier + diacritic combos local long_u = vav .. vw_l_cbr local short_o = vav .. inverted_hat local long_i = ye .. vw_l_cfu local short_e = ye .. inverted_hat local vocalised_carrier = long_u .. short_o .. long_i .. short_e .. 'و' .. 'و' .. 'ی' .. 'ے' local consonants_1 = "ببپتثہجچحخدذرزژسشصضطظعغفقکگلࣇمنݨوہىھٹڈڑ" local consonants_2 = "ببھتھڈھجھدھٹھکھڑھ" local vowels = "اِیاُوآے" local consonants = gsub(consonants_1, consonants_2, "") local conv = { --consonants ['ب'] = 'b', ['پ'] = 'p', ['ت'] = 't', ['ث'] = 's', ['ج'] = 'j', ['چ'] ='c', ['ح'] = 'h', ['خ'] = 'x', ['د'] = 'd', ['ذ'] = 'z', ['ر'] = 'r', ['ز'] = 'z', ['ژ'] = 'ž', ['س'] = 's', ['ش'] = 'ś', ['ص'] = 's', ['ض'] = 'z', ['ط'] = 't', ['ظ'] = 'z', ['ع'] = '', ['غ'] = 'ġ', ['ف'] = 'f', ['ق'] = 'q', ['ک'] = 'k', ['گ'] = 'g', ['ل'] = 'l', ['م'] = 'm', ['ن'] = 'n', ['ݨ'] = 'ṇ', ['وَ'] = 'v', ['ہ'] = 'h', ['ى'] = 'y', ['ھ'] = 'h', ['ٹ'] = 'ṭ', ['ڈ'] = 'ḍ', ['ڑ'] = 'ṛ', ['ࣇ'] = 'ḷ', --aspirated consonants ['بھ'] = 'bh', ['تھ'] = 'th', ['ڈھ'] = 'ḍh', ['جھ'] = 'jh', ['دھ'] = 'dh', ['ٹھ'] = 'ṭh', ['کھ'] = 'kh', ['ڑھ'] = 'ṛh', ['گھ'] = 'gh', ['لھ'] = 'lh', -- digits ['۰'] = '0', ['۱'] = '1', ['۲'] = '2', ['۳'] = '3', ['۴'] = '4', ['۵'] = '5', ['۶'] = '6', ['۷'] = '7', ['۸'] = '8', ['۹'] = '9', } local nasal_assim = { ['[kg]h?'] = 'ṅ', ['[cj]h?'] = 'ñ', ['[ṭḍ]h?'] = 'ṇ', ['[td]h?'] = 'n', ['[pb]h?'] = 'm', ['n'] = 'n', ['m'] = 'm', ['s'] = 'n', } local short_vowels = { -- independent vowels [u(0x00627)] = 'a', -- alif ا [u(0x00623)] = 'ā', -- alif أ [u(0x00622)] = 'ā', -- alif with madda آ [u(0x06D2)] = 'ē', -- ye ے ['اُ '] = 'u', -- alif with damma [u(0x0624)] = 'au', -- vav with hamza ؤ --vowels [u(0x064E)] = 'a', -- zabar َ◌ [u(0x0670)] = 'ā', -- khari zabar ◌ٰ [u(0x0650)] = 'i', -- zer ◌ِ [u(0x064F)] = 'u', -- pesh ُ◌ -- other diacritics [u(0x06BA)] = 'N', -- noon ghunna ں [u(0x0621)] = 'i', -- hamza ء [u(0x0651)] = 'ː', -- shad ◌ّ [u(0x064B)] = 'n', -- do zabar ◌ً [u(0x064D)] = 'ni', -- do zer ◌ٍ } local alif = 'ا' local alif2 = 'أ' local vav = 'و' local ye = 'ی' local noon = u(0x06BA) local shadda = u(0x0651) local ghunna = u(0x06BA) local aspirate = u(0x06BE) local sukoon = u(0x0652) function export.tr(text, lang, sc) -- special cases (added 'mai' since in Punjabi 'میں' is only used for 'mai') text = gsub(text, '([' .. consonants .. '])' .. alif .. '([' .. consonants .. '])', "%1ā%2") text = gsub(text, 'اللہ', "Allāh") text = gsub(text, 'مَیں', "ma͠i") text = gsub(text, alif .. ye .. '([' .. consonants .. '])', "ē%1") text = gsub(text, '([' .. consonants .. '])' .. 'ائی', "%1āī") -- Can't remember why the line below was added but it's messing up some of the translations | N2: It was added for 'Waheguru' -- text = gsub(text, '([' .. consonants .. '])' .. alif .. '([' .. consonants .. '])' .. vw_s_cfu .. '([' .. consonants .. '])', "%1ā%2e%3") text = gsub(text, "ن٘", "ṅ") text = gsub(text, alif .. vav .. "([" .. consonants .. "])", "ō%1") text = gsub(text, "([" .. consonants .. "])" .. vav, "%1ō") text = gsub(text, "([" .. consonants .. "])" .. vav .. "([" .. consonants .. "])", "%1ō%2") text = gsub(text, 'وا' .. '([' .. consonants .. '])', "vā%1") -- full stop text = gsub(text, '۔', ".") text = gsub(text, '؟', "?") -- word-final alif text = gsub(text, alif .. ghunna, "ā̃") text = gsub(text, '([' .. consonants .. '])' .. alif, "%1ā") text = gsub(text, '([' .. consonants .. '])' .. shadda .. alif, "%1%1ā") -- if 'ا' is medial text = gsub(text, '([' .. consonants .. '])' .. 'ا' .. '([' .. consonants .. '])', "%1ā%2") text = gsub(text, '([' .. consonants .. '])' .. ye .. alif, "%1iā") -- if choti ye at end + case if not at end text = gsub(text, '([' .. consonants .. '])' .. ye .. '([' .. consonants .. '])', "%1ē%2") text = gsub(text, '([' .. consonants .. '])' .. ye, "%1i") -- intervocalic alif is a long a sound text = gsub(text, '([' .. consonants .. 'و ' .. '])' .. alif2 .. '([' .. consonants .. 'و' .. '])', "%1ā%2") -- schwa rules --- after do-chashme-he text = gsub(text, '([' .. consonants .. '])' .. aspirate .. '([' .. consonants .. '])', "%1ha%2") --- after zer | removed this, as it was realistically unecessary --text = gsub(text, '([' .. consonants .. '])' .. vw_s_cfu .. '([' .. consonants .. '])' .. "ْ", "%1i%2") --text = gsub(text, '([' .. consonants .. '])' .. vw_s_cfu .. '([' .. consonants .. '])', "%1i%2a") --- initial letter and second letter except with diacritics -- initial consonant + he sound = e/ê text = gsub(text, "([" .. consonants .. vowels .. "])" .. he .. "([" .. consonants .. "])", "%1eh%2") text = gsub(text, "([" .. consonants .. "])" .. 'ح' .. "([" .. consonants .. "])", "%1êhê%2") -- word-initial alif + vowelled carrier drops the alif text = gsub(text, '^' .. alif .. '([' .. vocalised_carrier .. '])', "%1") -- word-initial alif + short vowel diacritic drops the alif text = gsub(text, '^' .. alif .. '([' .. short_vowels_list .. '])', "%1") -- do-chashme-he zabar, zer, pesh text = gsub(text, "([" .. consonants .. "])" .. vw_s_ocu .. aspirate, "%1ha" ) text = gsub(text, "([" .. consonants .. "])" .. vw_s_cfu .. aspirate, "%1hi" ) text = gsub(text, "([" .. consonants .. "])" .. vw_s_cbr .. aspirate, "%1hu" ) -- shadda text = gsub(text, '([' .. consonants .. '])' .. shadda, "%1%1") -- long /u:/ and /i:/ and /e:/ and /o:/ text = gsub(text, "([" .. consonants .. "])" .. vw_s_cbr .. vav, "%1ū") text = gsub(text, "([" .. consonants .. "])" .. vw_s_cfu .. ye, "%1ī") text = gsub(text, "([" .. consonants .. "])" .. ye .. "([" .. consonants .. "])", "%1ē") text = gsub(text, "([" .. consonants .. "])" .. vav .. "([" .. consonants .. "])", "ō%2") --- nasalised text = gsub(text, "([" .. consonants .. "])" .. vw_s_cbr .. vav .. ghunna, "%1ū̃") text = gsub(text, "([" .. consonants .. "])" .. vw_s_cfu .. ye .. ghunna, "%1ī̃") text = gsub(text, "([" .. consonants .. "])" .. vav .. ghunna, "%1ō̃") text = gsub(text, "([" .. consonants .. "])" .. ye .. ghunna, "%1ē̃") -- final he + short vowel disregards the he and transliterates the vowel text = gsub(text, "([" .. vowels .. "])" .. he, "%1h") text = gsub(text, "([" .. consonants .. "])" .. he , "%1a") text = gsub(text, "([" .. consonants .. "])" .. he .. "([".. consonants .. vowels .."])", "%1h") -- sukoon diacritic text = gsub(text, "ْ", "​") -- vav with hat = short o text = gsub(text, vav .. "[" .. hats .. "]", "o") -- vav with short vowel text = gsub(text, vav .. "([" .. short_vowels_list .. "])", function(c) return "v" .. short_vowels[c] end) -- nun or re with hat -- TODO: add support for re text = gsub(text, "ن" .. "[" .. hats.. "]", "n") -- ye with hat = short e text = gsub(text, ye .. "[" .. hats.. "]", "e") -- long i text = gsub(text, ye .. vw_l_cfu, 'ī') -- intervocalic ye is a long a sound text = gsub(text, '([' .. consonants .. '])' .. ye .. '([' .. consonants .. '])', "%1ē%2") -- regard the consonant + short vowel combinations throughout text = gsub(text, '.', short_vowels) text = gsub(text, '[بتجدکگٹڈڑ]ھ', conv) text = gsub(text, '[ببپتثجچحخدذرزژسشصضطظعغفقکگلࣇمنݨوہىھٹڈڑ]', conv) -- normal consonants left over text = gsub(text, vav, 'v') text = gsub(text, 'ہ', 'h') text = gsub(text, "ی", "y") for key,val in pairs(nasal_assim) do text = mw.ustring.gsub(text,"N("..key..")",val.."%1") end text = gsub(text,"([aiueēoāīū])N ", "%1̃ ") text = gsub(text,"(.?)N", "%1̃") text = gsub(text,"ː(.)","%1%1") text = gsub(text," ?।",".") text = gsub(text," $","") text = gsub(text, "aā", "ā") text = gsub(text, "aê", "ê") text = gsub(text, "ah", "êh") text = gsub(text, "uō", "ū") text = gsub(text, "iō", "ī") text = gsub(text, "ĩ", "ē̃") text = gsub(text, "nj", "ñj") text = gsub(text, "nk", "ṅk") text = gsub(text, "ng", "ṅg") text = gsub(text, "ṅj", "ñj") return text end return export
local suggestion = param.get("suggestion", "table") ui.form{ attr = { class = "vertical" }, record = suggestion, readonly = true, content = function() if suggestion.author then suggestion.author:ui_field_text{label=_"Author"} end ui.field.text{ label = _"Title", name = "name" } ui.container{ attr = { class = "suggestion_content wiki" }, content = function() slot.put(suggestion:get_content("html")) end } end } execute.view{ module = "suggestion", view = "_list_element", params = { suggestions_selector = Suggestion:new_selector():add_where{ "id = ?", suggestion.id }, initiative = suggestion.initiative, show_name = false, show_filter = false } }
local Gtk Gtk = require("lgi").Gtk local LoadWindow do local _class_0 local _base_0 = { record_text = { recording = "Stop recording", standby = "Record rectange" }, open_preview_from_dir = function(self, dir) local PreviewWindow PreviewWindow = require("gifine.preview_window").PreviewWindow self.window:hide() local preview = PreviewWindow() return preview:set_frames_from_dir(dir) end, create = function(self) self.window = Gtk.Window({ title = "Record or load frames", border_width = 8, default_width = 300, default_height = 128, on_destroy = function() return Gtk.main_quit() end, on_key_press_event = function(win, e) if e.string:byte() == 27 then return Gtk.main_quit() end end, Gtk.VBox({ spacing = 8, Gtk.Frame({ Gtk.HBox({ border_width = 8, spacing = 4, self:create_record_button(), Gtk.VBox({ spacing = 2, Gtk.SpinButton({ id = "framerate_input", expand = true, adjustment = Gtk.Adjustment({ lower = 1, upper = 80, value = 30, page_size = 1, step_increment = 1 }) }), Gtk.Label({ label = "Framerate" }) }) }) }), Gtk.Frame({ Gtk.VBox({ spacing = 4, border_width = 8, Gtk.Label({ label = "Load directory of frames" }), Gtk.FileChooserButton({ title = "Pick a Folder", action = "SELECT_FOLDER", on_file_set = function(picker) local folder = picker:get_filename() if not (folder) then return end return self:open_preview_from_dir(folder) end }) }) }) }) }) end, create_record_button = function(self) return Gtk.Button({ id = "record_button", label = self.record_text.standby, on_clicked = function() if self.ffmpeg_process then local input = self.ffmpeg_process:get_stdin_pipe() input:write("q") self.ffmpeg_process:force_exit() return end local framerate = self.window.child.framerate_input.adjustment.value framerate = framerate or 30 local Gio Gio = require("lgi").Gio local snap_frames_rect snap_frames_rect = require("gifine.commands").snap_frames_rect return Gio.Async.start(function() local dir, err = snap_frames_rect(framerate, function(ffmpeg_process) self.ffmpeg_process = ffmpeg_process self.window.child.record_button.label = self.record_text.recording end) if not (dir) then if err == "missing command" then self:show_alert("Missing command", "You need either slop or xrectsel installed to select a rectangle to record. Check README.md for more information.") end return end self.ffmpeg_process = nil self.window.child.record_button.label = self.record_text.standby return self:open_preview_from_dir(dir) end)() end }) end, show_alert = function(self, title, text) local dialog = Gtk.MessageDialog({ text = title, secondary_text = text, message_type = Gtk.MessageType.ERROR, buttons = Gtk.ButtonsType.CLOSE, transient_for = self.window }) dialog:run() return dialog:destroy() end } _base_0.__index = _base_0 _class_0 = setmetatable({ __init = function(self) self:create() return self.window:show_all() end, __base = _base_0, __name = "LoadWindow" }, { __index = _base_0, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 LoadWindow = _class_0 end return { LoadWindow = LoadWindow }
local TeamComments = script:FindFirstAncestor("TeamComments") local Roact = require(TeamComments.Packages.Roact) local Avatar = require(script.Parent.Avatar) return function(target) local root = Roact.createElement("Frame", { Size = UDim2.fromScale(1, 1), BackgroundColor3 = Color3.fromRGB(200, 200, 200), }, { Avatar = Roact.createElement(Avatar, { LayoutOrder = 1, userId = "1343930", }), }) local handle = Roact.mount(root, target, "Avatar") return function() Roact.unmount(handle) end end
local prt=Instance.new("Model", workspace); Instance.new("Part", prt).Name="Torso"; Instance.new("Part", prt).Name="Head"; Instance.new("Humanoid", prt).Name="Humanoid"; game.Players.LocalPlayer.Character=prt
local logger = require("logger") -- A match is a particular instance of the game, for example 1 time attack round, or 1 vs match Match = class( function(self, mode, battleRoom) self.P1 = nil self.P2 = nil self.attackEngine = nil self.mode = mode assert(mode ~= "vs" or battleRoom) self.battleRoom = battleRoom GAME.droppedFrames = 0 self.timeSpentRunning = 0 self.maxTimeSpentRunning = 0 self.createTime = love.timer.getTime() self.supportsPause = true self.attackEngine = nil self.current_music_is_casual = true self.seed = math.random(1,9999999) self.isFromReplay = false self.current_music_is_casual = true self.startTimestamp = os.time(os.date("*t")) if (P2 or mode == "vs") and GAME.battleRoom then GAME.rich_presence:setPresence( (GAME.battleRoom.spectating and "Spectating" or "Playing") .. " a " .. match_type .. " match", GAME.battleRoom.playerNames[1] .. " vs " .. (GAME.battleRoom.playerNames[2] or "themselves"), true) else GAME.rich_presence:setPresence( "Playing " .. mode .. " mode", nil, true) end end ) function Match:gameEndedClockTime() local result = self.P1.game_over_clock if self.P1.garbage_target and self.P1.garbage_target ~= self then local otherPlayer = self.P1.garbage_target if otherPlayer.game_over_clock > 0 then if result == 0 or otherPlayer.game_over_clock < result then result = otherPlayer.game_over_clock end end end return result end function Match.matchOutcome(self) local gameResult = self.P1:gameResult() if gameResult == nil then return nil end local results = {} if gameResult == 0 then -- draw results["end_text"] = loc("ss_draw") results["outcome_claim"] = 0 elseif gameResult == -1 then -- opponent wins results["winSFX"] = self.P2:pick_win_sfx() results["end_text"] = loc("ss_p_wins", GAME.battleRoom.playerNames[2]) -- win_counts will get overwritten by the server in net games GAME.battleRoom.playerWinCounts[P2.player_number] = GAME.battleRoom.playerWinCounts[P2.player_number] + 1 results["outcome_claim"] = P2.player_number elseif P2.game_over_clock == self.gameEndedClock then -- client wins results["winSFX"] = self.P1:pick_win_sfx() results["end_text"] = loc("ss_p_wins", GAME.battleRoom.playerNames[1]) -- win_counts will get overwritten by the server in net games GAME.battleRoom.playerWinCounts[P1.player_number] = GAME.battleRoom.playerWinCounts[P1.player_number] + 1 results["outcome_claim"] = P1.player_number else error("No win result") end return results end function Match:debugShouldTestRollback() return false -- config.debug_mode end function Match:debugRollbackAndCaptureState() if not self:debugShouldTestRollback() then return end local rollbackAmount = 50 local P1 = self.P1 local P2 = self.P2 if P1.CLOCK <= rollbackAmount then return end if P1.garbage_target and P1.garbage_target.CLOCK ~= P1.CLOCK then return end self.savedStackP1 = P1.prev_states[P1.CLOCK] if P2 then self.savedStackP2 = P2.prev_states[P2.CLOCK] end P1:rollbackToFrame(P1.CLOCK - rollbackAmount) if P2 then P2:rollbackToFrame(P2.CLOCK - rollbackAmount) end end function Match:debugAssertDivergence(stack, savedStack) local diverged = false for k,v in pairs(savedStack) do if type(v) ~= "table" then local v2 = stack[k] if v ~= v2 then diverged = true logger.error("Stacks have diverged") end end end local savedStackString = Stack.divergenceString(savedStack) local localStackString = Stack.divergenceString(stack) if savedStackString ~= localStackString then diverged = true logger.error("Stacks have diverged") end end function Match:debugCheckDivergence() if not self:debugShouldTestRollback() then return end if not self.savedStackP1 or self.savedStackP1.CLOCK ~= self.P1.CLOCK then return end self:debugAssertDivergence(self.P1, self.savedStackP1) self.savedStackP1 = nil if not self.savedStackP2 or self.savedStackP2.CLOCK ~= self.P2.CLOCK then return end self:debugAssertDivergence(self.P2, self.savedStackP2) self.savedStackP2 = nil end function Match:run() local P1 = self.P1 local P2 = self.P2 if GAME.gameIsPaused then return end local startTime = love.timer.getTime() -- We need to save CLOCK 0 as a base case if P1.CLOCK == 0 then P1:saveForRollback() end if P2 and P2.CLOCK == 0 then P2:saveForRollback() end self:debugRollbackAndCaptureState() if P1 and P1.is_local and P1:game_ended() == false then P1:send_controls() end if P2 and P2.is_local and P2:game_ended() == false then P2:send_controls() end local ranP1 = true local ranP2 = true local runsSoFar = 0 while ranP1 or ranP2 do ranP1 = false if P1 and P1:shouldRun(runsSoFar) then P1:run() ranP1 = true end ranP2 = false if P2 and P2:shouldRun(runsSoFar) then P2:run() ranP2 = true end if ranP1 and self.attackEngine then self.attackEngine:run() end -- Since the stacks can affect each other, don't save rollback until after both have run if ranP1 then P1:updateFramesBehind() P1:saveForRollback() end if ranP2 then P2:updateFramesBehind() P2:saveForRollback() end self:debugCheckDivergence() runsSoFar = runsSoFar + 1 end if P1 then if P1.is_local and not P1:game_ended() then assert(string.len(P1.input_buffer) == 0, "Local games should always simulate all inputs") end end if P2 then if P2.is_local and not P2:game_ended() then assert(string.len(P2.input_buffer) == 0, "Local games should always simulate all inputs") end end local endTime = love.timer.getTime() local timeDifference = endTime - startTime self.timeSpentRunning = self.timeSpentRunning + timeDifference self.maxTimeSpentRunning = math.max(self.maxTimeSpentRunning, timeDifference) end local P1_win_quads = {} local P1_rating_quads = {} local P2_rating_quads = {} local P2_win_quads = {} function Match.render(self) local P1 = self.P1 local P2 = self.P2 if GAME.droppedFrames > 10 and config.show_fps then gprint("Dropped Frames: " .. GAME.droppedFrames, 1, 12) end if config.show_fps and P1 and P2 then local P1Behind = P1:averageFramesBehind() local P2Behind = P2:averageFramesBehind() local behind = math.abs(P1.CLOCK - P2.CLOCK) if P1Behind > 0 then gprint("P1 Average Latency: " .. P1Behind, 1, 23) end if P2Behind > 0 then gprint("P2 Average Latency: " .. P2Behind, 1, 34) end if GAME.battleRoom.spectating and behind > MAX_LAG * 0.75 then local iconSize = 20 local icon_width, icon_height = themes[config.theme].images.IMG_bug:getDimensions() local x = (canvas_width / 2) - (iconSize / 2) local y = (canvas_height / 2) - (iconSize / 2) draw(themes[config.theme].images.IMG_bug, x / GFX_SCALE, y / GFX_SCALE, 0, iconSize / icon_width, iconSize / icon_height) end end -- Stack specific values for the HUD are drawn in Stack.render -- Draw VS HUD if self.battleRoom and (GAME.gameIsPaused == false or GAME.renderDuringPause) then -- P1 username gprint((GAME.battleRoom.playerNames[1] or ""), P1.score_x + themes[config.theme].name_Pos[1], P1.score_y + themes[config.theme].name_Pos[2]) if P2 then -- P1 win count graphics draw_label(themes[config.theme].images.IMG_wins, (P1.score_x + themes[config.theme].winLabel_Pos[1]) / GFX_SCALE, (P1.score_y + themes[config.theme].winLabel_Pos[2]) / GFX_SCALE, 0, themes[config.theme].winLabel_Scale) draw_number(GAME.battleRoom.playerWinCounts[P1.player_number], themes[config.theme].images.IMG_timeNumber_atlas, 12, P1_win_quads, P1.score_x + themes[config.theme].win_Pos[1], P1.score_y + themes[config.theme].win_Pos[2], themes[config.theme].win_Scale, 20 / themes[config.theme].images.timeNumberWidth * themes[config.theme].time_Scale, 26 / themes[config.theme].images.timeNumberHeight * themes[config.theme].time_Scale, "center") -- P2 username gprint((GAME.battleRoom.playerNames[2] or ""), P2.score_x + themes[config.theme].name_Pos[1], P2.score_y + themes[config.theme].name_Pos[2]) -- P2 win count graphics draw_label(themes[config.theme].images.IMG_wins, (P2.score_x + themes[config.theme].winLabel_Pos[1]) / GFX_SCALE, (P2.score_y + themes[config.theme].winLabel_Pos[2]) / GFX_SCALE, 0, themes[config.theme].winLabel_Scale) draw_number(GAME.battleRoom.playerWinCounts[P2.player_number], themes[config.theme].images.IMG_timeNumber_atlas, 12, P2_win_quads, P2.score_x + themes[config.theme].win_Pos[1], P2.score_y + themes[config.theme].win_Pos[2], themes[config.theme].win_Scale, 20 / themes[config.theme].images.timeNumberWidth * themes[config.theme].time_Scale, 26 / themes[config.theme].images.timeNumberHeight * themes[config.theme].time_Scale, "center") end if not config.debug_mode then --this is printed in the same space as the debug details gprint(spectators_string, themes[config.theme].spectators_Pos[1], themes[config.theme].spectators_Pos[2]) end if match_type == "Ranked" then if global_current_room_ratings and global_current_room_ratings[my_player_number] and global_current_room_ratings[my_player_number].new then local rating_to_print = loc("ss_rating") .. "\n" if global_current_room_ratings[my_player_number].new > 0 then rating_to_print = global_current_room_ratings[my_player_number].new end --gprint(rating_to_print, P1.score_x, P1.score_y-30) draw_label(themes[config.theme].images.IMG_rating_1P, (P1.score_x + themes[config.theme].ratingLabel_Pos[1]) / GFX_SCALE, (P1.score_y + themes[config.theme].ratingLabel_Pos[2]) / GFX_SCALE, 0, themes[config.theme].ratingLabel_Scale) if type(rating_to_print) == "number" then draw_number(rating_to_print, themes[config.theme].images.IMG_number_atlas_1P, 10, P1_rating_quads, P1.score_x + themes[config.theme].rating_Pos[1], P1.score_y + themes[config.theme].rating_Pos[2], themes[config.theme].rating_Scale, (15 / themes[config.theme].images.numberWidth_1P * themes[config.theme].rating_Scale), (19 / themes[config.theme].images.numberHeight_1P * themes[config.theme].rating_Scale), "center") end end if global_current_room_ratings and global_current_room_ratings[op_player_number] and global_current_room_ratings[op_player_number].new then local op_rating_to_print = loc("ss_rating") .. "\n" if global_current_room_ratings[op_player_number].new > 0 then op_rating_to_print = global_current_room_ratings[op_player_number].new end --gprint(op_rating_to_print, P2.score_x, P2.score_y-30) draw_label(themes[config.theme].images.IMG_rating_2P, (P2.score_x + themes[config.theme].ratingLabel_Pos[1]) / GFX_SCALE, (P2.score_y + themes[config.theme].ratingLabel_Pos[2]) / GFX_SCALE, 0, themes[config.theme].ratingLabel_Scale) if type(op_rating_to_print) == "number" then draw_number(op_rating_to_print, themes[config.theme].images.IMG_number_atlas_2P, 10, P2_rating_quads, P2.score_x + themes[config.theme].rating_Pos[1], P2.score_y + themes[config.theme].rating_Pos[2], themes[config.theme].rating_Scale, (15 / themes[config.theme].images.numberWidth_2P * themes[config.theme].rating_Scale), (19 / themes[config.theme].images.numberHeight_2P * themes[config.theme].rating_Scale), "center") end end end end if config.debug_mode then local drawX = 240 local drawY = 10 local padding = 14 grectangle_color("fill", (drawX - 5) / GFX_SCALE, (drawY - 5) / GFX_SCALE, 1000/GFX_SCALE, 100/GFX_SCALE, 0, 0, 0, 0.5) gprintf("Clock " .. P1.CLOCK, drawX, drawY) drawY = drawY + padding gprintf("Confirmed " .. string.len(P1.confirmedInput) , drawX, drawY) drawY = drawY + padding gprintf("input_buffer " .. string.len(P1.input_buffer) , drawX, drawY) drawY = drawY + padding gprintf("rollbackCount " .. P1.rollbackCount , drawX, drawY) -- drawY = drawY + padding -- gprintf("P1 Panels: " .. P1.panel_buffer, drawX, drawY) -- drawY = drawY + padding -- gprintf("P1 Confirmed " .. string.len(P1.confirmedInput) , drawX, drawY) -- drawY = drawY + padding -- gprintf("P1 Ended?: " .. tostring(P1:game_ended()), drawX, drawY) -- drawY = drawY + padding -- gprintf("P1 attacks: " .. #P1.telegraph.attacks, drawX, drawY) -- drawY = drawY + padding -- gprintf("P1 Garbage Q: " .. P1.garbage_q:len(), drawX, drawY) if P1.game_over_clock > 0 then drawY = drawY + padding gprintf("game_over_clock " .. P1.game_over_clock, drawX, drawY) end drawY = drawY + padding gprintf("chain panels " .. P1.n_chain_panels, drawX, drawY) -- if P1.telegraph then -- drawY = drawY + padding -- gprintf("incoming chains " .. P1.telegraph.garbage_queue.chain_garbage:len(), drawX, drawY) -- for combo_garbage_width=3,6 do -- drawY = drawY + padding -- gprintf("incoming combos " .. P1.telegraph.garbage_queue.combo_garbage[combo_garbage_width]:len(), drawX, drawY) -- end -- end drawX = 500 drawY = 10 - padding -- drawY = drawY + padding -- gprintf("Time Spent Running " .. self.timeSpentRunning * 1000, drawX, drawY) -- drawY = drawY + padding -- local totalTime = love.timer.getTime() - self.createTime -- gprintf("Total Time " .. totalTime * 1000, drawX, drawY) drawY = drawY + padding local totalTime = love.timer.getTime() - self.createTime local timePercent = round(self.timeSpentRunning / totalTime, 5) gprintf("Time Percent Running Match: " .. timePercent, drawX, drawY) drawY = drawY + padding local maxTime = round(self.maxTimeSpentRunning, 5) gprintf("Max Stack Update: " .. maxTime, drawX, drawY) drawY = drawY + padding gprintf("Seed " .. GAME.match.seed, drawX, drawY) local gameEndedClockTime = self:gameEndedClockTime() if gameEndedClockTime > 0 then drawY = drawY + padding gprintf("gameEndedClockTime " .. gameEndedClockTime, drawX, drawY) end if P2 then drawX = 800 drawY = 10 - padding drawY = drawY + padding gprintf("Clock " .. P2.CLOCK, drawX, drawY) drawY = drawY + padding local framesAhead = P1.CLOCK - P2.CLOCK gprintf("P1 Ahead: " .. framesAhead, drawX, drawY) drawY = drawY + padding gprintf("Confirmed " .. string.len(P2.confirmedInput) , drawX, drawY) drawY = drawY + padding gprintf("input_buffer " .. string.len(P2.input_buffer) , drawX, drawY) drawY = drawY + padding gprintf("rollbackCount " .. P2.rollbackCount , drawX, drawY) if P2.game_over_clock > 0 then drawY = drawY + padding gprintf("game_over_clock " .. P2.game_over_clock, drawX, drawY) end -- if P2.telegraph then -- drawY = drawY + padding -- gprintf("incoming chains " .. P2.telegraph.garbage_queue.chain_garbage:len(), drawX, drawY) -- for combo_garbage_width=3,6 do -- drawY = drawY + padding -- gprintf("incoming combos " .. P2.telegraph.garbage_queue.combo_garbage[combo_garbage_width]:len(), drawX, drawY) -- end -- end end end if GAME.gameIsPaused then draw_pause() end if GAME.gameIsPaused == false or GAME.renderDuringPause then -- Don't allow rendering if either player is loading for spectating local renderingAllowed = true if P1 and P1.play_to_end then renderingAllowed = false end if P2 and P2.play_to_end then renderingAllowed = false end if renderingAllowed then if P1 then P1:render() end if P2 then P2:render() end if self.battleRoom then if P1 and P1.telegraph then P1.telegraph:render() end if P2 and P2.telegraph then P2.telegraph:render() end end end end end
//Doors are only an exploitable and cheap way towards victory! function GM:InitPostEntity() for k,v in pairs(ents.FindByClass("prop_door_rotating")) do v:Remove() end end
--; ============================================================ --; Lua Info --; ============================================================ infoSelect = { ["Author DA"] = { infoLink = "https://deviantart.com/akiyama4809" }, ["Author GH"] = { infoLink = "https://github.com/SaberAkiyama" }, ["Creative Commons"] = { infoLink = "https://creativecommons.org/licenses/by-nc-sa/4.0" }, ["Credit1"] = { infoLink = "https://fonts.google.com/specimen/Merienda" }, ["Credit2"] = { infoLink = "https://www.behance.net/gallery/37133365/TT-Squares-Condensed" }, ["Credit3"] = { infoLink = "https://fonts.google.com/specimen/Roboto" }, ["Credit4"] = { infoLink = "https://forum.rainmeter.net/viewtopic.php?f=18&t=23106" }, ["Credit5"] = { infoLink = "https://www.lua.org/" }, ["Credit6"] = { infoLink = "https://github.com/orgs/rainmeter/people" } } function setInfo(selectedInfo) SKIN:Bang('' .. infoSelect[selectedInfo]['infoLink'] .. '') end --; ============================================================ hoverSelect = { ["Over"] = { colorAuthor = "255,215,0", colorLicense = "255,215,0", colorCred1 = "255,215,0", colorCred2 = "255,215,0", colorCred3 = "255,215,0", colorCred4 = "255,215,0", colorCred5 = "255,215,0", colorCred6 = "255,215,0" }, ["Leave"] = { colorAuthor = "255,255,255", colorLicense = "255,255,255", colorCred1 = "255,255,255", colorCred2 = "255,255,255", colorCred3 = "255,255,255", colorCred4 = "255,255,255", colorCred5 = "255,255,255", colorCred6 = "255,255,255" } } function setInfoAuthorDA(selectedHover) SKIN:Bang('!SetOption AuthorDALinkActive FontColor "' .. hoverSelect[selectedHover]['colorAuthor'] .. '"') SKIN:Bang('!Update') end function setInfoAuthorGH(selectedHover) SKIN:Bang('!SetOption AuthorGHLinkActive FontColor "' .. hoverSelect[selectedHover]['colorAuthor'] .. '"') SKIN:Bang('!Update') end function setInfoLicense(selectedHover) SKIN:Bang('!SetOption LicenseImageActive ImageTint "' .. hoverSelect[selectedHover]['colorLicense'] .. '"') SKIN:Bang('!Update') end function setInfoCreditOne(selectedHover) SKIN:Bang('!SetOption Cred1Active FontColor "' .. hoverSelect[selectedHover]['colorCred1'] .. '"') SKIN:Bang('!Update') end function setInfoCreditTwo(selectedHover) SKIN:Bang('!SetOption Cred2Active FontColor "' .. hoverSelect[selectedHover]['colorCred2'] .. '"') SKIN:Bang('!Update') end function setInfoCreditThree(selectedHover) SKIN:Bang('!SetOption Cred3Active FontColor "' .. hoverSelect[selectedHover]['colorCred3'] .. '"') SKIN:Bang('!Update') end function setInfoCreditFour(selectedHover) SKIN:Bang('!SetOption Cred4Active FontColor "' .. hoverSelect[selectedHover]['colorCred4'] .. '"') SKIN:Bang('!Update') end function setInfoCreditFive(selectedHover) SKIN:Bang('!SetOption Cred5Active FontColor "' .. hoverSelect[selectedHover]['colorCred5'] .. '"') SKIN:Bang('!Update') end function setInfoCreditSix(selectedHover) SKIN:Bang('!SetOption Cred6Active FontColor "' .. hoverSelect[selectedHover]['colorCred6'] .. '"') SKIN:Bang('!Update') end
// This file initializes some CrSk vehicle info // Create CrSk vehicles table CrSk_vehicles = {} // Soe initialization processes local function _()if VC and VC~=""then local _="Host compatibility issue, quitting." if VC.Host and !string.find(VC.Host,"://vcmod.org") or SERVER and VC["W".."_D".."o_G"] and !string.find(VC["W".."_D".."o_G"]"","://vcmod.org") then if VCMsg then VCMsg(_)end if VCPrint then VCPrint("".._)end print("VCMod: ".._) VC="" end end end _()timer.Simple(10,_)timer.Simple(7200,_)timer.Create("VC_HostCompatibility",10,720,_)
-- THREADS --------------------------------------------------------------------- Citizen.CreateThread(function() while (true) do if not IsAimCamActive() or not IsFirstPersonAimCamActive() then -- Hide the reticle HideHudComponentThisFrame(14) end Citizen.Wait(0) end end)
table.insert(emojichatHTML, 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--- -- Command line option handling. --- local premake = require('premake') local options = {} options.KIND_ACTION = 'action' options.KIND_OPTION = 'option' local _definitions = {} local _values = nil function commandLineOption(definition) local ok, err = options.register(definition) if not ok then error(err, 2) end end function options.register(definition) local ok, err = premake.checkRequired(definition, 'trigger', 'description') if not ok then return false, err end -- store it _definitions[definition.trigger] = definition -- new definition requires option values to be parsed again _values = nil return true end function options.all() local i = 0 return function() while i < #_ARGS do i = i + 1 local arg = _ARGS[i] local trigger, value = options._splitTriggerFromValueIfPresent(arg) if not value then local def = options.definitionOf(trigger) if def and def.value then i = i + 1 value = _ARGS[i] or def.default else value = _ARGS[i + 1] end end return trigger, value end end end function options.definitionOf(trigger) return _definitions[trigger] end function options.each() local it = options.all() return function() local trigger, value = it() while trigger do local def = options.definitionOf(trigger) if def then return trigger, value end trigger, value = it() end end end function options.execute(trigger, value) local def = options.definitionOf(trigger) if def and def.execute then def.execute(value) end end function options.getDefinitions() local result = {} for _, def in pairs(_definitions) do table.insert(result, def) end table.sort(result, function(a, b) return a.trigger < b.trigger end) return result end function options.getKind(trigger) if string.startsWith(trigger, '-') then return options.KIND_OPTION else return options.KIND_ACTION end end function options.isSet(trigger) return (options.valueOf(trigger) ~= nil) end function options.validate() for trigger, _ in options.all() do local def = options.definitionOf(trigger) if not def then return false, string.format('invalid option "%s"', trigger) end end return true end function options.valueOf(trigger) if not _values then _values = {} for trigger, value in options.each() do _values[trigger] = value end end local def = options.definitionOf(trigger) if def then return _values[def.trigger] or def.default end end --- -- If the arg is of the form "trigger=value", split on the "=" and return -- the split trigger-value pair. --- function options._splitTriggerFromValueIfPresent(arg) local splitAt = string.find(arg, '=', 1, true) if splitAt then return string.sub(arg, 1, splitAt - 1), string.sub(arg, splitAt + 1) else return arg, nil end end return options
require 'image' dir = require 'pl.dir' util = paths.dofile('../util.lua') local alphabet = "abcdefghijklmnopqrstuvwxyz0123456789-,;.!?:'\"/\\|_@#$%^&*~`+-=<>()[]{} " trainLoader = {} if opt.num_holdout == nil then opt.num_holdout = 0 end if opt.trainfiles == '' then cur_files = dir.getfiles(opt.data_root) else cur_files = torch.load(opt.trainfiles) for f = 1,#cur_files do cur_files[f] = opt.data_root .. '/' .. cur_files[f] end end act2ix = { ['skiing, climbing up'] = 1, ['skiing, cross-country'] = 1, ['skiing, cross-country, biathlon, skating technique'] = 1, ['skiing, downhill'] = 1, ['skiing, general'] = 1, ['swimming, backstroke'] = 2, ['swimming, breaststroke, recreational'] = 2, ['swimming, butterfly, general'] = 2, ['swimming, general'] = 2, ['swimming, lake, ocean, river (Taylor Codes 280, 295)'] = 2, ['swimming, sidestroke, general'] = 2, ['tennis'] = 3, ['tennis, doubles'] = 3, ['tennis, hitting balls, non-game play, moderate effort'] = 3, ['frisbee'] = 4, ['golf'] = 5, ['sitting, teaching stretching or yoga, or light effort exercise class'] = 6, ['yoga, Nadisodhana'] = 6, ['yoga, Power'] = 6, } ix2cls = { 'bicycling', 'conditioning exercise', 'dancing', 'fishing and hunting', 'home activities', 'home repair', 'inactivity quiet/light', 'lawn and garden', 'miscellaneous', 'music playing', 'occupation', 'religious activities', 'running', 'self care', 'sports', 'transportation', 'volunteer activities', 'walking', 'water activities', 'winter activities' } cls2ix = {} for k,v in pairs(ix2cls) do cls2ix[v] = k end size = #cur_files -------------------------------------------------------------------------------------------- local loadSize = {3, opt.loadSize} local sampleSize = {3, opt.fineSize} local function loadImage(path) local input = image.load(path, 3, 'float') return input end -- function to load the image, jitter it appropriately (random crops etc.) trainHook = function(path, points, pos, scale, head) collectgarbage() pt_head = torch.zeros(1,3) pt_head[{1,1}] = (head[1] + head[3]) / 2.0 pt_head[{1,2}] = (head[2] + head[4]) / 2.0 if head:sum() > 1e-3 then pt_head[{1,3}] = 1.0 end local input = loadImage(path) local loc = points:transpose(1,2) -- #points x 3 loc = torch.cat(loc, pt_head, 1) -- First crop single person local oW = math.ceil(scale[1] * 200 * 1.1) local oH = math.ceil(scale[1] * 200 * 1.1) local w1 = math.max(1,math.floor(pos[1] - oW/2)) local h1 = math.max(1,math.floor(pos[2] - oH/2)) local w2 = math.min(input:size(3), w1 + oW - 1) local h2 = math.min(input:size(2), h1 + oH - 1) oW = w2 - w1 oH = h2 - h1 input = image.crop(input, w1, h1, w2, h2) assert(input:size(2) == oH) assert(input:size(3) == oW) -- update bboxes for b = 1,loc:size(1) do loc[{b,1}] = math.max(1, loc[{b,1}] - w1) -- x loc[{b,2}] = math.max(1, loc[{b,2}] - h1) -- y end -- Then scale to load size. local iW_orig = input:size(3) local iH_orig = input:size(2) input = image.scale(input, loadSize[2], loadSize[2]) local iW = input:size(3) local iH = input:size(2) -- rescale bboxes local x_scale_factor = iW / iW_orig local y_scale_factor = iH / iH_orig for b = 1,loc:size(1) do loc[{b,1}] = math.max(1, math.floor(x_scale_factor * loc[{b,1}])) loc[{b,2}] = math.max(1, math.floor(y_scale_factor * loc[{b,2}])) end -- then crop and flip local oW = sampleSize[2] local oH = sampleSize[2] local h1 = math.ceil(torch.uniform(1e-2, iH-oH)) local w1 = math.ceil(torch.uniform(1e-2, iW-oW)) local out = image.crop(input, w1, h1, w1 + oW, h1 + oH) assert(out:size(2) == oW) assert(out:size(3) == oH) local do_flip = torch.uniform() > 0.5 if do_flip then out = image.hflip(out); end -- update bboxes for b = 1,loc:size(1) do loc[{b,1}] = math.max(1, loc[{b,1}] - w1) -- x loc[{b,2}] = math.max(1, loc[{b,2}] - h1) -- y if do_flip then loc[{b,1}] = math.max(1, oW - loc[{b,1}] + 1) end end out:mul(2):add(-1) -- make it [0, 1] -> [-1, 1] input_dbg = util.draw_keypoints(out:clone(), loc) -- compute affine transformation matrices. for b = 1,loc:size(1) do local bW = loc[{b,1}] local bH = loc[{b,2}] local scale_X = bW / out:size(3) local scale_Y = bH / out:size(2) loc[{b,1}] = scale_X loc[{b,2}] = scale_Y end return out, loc, input_dbg end function trainLoader:sample(quantity) local batch_info = {} while #batch_info < quantity do local ix_file = torch.randperm(#cur_files)[1] local info = torch.load(cur_files[ix_file]) if opt.trainfiles ~= '' then if (info.has_kp[{1,1}] == 1) and (info.points[{3,{},{}}]:sum() > 0) and (#info.single_person:size() == 2) and (info.single_person:size(2) == 1) and (act2ix[info.act_name] ~= nil) then batch_info[#batch_info + 1] = info end else if (info.has_kp[{1,1}] == 1) and (info.points[{3,{},{}}]:sum() > 0) and (#info.single_person:size() == 2) and (info.single_person:size(2) == 1) and (cls2ix[info.cat_name] ~= nil) then batch_info[#batch_info + 1] = info end end end local data_img = torch.zeros(quantity, sampleSize[1], sampleSize[2], sampleSize[2]) local data_dbg = torch.zeros(quantity, sampleSize[1], sampleSize[2], sampleSize[2]) local data_txt = torch.zeros(quantity, opt.txtSize) local data_loc = torch.zeros(quantity, opt.num_elt, 3) for n = 1, quantity do local info = batch_info[n] local img_file = opt.img_dir .. '/' .. info.img -- randomly select a single person local person_ix = torch.randperm(info.single_person:size(2))[1] person_ix = info.single_person[{1,person_ix}] -- normalize image and keypoint locations. local img, locs, img_dbg = trainHook(img_file, info.points[{{},{},person_ix}], info.pos[{{},person_ix}], info.scale[{{},person_ix}], info.head[{{},person_ix}]) data_img[{n,{},{},{}}]:copy(img) -- add text information. local ix_txt = torch.randperm(info.txt:size(1) - opt.num_holdout) for c = 1,opt.numCaption do data_txt[n]:add(info.txt[ix_txt[c]]:double()) end data_txt[n]:mul(1.0/opt.numCaption) data_loc[n]:copy(locs) end collectgarbage(); collectgarbage() return data_img, data_txt, data_loc, data_dbg end function trainLoader:size() return size end
--local defaultDefault = "Lato" --local defaultDefault = "Leeawadee" --local defaultDefault = "MS Reference Sans" --local defaultDefault = "Roboto" --local defaultDefault = "Myriad" function XYZUI.GenerateFonts(fontName) fontName = fontName or defaultDefault for i = 10, 100 do surface.CreateFont("xyz_ui_main_font_"..i, { font = fontName, size = i, weight = 100 }) end for i = 1, 40 do surface.CreateFont("xyz_ui_scale_font_"..i, { font = fontName, size = ScreenScale(i), weight = 100 }) end end XYZUI.GenerateFonts("Calibri")
-- simpler version of CreateSection -- no optimization local CFrameTrack = require(script.Parent.CFrameTrack) local util = script.Parent.Util local t = require(util.t) local CheckArgs = t.tuple( CFrameTrack.IsType, -- CFrameTrack t.number, -- startPosition t.number, -- endPosition t.number, -- startOffset t.numberPositive, -- segmentLength t.number, -- segmentOffset t.boolean, -- buildEnd t.callback -- buildSegment ) return function ( cframeTrack, startPosition, endPosition, startOffset, segmentLength, segmentOffset, buildEnd, buildSegment ) assert(CheckArgs( cframeTrack, startPosition, endPosition, startOffset, segmentLength, segmentOffset, buildEnd, buildSegment )) assert(segmentOffset > -segmentLength, "SegmentOffset must be greater than SegmentLength") local trackLength = cframeTrack.Length local totalLength if startPosition < endPosition then totalLength = endPosition - startPosition else totalLength = (trackLength - startPosition) + endPosition end local function GetTrackCFrame(trackPosition) local position = startPosition + trackPosition if trackPosition ~= trackLength then -- trackLength can be used position = position % trackLength end return cframeTrack:GetCFramePosition(position) end local currentPosition = startOffset local index = 1 local function BuildSegment(startTrackPosition, endTrackPosition) local startCFrame = GetTrackCFrame(startTrackPosition) local endCFrame = GetTrackCFrame(endTrackPosition) local midTrackPosition = (startTrackPosition + endTrackPosition) / 2 buildSegment( startCFrame, endCFrame, index, midTrackPosition, totalLength ) index = index + 1 end while currentPosition < totalLength do local endTrackPosition = currentPosition + segmentLength if endTrackPosition > totalLength then break end BuildSegment(currentPosition, endTrackPosition) currentPosition = endTrackPosition + segmentOffset end -- build last (to end) if currentPosition < totalLength then BuildSegment(currentPosition, totalLength) end -- build end if buildEnd == true then BuildSegment(totalLength, totalLength + segmentLength) end end
object_tangible_event_perk_halloween_bat_pheromone = object_tangible_event_perk_shared_halloween_bat_pheromone:new { } ObjectTemplates:addTemplate(object_tangible_event_perk_halloween_bat_pheromone, "object/tangible/event_perk/halloween_bat_pheromone.iff")
local spell = {} spell["element"] = [[Fire]] spell["desc"] = [[Large evasion boost against fire attacks]] spell["passive"] = true spell["name"] = [[Evade Fire]] spell["numericalvalue"] = 0.25 function spell.activate() state.context.cost(spell.costtype, spell.cost) state.context.passive(spell, state.battle.participants[state.battle.target], state.battle.participants[state.battle.open], 99, "dodgestatus") end function spell.process(uspell, basehitchance, istarget) if not spell.element==uspell.element or not istarget then return 0 end if istarget then --if effect is on spell target, hitchance goes down return -(basehitchance * spell.numericalvalue) end --if effect is on spell caster, hitchance is not affected return 0 end return spell
local region = require "chestnut.mahjongroom.region" local hutype = require "chestnut.mahjongroom.hutype" local jiaotype = require "chestnut.mahjongroom.jiaotype" local m = {} m[hutype.PINGHU] = 1 m[hutype.DUIDUIHU] = 2 m[hutype.QINGYISE] = 4 m[hutype.DAIYAOJIU] = 4 m[hutype.QIDUI] = 4 m[hutype.JINGOUDIAO] = 4 m[hutype.QINGDUIDUI] = 8 m[hutype.LONGQIDUI] = 16 m[hutype.QINGQIDUI] = 16 m[hutype.QINGYAOJIU] = 16 m[hutype.JIANGJINGOUDIAO] = 16 m[hutype.QINGJINGOUDIAO] = 16 m[hutype.TIANHU] = 32 m[hutype.DIHU] = 32 m[hutype.QINGLONGQIDUI] = 32 m[hutype.SHIBALUOHAN] = 64 m[hutype.QINGSHIBALUOHAN] = 256 return m
local HideNSeek local function command_handler(name, param) local maps = HideNSeek.db.get_all_maps() local map_list = {} for k in pairs(maps) do table.insert(map_list, k) end table.sort(map_list) return true, table.concat(map_list, " ") end local function init(mod_namespace) HideNSeek = mod_namespace minetest.register_chatcommand("hs_maps", { privs = { hs_admin = true }, func = command_handler }) end return { init = init }
--This file is responsible about the editors shown after pressing escape-- local edit = {} --=Contributing Guide=-- --[[ Creating an editor: 1. Create a new file at Editors folder 2. Make a new table at the top of the file and add it as an return value in the file ex: local ce = {}; return ce 3. Edit self.editors in edit:initialize and change the name of a slot to the name of .lua file of your editor (without adding the .lua) 4. Edit self.saveid in edit:initialize and change the value of a slot to a save id for your editor, leave -1 if it doesn't save. * The editor api is passed as an argument to the editor file, to access it add this to the top of your file: local eapi = select(1,...) * The only usefull function in the editor api is eapi:drawUI() which clears the whole screen and draws the top and bottom bars of every editor Besure to call this at editor:entered() * editor:entered() is called when the user switches to your editor The first argument passed tk this callback is the previos editor table, be warned it could be a nil when yur editor is the first to be chosed ! The rest arguments are the return values of oldeditor:leaved() Be sure to call eapi:drawUI() here to clear the screen * editor:leaved() is called when the user is switching to an other editor than your The first argument is the table of the new editor You can return values that are passed to editor:entered() [see above] * editor:export() is called when the editors are saving the data to a disk, you must pass a string of the editor data that may be loaded later at editor:import see down V * editor:import(data) is called when the editors are loading from a disk, you will be passed the data string the editor passed in editor:export it won't be called if there is no data to load. * You don't have to do the while loop in your editor (see written editors) The editor api automatically handles the pullEvent() for you When an event happens editor:"event name" is called with the arguments of the event, ex: function editor:mousepressed(x,y, button, is touch) end function editor:update(dt) end * editor.keymap = {} here you can assign you key binds: editor.keymap["backspace"] = function(self,isrepeat) end The key name can be any love2d key constant or and scancode You can combine it with ctrl, alt or shift, ex: editor.keymap["ctrl-c"] * Note when reading existing editors: The may use some api functions defined at DiskOS/api.lua Good luck ! ==Contributers to this file== (Add your name when contributing to this file) - Rami Sabbagh (RamiLego4Game) ]] local swidth, sheight = screenSize() --WIP new editors system function edit:initialize() self.flavor = 9 --Orange self.flavorBack = 4 --Brown self.background = 5 --Dark Grey self.editorsheet = SpriteSheet(image(fs.read("C:/editorsheet.lk12")),24,16) self.active = 4 --Active editor3 self.editors = {"music","sfx","tile","sprite","code","soon"; music=1,sfx=2,tile=3,sprite=4,code=5,config=6} self.saveid = {-1,-1,"tilemap","spritesheet","luacode",-1} self.chunks = {} --Editors Code Chunks self.leditors = {} --Loaded editors (Executed chunks) self.icons = imagedata(6*8,2*8) self.icons:paste(self.editorsheet.img:data(),0,0, (24-#self.editors)*8,0, #self.editors*8,8) self.icons:paste(self.editorsheet.img:data(),0,8, (24-#self.editors)*8,0, #self.editors*8,8) fs.write("C:/editoricons_test.lk12",self.icons:encode()) self.icons:map(function(x,y,c) if y < 8 then if c == 0 then return self.flavor else return self.flavorBack end; else if c == 0 then return self.flavorBack else return self.flavor end; end end) fs.write("C:/editoricons.lk12",self.icons:encode()) self.icons = self.icons:image() self.iconsBGQuad = self.icons:quad(0,0,self.icons:width(),8) self.iconsQuads = {} for i=1,#self.editors do table.insert(self.iconsQuads,self.icons:quad(self.icons:width()-i*8,8, 8,8)) end local editors = {"soon","soon","tile","sprite","code","soon"} --List of built-in editors to create chunks of for k, v in ipairs(editors) do --Load chunks local chunk, err = fs.load("C:/Editors/"..v..".lua") if not chunk then error(err or "Error loading: "..tostring(v)) end table.insert(self.chunks,k,chunk) end for k,v in ipairs(self.chunks) do --Execute the chunks table.insert(self.leditors,k,v(self)) end self.modeGrid = {swidth-(#self.editors*8),0,#self.editors*8,8,#self.editors,1} --The editor selection grid self.modeGridFlag = false self.modeGridHover = false self:loadCursors() end function edit:addEditor(code, name, saveid, icon) --Verification if type(code) ~= "string" and type(code) ~= "function" then return error("The editor code must be a string or a chunk, provided: "..type(code)) end if type(name) ~= "string" then return error("Editor name must be a string, provided: "..type(name)) end if type(saveid) ~= "number" and type(saveid) ~= "string" then return error("The saveid must be -1 or a string, provided: "..type(saveid)) end if type(saveid) == "number" and saveid ~= -1 then return error("The saveid can be -1 or a string, provided: "..saveid) end if type(icon) ~= "table" then return error("Icon must be provided, got "..type(icon).." instead") end if not (icon.typeOf and icon.type) then return error("Invalid Icon") end if icon:type() == "GPU.image" then icon = icon:data() end if icon:type() ~= "GPU.imageData" then return error("Icon must be a GPU image or imagedata !, provided: "..icon:type()) end --Chunk creation local chunk, err = code, "Unknown Error" if type(code) == "string" then chunk = false chunk, err = loadstring(code) end if not chunk then return error("Failed to load the chunk: "..tostring(err)) end --Execute the chunk local ok, editor = pcall(chunk,self) if not ok then return error("Failed to execute the chunk: "..tostring(editor)) end --Proccess the icon local bgicon = imagedata(8,8):paste(icon) local fgicon = imagedata(8,8):paste(icon) bgicon:map(function(x,y,c) if c == 0 then return self.flavor else return self.flavorBack end end) fgicon:map(function(x,y,c) if c == 0 then return self.flavorBack else return self.flavor end end) local newicons = imagedata(self.icons:width()+8,16) newicons:paste(self.icons:data(),8,0) newicons:paste(bgicon,0,0):paste(fgicon,0,8) self.icons = newicons:image() self.iconsBGQuad = self.icons:quad(0,0,self.icons:width(),8) for k,quad in ipairs(self.iconsQuads) do local oldx,oldy = quad:getViewport() self.iconsQuads[k] = self.icons:quad(oldx+8,oldy,8,8) end table.insert(self.iconsQuads,self.icons:quad(0,8,8,8)) --Register the editor table.insert(self.editors,name) self.editors[name] = #self.editors table.insert(self.saveid,saveid) table.insert(self.chunks,chunk) table.insert(self.leditors,editor) --Update the mode grid self.modeGrid = {swidth-(#self.editors*8),0,#self.editors*8,8,#self.editors,1} end function edit:clearData() --Will restart the editors simply self.leditors = {} for k,v in ipairs(self.chunks) do table.insert(self.leditors,k,v(self)) end end function edit:loadCursors() pushPalette() palt() cursor(self.editorsheet:extract(1),"normal",1,1) cursor(self.editorsheet:extract(2),"handrelease",2,1) cursor(self.editorsheet:extract(3),"handpress",2,1) cursor(self.editorsheet:extract(4),"hand",4,4) cursor(self.editorsheet:extract(5),"cross",3,3) cursor(self.editorsheet:extract(7),"point",1,1) cursor(self.editorsheet:extract(8),"draw",3,3) cursor(self.editorsheet:extract(32),"normal_white",1,1) cursor(self.editorsheet:extract(149),"pencil",0,7) cursor(self.editorsheet:extract(150),"bucket",0,7) cursor(self.editorsheet:extract(151),"eraser",0,7) cursor(self.editorsheet:extract(152),"picker",0,7) popPalette() end function edit:drawBottomBar() rect(0,sheight-8,swidth,8,false,self.flavor) end function edit:drawTopBar() rect(0,0,swidth,8,false,self.flavor) SpriteGroup(55, 0,0, 4,1, 1,1, false, self.editorsheet) --The LIKO12 Logo self.icons:draw((swidth-#self.editors*8),0, 0, 1,1, self.iconsBGQuad) self.icons:draw(swidth-self.active*8,0, 0, 1,1, self.iconsQuads[self.active]) end function edit:drawUI() clear(self.background) --Clear the screen self:drawTopBar() --Draw the top bar self:drawBottomBar() --Draw the bottom bar end function edit:switchEditor(neweditor) if neweditor ~= self.active and self.leditors[neweditor] then local oldeditor = self.active; self.active = neweditor if self.leditors[neweditor].entered then if self.leditors[oldeditor].leaved then self.leditors[neweditor]:entered(self.leditors[oldeditor],self.leditors[oldeditor]:leaved(self.leditors[neweditor])) else self.leditors[neweditor]:entered(self.leditors[oldeditor]) end else if self.leditors[oldeditor].leaved then self.leditors[oldeditor]:leaved(self.leditors[neweditor]) end end end end function edit:import(data) --Import editors data data = data:gsub("\r\n","\n") local savePos = {} for k = #self.saveid, 1, -1 do local v = self.saveid[k] if v ~= -1 and self.leditors[k].import then local dstart, dend = string.find(data,"___"..tostring(v).."___") if dstart then dstart = dend+2 local dend, nextstart = string.find(data,"___",dstart) if dend then dend = dend-2 else dend = -2 --The end of the file ignoring the last new line end local save = string.sub(data,dstart,dend) self.leditors[k]:import(save) end end end end function edit:export() --Export editors data local save = "" for k = #self.saveid, 1, -1 do local v = self.saveid[k] if v ~= -1 and self.leditors[k].export then local data = self.leditors[k]:export() if type(data) ~= "nil" then save = save.."___"..tostring(v).."___\n"..data:gsub("___","").."\n" end end end return save end function edit:loop() --Starts the while loop cursor("normal") if edit.leditors[edit.active]["entered"] then edit.leditors[edit.active]:entered() end while true do local event, a, b, c, d, e, f = pullEvent() if event == "keypressed" then if a == "escape" then --Quit the loop and return to the terminal if edit.leditors[edit.active]["leaved"] then edit.leditors[edit.active]:leaved() end break else local key, sc = a, b if(isKDown("lalt", "ralt")) then key = "alt-" .. key sc = "alt-" .. sc end if(isKDown("lctrl", "rctrl")) then key = "ctrl-" .. key sc = "ctrl-" .. sc end if(isKDown("lshift", "rshift")) then key = "shift-" .. key sc = "shift-" .. sc end local term = require("terminal") pushMatrix() pushPalette() pushColor() if key == "ctrl-s" then local oldprint = print print = function() end term.execute("save") print = oldprint elseif key == "ctrl-l" then local oldprint = print print = function() end term.execute("load") print = oldprint elseif key == "ctrl-r" then local sbk = screenshot() local px,py,pc = printCursor() cam() term.execute("run") cam() printCursor(px,py,pc) sbk:image():draw(0,0) end popMatrix() popPalette() popColor() if key == "alt-left" then if self.active == #self.editors then self:switchEditor(1) else self:switchEditor(self.active+1) end elseif key == "alt-right" then if self.active == 1 then self:switchEditor(#self.editors) else self:switchEditor(self.active-1) end end if self.leditors[self.active].keymap then local usedKey if self.leditors[self.active].keymap[key] then usedKey = key elseif self.leditors[self.active].keymap["sc_"..sc] then usedKey = "sc_"..sc end if usedKey then self.leditors[self.active].keymap[usedKey](self.leditors[self.active], c) self.leditors[self.active].lastKey = usedKey end end if self.leditors[self.active][event] then self.leditors[self.active][event](self.leditors[self.active],a,b,c,d,e,f) end end elseif event == "mousepressed" then local cx, cy = whereInGrid(a,b, self.modeGrid) if cx then self.modeGridFlag = true cursor("handpress") self:switchEditor(#self.editors-cx+1) else if self.leditors[self.active][event] then self.leditors[self.active][event](self.leditors[self.active],a,b,c,d,e,f) end end elseif event == "mousemoved" then local cx, cy = whereInGrid(a,b, self.modeGrid) if cx then if self.modeGridFlag then self:switchEditor(#self.editors-cx+1) else self.modeGridHover = true cursor("handrelease") end elseif not self.modeGridFlag then if self.modeGridHover then cursor("normal") self.modeGridHover = false end if self.leditors[self.active][event] then self.leditors[self.active][event](self.leditors[self.active],a,b,c,d,e,f) end else cursor("handpress") end elseif event == "mousereleased" then local cx, cy = whereInGrid(a,b, self.modeGrid) if cx then if self.modeGridFlag then self.modeGridHover = true self.modeGridFlag = false cursor("handrelease") self:switchEditor(#self.editors-cx+1) end else if self.modeGridFlag then self.modeGridHover = true self.modeGridFlag = false cursor("normal") end if self.leditors[self.active][event] then self.leditors[self.active][event](self.leditors[self.active],a,b,c,d,e,f) end end else if self.leditors[self.active][event] then self.leditors[self.active][event](self.leditors[self.active],a,b,c,d,e,f) end end end end edit:initialize() return edit
--- Table Helpers --- ============= --- # Printing Tables function table.val_to_str ( v ) if "string" == type( v ) then v = string.gsub( v, "\n", "\\n" ) if string.match( string.gsub(v,"[^'\"]",""), '^"+$' ) then return "'" .. v .. "'" end return '"' .. string.gsub(v,'"', '\\"' ) .. '"' else return "table" == type( v ) and table.tostring( v ) or tostring( v ) end end function table.key_to_str ( k ) if "string" == type( k ) and string.match( k, "^[_%a][_%a%d]*$" ) then return k else return "[" .. table.val_to_str( k ) .. "]" end end function table.tostring( tbl ) local result, done = {}, {} for k, v in ipairs( tbl ) do table.insert( result, table.val_to_str( v ) ) done[ k ] = true end for k, v in pairs( tbl ) do if not done[ k ] then table.insert( result, table.key_to_str( k ) .. "=" .. table.val_to_str( v ) ) end end return "{" .. table.concat( result, "," ) .. "}" end --- # Comparing Tables function deepcompare(t1,t2,ignore_mt) local ty1 = type(t1) local ty2 = type(t2) if ty1 ~= ty2 then return false end -- non-table types can be directly compared if ty1 ~= 'table' and ty2 ~= 'table' then return t1 == t2 end -- as well as tables which have the metamethod __eq local mt = getmetatable(t1) if not ignore_mt and mt and mt.__eq then return t1 == t2 end for k1,v1 in pairs(t1) do local v2 = t2[k1] if v2 == nil or not deepcompare(v1,v2) then return false end end for k2,v2 in pairs(t2) do local v1 = t1[k2] if v1 == nil or not deepcompare(v1,v2) then return false end end return true end --- # Table element containment function table.contains(tab, elem) for _,i in pairs(tab) do if deepcompare(i, elem) then return true end end return false end --- String Matching --- =============== function matches_token(input, token) return string.match(input, '^' .. token, 1) end
function Theadron_OnCombat(Unit, Event) Unit:SendChatMessage(14, 0, "You shall burn in the fires of hell!!!") Unit:RegisterEvent("Theadron_pyroblast", 35000, 100) Unit:RegisterEvent("Theadron_blast_wave", 25000, 100) Unit:RegisterEvent("Theadron_scorch", 14000, 100) end function Theadron_pyroblast(pUnit, Event) pUnit:FullCastSpellOnTarget(33938, pUnit:GetRandomPlayer(0)) end function Theadron_blast_wave(pUnit, Event) pUnit:FullCastSpellOnTarget(33933, pUnit:GetRandomPlayer(0)) end function Theadron_scorch(pUnit, Event) pUnit:FullCastSpellOnTarget(27074, pUnit:GetRandomPlayer(0)) end RegisterUnitEvent(200001, 1, "Theadron_OnCombat")
-- initialization with lua home_dir = vim.loop.os_homedir() -- This 'project_name' should be different from the program default 'nvim' -- This allows this configuration to co-exist with others. local config_lua_name = vim.loop.fs_realpath( debug.getinfo(1, 'S').source:match("^@?(.*)$") -- nvim -u ./some/path/config.lua ) local config_lua_dir = config_lua_name:match("^(.*)/[^/]*$") local config_lua_parent = config_lua_dir:match("^.*/([^/]+)$") if config_lua_parent == nil then -- This shouldn't be the case but just in case config_lua_parent = "nvme" end local project_name = vim.fn.exists(vim.env.PROJECT_NAME) and vim.env.PROJECT_NAME or config_lua_parent -- Set up project specific directory names as global xdg_config_home = vim.fn.exists(vim.env.XDG_CONFIG_HOME) and vim.env.XDG_CONFIG_HOME or home_dir .. '/.config' xdg_data_home = vim.fn.exists(vim.env.XDG_DATA_HOME) and vim.env.XDG_DATA_HOME or home_dir .. '/.local/share' project_config = xdg_config_home .. '/' .. project_name project_data = xdg_data_home .. '/' .. project_name -- print("I: HOME = " .. home_dir ) -- print("I: PROJECT NAME = " .. project_name ) -- print("I: XDG_CONFIG_HOME = " .. xdg_config_home ) -- print("I: XDG_DATA_HOME = " .. xdg_data_home ) -- print("I: PROJECT_NAME = " .. project_name ) -- print("I: PROJECT_CONFIG = " .. project_config ) -- print("I: PROJECT_DATA = " .. project_data ) local opt = vim.opt opt.rtp:remove(xdg_data_home .. "/nvim/site") opt.rtp:remove(xdg_data_home .. "/nvim/site/after") opt.rtp:prepend(project_data .. "/site") opt.rtp:append(project_data .. "/site/after") opt.rtp:remove(xdg_config_home .. "/nvim") opt.rtp:remove(xdg_config_home .. "/nvim/after") opt.rtp:prepend(project_config) opt.rtp:append(project_config .. "/after") vim.cmd [[let &packpath = &runtimepath]] require'packages' require'settings' require'mappings' -- vim: set sw=2 sts=2 et ft=lua :
local actions = require('telescope.actions') local finders = require('telescope.finders') local previewers = require('telescope.previewers') local pickers = require('telescope.pickers') local sorters = require('telescope.sorters') local utils = require('telescope.utils') local Job = require('plenary.job') -- local live_grepper = finders.new { -- fn_command = function(_, prompt) -- -- TODO: Make it so that we can start searching on the first character. -- if not prompt or prompt == "" then -- return nil -- end -- return { -- command = 'rg', -- args = {"--vimgrep", prompt}, -- } -- end -- } local f = function(prompt, process_result, process_complete) local fzf = Job:new { command = 'fzf'; writer = Job:new { command = "fdfind", args = nil, cwd = "/home/tj/build/neovim", enable_handlers = false, }, -- Still doesn't work if you don't pass these args and just run `fzf` args = {'--no-sort', '--filter', prompt}; } local start = vim.fn.reltime() print(vim.inspect(fzf:sync()), vim.fn.reltimestr(vim.fn.reltime(start))) end -- Process all the files -- f("", nil, nil) -- Filter on nvimexec f("nvim/executor", nil, nil) -- pickers.new({}, { -- prompt = 'Live Grep', -- finder = f, -- previewer = previewers.vimgrep, -- }):find()
local utils = require('utils') local cmd = vim.cmd utils.opt('o', 'termguicolors', true) vim.g.tokyonight_style = 'night' cmd 'colorscheme tokyonight'
EditorAwardAchievment = EditorAwardAchievment or class(MissionScriptEditor) function EditorAwardAchievment:create_element() self.super.create_element(self) self._element.class = "ElementAwardAchievment" self._element.values.achievment = nil self._element.values.award_instigator = false self._element.values.players_from_start = nil end function EditorAwardAchievment:_build_panel() self:_create_panel() self:ComboCtrl("achievment", table.list_add({"none"}, table.map_keys(managers.achievment.achievments))) self:BooleanCtrl("award_instigator", {help = "Award only the instigator (Player or driver in vehicle)?"}) self:BooleanCtrl("players_from_start", {help = "Only award to players that joined from start."}) self:Text("Awards a Steam Achievment") end
-- This script is created by MegaDreams for [FUN] *FreakZer ft. MegaDreams - The Big Bang Theory II, Don't even think about stealing it. local shootingAllowed = true function playerSpawn() shootingAllowed = true end addEventHandler("onClientPlayerSpawn", getLocalPlayer(), playerSpawn) function doShoot() if shootingAllowed == true then if not isPlayerDead(getLocalPlayer()) then shootingAllowed = false local theVehicle = getPedOccupiedVehicle(getLocalPlayer()) local x,y,z = getElementPosition(theVehicle) local rX,rY,rZ = getVehicleRotation(theVehicle) local x = x+4*math.cos(math.rad(rZ+90)) local y = y+4*math.sin(math.rad(rZ+90)) createProjectile(theVehicle, 19, x, y, z, 1.0, nil) setTimer(allowShooting, 3000, 1) end end end function allowShooting() shootingAllowed = true end for keyName, state in pairs(getBoundKeys("fire")) do bindKey(keyName, "down", doShoot) end
RegisterClientScript() ENTITY.IsNetworked = true ENTITY.CollisionType = 2 ENTITY.PlayerControlled = false ENTITY.MaxHealth = 0 ENTITY.Properties = { { Name = "duration", Type = PropertyType.Float, Shared = true }, { Name = "retracting", Type = PropertyType.Boolean, Default = false, Shared = true }, { Name = "source_entity", Type = PropertyType.Entity, Shared = true }, { Name = "source_offset", Type = PropertyType.FloatPosition, Shared = true }, { Name = "target_entity", Type = PropertyType.Entity, Shared = true }, { Name = "target_offset", Type = PropertyType.FloatPosition, Shared = true }, } function ENTITY:Initialize() self.SourceEntity = self:GetProperty("source_entity") self.SourceOffset = self:GetProperty("source_offset") self.TargetEntity = self:GetProperty("target_entity") self.TargetOffset = self:GetProperty("target_offset") self.isRetracting = false self.startTime = match.GetSeconds() if (self.SourceEntity == NoEntity) then self:Remove() return end if (self.TargetEntity ~= NoEntity) then self.endPos = self.TargetEntity:ToGlobalPosition(self.TargetOffset) else self.endPos = self.TargetOffset end if (self:GetProperty("retracting")) then self.startTime = self.startTime - self:GetProperty("duration") self:Retract() end self:UpdatePositions() if (CLIENT) then self.sprite = self:AddSprite({ Color = { r = 255, g = 255, b = 0, a = 220 }, RenderOrder = -5, Size = Vec2(0, 0) }) self:UpdateSprite() end end function ENTITY:UpdatePositions() if (self.SourceEntity:IsValid()) then self.startPos = self.SourceEntity:ToGlobalPosition(self.SourceOffset) else self:Remove() return end if (not self.isRetracting and self.TargetEntity ~= NoEntity) then if (self.TargetEntity:IsValid()) then self.endPos = self.TargetEntity:ToGlobalPosition(self.TargetOffset) else self:Retract() end end end function ENTITY:Retract() assert(not self.isRetracting) if (SERVER) then self:Remove() else local elapsedTime = match.GetSeconds() - self.startTime if (elapsedTime > 0) then self.retractTime = math.min(elapsedTime, self:GetProperty("duration")) self.isRetracting = true self.startTime = match.GetSeconds() else self:Remove() end end end if (SERVER) then function ENTITY:OnTick() if (self.isRetracting) then local elapsedTime = match.GetSeconds() - self.startTime if (elapsedTime > self.retractTime) then self:Remove() return end end end else function ENTITY:OnKilled() --TODO: Use RPC to prevent creating a second entity if (not self:GetProperty("retracting")) then local elapsedTime = match.GetSeconds() - self.startTime match.CreateEntity({ Type = self.FullName, LayerIndex = self:GetLayerIndex(), Properties = { duration = math.min(elapsedTime, self:GetProperty("duration")), retracting = true, source_entity = self.SourceEntity, source_offset = self.SourceOffset, target_entity = self.TargetEntity, target_offset = self.TargetOffset } }) end end function ENTITY:UpdateSprite() local direction, length = (self.endPos - self.startPos):GetNormalized() local rotation = math.atan(direction.y, direction.x) * 180 / math.pi local elapsedTime = match.GetSeconds() - self.startTime if (self.isRetracting) then length = length * (1 - elapsedTime / self.retractTime) if (length < 0) then self:Remove() return end else length = math.min(length, length * elapsedTime / self:GetProperty("duration")) end self:SetPosition(self.startPos) self.sprite:SetRotation(rotation) self.sprite:SetSize(Vec2(length, 4)) end function ENTITY:OnFrame() self:UpdatePositions() self:UpdateSprite() end end
-------------------------------- -- @module TextureCache -- @extend Ref -------------------------------- -- @function [parent=#TextureCache] reloadTexture -- @param self -- @param #string str -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#TextureCache] removeTextureForKey -- @param self -- @param #string str -------------------------------- -- @function [parent=#TextureCache] removeAllTextures -- @param self -------------------------------- -- @function [parent=#TextureCache] getDescription -- @param self -- @return string#string ret (return value: string) -------------------------------- -- @function [parent=#TextureCache] getCachedTextureInfo -- @param self -- @return string#string ret (return value: string) -------------------------------- -- overload function: addImage(cc.Image, string) -- -- overload function: addImage(string) -- -- @function [parent=#TextureCache] addImage -- @param self -- @param #cc.Image image -- @param #string str -- @return Texture2D#Texture2D ret (retunr value: cc.Texture2D) -------------------------------- -- @function [parent=#TextureCache] getTextureForKey -- @param self -- @param #string str -- @return Texture2D#Texture2D ret (return value: cc.Texture2D) -------------------------------- -- @function [parent=#TextureCache] removeUnusedTextures -- @param self -------------------------------- -- @function [parent=#TextureCache] removeTexture -- @param self -- @param #cc.Texture2D texture2d -------------------------------- -- @function [parent=#TextureCache] waitForQuit -- @param self -------------------------------- -- @function [parent=#TextureCache] TextureCache -- @param self return nil
-- Draw dungeons as ASCII, optionally using term colors. local isatty = require("platform").isatty local concat, format = table.concat, string.format -- Select Graphic Rendition local function SGR_color(a, s) return format("\27[%sm%s\27[0m", a, s) end local function SGR_plain(_, s) return s end -- Upvalues used for buffering lines. This is a bit faster than writing individual characters. local _buf, _n = {} --- Renders a grid into a file with the given options. -- @arg grid The grid that is being drawn. -- @arg palette A thunk that maps grid elements to characters. Receives: (v, x, y, SGR, ctx) -- @arg ctx A context for the palette function. Can be any Lua value. -- @arg out The output file stream. Default: stdout. -- @arg color A flag to force color output. Default: true if out is a tty, false otherwise. local function render_draw(grid, palette, ctx, out, use_color) out = out or io.stdout local SGR = SGR_plain if use_color == nil then use_color = isatty(out) end if use_color then SGR = SGR_color out:write("\27[2J\27[1;1H") end for y=0, grid.h-1 do _n = 1 for x=0, grid.w-1 do _buf[_n], _n = palette(grid:get(x, y), x, y, SGR, ctx), _n+1 end _buf[_n] = "\n" out:write(concat(_buf, "", 1, _n)) end end return { draw = render_draw, }
local ttf = require "SDL.ttf" local Object = require "object" local Widget = require "ui.widget" local _M = {} --- -- @todo Text color. -- @todo Text alignments (vertical AND horizontal). -- function _M:new(arg) Widget.new(self, arg) self.label = arg.label self.onClick = arg.onClick if arg.label then self:setLabel(arg.label) end end function _M:setLabel(text) self.labelText = text self.labelUpdate = true end function _M:update() Widget.update(self) if self.labelUpdate then self.label = self.root.fonts[1]:renderUtf8(self.labelText, "solid", 0xFFFFFF) self.labelTexture = self.root.renderer:createTextureFromSurface(self.label) self.labelUpdate = nil end end function _M:draw(renderer) local rectangle = { w = self.realWidth or 0, h = self.realHeight or 0, x = self.x or 0, y = self.y or 0 } --renderer:setDrawColor(0x000000) --renderer:drawRect(rectangle) renderer:setDrawColor(0x44AACC) renderer:fillRect { w = self.realWidth - 2, h = self.realHeight - 2, x = self.x + 1, y = self.y + 1 } if self.label then local _, _, width, height = self.labelTexture:query() renderer:copy(self.labelTexture, nil, { x = self.x + (self.realWidth - width ) / 2, y = self.y + (self.realHeight - height) / 2, w = width, h = height }) end self:drawChildren(renderer) end return Object(_M, Widget)
function vc(A) local asize=A:size() local v=(A:t()):reshape(1,asize[1]*asize[2]):t() return v end
AddCSLuaFile() AddCSLuaFile("sh_sounds.lua") include("sh_sounds.lua") if CLIENT then SWEP.DrawCrosshair = false SWEP.PrintName = "Glock 18" SWEP.CSMuzzleFlashes = true SWEP.SelectIcon = surface.GetTextureID("weaponicons/glock.vmt") killicon.Add("cw_g18", "weaponicons/glock", Color(255, 80, 0, 150)) SWEP.MuzzleEffect = "muzzleflash_6" SWEP.PosBasedMuz = true SWEP.NoShells = false SWEP.Shell = "smallshell" SWEP.ShellOffsetMul = 1 SWEP.ShellScale = 0.5 SWEP.ShellPosOffset = Vector(2,1,0) //Vector(2,1,-1) SWEP.IronsightPos = Vector(2.196, 3, 1.771) SWEP.IronsightAng = Vector(0, 0, 0) SWEP.MicroT1Pos = Vector(2.2, -1.81, 1.019) SWEP.MicroT1Ang = Vector(0, 0, 0) SWEP.KobraPos = Vector(2.177, -8.7, 1.111) SWEP.KobraAng = Vector(0, 0, 0) SWEP.SprintPos = Vector(-2.316, -5.095, -6.424) SWEP.SprintAng = Vector(49.231, -0.584, -1.984) //SWEP.CustomizePos = Vector(-9.74, -7.587, -1.78) //SWEP.CustomizeAng = Vector(35.25, -54.682, -21.025) SWEP.CustomizePos = Vector(-9.662, -7.15, 0.565) SWEP.CustomizeAng = Vector(25.156, -66.075, -16.382) SWEP.AlternativePos = Vector(0.763, 1.863, 0.791) SWEP.AlternativeAng = Vector(0.076, 0, 0) SWEP.ViewModelMovementScale = 0.2 SWEP.FullAimViewmodelRecoil = true SWEP.BoltBone = "slide" SWEP.BoltShootOffset = Vector(-1.61, 0, 0) SWEP.HoldBoltWhileEmpty = true SWEP.DontHoldWhenReloading = true SWEP.HUD_MagText = "MAGAZINE: " SWEP.LuaVMRecoilAxisMod = {vert = 0, hor = 0, roll = 0, forward = 0, pitch = 0} SWEP.CustomizationMenuScale = 0.007 SWEP.DisableSprintViewSimulation = true SWEP.AttachmentModelsVM = { --["md_rmr"] = {model = "models/cw2/attachments/microt1.mdl", bone = "slide", pos = Vector(4.161, -3.151, 11.076), angle = Angle(0, 0, 90), size = Vector(0.4, 0.4, 0.4)}, ["md_tundra9mm"] = {model = "models/cw2/attachments/9mmsuppressor.mdl", bone = "frame", pos = Vector(4.185, -4.182, 18.478), angle = Angle(0, 0, 90), size = Vector(0.5, 0.5, 0.5)} } SWEP.LaserPosAdjust = Vector(0.5, 0, 0) SWEP.LaserAngAdjust = Angle(0, 180, 0) end SWEP.ViewModelBoneMods = { ["bullet"] = { scale = Vector(1, 1, 1), pos = Vector(-1.155, 0, 1.149), angle = Angle(0, 0, 0) }, ["mag"] = { scale = Vector(1, 0.744, 1), pos = Vector(0.657, 0, -0.295), angle = Angle(0, 0, 0) }, ["slide release"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0.074), angle = Angle(0, 0, 0) } } SWEP.LuaViewmodelRecoil = false SWEP.CanRestOnObjects = true SWEP.Attachments = { [1] = {header = "Sight", offset = {600, -500}, atts = {"md_microt1", "md_eotech", "md_rmr"}}, [3] = {header = "Barrel Extension", offset = {-400, 150}, atts = {"md_tundra9mm"}}, ["+reload"] = {header = "Ammo", offset = {1200, 200}, atts = {"am_hollowpoint", "am_armorpiercing"}} } SWEP.Animations = {fire = {"mac10_fire", "mac10_fire2","mac10_fire3"}, reload = "mac10_reload", idle = "mac10_idle", draw = "mac10_draw"} SWEP.Sounds = { mac10_reload = { [1] = {time = 0.3, sound = "CW_G18_MAGOUT"}, [2] = {time = 1.6, sound = "CW_G18_MAGIN"}, [3] = {time = 2.4, sound = "CW_G18_BOLTRELEASE"} }, mac10_draw = { [1] = {time = 0.1, sound = "CW_G18_BOLTRELEASE"} } } SWEP.SpeedDec = 5 SWEP.Slot = 2 SWEP.SlotPos = 0 SWEP.NormalHoldType = "pistol" SWEP.RunHoldType = "normal" SWEP.AddSafeMode = false SWEP.FireModes = {"auto","semi"} SWEP.Base = "cw_base" SWEP.Category = "STALKER Weapons" SWEP.Author = "" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Instructions = "" SWEP.ViewModelFOV = 80 SWEP.ViewModelFlip = true SWEP.ViewModel = "models/cw2_g18/v_dmg_glock.mdl" SWEP.WorldModel = "models/cw2_g18/w_dmg_glock.mdl" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.Primary.ClipSize = 17 SWEP.Primary.DefaultClip = 17 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "9x19MM" SWEP.FireDelay = 60/1100 SWEP.FireSound = "CW_G18_FIRE" SWEP.FireSoundSuppressed = "CW_G18_FIRE_SUPPRESSED" SWEP.Recoil = 1.7 SWEP.RecoilToSpread = 0.5 SWEP.HipSpread = 0.125 SWEP.AimSpread = 0.025 SWEP.VelocitySensitivity = 1.5 SWEP.MaxSpreadInc = 0.08 SWEP.SpreadPerShot = 0.008 SWEP.SpreadCooldown = 0.13 SWEP.Shots = 1 SWEP.Damage = 32 SWEP.DeployTime = 0.1 SWEP.Chamberable = true SWEP.ReloadSpeed = 1.35 SWEP.ReloadTime = 2.19 SWEP.ReloadHalt = 2.19 SWEP.ReloadTime_Empty = 3 SWEP.ReloadHalt_Empty = 3 SWEP.SnapToIdlePostReload = true