content
stringlengths 5
1.05M
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local xresources = require("beautiful.xresources")
local dpi = xresources.apply_dpi
local theme = require('themes.common')
theme.xbackground = "#0e1112"
theme.xforeground = "#e0e0e0"
theme.xcolor0 = "#0e1112"
theme.xcolor1 = "#ed5f5c"
theme.xcolor2 = "#5ee26b"
theme.xcolor3 = "#f3b94c"
theme.xcolor4 = "#307cf5"
theme.xcolor5 = "#e25f9b"
theme.xcolor6 = "#6ef0e3"
theme.xcolor7 = "#dfdfdf"
theme.xcolor8 = "#999999"
theme.xcolor9 = "#DF5554"
theme.xcolor10 = "#8ACC68"
theme.xcolor11 = "#FDD565"
theme.xcolor12 = "#4993F0"
theme.xcolor13 = "#EB6AA6"
theme.xcolor14 = "#6FEBEE"
theme.xcolor15 = "#ffffff"
theme.font = "SF Pro Text Medium 10"
theme.bg_normal = theme.xbackground
theme.bg_sec = '#6F6F70'
theme.bg_focus = theme.bg_normal
theme.bg_urgent = theme.bg_normal
theme.bg_minimize = theme.bg_normal
theme.fg_normal = theme.xforeground
theme.fg_focus = "#ffffff"
theme.fg_urgent = "#ffffff"
theme.fg_minimize = "#ffffff"
theme.useless_gap = dpi(6)
theme.border_width = dpi(1)
theme.border_normal = theme.bg_sec
theme.border_focus = theme.bg_sec
theme.titlebars = true
theme.titlebar_type = 'macos'
theme.titlebar_height = dpi(32)
theme.titlebar_bg = theme.bg_normal
theme.notification_bg = theme.xcolor0
theme.notification_width = dpi(340)
theme.notification_height = dpi(100)
theme.notification_border_color = theme.xcolor0
theme.notification_border_width = dpi(0)
theme.bar = 'macos'
theme.wibar_height = dpi(30)
theme.wibar_bg = theme.bg_normal
theme.bg_systray = theme.wibar_bg
theme.wallpaper = theme.config_path.."/wallpapers/blossoms.jpg"
theme.picom_conf = 'picom-macos'
return theme
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padawan_kill_baz_nitch_01_convo_template = ConvoTemplate:new {
initialScreen = "",
templateType = "Lua",
luaClassHandler = "padawan_kill_baz_nitch_01_conv_handler",
screens = {}
}
intro = ConvoScreen:new {
id = "intro",
leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_95db8861", -- Ah, perfect. You seem to fit the build of someone capable of handling this most unfortunate of tasks.
stopConversation = "false",
options = {
{"@conversation/padawan_kill_baz_nitch_01:s_2313ac9e", "baz_nitch_infestation"} -- What are you talking about?
}
}
padawan_kill_baz_nitch_01_convo_template:addScreen(intro);
baz_nitch_infestation = ConvoScreen:new {
id = "baz_nitch_infestation",
leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_88122b41", -- The Baz Nitch infestation of course! We need you, the most capable of adventurer to help remedy this horrendous epidemic.
stopConversation = "false",
options = {
{"@conversation/padawan_kill_baz_nitch_01:s_983337f5", "curb_infestation"} -- Killing Baz Nitches eh? I'll do what I can.
}
}
padawan_kill_baz_nitch_01_convo_template:addScreen(baz_nitch_infestation);
curb_infestation = ConvoScreen:new {
id = "curb_infestation",
leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_4498c7a3", -- Just what I wanted to hear, killing 20 of them should help curb the infestation.
stopConversation = "true",
options = {}
}
padawan_kill_baz_nitch_01_convo_template:addScreen(curb_infestation);
intro_in_progress = ConvoScreen:new {
id = "intro_in_progress",
leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_a8f84c9f", -- Let me know once you have killed 20 Baz Nitches.
stopConversation = "true",
options = {}
}
padawan_kill_baz_nitch_01_convo_template:addScreen(intro_in_progress);
intro_reached_goal = ConvoScreen:new {
id = "intro_reached_goal",
leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_a7c60196", -- Excellent work! Thanks to you we all have 20 less Baz Nitches to worry about. We can all sleep easier tonight my friend!
stopConversation = "true",
options = {}
}
padawan_kill_baz_nitch_01_convo_template:addScreen(intro_reached_goal);
not_quest_owner = ConvoScreen:new {
id = "not_quest_owner",
leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_2b2c13e4", -- It's not just that they are foul creatures, but they also destroy crops... and people.
stopConversation = "true",
options = {}
}
padawan_kill_baz_nitch_01_convo_template:addScreen(not_quest_owner);
quest_completed = ConvoScreen:new {
id = "quest_completed",
leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_70d6b213", -- Thank you so much. That infestation of baz nitches was getting out of hand.
stopConversation = "true",
options = {}
}
padawan_kill_baz_nitch_01_convo_template:addScreen(quest_completed);
addConversationTemplate("padawan_kill_baz_nitch_01_convo_template", padawan_kill_baz_nitch_01_convo_template);
|
--通用护盾
function targetAfterCalc(target, buff, bullet)
if buff.cfg_property[4] then
if Hurt_Effect_judge(bullet) then
local per = buff.cfg_property[4] and buff.cfg_property[4]/10000 or 0
local value = math.min(per * bullet.hurt_final_value + buff.last_shield - target.shield, target.hp)
local _target = target.owner ~= 0 and target.owner or target
Common_Hurt(_target, {bullet.attacker}, 0, value, {Type = 6, name_id = buff.id})
end
end
if buff.cfg_property[9] then
if Hurt_Effect_judge(bullet) then
local per = buff.cfg_property[9] and buff.cfg_property[9]/10000 or 0
local value = target.ad * per
local _target = target.owner ~= 0 and target.owner or target
Common_Hurt(_target, {bullet.attacker}, 0, value, {Type = 6, name_id = buff.id})
end
end
Shield_calc(buff,bullet)
end
function onStart(target, buff)
CalcAllShield(target)
add_buff_parameter(target, buff, 1)
if target.BuffID_1108401 > 0 then
target[1201] = target[1201] + 4000
target[1211] = target[1211] + 20
end
end
local auto_remove
function onTick(target, buff)
if buff.not_go_round > 0 then
return
end
buff.remaining_round = buff.remaining_round - 1;
if buff.remaining_round <= 0 then
auto_remove = true
UnitRemoveBuff(buff);
end
end
function onEnd(target, buff)
if auto_remove then
if buff.cfg_property[5] then
Common_UnitAddBuff(target, target, buff.cfg_property[5], 1, {
parameter_99 = {k= buff.cfg_property[5], v = buff.cfg_property[6] and buff.cfg_property[6] or 0}
})
end
if buff.cfg_property[8] then
UnitPlay(target, "attack1", {speed = 1});
Common_Sleep(target, 0.3)
for _, v in ipairs(FindAllEnemy()) do
Common_FireBullet(buff.id, target, {v}, nil, {TrueHurt = v.hpp * buff.cfg_property[8]/10000, Type = 3})
end
end
if buff.autoremove_fun and buff.autoremove_fun ~= 0 then
buff.autoremove_fun()
end
elseif buff.break_fun and buff.break_fun ~= 0 then
buff.break_fun()
end
add_buff_parameter(target, buff, -1)
if target.BuffID_1108401 > 0 then
target[1201] = target[1201] - 4000
target[1211] = target[1211] - 20
end
CalcAllShield(target)
end
function targetBeforeHit(target, buff, bullet)
if buff.cfg_property[4] then
buff.last_shield = 0
buff.last_shield = target.shield
end
end
function targetAfterHit(target, buff, bullet)
if buff.cfg_property[7] then
local range = buff.cfg_property[7] and buff.cfg_property[7] or 0
if Hurt_Effect_judge(bullet) and RAND(1,10000) <= range then
Common_BeatBack(target, {bullet.attacker}, target.ad, buff.id)
end
end
end
|
return {'myeline'}
|
behaviourtab = {}
Stage = {
update = 1,
render = 2,
}
for k, v in pairs(Stage) do
behaviourtab[v] = {}
end
local behavioursteps = {
'awake',
'update',
'enable',
'disable',
'destroy',
}
function resetbehaviours()
for _, stage in pairs(Stage) do
for _, b in pairs(behaviourtab[stage]) do
b:invalidatecache()
end
end
end
function dobehaviours(stage)
assert(stage == Stage.update or stage == Stage.render, 'invalid stage id: ' .. stage)
for bname, b in pairs(behaviourtab[stage]) do
b:buildcache_if_needed()
b:on_stagebegin()
for _, actor in pairs(b.cache.actors) do
local tag = actor.behaviours[bname]
b.actor = actor
b.ctx = b.cache.dependencies[actor.id]
for _, step in pairs(behavioursteps) do
if tag.should[step] then
b['on_' .. step](b)
if step ~= 'update' then
tag.should[step] = false
end
end
end
end
b:on_stageend()
end
end
function getbehaviourtag(behaviourname)
assert(behaviourtab[Stage.update][behaviourname] or behaviourtab[Stage.render][behaviourname], 'unknown behaviour: ' .. behaviourname)
local behaviourtag = {}
behaviourtag.should = {}
behaviourtag.should.awake = true
behaviourtag.should.enable = true
behaviourtag.should.update = true
behaviourtag.should.disable = false
behaviourtag.should.destroy = false
return behaviourtag
end
function setbehaviour_enabled(actor, name, enabled)
local tag = actor.behaviours[name] or actor.behaviours[name]
if tag and enabled ~= tag.should.update then
tag.should.enable = enabled
tag.should.update = enabled
tag.should.disable = not enabled
else
logger.err('bad behaviour name "' .. name .. '"')
end
end
function setbehaviour_disabled(actor, name, disabled)
setbehaviour_enabled(actor, name, not disabled)
end
function getbehaviour(behaviourname)
for _, stage in pairs(Stage) do
if behaviourtab[stage][behaviourname] then
return behaviourtab[stage][behaviourname]
end
end
return nil
end
function addbehaviour(actor, behaviourname)
local behaviour = getbehaviour(behaviourname)
assert(behaviour)
behaviour:invalidatecache() -- TODO(keagan): temp fix, handle caching more delicately I think
local behaviourtag = getbehaviourtag(behaviourname)
actor.behaviours[behaviourname] = behaviourtag
return behaviourtag
end
--
-- MARK: behaviour, base class definition
--
Behaviour = {}
function Behaviour:new(name, stage)
assert(stage == Stage.update or stage == Stage.render)
local o = {}
setmetatable(o, self)
self.__index = self
o.name = name
if behaviourtab[stage][name] then
logger.err('trying to register multiple behaviours under same name: ' .. name)
else
behaviourtab[stage][name] = o
logger.info('registered new behaviour: ' .. name)
end
o.meta = {}
o.meta.dependencies = {}
o:require('transform')
o.ctx = {}
o.cache = nil
return o
end
function Behaviour:clearcache () self.cache = nil end
function Behaviour:invalidatecache() self:clearcache() end
function Behaviour:buildcache()
self:clearcache()
self.cache = {}
self.cache.actors = {}
self.cache.dependencies = {}
for _, actor in pairs(world.actors) do
if actor and actor.behaviours[self.name] then
table.insert(self.cache.actors, actor)
self.cache.dependencies[actor.id] = {}
for _, dependency in pairs(self.meta.dependencies) do
local _, comp = xfind(actor, dependency)
if comp then
self.cache.dependencies[actor.id][dependency] = comp
else
logger.err('failed to find dependency: ' .. dependency .. ' on actor with id ' .. actor.id)
end
end
end
if not actor then
logger.err('failed to find actor with id: ' .. actor.id)
end
end
end
function Behaviour:buildcache_if_needed()
if not self.cache then
self:buildcache()
end
end
function Behaviour:require(component_type)
if iscomponent(component_type) then
table.insert(self.meta.dependencies, component_type)
else
logger.error('required component: ' .. component_type .. ' not found')
end
end
function Behaviour:on_stagebegin () end
function Behaviour:on_stageend () end
function Behaviour:on_awake () end
function Behaviour:on_update () end
function Behaviour:on_destroy () end
function Behaviour:on_enable () end
function Behaviour:on_disable () end
function Behaviour:on_editorupdate() end
function Behaviour:on_drawgizmos () end
--
-- MARK: update behaviours
--
worldbasesaver = Behaviour:new('worldbasesaver', Stage.update)
function worldbasesaver:on_update()
if love.keyboard.isDown('o') then
SaveWorld()
end
if love.keyboard.isDown('p') then
initworld()
resetbehaviours()
end
end
tilemap_builder = Behaviour:new('tilemap_builder', Stage.update)
tilemap_builder:require('tile_map')
function tilemap_builder:on_awake()
logger.info('building tile map')
local transform = self.ctx.transform
local tilemap = self.ctx.tile_map
for i=1, tilemap.numchunksy do
for j=1, tilemap.numchunksx do
local actor = CreateEmptyActor()
local chunk = addcomponent(actor, 'tile_map_chunk')
addbehaviour(actor, 'tilemap_chunkbuilder')
local _, t, c = xfind(actor, 'transform', 'tile_map_chunk')
t.position.x = (j-1) * tilemap.chunkcols
t.position.y = (i-1) * tilemap.chunkrows
c.rows = tilemap.chunkrows
c.cols = tilemap.chunkcols
table.insert(tilemap.chunkActorIds, actor.id)
tilemap.chunksbyindex[{ j-1, i-1 }] = actor.id
tilemap.chunksbyindex[(i-1)*tilemap.numchunksx+(j-1)] = actor.id
SpawnActor(actor)
end
end
end
tilemap_chunkbuilder = Behaviour:new('tilemap_chunkbuilder', Stage.update)
tilemap_chunkbuilder:require('tile_map_chunk')
function tilemap_chunkbuilder:on_awake()
local chunk = self.ctx.tile_map_chunk
local transform = self.ctx.transform
chunk.bounds = {}
chunk.bounds.min = { x = transform.position.x , y = transform.position.y }
chunk.bounds.max = { x = transform.position.x + chunk.cols, y = transform.position.y + chunk.rows }
for i=1, chunk.rows do
for j=1, chunk.cols do
local tile = CreateEmptyActor()
local d = addcomponent(tile, 'drawable')
addbehaviour(tile, 'draw')
d.color = GetTileColor(chunk, i, j)
local _, t = xfind(tile, 'transform')
t.position.x = transform.position.x + (j-1)
t.position.y = transform.position.y + (i-1)
SpawnActor(tile)
table.insert(chunk.tileActorIds, tile.id)
d.opacity = 0.2
end
end
end
character_controller = Behaviour:new('character_controller', Stage.update)
function character_controller:on_update()
local transform = self.ctx.transform
local j = love.joystick.getJoysticks()[1]
if j then
transform.position.x = transform.position.x + j:getAxis(1) / 20 * 2
transform.position.y = transform.position.y + -j:getAxis(2) / 20 * 2
end
if love.keyboard.isDown('space') then
transform.rotation = transform.rotation + math.pi * 2 * world.dt
end
gizmo.push_rect(transform.position)
end
editor_camera_controller = Behaviour:new('editor_camera_controller', Stage.update)
editor_camera_controller:require('camera')
function editor_camera_controller:on_update()
local camera = self.ctx.camera
local transform = self.ctx.transform
local cameraMoveSpeed = 2 / camera.zoom
local cameraMoveAmount = cameraMoveSpeed * 1/60
local zoomSpeed = 1.0 * camera.zoom
local zoomAmount = zoomSpeed * 1/60
if love.keyboard.isDown('q') then
camera.zoom = camera.zoom + zoomAmount
end
if love.keyboard.isDown('a') then
camera.zoom = camera.zoom - zoomAmount
end
if love.keyboard.isDown('down') then
transform.position.y = transform.position.y - cameraMoveAmount
end
if love.keyboard.isDown('up') then
transform.position.y = transform.position.y + cameraMoveAmount
end
if love.keyboard.isDown('left') then
transform.position.x = transform.position.x - cameraMoveAmount
end
if love.keyboard.isDown('right') then
transform.position.x = transform.position.x + cameraMoveAmount
end
transform.scale = 1/camera.zoom
end
draw = Behaviour:new('draw', Stage.render)
draw:require('drawable')
function draw:on_awake()
local l = self.ctx.drawable.drawLayer
world.drawLayerActorIds[l] = world.drawLayerActorIds[l] or {}
table.insert(world.drawLayerActorIds[l], self.actor.id)
end
function draw:on_destroy()
assert(world.drawLayers[c.drawable.layer])
table.remove(world.drawLayers[c.drawable.layer], self.actor.id)
end
function draw:on_stageend()
--
-- compute transforms, for all actors in the scene -- we probably want to have some way
-- to only calculate some subset of the transforms required for drawing?
--
local root, root_transform = xfind(world.root_actor_id, 'transform')
local actorids = root.childids
local transform_matrices = {}
transform_matrices[root.id] = transformation.object_world(root_transform)
for _, id in pairs(actorids) do
local actor, transform = xfind(id, 'transform')
local parent_transform_matrix = transform_matrices[actor.parentid]
transform_matrices[actor.id] = parent_transform_matrix * transformation.object_world(transform)
for _, childid in pairs(actor.childids) do
table.insert(actorids, childid)
end
end
--
-- draw the layers
--
local cam_actor, cam_transform, cam = xfind(world.mainCameraId , 'transform', 'camera')
-- temp clear
love.graphics.setColor(cam.clearColor)
love.graphics.rectangle('fill', 0, 0, windowWidth, windowHeight)
local w = windowWidth
local h = windowHeight
for _, layer in pairs({ "Background", "Foreground" }) do
local ids = world.drawLayerActorIds[layer]
if ids then
for _, id in pairs(world.drawLayerActorIds[layer]) do
local actor, transform, drawable = xfind(id, 'transform', 'drawable')
if actor.behaviours['draw'].should.update then
local t = transformation.world_view_window(cam_transform, w, h) * transform_matrices[actor.id]
love.graphics.push()
love.graphics.applyTransform(t)
love.graphics.setColor(drawable.color)
local r = drawable.rect
love.graphics.rectangle('fill', r.left, r.bottom, r.right - r.left, r.top - r.bottom)
love.graphics.pop()
end
end
end
end
end
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--[[if print then
print("print exists")
print("game.player", game and game.print)
elseif io.stderr then
print = function(x) io.stderr:write(tostring(x).."\n") end
end
]]--
if log then
log("COOL log exists !")
end
local function modwarning(msg)
--local warning = warning or (game or {}).print or (player or {}).print or print or log
local warning = log
if warning then
warning("[Blueprint Flip and Turn]WARNING: "..tostring(msg))
end
end
return modwarning
|
-- Copyright 2007-2021 Mitchell. See LICENSE.
local M = {}
--[[ This comment is for LuaDoc.
---
-- The python module for Textadept.
-- It provides utilities for editing Python code.
--
-- ### Key Bindings
--
-- + `Shift+Enter` (`⇧↩` | `S-Enter`)
-- Add ':' to the end of the current line and insert a newline.
module('_M.python')]]
-- Sets default buffer properties for Python files.
events.connect(events.LEXER_LOADED, function(name)
if name ~= 'python' then return end
buffer.use_tabs, buffer.tab_width = false, 4
end)
-- Autocompletion and documentation.
---
-- List of ctags files to use for autocompletion.
-- @class table
-- @name tags
M.tags = {_HOME .. '/modules/python/tags', _USERHOME .. '/modules/python/tags'}
-- LuaFormatter off
---
-- Map of expression patterns to their types.
-- Expressions are expected to match after the '=' sign of a statement.
-- @class table
-- @name expr_types
M.expr_types = {
['^[\'"]'] = 'str',
['^%('] = 'tuple',
['^%['] = 'list',
['^{'] = 'dict',
['^open%s*%b()%s*$'] = 'file',
['^%d+%f[^%d%.]'] = 'int',
['^%d+%.'] = 'float'
}
-- LuaFormatter on
local XPM = textadept.editing.XPM_IMAGES
local xpms = {c = XPM.CLASS, f = XPM.METHOD, m = XPM.VARIABLE, M = XPM.STRUCT, v = XPM.VARIABLE}
textadept.editing.autocompleters.python = function()
local list = {}
-- Retrieve the symbol behind the caret.
local line, pos = buffer:get_cur_line()
local symbol, op, part = line:sub(1, pos - 1):match('([%w_%.]-)(%.?)([%w_]*)$')
if symbol == '' and part == '' then return nil end -- nothing to complete
-- Attempt to identify the symbol type.
-- TODO: identify literals like "'foo'." and "[1, 2, 3].".
local assignment = '%f[%w_]' .. symbol:gsub('(%p)', '%%%1') .. '%s*=%s*(.*)$'
for i = buffer:line_from_position(buffer.current_pos) - 1, 1, -1 do
local expr = buffer:get_line(i):match(assignment)
if not expr then goto continue end
for patt, type in pairs(M.expr_types) do
if expr:find(patt) then
symbol = type
break
end
end
if expr:find('^[%u][%w_.]*%s*%b()%s*$') then
symbol = expr:match('^([%u][%w_.]+)%s*%b()%s*$') -- e.g. a = Foo()
break
end
::continue::
end
-- Search through ctags for completions for that symbol.
local name_patt = '^' .. part
local sep = string.char(buffer.auto_c_type_separator)
for _, filename in ipairs(M.tags) do
if not lfs.attributes(filename) then goto continue end
for line in io.lines(filename) do
local name = line:match('^%S+')
if not name:find(name_patt) or list[name] then goto continue end
local fields = line:match(';"\t(.*)$')
local k, class = fields:sub(1, 1), fields:match('class:(%S+)') or ''
if class == symbol then list[#list + 1], list[name] = name .. sep .. xpms[k], true end
::continue::
end
::continue::
end
return #part, list
end
textadept.editing.api_files.python = {
_HOME .. '/modules/python/api', _USERHOME .. '/modules/python/api'
}
-- Commands.
-- Indent on 'Enter' after a ':' or auto-indent on ':'.
events.connect(events.CHAR_ADDED, function(ch)
if buffer:get_lexer() ~= 'python' or (ch ~= 10 and ch ~= 58) then return end
local l = buffer:line_from_position(buffer.current_pos)
if l > 1 then
local line = buffer:get_line(l - (ch == 10 and 1 or 0))
if ch == 10 and line:find(':%s+$') then
buffer.line_indentation[l] = buffer.line_indentation[l - 1] + buffer.tab_width
buffer:goto_pos(buffer.line_indent_position[l])
elseif ch == 58 and
(line:find('^%s*else%s*:') or line:find('^%s*elif[^:]+:') or line:find('^%s*except[^:]*:') or
line:find('^%s*finally%s*:')) then
local try = not line:find('^%s*el')
for i = l - 1, 1, -1 do
line = buffer:get_line(i)
if buffer.line_indentation[i] <= buffer.line_indentation[l] and (not try and
(line:find('^%s*if[^:]+:%s+$') or line:find('^%s*while[^:]+:%s+$') or
line:find('^%s*for[^:]+:%s+$')) or line:find('^%s*try%s*:%s+$')) then
local pos, s = buffer.current_pos, buffer.line_indent_position[l]
buffer.line_indentation[l] = buffer.line_indentation[i]
buffer:goto_pos(pos + buffer.line_indent_position[l] - s)
break
end
end
end
end
end)
keys.python['shift+\n'] = function()
buffer:line_end()
buffer:add_text(':')
buffer:new_line()
end
-- Snippets.
local snip = snippets.python
snip['.'] = 'self.'
snip.__ = '__%1(init)__'
snip.def = 'def %1(name)(%2(arg)):\n\t%3("""%4\n\t"""\n\t)'
snip.defs = 'def %1(name)(self%2(, %3(arg))):\n\t%4("""%5\n\t"""\n\t)'
snip.ifmain = 'if __name__ == "__main__":\n\t%1(main())'
snip.class = [[
class %1(ClassName)(%2(object)):
"""%3(documentation)
"""
def __init__(self%4(, %5(arg))):
%6(super(%1, self).__init__())]]
snip.try = [[
try:
%0
except %2(Exception), %3(e):
%4(pass)%5(
finally:
%6(pass))]]
return M
|
ITEM.name = "Male Formal Suit"
ITEM.description = "itemSuitShirtTieDesc"
ITEM.model = "models/props_c17/SuitCase_Passenger_Physics.mdl"
ITEM.skin = 0
ITEM.width = 1
ITEM.height = 1
ITEM.price = 800
ITEM.outfitCategory = "outfit"
ITEM.replacements = {
{"tnb/citizens/aphelion", "suits"},
{"male_01", "male_01_shirt_tie"},
{"male_02", "male_02_shirt_tie"},
{"male_03", "male_03_shirt_tie"},
{"male_04", "male_04_shirt_tie"},
{"male_05", "male_05_shirt_tie"},
{"male_06", "male_06_shirt_tie"},
{"male_07", "male_07_shirt_tie"},
{"male_08", "male_08_shirt_tie"},
{"male_09", "male_09_shirt_tie"}
}
ITEM.allowedModels = {
"models/tnb/citizens/aphelion/male_01.mdl",
"models/tnb/citizens/aphelion/male_02.mdl",
"models/tnb/citizens/aphelion/male_03.mdl",
"models/tnb/citizens/aphelion/male_04.mdl",
"models/tnb/citizens/aphelion/male_05.mdl",
"models/tnb/citizens/aphelion/male_06.mdl",
"models/tnb/citizens/aphelion/male_07.mdl",
"models/tnb/citizens/aphelion/male_09.mdl",
"models/tnb/citizens/aphelion/male_16.mdl",
"models/tnb/citizens/aphelion/female_01.mdl",
"models/tnb/citizens/aphelion/female_02.mdl",
"models/tnb/citizens/aphelion/female_03.mdl",
"models/tnb/citizens/aphelion/female_04.mdl",
"models/tnb/citizens/aphelion/female_05.mdl",
"models/tnb/citizens/aphelion/female_08.mdl",
"models/tnb/citizens/aphelion/female_09.mdl",
"models/tnb/citizens/aphelion/female_10.mdl",
"models/tnb/citizens/aphelion/female_11.mdl"
}
|
---
-- php函数lua化
--
-- - 实现了php里实用的函数
-- - php里类似于gettype(获取变量类型)这种函数,lua本身就有type,所以就不写了
-- - 有些函数对原来的(php里的)函数进行了扩展,或者为了适应lua而写,会对相应的地方做说明
-- - 使用方式:`php = require('php')`,然后你就可以按照下面的方式调用所有的函数
-- - 调用方式:如array模块里的array_keys函数:`php.array:array_keys(table)`
-- - 当前模块说明,这里的函数并不一定是php里的函数,可能只是我写的一些常用代码块
--
-- @module php
-- @author forsona
-- @license BSD-2
--
--- 本库拥有的模块
-- @table php
-- @field var var模块
-- @field array array模块
php = php or {
var = require('var'),
array = require('array'),
string = require('string'),
}
--- 为变量设置默认值
-- @function defaultValue
-- @param var 变量
-- @param defaultValue 默认值
-- @return var 如果var为nil,则var将被设置为defaultValue,并返回
function php:defaultValue(var, defaultValue)
if nil == var then var = defaultValue end
return var
end
function php:getArg()
local _, version = php.string:explode(' ', 'lua 5.1')
print(version)
end
-- test:
php.var:var_dump(php.array:array_diff_assoc({1,2,3,4},{1,3,2,4}))
print(_VERSION)
php:getArg()
return php
|
local perf = require("spec.helpers.perf")
local split = require("pl.stringx").split
local utils = require("spec.helpers.perf.utils")
perf.set_log_level(ngx.DEBUG)
--perf.set_retry_count(3)
local driver = os.getenv("PERF_TEST_DRIVER") or "local"
if driver == "terraform" then
perf.use_driver("terraform", {
provider = "equinix-metal",
tfvars = {
-- Kong Benchmarking
packet_project_id = os.getenv("PERF_TEST_PACKET_PROJECT_ID"),
-- TODO: use an org token
packet_auth_token = os.getenv("PERF_TEST_PACKET_AUTH_TOKEN"),
-- packet_plan = "baremetal_1",
-- packet_region = "sjc1",
-- packet_os = "ubuntu_20_04",
}
})
else
perf.use_driver(driver)
end
local versions = {}
local env_versions = os.getenv("PERF_TEST_VERSIONS")
if env_versions then
versions = split(env_versions, ",")
end
local LOAD_DURATION = 180
local SERVICE_COUNT = 10
local ROUTE_PER_SERVICE = 10
local CONSUMER_COUNT = 100
local wrk_script = [[
--This script is originally from https://github.com/Kong/miniperf
math.randomseed(os.time()) -- Generate PRNG seed
local rand = math.random -- Cache random method
-- Get env vars for consumer and api count or assign defaults
local consumer_count = ]] .. CONSUMER_COUNT .. [[
local service_count = ]] .. SERVICE_COUNT .. [[
local route_per_service = ]] .. ROUTE_PER_SERVICE .. [[
function request()
-- generate random URLs, some of which may yield non-200 response codes
local random_consumer = rand(consumer_count)
local random_service = rand(service_count)
local random_route = rand(route_per_service)
-- Concat the url parts
url_path = string.format("/s%s-r%s?apikey=consumer-%s", random_service, random_route, random_consumer)
-- Return the request object with the current URL path
return wrk.format(nil, url_path, headers)
end
]]
os.execute("mkdir -p output")
for _, version in ipairs(versions) do
describe("perf test for Kong " .. version .. " #simple #no_plugins", function()
local bp
lazy_setup(function()
local helpers = perf.setup()
bp = helpers.get_db_utils("postgres", {
"routes",
"services",
})
local upstream_uri = perf.start_upstream([[
location = /test {
return 200;
}
]])
for i=1, SERVICE_COUNT do
local service = bp.services:insert {
url = upstream_uri .. "/test",
}
for j=1, ROUTE_PER_SERVICE do
bp.routes:insert {
paths = { string.format("/s%d-r%d", i, j) },
service = service,
strip_path = true,
}
end
end
end)
before_each(function()
perf.start_kong(version, {
nginx_worker_processes = 1,
--kong configs
})
end)
after_each(function()
perf.stop_kong()
end)
lazy_teardown(function()
perf.teardown(os.getenv("PERF_TEST_TEARDOWN_ALL") or false)
end)
it(SERVICE_COUNT .. " services each has " .. ROUTE_PER_SERVICE .. " routes", function()
perf.start_stapxx("lj-lua-stacks.sxx", "-D MAXMAPENTRIES=1000000 --arg time=" .. LOAD_DURATION)
perf.start_load({
connections = 1000,
threads = 5,
duration = LOAD_DURATION,
script = wrk_script,
})
ngx.sleep(LOAD_DURATION)
local result = assert(perf.wait_result())
print(("### Result for Kong %s:\n%s"):format(version, result))
perf.generate_flamegraph(
"output/" .. utils.get_test_output_filename() .. ".svg",
"Flame graph for Kong " .. utils.get_test_descriptor()
)
perf.save_error_log("output/" .. utils.get_test_output_filename() .. ".log")
end)
end)
end
|
-- tolua: code class
-- Written by Waldemar Celes
-- TeCGraf/PUC-Rio
-- Jul 1999
-- $Id$
-- This code is free software; you can redistribute it and/or modify it.
-- The software provided hereunder is on an "as is" basis, and
-- the author has no obligation to provide maintenance, support, updates,
-- enhancements, or modifications.
-- global
code_n = 1
-- Code class
-- Represents Lua code to be compiled and included
-- in the initialization function.
-- The following fields are stored:
-- text = text code
classCode = {
text = '',
}
classCode.__index = classCode
setmetatable(classCode,classFeature)
-- register code
function classCode:register (pre)
pre = pre or ''
-- clean Lua code
local s = clean(self.text)
if not s then
--print(self.text)
error("parser error in embedded code")
end
-- get first line
local _, _, first_line=string.find(self.text, "^([^\n\r]*)")
if string.find(first_line, "^%s*%-%-") then
if string.find(first_line, "^%-%-##") then
first_line = string.gsub(first_line, "^%-%-##", "")
if flags['C'] then
s = string.gsub(s, "^%-%-##[^\n\r]*\n", "")
end
end
else
first_line = ""
end
-- convert to C
output('\n'..pre..'{ /* begin embedded lua code */\n')
output(pre..' int top = lua_gettop(tolua_S);')
output(pre..' static unsigned char B[] = {\n ')
local t={n=0}
local b = gsub(s,'(.)',function (c)
local e = ''
t.n=t.n+1 if t.n==15 then t.n=0 e='\n'..pre..' ' end
return format('%3u,%s',strbyte(c),e)
end
)
output(b..strbyte(" "))
output('\n'..pre..' };\n')
if first_line and first_line ~= "" then
output(pre..' tolua_dobuffer(tolua_S,(char*)B,sizeof(B),"tolua embedded: '..first_line..'");')
else
output(pre..' tolua_dobuffer(tolua_S,(char*)B,sizeof(B),"tolua: embedded Lua code '..code_n..'");')
end
output(pre..' lua_settop(tolua_S, top);')
output(pre..'} /* end of embedded lua code */\n\n')
code_n = code_n +1
end
-- Print method
function classCode:print (ident,close)
print(ident.."Code{")
print(ident.." text = [["..self.text.."]],")
print(ident.."}"..close)
end
-- Internal constructor
function _Code (t)
setmetatable(t,classCode)
append(t)
return t
end
-- Constructor
-- Expects a string representing the code text
function Code (l)
return _Code {
text = l
}
end
|
local M = {}
function M.config()
local present, aerial = pcall(require, "aerial")
if present then
aerial.setup(require("core.utils").user_plugin_opts("plugins.aerial", {
close_behavior = "global",
backends = { "lsp", "treesitter", "markdown" },
min_width = 28,
show_guides = true,
filter_kind = {
"Array",
"Boolean",
"Class",
"Constant",
"Constructor",
"Enum",
"EnumMember",
"Event",
"Field",
"File",
"Function",
"Interface",
"Key",
"Method",
"Module",
"Namespace",
"Null",
"Number",
"Object",
"Operator",
"Package",
"Property",
"String",
"Struct",
"TypeParameter",
"Variable",
},
icons = {
Array = "",
Boolean = "⊨",
Class = "",
Constant = "",
Constructor = "",
Key = "",
Function = "",
Method = "ƒ",
Namespace = "",
Null = "NULL",
Number = "#",
Object = "⦿",
Property = "",
TypeParameter = "𝙏",
Variable = "",
Enum = "ℰ",
Package = "",
EnumMember = "",
File = "",
Module = "",
Field = "",
Interface = "ﰮ",
String = "𝓐",
Struct = "𝓢",
Event = "",
Operator = "+",
},
guides = {
mid_item = "├ ",
last_item = "└ ",
nested_top = "│ ",
whitespace = " ",
},
on_attach = function(bufnr)
-- Jump forwards/backwards with '{' and '}'
vim.keymap.set("n", "{", "<cmd>AerialPrev<cr>", { buffer = bufnr, desc = "Jump backwards in Aerial" })
vim.keymap.set("n", "}", "<cmd>AerialNext<cr>", { buffer = bufnr, desc = "Jump forwards in Aerial" })
-- Jump up the tree with '[[' or ']]'
vim.keymap.set("n", "[[", "<cmd>AerialPrevUp<cr>", { buffer = bufnr, desc = "Jump up and backwards in Aerial" })
vim.keymap.set("n", "]]", "<cmd>AerialNextUp<cr>", { buffer = bufnr, desc = "Jump up and forwards in Aerial" })
end,
}))
end
end
return M
|
-- Copyright (c) 2015-present, Facebook, Inc.
-- All rights reserved.
--
-- This source code is licensed under the BSD-style license found in the
-- LICENSE file in the root directory of this source tree. An additional grant
-- of patent rights can be found in the PATENTS file in the same directory.
require('torch')
local stringx=require("pl.stringx")
local base_memmnet
base_memmnet=require("../supervised/memmnet")
local RL_memmnet = {}
setmetatable(RL_memmnet,{ __index = base_memmnet })
RL_memmnet.Data=require("../reinforce/RL_data")
function RL_memmnet:MeMM_vector()
local inputs={}
local memory
memory=nn.Identity()()
table.insert(inputs,memory)
local question=nn.Identity()()
table.insert(inputs,question)
local context_mask=nn.Identity()()
table.insert(inputs,context_mask)
local u=question;
local store={};
local sen_atten;
for i=1,self.params.N_hop do
if i==1 then
u=nn.Replicate(1,3)(u);
else
u=nn.Replicate(1,3)(store[i-1]);
end
sen_atten=nn.MM()({memory,u});
sen_atten=nn.Sum(3)(sen_atten);
sen_atten=nn.SoftMax()(sen_atten);
sen_atten=nn.CMulTable()({sen_atten,context_mask});
sen_atten=nn.Normalize(1)(sen_atten);
sen_atten=nn.Replicate(1,2)(sen_atten);
local attent_vect=nn.MM()({sen_atten,memory});
attent_vect=nn.Sum(2)(attent_vect)
store[i]=nn.CAddTable()({attent_vect,u});
end
return nn.gModule(inputs,{store[self.params.N_hop]}):cuda()
end
function RL_memmnet:MeMM_Binary()
local inputs={}
local memory=nn.Identity()()
table.insert(inputs,memory)
local question=nn.Identity()()
table.insert(inputs,question)
local context_mask=nn.Identity()()
table.insert(inputs,context_mask)
local memm=self:MeMM_vector()
local vector=memm(inputs);
local Linear=nn.Linear(self.params.dimension,2)
Linear:reset(self.params.init_weight)
local transform=Linear(vector)
local LogP=nn.LogSoftMax()(transform)
return nn.gModule(inputs,{LogP}):cuda()
end
function RL_memmnet:BinaryLookUpTable_()
local inputs={};
local context=nn.Identity()();
table.insert(inputs,context)
local question=nn.Identity()();
table.insert(inputs,question)
local context_table=self.word_table:clone();
context_v=nn.Sum(2)(context_table(context));
local question_table=
context_table:clone('weight','bias');
local question_v=nn.Sum(2)(question_table(question));
local module=nn.gModule(inputs,{context_v,question_v});
return module:cuda()
end
function RL_memmnet:Initial(params_)
self.params=params_;
self.f=io.open(self.params.output_file,"w")
self.Data:process_data(self.params)
self.params.token_size=200000;
self.word_table=
nn.LookupTable(self.params.token_size,self.params.dimension):cuda();
self.word_table:reset(self.params.init_weight)
self.word_table.weight[1]:zero()
self.AQLookUpTable=self:LookUpTable_();
self.QALookUpTable=self.AQLookUpTable:clone('weight','bias')
self.BinaryLookUpTable=self:BinaryLookUpTable_();
self.MeMMBinary=self:MeMM_Binary()
self.MeMM=self:MeMM_();
self.Modules={}
self.Modules[1]=self.AQLookUpTable
self.Modules[2]=self.QALookUpTable
self.Modules[3]=self.BinaryLookUpTable
self.current_lr=self.params.lr;
self.baseline = nn.Linear(self.params.dimension, 1)
self.baseline.weight:fill(0)
self.baseline.bias:fill(0)
self.baseline:cuda()
self.mse = nn.MSECriterion()
self.mse:cuda()
self.total_reward_value=0;
self.total_reward_num=0;
self.regularizer = nn.Sequential()
local tmp = nn.ConcatTable()
tmp:add(nn.Identity())
tmp:add(nn.Exp())
self.regularizer:add(tmp)
self.regularizer:add(nn.CMulTable()) -- p log p
self.regularizer:add(nn.Sum(1, 1))
self.regularizer:add(nn.Sum(1))
self.regularizer:cuda()
end
function RL_memmnet:test()
self.total_scores=0
self.total_instance=0
self.total_question_ask=0
self.total_right_instance=0;
local cost_QA=0;
local cost_AQ=0;
self.index=0
while true do
local finish=self:collectBatch()
if finish==1 then break end
self:Forward_Policy_AQorQA()
self:Policy_Answer()
end
print("AQ percentage "..self.total_question_ask/self.total_instance)
self.f:write("AQ percentage "..self.total_question_ask/self.total_instance.."\n")
print(self.total_right_instance,self.total_instance)
print("accuray "..self.total_right_instance/self.total_instance)
print(self.total_right_instance,self.total_instance)
self.f:write("accuray "..self.total_right_instance/self.total_instance.."\n")
print("RL score "..self.total_scores/self.total_instance)
self.f:write("RL score "..self.total_scores/self.total_instance.."\n")
return self.total_scores/self.total_instance
end
function RL_memmnet:collectBatch()
local finish=0;
local good_AQ_lines,good_QA_lines,bad_AQ_lines,bad_QA_lines
self.current_batch_AQ={}
self.current_batch_QA={}
if self.flag=="train" then
good_AQ_lines,finish,self.Data.good_AQ_train_index=self.Data:GetBatch(self.Data.good_AQ_train_index,self.Data.good_AQ_train_lines)
--good student asking questions
good_QA_lines,finish,self.Data.good_QA_train_index=self.Data:GetBatch(self.Data.good_QA_train_index,self.Data.good_QA_train_lines)
--good student not asking questions
bad_AQ_lines,finish,self.Data.bad_AQ_train_index=self.Data:GetBatch(self.Data.bad_AQ_train_index,self.Data.bad_AQ_train_lines)
--bad student asking questions
bad_QA_lines,finish,self.Data.bad_QA_train_index=self.Data:GetBatch(self.Data.bad_QA_train_index,self.Data.bad_QA_train_lines);
--bad student not asking questions
elseif self.flag=="dev" then
good_AQ_lines,finish,self.Data.good_AQ_dev_index=self.Data:GetBatch(self.Data.good_AQ_dev_index,self.Data.good_AQ_dev_lines)
good_QA_lines,finish,self.Data.good_QA_dev_index=self.Data:GetBatch(self.Data.good_QA_dev_index,self.Data.good_QA_dev_lines)
bad_AQ_lines,finish,self.Data.bad_AQ_dev_index=self.Data:GetBatch(self.Data.bad_AQ_dev_index,self.Data.bad_AQ_dev_lines)
bad_QA_lines,finish,self.Data.bad_QA_dev_index=self.Data:GetBatch(self.Data.bad_QA_dev_index,self.Data.bad_QA_dev_lines);
elseif self.flag=="test" then
good_AQ_lines,finish,self.Data.good_AQ_test_index=self.Data:GetBatch(self.Data.good_AQ_test_index,self.Data.good_AQ_test_lines)
good_QA_lines,finish,self.Data.good_QA_test_index=self.Data:GetBatch(self.Data.good_QA_test_index,self.Data.good_QA_test_lines)
bad_AQ_lines,finish,self.Data.bad_AQ_test_index=self.Data:GetBatch(self.Data.bad_AQ_test_index,self.Data.bad_AQ_test_lines)
bad_QA_lines,finish,self.Data.bad_QA_test_index=self.Data:GetBatch(self.Data.bad_QA_test_index,self.Data.bad_QA_test_lines);
end
if self.params.RL_setting=="good" then
self.current_batch_AQ=good_AQ_lines;
self.current_batch_QA=good_QA_lines
elseif self.params.RL_setting=="bad" then
self.current_batch_AQ=bad_AQ_lines;
self.current_batch_QA=bad_QA_lines;
elseif self.params.RL_setting=="medium" then
for i=1,self.params.batch_size do
if i%2==0 then
self.current_batch_AQ[#self.current_batch_AQ+1]=good_AQ_lines[i];
self.current_batch_QA[#self.current_batch_QA+1]=good_QA_lines[i];
else
self.current_batch_AQ[#self.current_batch_AQ+1]=bad_AQ_lines[i];
self.current_batch_QA[#self.current_batch_QA+1]=bad_QA_lines[i];
end
end
end
return finish;
end
function RL_memmnet:PrepareField(oldname,newname,Dataset)
local max_length=-1;
for i=1,#Dataset do
if Dataset[i][oldname]:size(1)>max_length then
max_length=Dataset[i][oldname]:size(1)
end
end
self[newname]=torch.Tensor();
for i=1,#Dataset do
local ex=Dataset[i];
local v=torch.Tensor(1,max_length);
v:sub(1,1,1,ex[oldname]:size(1)):copy(ex[oldname])
if i==1 then
self[newname]=v;
else
self[newname]=torch.cat(self[newname],v,1);
end
end
self[newname]=self[newname]:cuda()
end
function RL_memmnet:GeneralPrepareContextVector(old_context_name,new_context_name,new_mask_name,Dataset)
context_length=-100
context_num=-100
for i,instance in pairs(Dataset)do
if #instance[old_context_name]>context_num then
context_num=#instance[old_context_name]
end
for j,v in pairs(instance[old_context_name])do
if v:size(1)>context_length then
context_length=v:size(1)
end
end
end
self[new_mask_name]=torch.Tensor(#Dataset,context_num):fill(0):cuda()
for i,instance in pairs(Dataset)do
self[new_mask_name]:sub(i,i,1,#instance[old_context_name]):fill(1);
local context_Mat=torch.Tensor(context_num,context_length):fill(1):cuda()
for j,v in pairs(Dataset[i][old_context_name])do
context_Mat:sub(j,j,1,v:size(1)):copy(v);
end
if i==1 then
self[new_context_name]=context_Mat;
else
self[new_context_name]=torch.cat(self[new_context_name],context_Mat,1);
end
end
end
function RL_memmnet:Forward_Policy_AQorQA()
--the REINFORCE model for asking vs not asking questions
self:GeneralPrepareContextVector("kb_x","kb_word","kb_mask",self.current_batch_QA)
self:PrepareField("question","query_word_",self.current_batch_QA);
self.n_instance=#self.current_batch_QA
local vector_output=self.BinaryLookUpTable:forward({
self.kb_word,self.query_word_});
self.kb_v=vector_output[1];
self.binary_query_v=vector_output[2];
self.kb_v=self:Reshape2Dto3D(self.kb_v,self.n_instance)
self.binaryP=self.MeMMBinary:forward({self.kb_v,self.binary_query_v,self.kb_mask});
end
function RL_memmnet:Backward_Policy_AQorQA()
local d_binary_output=self.MeMMBinary:backward({self.kb_v,self.binary_query_v,self.kb_mask},
self.d_binary_pred)
local d_kb_v=d_binary_output[1];
local d_binary_query_v=d_binary_output[2]
d_kb_v=self:Reshape3Dto2D(d_kb_v);
self.BinaryLookUpTable:backward({self.kb_word,self.query_word_},{d_kb_v,d_binary_query_v})
end
function RL_memmnet:Policy_Answer()
--the REINFORCE model for the final answer
if self.flag=="train" then
self.binaryDecision=torch.multinomial(torch.exp(self.binaryP),1);
elseif self.flag=="test" then
if self.test_mode=="standard" then
self.binaryDecision=torch.multinomial(torch.exp(self.binaryP),1);
--_,self.binaryDecision=torch.max(self.binaryP,2)
else
self.binaryDecision=torch.Tensor(self.binaryP:size(1),1):fill(0)
if self.test_mode=="half" then
for i=1,self.binaryDecision:size(1) do
if math.random()<0.5 then
self.binaryDecision[i][1]=1;
else self.binaryDecision[i][1]=2;
end
end
elseif self.test_mode=="AQ" then
self.binaryDecision:fill(2);
elseif self.test_mode=="QA" then
self.binaryDecision:fill(1);
end
end
end
self.select_current_batch_AQ={}
self.select_current_batch_QA={}
self.QA_map={};
self.AQ_map={}
for i=1,self.binaryDecision:size(1) do
self.total_instance=self.total_instance+1
if self.binaryDecision[i][1]==1 then
self.select_current_batch_QA[#self.select_current_batch_QA+1]=self.current_batch_QA[i];
self.QA_map[#self.QA_map+1]=i
else
self.select_current_batch_AQ[#self.select_current_batch_AQ+1]=self.current_batch_AQ[i];
self.AQ_map[#self.AQ_map+1]=i;
self.total_question_ask=self.total_question_ask+1
end
end
self.d_binary_pred=torch.Tensor(self.binaryP:size()):fill(0):cuda()
if #self.select_current_batch_QA~=0 then
--update not-asking-question policy
self.reward_vector_QA=torch.Tensor(#self.select_current_batch_QA):zero():cuda();
self.n_instance=#self.select_current_batch_QA;
self:prepareData(self.select_current_batch_QA);
local batch_pred=self:Forward(self.QALookUpTable)
local answer_prediction
if self.flag=="train" then answer_prediction=torch.multinomial(torch.exp(batch_pred),1)
elseif self.flag=="test" then _,answer_prediction=torch.max(batch_pred,2);
end
for i=1,self.n_instance do
local answer_predict=answer_prediction[i][1];
local answer_reward;
local AQ_reward
local current_instance=self.select_current_batch_QA[i]
if current_instance.answers[current_instance.AnswerCandidate[answer_predict]]~=nil then
answer_reward=1
self.total_right_instance=self.total_right_instance+1
else answer_reward=-1
end
if self.iter<self.params.StaringFullTraining then
AQ_reward=0;
else
if self.binaryDecision[self.QA_map[i]][1]==1 then
AQ_reward=0;
else
error("QA_map mismatch")
end
end
self.reward_vector_QA[i]=answer_reward-AQ_reward;
self.total_scores=self.total_scores+self.reward_vector_QA[i]
self.total_reward_value=self.total_reward_value+self.reward_vector_QA[i]
self.total_reward_num=self.total_reward_num+1;
end
self.d_batch_pred=torch.Tensor(batch_pred:size()):fill(0):cuda();
self.baseline_v=self:getHopVec()
baseline = self.baseline:forward(self.baseline_v)
for i=1,self.n_instance do
self.d_batch_pred[i][answer_prediction[i][1]]=baseline[i]-self.reward_vector_QA[i]
self.d_binary_pred[self.QA_map[i]][self.binaryDecision[self.QA_map[i]][1]]=baseline[i]-self.reward_vector_QA[i]
end
if self.flag=="train" and self.train_mode=="update_final" then
self:Backward(self.d_batch_pred,self.QALookUpTable)
end
self.baseline:zeroGradParameters()
local baseline_error = self.mse:forward(baseline:view(self.n_instance),self.reward_vector_QA);
self.mse:backward(baseline,self.reward_vector_QA);
self.baseline:backward(self.baseline_v,self.mse.gradInput)
self.baseline:updateParameters(self.params.RF_lr)
end
if #self.select_current_batch_AQ~=0 then
--update asking-question policy
self.reward_vector_AQ=torch.Tensor(#self.select_current_batch_AQ):zero():cuda();
self.n_instance=#self.select_current_batch_AQ;
self:prepareData(self.select_current_batch_AQ);
local batch_pred=self:Forward(self.AQLookUpTable)
local answer_prediction;
if self.flag=="train" then answer_prediction=torch.multinomial(torch.exp(batch_pred),1)
elseif self.flag=="test" then _,answer_prediction=torch.max(batch_pred,2);
end
for i=1,self.n_instance do
local answer_predict=answer_prediction[i][1];
local answer_reward;
local AQ_reward
local current_instance=self.select_current_batch_AQ[i]
if current_instance.answers[current_instance.AnswerCandidate[answer_predict]]~=nil then
answer_reward=1
self.total_right_instance=self.total_right_instance+1
else answer_reward=-1
end
if self.iter<self.params.StaringFullTraining then
AQ_reward=0;
--for the first a few iterations, ignore the policy for asking-question vs not-asking-question
else
if self.binaryDecision[self.AQ_map[i]][1]==1 then
error("AQ_map mismatch")
else AQ_reward=self.params.AQcost
end
end
self.reward_vector_AQ[i]=answer_reward-AQ_reward;
self.total_scores=self.total_scores+self.reward_vector_AQ[i]
self.total_reward_value=self.total_reward_value+self.reward_vector_AQ[i]
self.total_reward_num=self.total_reward_num+1;
end
self.d_batch_pred=torch.Tensor(batch_pred:size()):fill(0):cuda();
self.baseline_v=self:getHopVec()
local baseline = self.baseline:forward(self.baseline_v)
for i=1,self.n_instance do
self.d_batch_pred[i][answer_prediction[i][1]]=baseline[i]-self.reward_vector_AQ[i]
self.d_binary_pred[self.AQ_map[i]][self.binaryDecision[self.AQ_map[i]][1]]=baseline[i]-self.reward_vector_AQ[i]
end
if self.flag=="train" and self.train_mode=="update_final" then
self:Backward(self.d_batch_pred,self.AQLookUpTable)
end
local baseline_error = self.mse:forward(baseline:view(self.n_instance),self.reward_vector_AQ);
self.baseline:zeroGradParameters()
self.mse:backward(baseline,self.reward_vector_AQ);
self.baseline:backward(self.baseline_v,self.mse.gradInput)
self.baseline:updateParameters(self.params.RF_lr)
end
self.regularizer:forward(self.binaryP);
self.regularizer:backward(self.binaryP,torch.CudaTensor{self.params.REINFORCE_reg});
self.d_binary_pred:add(self.regularizer.gradInput)
--adding entropy to regularize the asking-question/not-asking-question policy
end
function RL_memmnet:train()
self.base_line_value=0;
self.base_line_num=0;
self.iter=0
local update=0;
self.train_mode="update_final"
while true do
self.iter=self.iter+1
self.total_scores=0
self.total_instance=0
self.total_question_ask=0
self.total_right_instance=0;
self.index=0;
while true do
for i=1,#self.Modules do
self.Modules[i]:zeroGradParameters()
end
self.flag="train"
local finish=self:collectBatch()
if finish==1 then
break;
end
update=update+1;
if self.iter<self.params.StaringFullTraining then
self.binaryP=torch.Tensor(self.params.batch_size,2):fill(0.5):cuda()
--equal possibility for AQ and QA for the first a few iterations so that both policies
--can get learned
else
self:Forward_Policy_AQorQA()
end
self:Policy_Answer()
if self.iter>=self.params.StaringFullTraining then
--do not update asking-question vs not-asking-question policy for the first a few iterations
self:Backward_Policy_AQorQA()
end
self:update()
end
print("iter "..self.iter)
self.f:write("iter "..self.iter.."\n")
self.flag="test"
if self.iter<self.params.StaringFullTraining then
self.test_mode="half"
else self.test_mode="standard"
self.train_mode="not_update_final"
end
self:test()
if self.iter==self.params.StaringFullTraining-1 then
print("only AQ acc")
self.test_mode="AQ"
--test when the student always asks a question
self:test()
print("only QA acc")
--test when the student never asks a question
self.test_mode="QA"
self:test()
end
if self.iter==self.params.N_iter then
break;
end
end
self.f:close()
end
return RL_memmnet
|
--- === cp.apple.finalcutpro.main.MediaBrowser ===
---
--- Media Browser Module.
local require = require
-- local log = require("hs.logger").new("mediaBrowser")
local just = require("cp.just")
local prop = require("cp.prop")
local axutils = require("cp.ui.axutils")
local Table = require("cp.ui.Table")
local PopUpButton = require("cp.ui.PopUpButton")
local TextField = require("cp.ui.TextField")
local cache = axutils.cache
local childWithRole = axutils.childWithRole
local MediaBrowser = {}
--- cp.apple.finalcutpro.main.MediaBrowser.TITLE -> string
--- Constant
--- Photos & Audio Title.
MediaBrowser.TITLE = "Photos and Audio"
--- cp.apple.finalcutpro.main.MediaBrowser.MAX_SECTIONS -> number
--- Constant
--- Maximum Sections.
MediaBrowser.MAX_SECTIONS = 4
--- cp.apple.finalcutpro.main.MediaBrowser.PHOTOS -> number
--- Constant
--- Photos ID.
MediaBrowser.PHOTOS = 1
--- cp.apple.finalcutpro.main.MediaBrowser.GARAGE_BAND -> number
--- Constant
--- Garage Band ID.
MediaBrowser.GARAGE_BAND = 2
--- cp.apple.finalcutpro.main.MediaBrowser.ITUNES -> number
--- Constant
--- iTunes ID.
MediaBrowser.ITUNES = 3
--- cp.apple.finalcutpro.main.MediaBrowser.SOUND_EFFECTS -> number
--- Constant
--- Sound Effects ID.
MediaBrowser.SOUND_EFFECTS = 4
--- cp.apple.finalcutpro.main.MediaBrowser.new(parent) -> MediaBrowser
--- Constructor
--- Creates a new `Browser` instance.
---
--- Parameters:
--- * parent - The parent object.
---
--- Returns:
--- * A new `MediaBrowser` object.
function MediaBrowser.new(parent)
local o = prop.extend({_parent = parent}, MediaBrowser)
local isShowing = parent.isShowing:AND(parent.mediaShowing)
local UI = prop.OR(isShowing:AND(parent.UI), prop.NIL)
prop.bind(o) {
--- cp.apple.finalcutpro.main.MediaBrowser.isShowing <cp.prop: boolean; read-only>
--- Field
--- Checks if the Media Browser is showing.
isShowing = isShowing,
--- cp.apple.finalcutpro.main.MediaBrowser.UI <cp.prop: hs._asm.axuielement; read-only>
--- Field
--- Returns the UI for the Media Browser, or `nil` if not available.
UI = UI,
--- cp.apple.finalcutpro.main.MediaBrowser.mainGroupUI <cp.prop: hs._asm.axuielement; read-only>
--- Field
--- Returns the main group UI for the Media Browser, or `nil` if not available.
mainGroupUI = UI:mutate(function(original, self)
return cache(self, "_mainGroup", function()
local ui = original()
return ui and childWithRole(ui, "AXSplitGroup")
end)
end),
}
return o
end
--- cp.apple.finalcutpro.main.MediaBrowser:parent() -> parent
--- Method
--- Returns the parent object.
---
--- Parameters:
--- * None
---
--- Returns:
--- * parent
function MediaBrowser:parent()
return self._parent
end
--- cp.apple.finalcutpro.main.MediaBrowser:app() -> App
--- Method
--- Returns the app instance representing Final Cut Pro.
---
--- Parameters:
--- * None
---
--- Returns:
--- * App
function MediaBrowser:app()
return self:parent():app()
end
-----------------------------------------------------------------------
--
-- MEDIABROWSER UI:
--
-----------------------------------------------------------------------
--- cp.apple.finalcutpro.main.MediaBrowser:show() -> MediaBrowser
--- Method
--- Show the Media Browser.
---
--- Parameters:
--- * None
---
--- Returns:
--- * The `MediaBrowser` object.
function MediaBrowser:show()
local menuBar = self:app():menu()
-----------------------------------------------------------------------
-- Go there direct:
-----------------------------------------------------------------------
menuBar:selectMenu({"Window", "Go To", MediaBrowser.TITLE})
just.doUntil(function() return self:isShowing() end)
return self
end
--- cp.apple.finalcutpro.main.MediaBrowser:hide() -> MediaBrowser
--- Method
--- Hide the Media Browser.
---
--- Parameters:
--- * None
---
--- Returns:
--- * The `MediaBrowser` object.
function MediaBrowser:hide()
self:parent():hide()
return self
end
-----------------------------------------------------------------------------
--
-- SECTIONS:
--
-----------------------------------------------------------------------------
--- cp.apple.finalcutpro.main.MediaBrowser:sidebar() -> Table
--- Method
--- Get the Sidebar Table.
---
--- Parameters:
--- * None
---
--- Returns:
--- * `Table` object.
function MediaBrowser:sidebar()
if not self._sidebar then
self._sidebar = Table(self, function()
return childWithRole(self:mainGroupUI(), "AXScrollArea")
end)
end
return self._sidebar
end
--- cp.apple.finalcutpro.main.MediaBrowser:group() -> PopUpButton
--- Method
--- Get the group PopUpButton.
---
--- Parameters:
--- * None
---
--- Returns:
--- * `PopUpButton` object.
function MediaBrowser:group()
if not self._group then
self._group = PopUpButton(self, function()
return childWithRole(self:UI(), "AXPopUpButton")
end)
end
return self._group
end
--- cp.apple.finalcutpro.main.MediaBrowser:search() -> TextField
--- Method
--- Get the search TextField.
---
--- Parameters:
--- * None
---
--- Returns:
--- * `TextField` object.
function MediaBrowser:search()
if not self._search then
self._search = TextField(self, function()
return childWithRole(self:mainGroupUI(), "AXTextField")
end)
end
return self._search
end
--- cp.apple.finalcutpro.main.MediaBrowser:search() -> MediaBrowser
--- Method
--- Show the Media Browser Sidebar.
---
--- Parameters:
--- * None
---
--- Returns:
--- * `MediaBrowser` object.
function MediaBrowser:showSidebar()
self:app():menu():selectMenu({"Window", "Show in Workspace", "Sidebar"})
return self
end
--- cp.apple.finalcutpro.main.MediaBrowser:search() -> axuielementObject
--- Method
--- Get the Top Categories UI.
---
--- Parameters:
--- * None
---
--- Returns:
--- * `axuielementObject` object.
function MediaBrowser:topCategoriesUI()
return self:sidebar():rowsUI(function(row)
return row:attributeValue("AXDisclosureLevel") == 0
end)
end
--- cp.apple.finalcutpro.main.MediaBrowser:showSection(index) -> MediaBrowser
--- Method
--- Show a specific section.
---
--- Parameters:
--- * index - The index ID of the section you want to show as a number.
---
--- Returns:
--- * `MediaBrowser` object.
function MediaBrowser:showSection(index)
self:showSidebar()
local topCategories = self:topCategoriesUI()
if topCategories and #topCategories == MediaBrowser.MAX_SECTIONS then
self:sidebar():selectRow(topCategories[index])
end
return self
end
--- cp.apple.finalcutpro.main.MediaBrowser:showPhotos() -> MediaBrowser
--- Method
--- Show Photos Section.
---
--- Parameters:
--- * None
---
--- Returns:
--- * `MediaBrowser` object.
function MediaBrowser:showPhotos()
return self:showSection(MediaBrowser.PHOTOS)
end
--- cp.apple.finalcutpro.main.MediaBrowser:showGarageBand() -> MediaBrowser
--- Method
--- Show Garage Band Section.
---
--- Parameters:
--- * None
---
--- Returns:
--- * `MediaBrowser` object.
function MediaBrowser:showGarageBand()
return self:showSection(MediaBrowser.GARAGE_BAND)
end
--- cp.apple.finalcutpro.main.MediaBrowser:showITunes() -> MediaBrowser
--- Method
--- Show iTunes Section.
---
--- Parameters:
--- * None
---
--- Returns:
--- * `MediaBrowser` object.
function MediaBrowser:showITunes()
return self:showSection(MediaBrowser.ITUNES)
end
--- cp.apple.finalcutpro.main.MediaBrowser:showSoundEffects() -> MediaBrowser
--- Method
--- Show Sound Effects Section.
---
--- Parameters:
--- * None
---
--- Returns:
--- * `MediaBrowser` object.
function MediaBrowser:showSoundEffects()
return self:showSection(MediaBrowser.SOUND_EFFECTS)
end
--- cp.apple.finalcutpro.main.MediaBrowser:saveLayout() -> table
--- Method
--- Saves the current Media Browser layout to a table.
---
--- Parameters:
--- * None
---
--- Returns:
--- * A table containing the current Media Browser Layout.
function MediaBrowser:saveLayout()
local layout = {}
if self:isShowing() then
layout.showing = true
layout.sidebar = self:sidebar():saveLayout()
layout.search = self:search():saveLayout()
end
return layout
end
--- cp.apple.finalcutpro.main.MediaBrowser:loadLayout(layout) -> none
--- Method
--- Loads a Media Browser layout.
---
--- Parameters:
--- * layout - A table containing the Media Browser layout settings - created using `cp.apple.finalcutpro.main.MediaBrowser:saveLayout()`.
---
--- Returns:
--- * None
function MediaBrowser:loadLayout(layout)
if layout and layout.showing then
self:show()
self:sidebar():loadLayout(layout.sidebar)
self:search():loadLayout(layout.sidebar)
end
end
return MediaBrowser
|
Script.Load("lua/TechTreeConstants.lua")
-- Index used to retrieve the class name for some tech ids
kUpDataClassIndex = "class"
-- Index used to retrieve the team the upgrade is tied to
kUpDataTeamIndex = "team"
-- Index used to retrieve the rank required to unlock the upgrade
kUpDataRankIndex = "rank"
-- Index used to retrieve the cost of the upgrade
kUpDataCostIndex = "cost"
-- Index used to get the value the upgrade is hardcapped at
kUpDataHardCapIndex = "hardcap"
-- Index used to get the name of the upgrade used in conjunction
-- with the "buy" console command
kUpDataConsoleNameIndex = "consoleName"
-- Index used to get the category of an upgrade
kUpDataCategoryIndex = "category"
-- Index used to get the description of an upgrade
kUpDataDescIndex = "desc"
-- Index used to get a flag that indicates if the upgrade persists after death for the current round
kUpDataPersistIndex = "persist"
-- Index used to get a flag that indicates if the upgrade is passive or not
kUpDataPassiveIndex = "passive"
-- Index used to retrieve a table of tech ids that indicate other upgrades that are
-- mutually exclusive to the upgrade indicated
kUpDataMutuallyExclusiveIndex = "mutuallyExclusive"
-- Index used to retrieve a flag that indicates if the upgrade requires the alien player to gestate
kUpDataRequiresGestation = "gestation"
-- Index used to retrieve the texture used to represent the tech/upgrade on the buy menu
kUpDataIconTextureIndex = "texture"
-- Index used to retrieve the indexed offset within the texture used to represent the tech/upgrade on the buy menu
kUpDataIconTextureOffsetIndex = "texOffset"
-- Index used to retrieve a table that specifies the size of the upgrade icon displayed on the buy menu
kUpDataIconSizeIndex = "iconSize"
-- Index used to retrieve the texture used to represent the tech/upgrade on the buy menu information window
kUpDataLargeIconTextureIndex = "largeTexture"
-- Index used to retrieve the indexed offset within the texture used to represent the tech/upgrade on the buy menu information window
kUpDataLargeIconTextureOffsetIndex = "largeTexOffset"
-- Index used to retrieve a table that specifies the size of the upgrade icon displayed on the buy menu information window
kUpDataLargeIconSizeIndex = "largeIconSize"
-- Index used to retrieve flag that indicates if an ability is tier 1
kUpDataRequiresOneHiveIndex = "onehive"
-- Index used to retrieve flag that indicates if an ability is tier 2
kUpDataRequiresTwoHivesIndex = "twohives"
-- Index used to retrieve flag that indicates if an ability is tier 3
kUpDataRequiresThreeHivesIndex = "threehives"
kCombatUpgradeData =
{
[kTechId.Marine] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 0,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "marine",
[kUpDataCategoryIndex] = "Root",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { }
},
[kTechId.Jetpack] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 7,
[kUpDataCostIndex] = 2,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "jp",
[kUpDataCategoryIndex] = "Tech",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds",
[kUpDataIconTextureOffsetIndex] = 5,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 6,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.DualMinigunExosuit] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 8,
[kUpDataCostIndex] = 2,
[kUpDataHardCapIndex] = 1/3,
[kUpDataConsoleNameIndex] = "minigunexo",
[kUpDataCategoryIndex] = "Tech",
[kUpDataDescIndex] = "An armored exosuit with a minigun equipped to each arm.",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.DualRailgunExosuit },
[kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds",
[kUpDataIconTextureOffsetIndex] = 6,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 10,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.DualRailgunExosuit] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 8,
[kUpDataCostIndex] = 2,
[kUpDataHardCapIndex] = 1/3,
[kUpDataConsoleNameIndex] = "railgunexo",
[kUpDataCategoryIndex] = "Tech",
[kUpDataDescIndex] = "An armored exosuit with a railgun equipped to each arm.",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.DualMinigunExosuit },
[kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds",
[kUpDataIconTextureOffsetIndex] = 7,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 11,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Pistol] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "pistol",
[kUpDataCategoryIndex] = "Weapon",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds",
[kUpDataIconTextureOffsetIndex] = 0,
[kUpDataIconSizeIndex] = Vector(128, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 1,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Rifle] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "rifle",
[kUpDataCategoryIndex] = "Weapon",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Shotgun, kTechId.Flamethrower, kTechId.GrenadeLauncher, kTechId.HeavyMachineGun },
[kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds",
[kUpDataIconTextureOffsetIndex] = 1,
[kUpDataIconSizeIndex] = Vector(128, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 2,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Shotgun] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 3,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "shotgun",
[kUpDataCategoryIndex] = "Weapon",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Rifle, kTechId.Flamethrower, kTechId.GrenadeLauncher, kTechId.HeavyMachineGun },
[kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds",
[kUpDataIconTextureOffsetIndex] = 2,
[kUpDataIconSizeIndex] = Vector(128, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 3,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Flamethrower] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 5,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 1/2,
[kUpDataConsoleNameIndex] = "flamethrower",
[kUpDataCategoryIndex] = "Weapon",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Rifle, kTechId.Shotgun, kTechId.GrenadeLauncher, kTechId.HeavyMachineGun },
[kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds",
[kUpDataIconTextureOffsetIndex] = 3,
[kUpDataIconSizeIndex] = Vector(128, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 5,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.GrenadeLauncher] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 6,
[kUpDataCostIndex] = 2,
[kUpDataHardCapIndex] = 1/2,
[kUpDataConsoleNameIndex] = "gl",
[kUpDataCategoryIndex] = "Weapon",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Rifle, kTechId.Shotgun, kTechId.Flamethrower, kTechId.HeavyMachineGun },
[kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds",
[kUpDataIconTextureOffsetIndex] = 4,
[kUpDataIconSizeIndex] = Vector(128, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 4,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.HeavyMachineGun] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 6,
[kUpDataCostIndex] = 2,
[kUpDataHardCapIndex] = 1/2,
[kUpDataConsoleNameIndex] = "hmg",
[kUpDataCategoryIndex] = "Weapon",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Rifle, kTechId.Shotgun, kTechId.Flamethrower, kTechId.GrenadeLauncher },
[kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds",
[kUpDataIconTextureOffsetIndex] = 5,
[kUpDataIconSizeIndex] = Vector(128, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 15,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Welder] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "welder",
[kUpDataCategoryIndex] = "Tech",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds",
[kUpDataIconTextureOffsetIndex] = 0,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 8,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.LayMines] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 4,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "mines",
[kUpDataCategoryIndex] = "Tech",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds",
[kUpDataIconTextureOffsetIndex] = 1,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 9,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.ClusterGrenade] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 4,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "clustergrenade",
[kUpDataCategoryIndex] = "Tech",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.GasGrenade, kTechId.PulseGrenade },
[kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds",
[kUpDataIconTextureOffsetIndex] = 2,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 12,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.GasGrenade] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 4,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "gasgrenade",
[kUpDataCategoryIndex] = "Tech",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.ClusterGrenade, kTechId.PulseGrenade },
[kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds",
[kUpDataIconTextureOffsetIndex] = 3,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 13,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.PulseGrenade] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 4,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "pulsegrenade",
[kUpDataCategoryIndex] = "Tech",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.ClusterGrenade, kTechId.GasGrenade },
[kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds",
[kUpDataIconTextureOffsetIndex] = 4,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds",
[kUpDataLargeIconTextureOffsetIndex] = 14,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Armor1] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "armor1",
[kUpDataCategoryIndex] = "Upgrades",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds",
[kUpDataIconTextureOffsetIndex] = 0,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 4,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Armor2] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 2,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "armor2",
[kUpDataCategoryIndex] = "Upgrades",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds",
[kUpDataIconTextureOffsetIndex] = 1,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 4,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Armor3] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 3,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "armor3",
[kUpDataCategoryIndex] = "Upgrades",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds",
[kUpDataIconTextureOffsetIndex] = 2,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 4,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Weapons1] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "wpn1",
[kUpDataCategoryIndex] = "Upgrades",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds",
[kUpDataIconTextureOffsetIndex] = 3,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 5,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Weapons2] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 2,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "wpn2",
[kUpDataCategoryIndex] = "Upgrades",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds",
[kUpDataIconTextureOffsetIndex] = 4,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 5,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Weapons3] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 3,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "wpn3",
[kUpDataCategoryIndex] = "Upgrades",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds",
[kUpDataIconTextureOffsetIndex] = 5,
[kUpDataIconSizeIndex] = Vector(64, 64, 0)
},
[kTechId.MedPack] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 2,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "medpack",
[kUpDataCategoryIndex] = "Consumable",
[kUpDataDescIndex] = "A pack that restores 50 player health each use. Can be reused every time the cooldown expires.",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds",
[kUpDataIconTextureOffsetIndex] = 6,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 0,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.AmmoPack] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 2,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "ammopack",
[kUpDataCategoryIndex] = "Consumable",
[kUpDataDescIndex] = "A pack that restores ammo for any type of weapon. Can be reused every time the cooldown expires.",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds",
[kUpDataIconTextureOffsetIndex] = 7,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 1,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.CatPack] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 5,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "catpack",
[kUpDataCategoryIndex] = "Consumable",
[kUpDataDescIndex] = "A pack that increases Marine movement and speed for a limited time. Can be reused every time the cooldown expires.",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds",
[kUpDataIconTextureOffsetIndex] = 8,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 2,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Scan] =
{
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 5,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "scan",
[kUpDataCategoryIndex] = "Consumable",
[kUpDataDescIndex] = "Reveals cloaked units and gives line of sight to the area where triggered. Can be reused every time the cooldown expires.",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds",
[kUpDataIconTextureOffsetIndex] = 9,
[kUpDataIconSizeIndex] = Vector(64, 64, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 3,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Armory] =
{
[kUpDataClassIndex] = "Armory",
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 2,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 3,
[kUpDataConsoleNameIndex] = "armory",
[kUpDataCategoryIndex] = "Structures",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_structure_icons.dds",
[kUpDataIconTextureOffsetIndex] = 0,
[kUpDataIconSizeIndex] = Vector(128, 192, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_structure_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 0,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.PhaseGate] =
{
[kUpDataClassIndex] = "PhaseGate",
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 3,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 3,
[kUpDataConsoleNameIndex] = "phasegate",
[kUpDataCategoryIndex] = "Structures",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_structure_icons.dds",
[kUpDataIconTextureOffsetIndex] = 1,
[kUpDataIconSizeIndex] = Vector(128, 192, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_structure_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 1,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Observatory] =
{
[kUpDataClassIndex] = "Observatory",
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 4,
[kUpDataCostIndex] = 2,
[kUpDataHardCapIndex] = 4,
[kUpDataConsoleNameIndex] = "observatory",
[kUpDataCategoryIndex] = "Structures",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_structure_icons.dds",
[kUpDataIconTextureOffsetIndex] = 2,
[kUpDataIconSizeIndex] = Vector(128, 192, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_structure_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 2,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Sentry] =
{
[kUpDataClassIndex] = "Sentry",
[kUpDataTeamIndex] = 1,
[kUpDataRankIndex] = 5,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 8,
[kUpDataConsoleNameIndex] = "sentry",
[kUpDataCategoryIndex] = "Structures",
[kUpDataDescIndex] = "An AI torrent that fires on enemy units. Requires an active power node for the area it is located.",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataIconTextureIndex] = "ui/combatui_marine_structure_icons.dds",
[kUpDataIconTextureOffsetIndex] = 3,
[kUpDataIconSizeIndex] = Vector(128, 192, 0),
[kUpDataLargeIconTextureIndex] = "ui/combatui_marine_structure_icons_big.dds",
[kUpDataLargeIconTextureOffsetIndex] = 3,
[kUpDataLargeIconSizeIndex] = Vector(400, 300, 0)
},
[kTechId.Skulk] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "skulk",
[kUpDataCategoryIndex] = "Lifeform",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Gorge, kTechId.Lerk, kTechId.Fade, kTechId.Onos },
[kUpDataRequiresGestation] = true
},
[kTechId.Gorge] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "gorge",
[kUpDataCategoryIndex] = "Lifeform",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Skulk, kTechId.Lerk, kTechId.Fade, kTechId.Onos },
[kUpDataRequiresGestation] = true
},
[kTechId.Lerk] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 3,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "lerk",
[kUpDataCategoryIndex] = "Lifeform",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Skulk, kTechId.Gorge, kTechId.Fade, kTechId.Onos },
[kUpDataRequiresGestation] = true
},
[kTechId.Fade] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 5,
[kUpDataCostIndex] = 2,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "fade",
[kUpDataCategoryIndex] = "Lifeform",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Skulk, kTechId.Gorge, kTechId.Lerk, kTechId.Onos },
[kUpDataRequiresGestation] = true
},
[kTechId.Onos] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 6,
[kUpDataCostIndex] = 2,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "onos",
[kUpDataCategoryIndex] = "Lifeform",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Skulk, kTechId.Gorge, kTechId.Lerk, kTechId.Fade },
[kUpDataRequiresGestation] = true
},
[kTechId.Spur] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "spur",
[kUpDataCategoryIndex] = "UpgradeType",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = true,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataRequiresGestation] = false
},
[kTechId.Veil] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "veil",
[kUpDataCategoryIndex] = "UpgradeType",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = true,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataRequiresGestation] = false
},
[kTechId.Shell] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "shell",
[kUpDataCategoryIndex] = "UpgradeType",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = true,
[kUpDataMutuallyExclusiveIndex] = { },
[kUpDataRequiresGestation] = false
},
[kTechId.Adrenaline] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "adrenaline",
[kUpDataCategoryIndex] = "Upgrade",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Celerity, kTechId.Silence },
[kUpDataRequiresGestation] = true
},
[kTechId.Celerity] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "celerity",
[kUpDataCategoryIndex] = "Upgrade",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Adrenaline, kTechId.Silence },
[kUpDataRequiresGestation] = true
},
[kTechId.Silence] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "silence",
[kUpDataCategoryIndex] = "Upgrade",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Adrenaline, kTechId.Celerity },
[kUpDataRequiresGestation] = true
},
[kTechId.Aura] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "aura",
[kUpDataCategoryIndex] = "Upgrade",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Focus, kTechId.Vampirism },
[kUpDataRequiresGestation] = true
},
[kTechId.Focus] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "focus",
[kUpDataCategoryIndex] = "Upgrade",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Aura, kTechId.Vampirism },
[kUpDataRequiresGestation] = true
},
[kTechId.Vampirism] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "vampirism",
[kUpDataCategoryIndex] = "Upgrade",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Aura, kTechId.Focus },
[kUpDataRequiresGestation] = true
},
[kTechId.Regeneration] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "regeneration",
[kUpDataCategoryIndex] = "Upgrade",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Carapace, kTechId.Crush },
[kUpDataRequiresGestation] = true
},
[kTechId.Carapace] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "carapace",
[kUpDataCategoryIndex] = "Upgrade",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Regeneration, kTechId.Crush },
[kUpDataRequiresGestation] = true
},
[kTechId.Crush] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 1,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "crush",
[kUpDataCategoryIndex] = "Upgrade",
[kUpDataPersistIndex] = false,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { kTechId.Regeneration, kTechId.Carapace },
[kUpDataRequiresGestation] = true
},
[kTechId.BileBomb] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 4,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "bilebomb",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = false,
[kUpDataRequiresThreeHivesIndex] = false
},
[kTechId.Leap] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 3,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "leap",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = true,
[kUpDataRequiresThreeHivesIndex] = false
},
[kTechId.Xenocide] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 7,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "xenocide",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = true,
[kUpDataRequiresThreeHivesIndex] = true
},
[kTechId.Spores] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 3,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "spores",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = true,
[kUpDataRequiresThreeHivesIndex] = false
},
[kTechId.Umbra] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 5,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "umbra",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = false,
[kUpDataRequiresThreeHivesIndex] = false
},
[kTechId.MetabolizeEnergy] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 5,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "meta",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = false,
[kUpDataRequiresThreeHivesIndex] = false
},
[kTechId.MetabolizeHealth] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 6,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "advmeta",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = true,
[kUpDataRequiresThreeHivesIndex] = false
},
[kTechId.Stab] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 7,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "advmeta",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = true,
[kUpDataRequiresThreeHivesIndex] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = true,
[kUpDataRequiresThreeHivesIndex] = false
},
[kTechId.Charge] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 6,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "charge",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = false,
[kUpDataRequiresThreeHivesIndex] = false
},
[kTechId.BoneShield] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 7,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "boneshield",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = true,
[kUpDataRequiresThreeHivesIndex] = false
},
[kTechId.Stomp] =
{
[kUpDataTeamIndex] = 2,
[kUpDataRankIndex] = 8,
[kUpDataCostIndex] = 1,
[kUpDataHardCapIndex] = 0,
[kUpDataConsoleNameIndex] = "stomp",
[kUpDataCategoryIndex] = "Ability",
[kUpDataPersistIndex] = true,
[kUpDataPassiveIndex] = false,
[kUpDataMutuallyExclusiveIndex] = { },
--[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth },
[kUpDataRequiresGestation] = false,
[kUpDataRequiresOneHiveIndex] = true,
[kUpDataRequiresTwoHivesIndex] = true,
[kUpDataRequiresThreeHivesIndex] = true
}
}
function LookupUpgradeData(techId, index)
assert(techId)
assert(index)
return kCombatUpgradeData[techId][index]
end
function GetUpgradeTechIdByConsoleName(consoleName)
local upgradeTechId = kTechId.None
for techId, upgradeData in pairs(kCombatUpgradeData) do
if upgradeData[kUpDataConsoleNameIndex] and upgradeData[kUpDataConsoleNameIndex] == consoleName then
upgradeTechId = techId
break
end
end
return upgradeTechId
end
if Client then
function PrecacheUpgradeTextures()
for techId, values in ipairs(kCombatUpgradeData) do
if values[kUpDataIconTextureIndex] then
PrecacheAsset(values[kUpDataIconTextureIndex])
end
end
end
end
|
-- Thread
-- Stephen Leitnick
-- January 5, 2020
--[[
Thread.SpawnNow(func, ...)
Thread.Spawn(func, ...)
Thread.Delay(waitTime, func, ...)
Thread.DelayRepeat(waitTime, func, ...)
SpawnNow(Function func, Arguments...)
> Uses a BindableEvent to spawn a new thread
immediately. More performance-intensive than
using Thread.Spawn, but will guarantee a
thread is started immediately.
> Use this only if the thread must be executed
right away, otherwise use Thread.Spawn for
the sake of performance.
Spawn(Function func, Arguments...)
> Uses RunService's Heartbeat to spawn a new
thread on the next heartbeat and then
call the given function.
> Better performance than Thread.SpawnNow, but
will have a short delay of 1 frame before
calling the function.
Delay(Number waitTime, Function func, Arguments...)
> The same as Thread.Spawn, but waits to call
the function until the in-game time as elapsed
by 'waitTime' amount.
> Returns the connection to the Heartbeat event,
so the delay can be cancelled by disconnecting
the returned connection.
DelayRepeat(Number intervalTime, Function func, Arguments...)
> The same as Thread.Delay, except it repeats
indefinitely.
> Returns the Heartbeat connection, thus the
repeated delay can be stopped by disconnecting
the returned connection.
> Properly bound to the time interval, thus will
not experience drift.
Examples:
Thread.Spawn(function()
print("Hello from Spawn")
end)
Thread.Delay(1, function()
print("Hello from Delay")
end)
Thread.SpawnNow(function()
print("Hello from SpawnNow")
end)
local delayConnection = Thread.Delay(5, function()
print("Hello?")
end)
delayConnection:Disconnect()
local repeatConnection = Thread.DelayRepeat(1, function()
print("Hello again", tick())
end)
wait(5)
repeatConnection:Disconnect()
Why:
The built-in 'spawn' and 'delay' functions have the
potential to be throttled unknowingly. This can cause
all sorts of problems. Developers need to be certain
when their code is going to run. This small library
helps give the same functionality as 'spawn' and 'delay'
but with the expected behavior.
Why not coroutines:
Coroutines are powerful, but can be extremely difficult
to debug due to the ways that coroutines obscure the
stack trace.
Credit:
evaera & buildthomas: https://devforum.roblox.com/t/coroutines-v-s-spawn-which-one-should-i-use/368966
Quenty: FastSpawn (AKA SpawnNow) method using BindableEvent
--]]
local Thread = {}
local heartbeat = game:GetService("RunService").Heartbeat
function Thread.SpawnNow(func, ...)
--[[
This method was originally written by Quenty and is slightly
modified for this module. The original source can be found in
the link below, as well as the MIT license:
https://github.com/Quenty/NevermoreEngine/blob/version2/Modules/Shared/Utility/fastSpawn.lua
https://github.com/Quenty/NevermoreEngine/blob/version2/LICENSE.md
--]]
local args = table.pack(...)
local bindable = Instance.new("BindableEvent")
bindable.Event:Connect(function() func(table.unpack(args, 1, args.n)) end)
bindable:Fire()
bindable:Destroy()
end
function Thread.Spawn(func, ...)
local args = table.pack(...)
local hb
hb = heartbeat:Connect(function()
hb:Disconnect()
func(table.unpack(args, 1, args.n))
end)
end
function Thread.Delay(waitTime, func, ...)
local args = table.pack(...)
local executeTime = (tick() + waitTime)
local hb
hb = heartbeat:Connect(function()
if (tick() >= executeTime) then
hb:Disconnect()
func(table.unpack(args, 1, args.n))
end
end)
return hb
end
function Thread.DelayRepeat(intervalTime, func, ...)
local args = table.pack(...)
local nextExecuteTime = (tick() + intervalTime)
local hb
hb = heartbeat:Connect(function()
if (tick() >= nextExecuteTime) then
nextExecuteTime = (tick() + intervalTime)
func(table.unpack(args, 1, args.n))
end
end)
return hb
end
return Thread
|
--[[
ITEM PICKUP
]]
if CLIENT then
-- Parameters
local AMMO_SUFIX = "_ammo";
local AMMO_STR = "ammo_pickup";
local WEAPON_STR = "weapon_pickup";
local FLASH_COLOR = Color(255, 230, 75);
-- Item strings
Q1HUD.ItemStrings = {};
--[[
Adds an item string upon picking it up
@param {string} item
@param {string} string
@void
]]
function Q1HUD:AddItemString(item, string)
self.ItemStrings[item] = string;
end
--[[
Returns an item string
@param {string} item
@param {table|null} args
@return {string} string
]]
function Q1HUD:GetItemString(item, ...)
if (self.ItemStrings[item] == nil) then return item end;
return string.format(self.ItemStrings[item], ...);
end
--[[
Triggers the screen flash and adds the string to the log
@param {string} string
@void
]]
function Q1HUD:PickupItem(string)
self:FlashScreen(FLASH_COLOR);
self:AddLog(string);
end
--[[
Pickup history override
]]
hook.Add("HUDDrawPickupHistory", "q1hud_pickup_override", function()
if (not Q1HUD:IsEnabled() or not Q1HUD:IsItemPickupEnabled()) then return end;
if (Q1HUD:IsItemPickupEnabled()) then return true end;
end);
--[[
HUDWeaponPickedUp hook
]]
hook.Add("HUDWeaponPickedUp", "q1hud_pickup_weapon", function(weapon)
if (not Q1HUD:IsEnabled() or not Q1HUD:IsItemPickupEnabled()) then return end;
Q1HUD:AddWeaponAnimation(weapon:GetClass());
Q1HUD:PickupItem(Q1HUD:GetItemString(WEAPON_STR, language.GetPhrase(weapon:GetPrintName())));
end);
--[[
HUDAmmoPickedUp hook
]]
hook.Add("HUDAmmoPickedUp", "q1hud_pickup_ammo", function(item, amount)
if (not Q1HUD:IsEnabled() or not Q1HUD:IsItemPickupEnabled()) then return end;
Q1HUD:PickupItem(Q1HUD:GetItemString(AMMO_STR, amount, language.GetPhrase(item..AMMO_SUFIX)));
end);
--[[
HUDItemPickedUp hook
]]
hook.Add("HUDItemPickedUp", "q1hud_pickup_item", function(item)
if (not Q1HUD:IsEnabled() or not Q1HUD:IsItemPickupEnabled()) then return end;
Q1HUD:PickupItem(Q1HUD:GetItemString(item) or language.GetPhrase(item));
end);
end
|
--[[---------------------------------------------------------------------------
-- Initial created by Simon Schoeters in 2011
--
-- 2021-05-29 Dieter Stockhausen. Add publishing functionality
-----------------------------------------------------------------------------]]--
local LrPathUtils = import 'LrPathUtils'
local LrApplication = import 'LrApplication'
local LrTasks = import 'LrTasks'
local LrDialogs = import 'LrDialogs'
local logger = require("Logger")
require("PhotosAPI")
--local LrMobdebug = import 'LrMobdebug' -- Import LR/ZeroBrane debug module
--LrMobdebug.start()
PhotosPublishTask = {}
local function split (inputstr, sep)
if sep == nil then
sep = "%s"
end
local t = {}
for str in string.gmatch(inputstr, "([^" .. sep .. "]+)") do
table.insert(t, str)
end
return t
end
local function isValidAlbumPath(albumPath)
if ( albumPath == nil) then
return false
end
if ( albumPath == "") then
return true
end
local idx = string.find(albumPath, "/")
if ( idx ~= 1 ) then
return false
end
idx = string.find(albumPath, "/", - 1)
if ( idx == #albumPath) then
return nil
end
return true
end
function PhotosPublishTask.processRenderedPhotos(_, exportContext)
--LrMobdebug.on()
local exportSession = exportContext.exportSession
local exportParams = exportContext.propertyTable
-- Export message settings
local nPhotos = exportSession:countRenditions()
local progressScope = exportContext:configureProgress {
title = nPhotos > 1
and LOC('$$$/PhotosExportService/ProgressMany=Importing ^1 photos in Photo', nPhotos)
or LOC '$$$/PhotosExportService/ProgressOne=Importing one photo in Photo',
}
-- Export the photos
local files = {}
local photoIDs = {}
local renditions = {}
for i, rendition in exportContext:renditions { stopIfCanceled = true } do
local photo = rendition.photo
local success, pathOrMessage = rendition:waitForRender()
if progressScope:isCanceled() then
break
end -- Check for cancellation again after photo has been rendered
if success then
renditions[#renditions + 1] = rendition
files[#files + 1] = pathOrMessage
local lrcatName = LrPathUtils.leafName(LrPathUtils.removeExtension(photo.catalog:getPath()))
local pID = photo:getPropertyForPlugin(_PLUGIN, 'photosId')
if (pID == nil) then
pID = ""
end
photoIDs[#photoIDs + 1] = pathOrMessage .. ":" .. photo:getRawMetadata("uuid") .. ":" .. lrcatName .. ":" .. pID
end
end
if (#files == 0) then
return
end
local path = LrPathUtils.parent(files[1])
-- Write Lightroom input to a session.txt file for AppleScript later on
local f = assert(io.open(path .. "/session.txt", "w+"))
f:write("export_done=false\n")
local albumName=""
if exportParams.useAlbum == true then
if (exportParams.albumBy == "service") then
albumName = exportParams.albumNameForService
else
albumName = exportContext.publishedCollectionInfo.name
end
end
if ( albumName == nil) then
albumName = ""
end
if ( not isValidAlbumPath(albumName) ) then
LrDialogs.message(LOC("$$$/Photos/Error/AlbumPath=Album path is not valid."),
LOC("$$$/Photos/Error/AlbumPathSub=The name of the album \"^1\" has not a valid from. The name must start with a slash but may NOT end with a slash.", albumName), "critical")
return
end
logger.trace("Album: " .. albumName)
f:write("album_name=" .. albumName .. "\n")
if exportParams.ignoreAlbums == true then
f:write("ignoreByRegex=" .. exportParams.ignoreRegex .. "\n")
end
f:close()
local g = assert(io.open(path .. "/photos.txt", "w+"))
for _, photoID in ipairs(photoIDs) do
logger.trace(photoID)
g:write(photoID .. "\n")
end
g:close()
-- Import photos in iPhoto and wait till photos are imported by reading the session file
local importer_command = "osascript \"" .. LrPathUtils.child(_PLUGIN.path, "PhotosImport/PhotosImport.app") .. "\" " .. "\"" .. LrPathUtils.parent(files[1]) .. "\""
logger.trace(importer_command)
local result = LrTasks.execute(importer_command)
if (result ~= 0) then
errorMsg = "Error code from PhotosImport.app is " .. tostring(result)
LrDialogs.message(LOC("$$$/Photos/Error/Import=Error while importing photos"),
LOC("$$$/Photos/PlaceHolder=^1", errorMsg), "critical")
return
end
-- Wait for the import to be done
local done = false
local hasErrors = false
local errorMsg = ""
while done ~= true and hasErrors ~= true do
LrTasks.sleep(2)
local f = assert(io.open(path .. "/session.txt", "r"))
for line in f:lines() do
logger.trace("waiting..." .. line)
if string.find(line, 'export_done=true') then
done = true
break
else
if string.find(line, 'hasErrors=true') then
hasErrors = true
else
if string.find(line, 'errorMsg=') then
errorMsg = string.sub(line, 10)
end
end
end
end
f:close()
end
if (hasErrors) then
LrDialogs.message(LOC("$$$/Photos/Error/Import=Error while importing photos"), LOC("$$$/Photos/PlaceHolder=^1", errorMsg), "critical")
return
end
-- retrieve the remote photo ids from photos.txt and store these in the metadata of the LR photos
local activeCatalog = LrApplication.activeCatalog()
local f = assert(io.open(path .. "/photos.txt", "r"))
activeCatalog:withWriteAccessDo("Set photos ID", function()
for line in f:lines() do
logger.trace("Line: " .. line)
local tokens = split(line, ":")
logger.trace("LrID: " .. tokens[2])
local photo = activeCatalog:findPhotoByUuid(tokens[2])
logger.trace("Photo: " .. tostring(photo))
if (photo ~= nil) then
logger.trace("PhotosID: " .. tokens[4])
photo:setPropertyForPlugin(_PLUGIN, 'photosId', tokens[4])
end
end
end)
f:close()
-- store the remote photoIds in the service
for _, rendition in ipairs(renditions) do
local photo = rendition.photo
if not rendition.wasSkipped then
local photoId = PhotosAPI.getPhotosId(photo)
if (photoId ~= nil) then
rendition:recordPublishedPhotoId(photoId)
end
end
end
end
function PhotosPublishTask.getCollectionBehaviorInfo(publishSettings)
return {
-- defaultCollectionName = LOC "$$$/Photos/DefaultCollectionName/Photostream=Photostream",
defaultCollectionCanBeDeleted = true,
canAddCollection = true,
maxCollectionSetDepth = 0,
-- Collection sets are not supported through the Flickr sample plug-in.
}
end
function PhotosPublishTask.metadataThatTriggersRepublish(publishSettings)
return {
default = false,
title = true,
caption = true,
keywords = true,
gps = true,
dateCreated = true,
-- also (not used by Flickr sample plug-in):
-- customMetadata = true,
-- com.whoever.plugin_name.* = true,
-- com.whoever.plugin_name.field_name = true,
}
end
function PhotosPublishTask.deletePhotosFromPublishedCollection(publishSettings, arrayOfPhotoIds, deletedCallback)
for _, photoId in ipairs(arrayOfPhotoIds) do
PhotosAPI.resetPhotoId(photoId)
deletedCallback(photoId)
end
end
function PhotosPublishTask.startDialog( propertyTable )
-- Clear login if it's a new connection.
-- LrMobdebug.on()
if not propertyTable.LR_editingExistingPublishConnection then
propertyTable.LR_jpeg_quality=0.85
propertyTable.LR_removeLocationMetadata=false
propertyTable.LR_removeFaceMetadata=false
end
end
|
--
-- Copyright (c) 2017, Jesse Freeman. All rights reserved.
--
-- Licensed under the Microsoft Public License (MS-PL) License.
-- See LICENSE file in the project root for full license information.
--
-- Contributors
-- --------------------------------------------------------
-- This is the official list of Pixel Vision 8 contributors:
--
-- Jesse Freeman - @JesseFreeman
-- Christer Kaitila - @McFunkypants
-- Pedro Medeiros - @saint11
-- Shawn Rakowski - @shwany
--
function EditorUI:CreatePicker(flag, rect, itemWidth, itemHeight, total, spriteName, toolTip)
local data = self:CreateData(flag, rect, nil, toolTip, forceDraw)
-- data.w = width
data.columns = math.floor(data.rect.w / itemWidth)
data.rows = math.floor(total / itemHeight)
data.total = total
data.itemWidth = itemWidth
data.itemHeight = itemHeight
-- data.spriteName = spriteName
data.toolTip = toolTip
data.hoverIndex = -1
data.selected = -1
data.overIndex = -1
-- TODO need to use the sprite cache instead
local selectedSpriteData = _G[spriteName .. "selected"]
if(selectedSpriteData ~= nil) then
data.selectedDrawArgs = {selectedSpriteData.spriteIDs, 0, 0, selectedSpriteData.width}
end
selectedSpriteData = _G[spriteName .. "over"]
if(selectedSpriteData ~= nil) then
data.overDrawArgs = {selectedSpriteData.spriteIDs, 0, 0, selectedSpriteData.width}
end
return data
end
function EditorUI:UpdatePicker(data)
local overrideFocus = (data.inFocus == true and self.collisionManager.mouseDown)
-- Ready to test finer collision if needed
if(self.collisionManager:MouseInRect(data.rect) == true) then
data.tmpX = math.floor((self.collisionManager.mousePos.x - data.rect.x) / data.itemWidth)
data.tmpY = math.floor((self.collisionManager.mousePos.y - data.rect.y) / data.itemHeight)
local index = math.index(data.tmpX, data.tmpY, data.columns)
if(index == data.selected or index > data.total) then
data.overIndex = -1
if(data.inFocus == true) then
data.overIndex = -1
-- If we are not in the button's rect, clear the focus
self:ClearFocus(data)
end
else
-- data.hoverPos.x = math.floor((self.collisionManager.mousePos.x - data.x) / data.itemWidth) * data.itemWidth
-- data.hoverPos.y = math.floor((self.collisionManager.mousePos.y - data.y) / data.itemHeight) * data.itemHeight
-- If we are in the collision area, set the focus
self:SetFocus(data)
data.overIndex = index
-- update over sprite position
if(self.collisionManager.mouseReleased == true) then
self:PickerSelect(data, index)
end
end
else
if(data.inFocus == true) then
data.overIndex = -1
-- If we are not in the button's rect, clear the focus
self:ClearFocus(data)
end
end
self:RedrawPicker(data)
-- if(self.collisionManager.hovered ~= data.flagID) then
--
--
-- if(data.inFocus == true) then
-- self:ClearFocus(data)
-- end
--
-- -- return
-- else
-- TODO we only want to do this if the mouse is inside of the bounds of the Picker
-- end
-- push the sprites into the draw queue
end
function EditorUI:RedrawPicker(data)
if(data.overIndex > - 1) then
data.overDrawArgs[2] = (data.tmpX * data.itemWidth) + data.rect.x
data.overDrawArgs[3] = (data.tmpY * data.itemHeight) + data.rect.y
self:NewDraw("DrawSprites", data.overDrawArgs)
-- Reset the over index for the next frame
data.overIndex = -1
end
if(data.selectedDrawArgs ~= nil and data.selected > - 1) then
self:NewDraw("DrawSprites", data.selectedDrawArgs)
end
end
function EditorUI:PickerSelect(data, value, triggerAction)
-- Set the new value
data.selected = value
-- Update the sprite position
if(data.selectedDrawArgs) then
-- Calculate the x and y position of the selected tile
local tmpX, tmpY = math.pos(data.selected, data.columns)
-- Update the selected draw arguments with the new position
data.selectedDrawArgs[2] = (tmpX * data.itemWidth) + data.rect.x
data.selectedDrawArgs[3] = (tmpY * data.itemHeight) + data.rect.y
end
-- if trigger action is not false and one exists, call it
if(data.onAction ~= nil and triggerAction ~= false) then
data.onAction(value)
end
end
|
local ICharaSandBag = require("mod.elona.api.aspect.ICharaSandBag")
local CharaSandBagAspect = class.class("CharaSandBagAspect", ICharaSandBag)
function CharaSandBagAspect:init(chara, params)
self.is_hung_on_sand_bag = params.is_hung_on_sand_bag or false
if self.is_hung_on_sand_bag then
self:hang_on_sand_bag(chara)
end
end
return CharaSandBagAspect
|
--[[
RuntimeContextDetection
Detects the context at runtime since script.isClient or script.isServer does not help us in certain
situations
]]
-- Crazy that there isn't a builtin way to do this...
return {
IsClientSide = function()
return World.FindObjectByName("___RUNTIME_CONTEXT_CLIENT") ~= nil
end,
IsServerSide = function()
return World.FindObjectByName("___RUNTIME_CONTEXT_SERVER") ~= nil
end,
}
|
local Vector = require 'vector'
a = Vector(1,0)
b = Vector(2,3)
print(a + b)
rect(a, b)
-- device = {}
-- return device;
|
local kp = require('kerplunk')
local sql = require('lsqlite3')
local ffi = require('ffi')
local bit = require('bit')
module = {}
function module.main(sgf_path, db_path)
-- open SGF game list
local file = nil
if sgf_path == nil or sgf_path == '-' then
file = io.stdin
else
file = io.open(sgf_path)
end
-- open database
local db = sql.open(db_path)
if not db then
return -1
end
db:exec "BEGIN TRANSACTION"
-- create game record tables
db:exec [[
CREATE TABLE IF NOT EXISTS games (
id INTEGER PRIMARY KEY
)]]
db:exec [[
CREATE TABLE IF NOT EXISTS game_metadata (
game_id INTEGER PRIMARY KEY REFERENCES games(id) ON DELETE CASCADE,
name TEXT,
date DATE,
black_name TEXT,
black_rank TEXT,
white_name TEXT,
white_rank TEXT,
copyright TEXT,
result TEXT
)]]
db:exec [[
CREATE TABLE IF NOT EXISTS game_setup (
game_id INTEGER PRIMARY KEY REFERENCES games(id) ON DELETE CASCADE,
board_size INTEGER DEFAULT 19 NOT NULL,
ruleset TEXT NOT NULL,
handicap INTEGER NOT NULL,
handicaps_packed_le16 BLOB
)]]
db:exec [[
CREATE TABLE IF NOT EXISTS game_movedata (
game_id INTEGER PRIMARY KEY REFERENCES games(id) ON DELETE CASCADE,
num_moves INTEGER NOT NULL,
moves_packed_le16 BLOB
)]]
db:exec [[
CREATE TABLE IF NOT EXISTS game_moves (
id INTEGER PRIMARY KEY,
game_id INTEGER REFERENCES games(id) ON DELETE CASCADE,
move_num INTEGER,
color CHAR(1),
row TINYINT,
col TINYINT
)]]
db:exec [[
CREATE UNIQUE INDEX IF NOT EXISTS game_moves_index ON game_moves (
game_id,
move_num ASC
)]]
local function cstring(s)
if s == ffi.NULL then
return nil
else
return ffi.string(s)
end
end
local i = 0
while true do
local record = kp.sgf_load(file)
if record == nil then
break
end
print('inserting game', i)
-- create new game
db:exec "INSERT INTO games DEFAULT VALUES"
local game_id = db:last_insert_rowid()
-- fill in metadata
do
local stmt = db:prepare [[
INSERT INTO game_metadata (
game_id,
name,
date,
black_name,
black_rank,
white_name,
white_rank,
copyright,
result
)
VALUES (?, ?, date(?), ?, ?, ?, ?, ?, ?)
]]
stmt:bind(1, game_id)
stmt:bind(2, cstring(record.name))
stmt:bind(3, cstring(record.date))
stmt:bind(4, cstring(record.black_name))
stmt:bind(5, cstring(record.black_rank))
stmt:bind(6, cstring(record.white_name))
stmt:bind(7, cstring(record.white_rank))
stmt:bind(8, cstring(record.copyright))
stmt:bind(9, cstring(record.result))
stmt:step()
stmt:finalize()
end
-- fill in setup data
local num_handicaps = tonumber(record.handicap)
do
local stmt = db:prepare [[
INSERT INTO game_setup (
game_id,
board_size,
ruleset,
handicap,
handicaps_packed_le16
)
VALUES (?, 19, ?, ?, ?)
]]
stmt:bind(1, game_id)
stmt:bind(2, cstring(record.ruleset))
stmt:bind(3, num_handicaps)
if num_handicaps > 0 then
stmt:bind(4, record.handicaps, num_handicaps * 2)
else
stmt:bind(4, nil)
end
stmt:step()
stmt:finalize()
end
-- fill in move data
local num_moves = tonumber(record.num_moves)
do
local stmt = db:prepare [[
INSERT INTO game_movedata (
game_id,
num_moves,
moves_packed_le16
)
VALUES (?, ?, ?)
]]
stmt:bind(1, game_id)
stmt:bind(2, num_moves)
if num_moves > 0 then
stmt:bind(3, record.moves, num_moves * 2)
else
stmt:bind(3, nil)
end
stmt:step()
stmt:finalize()
end
-- create individual move rows
do
local stmt = db:prepare [[
INSERT INTO game_moves (game_id, move_num, color, row, col)
VALUES (?, ?, ?, ?, ?)
]]
local color
if num_handicaps == 0 then
color = 'B'
else
color = 'W'
end
for move_num = 0, num_moves-1 do
local move = record.moves[move_num]
stmt:clear_bindings()
stmt:reset()
stmt:bind(1, game_id)
stmt:bind(2, move_num)
stmt:bind(3, color)
if move == 0 then
stmt:bind(4, nil)
stmt:bind(5, nil)
else
stmt:bind(4, bit.rshift(move, 8))
stmt:bind(5, bit.band(move, 255))
end
stmt:step()
if color == 'B' then
color = 'W'
else
color = 'B'
end
end
stmt:finalize()
end
i = i + 1
end
db:exec "END TRANSACTION"
end
return module
|
-- order.lua
-- @Author : Dencer (tdaddon@163.com)
-- @Link : https://dengsir.github.io
-- @Date : 7/4/2019, 3:25:54 AM
-- From https://github.com/wurstscript/WurstStdlib2/blob/master/wurst/_wurst/assets/Orders.wurst
-- Credits Shadow Daemon for cj_order.j from cJass
local SpecialOrder = require('lib.stdlib.enum.specialorder')
---@class Order: SpecialOrder
local Order = {
absorb = 852529,
acidbomb = 852662,
acolyteharvest = 852185,
ambush = 852131,
ancestralspirit = 852490,
ancestralspirittarget = 852491,
animatedead = 852217,
antimagicshell = 852186,
attack = 851983,
attackground = 851984,
attackonce = 851985,
attributemodskill = 852576,
auraunholy = 852215,
auravampiric = 852216,
autodispel = 852132,
autodispeloff = 852134,
autodispelon = 852133,
autoentangle = 852505,
autoentangleinstant = 852506,
autoharvestgold = 852021,
autoharvestlumber = 852022,
avatar = 852086,
avengerform = 852531,
awaken = 852466,
banish = 852486,
barkskin = 852135,
barkskinoff = 852137,
barkskinon = 852136,
battleroar = 852599,
battlestations = 852099,
bearform = 852138,
berserk = 852100,
blackarrow = 852577,
blackarrowoff = 852579,
blackarrowon = 852578,
blight = 852187,
blink = 852525,
blizzard = 852089,
bloodlust = 852101,
bloodlustoff = 852103,
bloodluston = 852102,
board = 852043,
breathoffire = 852580,
breathoffrost = 852560,
build = 851994,
burrow = 852533,
cannibalize = 852188,
carrionscarabs = 852551,
carrionscarabsinstant = 852554,
carrionscarabsoff = 852553,
carrionscarabson = 852552,
carrionswarm = 852218,
chainlightning = 852119,
channel = 852600,
charm = 852581,
chemicalrage = 852663,
cloudoffog = 852473,
clusterrockets = 852652,
coldarrows = 852244,
coldarrowstarg = 852243,
controlmagic = 852474,
corporealform = 852493,
corrosivebreath = 852140,
coupleinstant = 852508,
coupletarget = 852507,
creepanimatedead = 852246,
creepdevour = 852247,
creepheal = 852248,
creephealoff = 852250,
creephealon = 852249,
creepthunderbolt = 852252,
creepthunderclap = 852253,
cripple = 852189,
curse = 852190,
curseoff = 852192,
curseon = 852191,
cyclone = 852144,
darkconversion = 852228,
darkportal = 852229,
darkritual = 852219,
darksummoning = 852220,
deathanddecay = 852221,
deathcoil = 852222,
deathpact = 852223,
decouple = 852509,
defend = 852055,
detectaoe = 852015,
detonate = 852145,
devour = 852104,
devourmagic = 852536,
disassociate = 852240,
disenchant = 852495,
dismount = 852470,
dispel = 852057,
divineshield = 852090,
doom = 852583,
drain = 852487,
dreadlordinferno = 852224,
dropitem = 852001,
drunkenhaze = 852585,
earthquake = 852121,
eattree = 852146,
elementalfury = 852586,
ensnare = 852106,
ensnareoff = 852108,
ensnareon = 852107,
entangle = 852147,
entangleinstant = 852148,
entanglingroots = 852171,
etherealform = 852496,
evileye = 852105,
faeriefire = 852149,
faeriefireoff = 852151,
faeriefireon = 852150,
fanofknives = 852526,
farsight = 852122,
fingerofdeath = 852230,
firebolt = 852231,
flamestrike = 852488,
flamingarrows = 852174,
flamingarrowstarg = 852173,
flamingattack = 852540,
flamingattacktarg = 852539,
flare = 852060,
forceboard = 852044,
forceofnature = 852176,
forkedlightning = 852587,
freezingbreath = 852195,
frenzy = 852561,
frenzyoff = 852563,
frenzyon = 852562,
frostarmor = 852225,
frostarmoroff = 852459,
frostarmoron = 852458,
frostnova = 852226,
getitem = 851981,
gold2lumber = 852233,
grabtree = 852511,
harvest = 852018,
heal = 852063,
healingspray = 852664,
healingward = 852109,
healingwave = 852501,
healoff = 852065,
healon = 852064,
hex = 852502,
holdposition = 851993,
holybolt = 852092,
howlofterror = 852588,
humanbuild = 851995,
immolation = 852177,
impale = 852555,
incineratearrow = 852670,
incineratearrowoff = 852672,
incineratearrowon = 852671,
inferno = 852232,
innerfire = 852066,
innerfireoff = 852068,
innerfireon = 852067,
instant = 852200,
invisibility = 852069,
lavamonster = 852667,
lightningshield = 852110,
load = 852046,
loadarcher = 852142,
loadcorpse = 852050,
loadcorpseinstant = 852053,
locustswarm = 852556,
lumber2gold = 852234,
magicdefense = 852478,
magicleash = 852480,
magicundefense = 852479,
manaburn = 852179,
manaflareoff = 852513,
manaflareon = 852512,
manashieldoff = 852590,
manashieldon = 852589,
massteleport = 852093,
mechanicalcritter = 852564,
metamorphosis = 852180,
militia = 852072,
militiaconvert = 852071,
militiaoff = 852073,
militiaunconvert = 852651,
mindrot = 852565,
mirrorimage = 852123,
monsoon = 852591,
mount = 852469,
mounthippogryph = 852143,
move = 851986,
moveAI = 851988,
nagabuild = 852467,
neutraldetectaoe = 852023,
neutralinteract = 852566,
neutralspell = 852630,
nightelfbuild = 851997,
orcbuild = 851996,
parasite = 852601,
parasiteoff = 852603,
parasiteon = 852602,
patrol = 851990,
phaseshift = 852514,
phaseshiftinstant = 852517,
phaseshiftoff = 852516,
phaseshifton = 852515,
phoenixfire = 852481,
phoenixmorph = 852482,
poisonarrows = 852255,
poisonarrowstarg = 852254,
polymorph = 852074,
possession = 852196,
preservation = 852568,
purge = 852111,
rainofchaos = 852237,
rainoffire = 852238,
raisedead = 852197,
raisedeadoff = 852199,
raisedeadon = 852198,
ravenform = 852155,
recharge = 852157,
rechargeoff = 852159,
rechargeon = 852158,
rejuvination = 852160,
renew = 852161,
renewoff = 852163,
renewon = 852162,
repair = 852024,
repairoff = 852026,
repairon = 852025,
replenish = 852542,
replenishlife = 852545,
replenishlifeoff = 852547,
replenishlifeon = 852546,
replenishmana = 852548,
replenishmanaoff = 852550,
replenishmanaon = 852549,
replenishoff = 852544,
replenishon = 852543,
request_hero = 852239,
requestsacrifice = 852201,
restoration = 852202,
restorationoff = 852204,
restorationon = 852203,
resumebuild = 851999,
resumeharvesting = 852017,
resurrection = 852094,
returnresources = 852020,
revenge = 852241,
revive = 852039,
roar = 852164,
robogoblin = 852656,
root = 852165,
sacrifice = 852205,
sanctuary = 852569,
scout = 852181,
selfdestruct = 852040,
selfdestructoff = 852042,
selfdestructon = 852041,
sentinel = 852182,
setrally = 851980,
shadowsight = 852570,
shadowstrike = 852527,
shockwave = 852125,
silence = 852592,
sleep = 852227,
slow = 852075,
slowoff = 852077,
slowon = 852076,
soulburn = 852668,
soulpreservation = 852242,
spellshield = 852571,
spellshieldaoe = 852572,
spellsteal = 852483,
spellstealoff = 852485,
spellstealon = 852484,
spies = 852235,
spiritlink = 852499,
spiritofvengeance = 852528,
spirittroll = 852573,
spiritwolf = 852126,
stampede = 852593,
standdown = 852113,
starfall = 852183,
stasistrap = 852114,
steal = 852574,
stomp = 852127,
stoneform = 852206,
stop = 851972,
submerge = 852604,
summonfactory = 852658,
summongrizzly = 852594,
summonphoenix = 852489,
summonquillbeast = 852595,
summonwareagle = 852596,
tankdroppilot = 852079,
tankloadpilot = 852080,
tankpilot = 852081,
taunt = 852520,
thunderbolt = 852095,
thunderclap = 852096,
tornado = 852597,
townbelloff = 852083,
townbellon = 852082,
tranquility = 852184,
transmute = 852665,
unavatar = 852087,
unavengerform = 852532,
unbearform = 852139,
unburrow = 852534,
uncoldarrows = 852245,
uncorporealform = 852494,
undeadbuild = 851998,
undefend = 852056,
undivineshield = 852091,
unetherealform = 852497,
unflamingarrows = 852175,
unflamingattack = 852541,
unholyfrenzy = 852209,
unimmolation = 852178,
unload = 852047,
unloadall = 852048,
unloadallcorpses = 852054,
unloadallinstant = 852049,
unpoisonarrows = 852256,
unravenform = 852156,
unrobogoblin = 852657,
unroot = 852166,
unstableconcoction = 852500,
unstoneform = 852207,
unsubmerge = 852605,
unsummon = 852210,
unwindwalk = 852130,
vengeance = 852521,
vengeanceinstant = 852524,
vengeanceoff = 852523,
vengeanceon = 852522,
volcano = 852669,
voodoo = 852503,
ward = 852504,
waterelemental = 852097,
wateryminion = 852598,
web = 852211,
weboff = 852213,
webon = 852212,
whirlwind = 852128,
windwalk = 852129,
wispharvest = 852214,
}
Order = table.merge(SpecialOrder, Order)
return Order
|
return require('log_body')
|
-- Morsk's /logi command: github.com/morsk/logi-command
-- A version of this code is available on github under a MIT license.
local M = {} -- object for this module
local LOGISTICS_DEFAULT_MAX = 4294967295 -- 0xFFFFFFFF
local MAX_LOGI_SLOT = 1000 -- Highest the game supports. Found by experimentation.
local function new_empty_blueprint(cursor_stack)
-- Encoding of the simplest blueprint json: {"blueprint":{"item":"blueprint"}}
cursor_stack.import_stack("0eNqrVkrKKU0tKMrMK1GyqlbKLEnNVbJCEqutBQDZSgyK")
end
-- What's the highest logi slot in use by player?
local function request_slot_count(player)
if player.character then
return player.character.request_slot_count
else
-- The API provides no way to find the max slot of an offline player, except
-- to search the whole thing. MAX_LOGI_SLOT is huge, and this spams temp
-- objects.
-- This only happens if an admin uses it on an offline player, so whatever;
-- do it.
for i = MAX_LOGI_SLOT,1,-1 do
if player.get_personal_logistic_slot(i).name then
return i
end
end
return 0
end
end
-- Blueprint data of a new combinator. Not an actual combinator.
local function new_blank_combinator(x, y)
return {
name = "constant-combinator",
position = { x = x, y = y },
control_behavior = { filters = {} }
}
end
-- Semantically "comb.filter[i] = (name, value)", although internals differ.
local function set_in_combinator(comb, i, name, value)
table.insert(comb.control_behavior.filters, {
signal = {
type = "item",
name = name,
},
count = value,
index = i,
})
end
-- Returns an array of blueprint entities, based on player's logi requests.
-- Changes nothing on its own.
local function export_to_blueprint(player)
local n_logi = request_slot_count(player)
local combinator_slots = game.entity_prototypes["constant-combinator"].item_slot_count
-- Set values in combinators, constructing combinators as needed.
local mins, maxes = {}, {}
mins[1] = new_blank_combinator(0, 0) -- This always exists.
for i = 1, n_logi do
local slot = player.get_personal_logistic_slot(i)
if slot.name then
local comb_x = math.ceil(i / combinator_slots)
local comb_slot = (i-1) % combinator_slots + 1
mins[comb_x] = mins[comb_x] or new_blank_combinator(comb_x-1, 0.5)
set_in_combinator(mins[comb_x], comb_slot, slot.name, slot.min)
if slot.max < LOGISTICS_DEFAULT_MAX then
maxes[comb_x] = maxes[comb_x] or new_blank_combinator(comb_x-1, 4.5)
set_in_combinator(maxes[comb_x], comb_slot, slot.name, slot.max)
end
end
end
-- Add entity_number and collate into blueprint.
local blueprint_entities = {}
local n_combs = 0
local function add_combs(t)
for _,comb in pairs(t) do
n_combs = n_combs + 1
blueprint_entities[n_combs] = comb
comb.entity_number = n_combs
end
end
add_combs(mins)
add_combs(maxes)
return blueprint_entities
end
-- Clear all player's logistic slots.
local function clear_all_logistic_slots(player)
for i = 1, request_slot_count(player) do
player.clear_personal_logistic_slot(i)
end
end
-- Make a printable string with min-max[icon] for each request.
local function list_requests(sep, t, i, req)
if i then
if req.max < LOGISTICS_DEFAULT_MAX then
return sep..req.min.."-"..req.max.."[img=item."..req.name.."]"..
list_requests(", ", t, next(t, i))
else
return sep..req.min.."[img=item."..req.name.."]"..
list_requests(", ", t, next(t, i))
end
else
return ""
end
end
-- Clear & setup player's logi requests to match blueprint. Returns a printable
-- string of the import.
local function import_from_blueprint(player, bp_entities)
assert(#bp_entities > 0)
-- Pass 1: Find minimums, so we can adjust coordinates around them.
local min_x = math.huge
local min_y = math.huge
for i = 1, #bp_entities do
local e = bp_entities[i]
if e.name ~= "constant-combinator" then
error("Weird entities. Should only be constant combinators.", 0)
end
min_x = math.min(min_x, e.position.x)
min_y = math.min(min_y, e.position.y)
end
-- Pass 2: Adjust coordinates, sort combinators into tables.
local mins, maxes = {}, {}
for i = 1, #bp_entities do
local e = bp_entities[i]
local relative_x = e.position.x - min_x
local relative_y = e.position.y - min_y
if relative_y == 0 then
mins[relative_x+1] = e
elseif relative_y == 4 then
maxes[relative_x+1] = e
else
error("Weird combinator rows. Only 0 and 4 should be used.", 0)
end
end
-- Pass 3: Build a table of logi requests from the combinators, in order.
local requests = {}
-- Generic loop over combinators, then on filters in each combinator.
local function loop_combinator_filters(group, f)
local combinator_slots = game.entity_prototypes["constant-combinator"].item_slot_count
for comb_x, e in pairs(group) do
if e.control_behavior and e.control_behavior.filters then
local offset = (comb_x - 1) * combinator_slots
for _,filter in pairs(e.control_behavior.filters) do
if filter.signal.type ~= "item" then
error("Combinator has weird signals: "..filter.signal.type..", "..filter.signal.name, 0)
end
f(filter, offset)
end
end
end
end
-- Loop on mins, detect duplicates.
local items_seen_in_blueprint = {}
loop_combinator_filters(mins, function(filter, offset)
local logi_name = filter.signal.name
if items_seen_in_blueprint[logi_name] then
error("Item in blueprint more than once: " .. logi_name, 0)
end
items_seen_in_blueprint[logi_name] = true
requests[filter.index + offset] = {
name = logi_name,
min = filter.count,
max = LOGISTICS_DEFAULT_MAX,
}
end)
-- Loop on maxes, detect mismatch.
loop_combinator_filters(maxes, function(filter, offset)
local i = filter.index + offset
if not requests[i] or requests[i].name ~= filter.signal.name then
error("Min/max mismatch. Items need to be in matching slots.", 0)
end
requests[i].max = filter.count
end)
-- Pass 4: Make actual changes.
clear_all_logistic_slots(player)
for i, request in pairs(requests) do
player.set_personal_logistic_slot(i, request)
end
-- Return pretty string of imports.
local ok, result = pcall(list_requests, "", requests, next(requests))
if ok then
return result
else
error("Import succeeded, but display failed:"..result, 0)
end
end
-- The bulk of the command, separated here for pcall.
local function logi_command_internal(event)
local player = game.get_player(event.player_index)
local stack = player.cursor_stack
local target = player
if event.parameter and player.admin then
-- Admins can use the command on another player.
target = game.get_player(event.parameter)
if not target then
error("Player "..event.parameter.." doesn't exist.", 0)
end
end
if not target.force.character_logistic_requests then
error("You need logistic robots researched before you can use this.", 0)
end
if stack.valid_for_read and not stack.is_blueprint then
error("Only works with blueprints, or with a blank cursor.", 0)
end
-- It's normal to be holding nothing, and create a new blueprint here.
-- If the player holds an empty blueprint they want to export to, that's fine too.
if not player.is_cursor_blueprint() then
-- Clear the cursor, just to be sure. The API is weird and it's hard to tell
-- if the cursor is truly empty.
player.clear_cursor()
new_empty_blueprint(stack)
end
local bp_entities = player.get_blueprint_entities()
if bp_entities then
-- We have entities, so try to import.
local import_result = "Imported: "..import_from_blueprint(target, bp_entities)
player.print(import_result)
if target.index ~= player.index then
target.print(import_result)
end
player.clear_cursor()
else
-- A blueprint without entities. We try to export.
if stack.valid_for_read then
local result = export_to_blueprint(target)
stack.set_blueprint_entities(result)
player.print("Exported.")
if target.index ~= player.index then
local tname = target.name
local ends_s = tname:find("s$")
stack.label = tname..(ends_s and "'" or "'s").." logistics"
end
else
-- The player object says we have a blueprint, but the player's cursor
-- stack says we have nothing. This means it's using the library.
error("Can't export to the blueprint library. "..
"Use an empty blueprint from your inventory, or a clear cursor.", 0)
end
end
end
function M.add_commands()
commands.add_command(
"logi",
"- Convert logistic requests to/from blueprint.",
function(event)
local ok, result = pcall(logi_command_internal, event)
if not ok then
game.player.print(result)
end
end
)
end
return M
|
term.setBackgroundColor(sPhone.theme["backgroundColor"])
term.clear()
term.setCursorPos(1,1)
term.setTextColor(sPhone.theme["text"])
sPhone.header("RedNet Chat")
term.setBackgroundColor(sPhone.theme["backgroundColor"])
term.setTextColor(sPhone.theme["text"])
term.setCursorPos(2, 5)
if not peripheral.isPresent("back") or not peripheral.getType("back") == "modem" then
print("Modem not found")
print(" Press any key")
os.pullEvent("key")
return
end
write("Host: ")
local h = read() term.setCursorPos(2,6)
shell.run("/rom/programs/rednet/chat", "join", h, sPhone.user)
|
#!/usr/bin/env lua
local env = setmetatable({}, {__index=_G})
if setfenv then setfenv(1, env) else _ENV = env end
require 'symmath.tests.unit.unit'(env, 'tests/unit/integral')
timer(nil, function()
env.a = var'a'
env.b = var'b'
env.x = var'x'
env.y = var'y'
env.xL = var'xL'
env.xR = var'xR'
env.r = var'r'
env.f = var('f', {x})
for _,line in ipairs(string.split(string.trim([=[
-- integrate constants
simplifyAssertEq(Constant(1):integrate(x), x)
simplifyAssertEq(y:integrate(x), x * y)
simplifyAssertEq(Constant(1):integrate(x, xL, xR), (xR - xL))
-- definite integral bounds:
--simplifyAssertEq(x:integrate(x, xL, xR), ((xR^2 - xL^2)/2)) -- hmm, the infamous minus sign factoring simplificaiton error...
simplifyAssertEq((x:integrate(x, xL, xR) - (xR^2 - xL^2)/2), Constant(0)) -- instead I'll just test this ...
-- $x^n$ integrals:
simplifyAssertEq(x:integrate(x), x^2 / 2)
simplifyAssertEq((x^2):integrate(x), x^3 / 3)
simplifyAssertEq(((x^-2):integrate(x) - (-1/x)), Constant(0))
simplifyAssertEq((1/x):integrate(x), log(abs(x)))
simplifyAssertEq((x^-1):integrate(x), log(abs(x)))
simplifyAssertEq((1/(2*x^2)):integrate(x), -(1/(2*x)))
simplifyAssertEq((x^frac(1,2)):integrate(x), frac(2 * x * sqrt(x), 3))
simplifyAssertEq(sqrt(x):integrate(x), frac(2 * x * sqrt(x), 3))
simplifyAssertEq((1/x):integrate(x), log(abs(x)))
simplifyAssertEq((2/x):integrate(x), (2*log(abs(x))))
simplifyAssertEq((1/(2*x)):integrate(x), (log(abs(x))/2))
simplifyAssertEq((1/(x*(3*x+4))):integrate(x)(), log(1 / abs( (4 + 3 * x) / x)^frac(1,4)))
simplifyAssertEq(f:diff(x):integrate(x)(), f)
simplifyAssertEq(f:integrate(x):diff(x)(), f)
simplifyAssertEq(f:diff(x,x):integrate(x)(), f:diff(x))
simplifyAssertEq(f:integrate(x):integrate(x):diff(x)(), f:integrate(x))
simplifyAssertEq(f:integrate(x):diff(x,x)(), f:diff(x))
simplifyAssertEq(sin(x):integrate(x)(), -cos(x))
simplifyAssertEq(cos(x):integrate(x)(), sin(x))
simplifyAssertEq(sin(2*x):integrate(x)(), (-cos(2*x)/2))
simplifyAssertEq(cos(y*x):integrate(x)(), (sin(y*x)/y))
simplifyAssertEq((cos(x)/sin(x)):integrate(x), log(abs(sin(x))))
simplifyAssertEq((cos(x)^2):integrate(x)(), frac(1,4) * (2 * x + sin(2 * x)))
simplifyAssertEq(sinh(x):integrate(x), cosh(x))
simplifyAssertEq(cosh(x):integrate(x), sinh(x))
-- multiple integrals
simplifyAssertEq((x * y):integrate(x), frac(1,2) * x^2 * y)
simplifyAssertEq((x * y):integrate(x)():integrate(y)(), frac(1,4) * x^2 * y^2)
simplifyAssertEq((x * y):integrate(x):integrate(y)(), frac(1,4) * x^2 * y^2)
simplifyAssertEq((r * cos(x)):integrate(r)():integrate(x)(), frac(1,2) * r^2 * sin(x))
simplifyAssertEq((r * cos(x)):integrate(x)():integrate(r)(), frac(1,2) * r^2 * sin(x))
simplifyAssertEq( ( cosh(a * x) * sinh(a * x) ):integrate(x), cosh(a * x)^2 / (2 * a) )
simplifyAssertEq( ( cosh(a * x) * sinh(b * x) ):integrate(x), 1 / ((a + b) * (a - b)) * (-b * cosh(a*x) * cosh(b*x) + a * sinh(a*x) * sinh(b*x)) )
simplifyAssertEq( ( sinh(a * x)^2 * cosh(a * x) ):integrate(x), sinh(a * x)^3 / (3 * a) )
]=]), '\n')) do
env.exec(line)
end
end)
|
function love.load()
love.window.setMode(480, 480);
cursorIndex = 1;
randomNum1MaxDigits = 3;
randomNum2MaxDigits = 3;
randomNum1 = math.random(0, (10^(randomNum1MaxDigits)) );
randomNum2 = math.random(0, (10^(randomNum2MaxDigits)) );
maxCursorIndex = 3;
showAnswer = false;
equationMethod = 1;
end
function love.update()
if equationMethod == 1 then
answer = randomNum1 * randomNum2;
elseif equationMethod == 2 then
answer = randomNum1 + randomNum2;
elseif equationMethod == 3 then
answer = randomNum1 - randomNum2;
else
answer = 1;
end
end
function love.draw()
love.graphics.print("1st Random Number:", 15, 0);
love.graphics.print(randomNum1, 150, 0);
love.graphics.print("Max Digits:", 300, 0);
love.graphics.print(randomNum1MaxDigits, 375, 0);
love.graphics.print("2nd Random Number:", 15, 15);
love.graphics.print(randomNum2, 150, 15);
love.graphics.print("Max Digits:", 300, 15);
love.graphics.print(randomNum2MaxDigits, 375, 15);
love.graphics.print("Equation Method:", 15, 30);
if equationMethod == 1 then
love.graphics.print("multiplication", 125, 30);
elseif equationMethod == 2 then
love.graphics.print("addition", 125, 30);
elseif equationMethod == 3 then
love.graphics.print("subtraction", 125, 30);
end
love.graphics.print(">", 0, (cursorIndex * 15) - 15);
love.graphics.print("Answer:", 0, 45);
if showAnswer == true then
love.graphics.print(answer, 50, 45);
end
love.graphics.print("Press R to randomise a number!", 0, 75);
love.graphics.print("Press A for answer!", 0, 90);
love.graphics.print("Press Left/Right to change equation method or change max digits", 0, 105);
end
function love.keypressed(key)
if key == "r" then
if cursorIndex == 1 then
randomNum1 = math.random(0, (10^(randomNum1MaxDigits)) );
elseif cursorIndex == 2 then
randomNum2 = math.random(0, (10^(randomNum2MaxDigits)) );
end
elseif key == "up" and cursorIndex > 1 then
cursorIndex = cursorIndex - 1;
elseif key == "down" and cursorIndex < maxCursorIndex then
cursorIndex = cursorIndex + 1;
end
if key == "right" then
if cursorIndex == 3 then
if equationMethod < 3 then
equationMethod = equationMethod + 1;
end
elseif cursorIndex == 1 then
randomNum1MaxDigits = randomNum1MaxDigits + 1;
elseif cursorIndex == 2 then
randomNum2MaxDigits = randomNum2MaxDigits + 1;
end
elseif key == "left" then
if cursorIndex == 3 then
if equationMethod > 1 then
equationMethod = equationMethod - 1;
end
elseif cursorIndex == 1 and randomNum1MaxDigits > 1 then
randomNum1MaxDigits = randomNum1MaxDigits - 1;
elseif cursorIndex == 2 and randomNum2MaxDigits > 1 then
randomNum2MaxDigits = randomNum2MaxDigits - 1;
end
end
if key == "a" then
showAnswer = not showAnswer;
end
end
|
data:extend({
{
type = "selection-tool",
name = "muro-wall-builder",
icon = "__muro__/graphics/muro.png",
icon_size = 32,
stack_size = 1,
subgroup = "tool",
order = "c[automated-construction]-d[muro-wall-builder]",
flags = {"hidden", "only-in-cursor"},
selection_color = {r = 0.2, g = 0.8, b = 0.2, a = 0.2},
alt_selection_color = {r = 0.2, g = 0.2, b = 0.8, a = 0.2},
selection_mode = {"any-tile"},
alt_selection_mode = {"any-tile"},
always_include_tiles = true,
selection_cursor_box_type = "entity",
alt_selection_cursor_box_type = "entity",
entity_filters = {},
entity_filter_mode = "whitelist",
show_in_library = true
},
{
type = "custom-input",
name = "muro-wall-builder",
key_sequence = "CONTROL + W",
},
{
type = "shortcut",
action = "lua",
name = "muro-wall-builder",
order = "c[automated-construction]-d[muro-wall-builder]",
icon = {
filename = "__muro__/graphics/muro_quickbar.png",
priority = "extra-high-no-scale",
size = 24,
scale = 1,
flags = {"icon"}
},
toggleable = false,
associated_control_input = "muro-wall-builder",
},
})
|
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonL1Game = GameMode:extend()
MarathonL1Game.name = "Line Attack"
MarathonL1Game.hash = "MarathonL1"
MarathonL1Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonL1Game:new()
MarathonL1Game.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function MarathonL1Game:getARE()
if self.lines < 10 then return 18
elseif self.lines < 40 then return 14
elseif self.lines < 60 then return 12
elseif self.lines < 70 then return 10
elseif self.lines < 80 then return 8
elseif self.lines < 90 then return 7
else return 6 end
end
function MarathonL1Game:getLineARE()
return self:getARE()
end
function MarathonL1Game:getDasLimit()
if self.lines < 20 then return 10
elseif self.lines < 50 then return 9
elseif self.lines < 70 then return 8
else return 7 end
end
function MarathonL1Game:getLineClearDelay()
if self.lines < 10 then return 14
elseif self.lines < 30 then return 9
else return 5 end
end
function MarathonL1Game:getLockDelay()
if self.lines < 10 then return 28
elseif self.lines < 20 then return 24
elseif self.lines < 30 then return 22
elseif self.lines < 40 then return 20
elseif self.lines < 50 then return 18
elseif self.lines < 70 then return 14
else return 13 end
end
function MarathonL1Game:getGravity()
return 20
end
function MarathonL1Game:getSection()
return math.floor(level / 100) + 1
end
function MarathonL1Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
return false
elseif self.roll_frames > 2968 then
self.completed = true
end
elseif self.ready_frames == 0 then
if not self.section_clear then
self.frames = self.frames + 1
end
if self:getSectionTime() >= self.section_time_limit then
self.game_over = true
end
end
return true
end
function MarathonL1Game:onLineClear(cleared_row_count)
if not self.clear then
local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines)
self.lines = math.min(new_lines, 150)
if self.lines == 150 then
self.clear = true
self.roll_frames = -150
end
end
end
function MarathonL1Game:getSectionTime()
return self.frames - self.section_start_time
end
function MarathonL1Game:updateSectionTimes(old_lines, new_lines)
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames
self.section_clear = true
end
end
function MarathonL1Game:onPieceEnter()
self.section_clear = false
end
function MarathonL1Game:drawGrid(ruleset)
self.grid:draw()
end
function MarathonL1Game:getHighscoreData()
return {
lines = self.lines,
frames = self.frames,
}
end
function MarathonL1Game:drawScoringInfo()
MarathonL1Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
love.graphics.printf("LINES", 240, 320, 40, "left")
local current_section = math.floor(self.lines / 10) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 340, 40, "right")
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
-- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1)
end
function MarathonL1Game:getSectionEndLines()
return math.floor(self.lines / 10 + 1) * 10
end
function MarathonL1Game:getBackground()
return math.floor(self.lines / 10)
end
return MarathonL1Game
|
local skynet = require "skynet"
require "skynet.manager"
local sc = require "skynet.socketchannel"
local function dispatch(sock)
local r = sock:readline()
local session = tonumber(string.sub( r, 5 ))
return session, true, r
end
local channel = sc.channel({
host = "127.0.0.1",
port = 8001,
response = dispatch
})
local function task()
local resp
local i = 0
while i < 3 do
skynet.fork(function ( session )
resp = channel:request("data"..session.."\n", session)
skynet.error("recv", resp, session)
end,i)
i = i + 1
end
end
skynet.start(function( )
skynet.fork(task)
end)
|
---
-- This module is designed to parse the <code>PERF_DATA_BLOCK</code> structure, which is
-- stored in the registry under HKEY_PERFORMANCE_DATA. By querying this structure, you can
-- get a whole lot of information about what's going on.
--
-- To use this from a script, see <code>get_performance_data</code>, it is the only
-- "public" function in this module.
--
-- My primary sources of information were:
-- * This 1996 journal by Matt Pietrek: <http://www.microsoft.com/msj/archive/S271.aspx>
-- * The followup article: <http://www.microsoft.com/msj/archive/S2A9.aspx>
-- * The WinPerf.h header file
--
-- And my primary inspiration was PsTools, specifically, <code>pstasklist.exe</code>.
--
--@author Ron Bowes <ron@skullsecurity.net>
--@copyright Same as Nmap--See http://nmap.org/book/man-legal.html
-----------------------------------------------------------------------
module(... or "msrpcperformance", package.seeall)
require 'msrpctypes'
---Parses the title database, which is a series of null-terminated string pairs.
--
--@param data The data being processed.
--@param pos The position within <code>data</code>.
--@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error
-- message), and a table representing the datatype, if any.
local function parse_perf_title_database(data, pos)
local result = {}
local i = 1
repeat
local number, name
pos, number, name = bin.unpack("<zz", data, pos)
if(number == nil) then
return false, "Couldn't parse the title database: end of string encountered early"
elseif(tonumber(number) == nil) then -- Not sure if this actually happens, but it doesn't hurt to check
stdnse.print_debug(1, "MSRPC: ERROR: Couldn't parse the title database: string found where number expected (%d: '%s')", i, number)
return false, "Couldn't parse the title database"
end
result[tonumber(number)] = name
i = i + 1
until pos >= #data
return true, pos, result
end
---Parses a PERF_DATA_BLOCK, which has the following definition (from "WinPerf.h" on Visual Studio 8):
--
--<code>
-- typedef struct _PERF_DATA_BLOCK {
-- WCHAR Signature[4]; // Signature: Unicode "PERF"
-- DWORD LittleEndian; // 0 = Big Endian, 1 = Little Endian
-- DWORD Version; // Version of these data structures
-- // starting at 1
-- DWORD Revision; // Revision of these data structures
-- // starting at 0 for each Version
-- DWORD TotalByteLength; // Total length of data block
-- DWORD HeaderLength; // Length of this structure
-- DWORD NumObjectTypes; // Number of types of objects
-- // being reported
-- LONG DefaultObject; // Object Title Index of default
-- // object to display when data from
-- // this system is retrieved (-1 =
-- // none, but this is not expected to
-- // be used)
-- SYSTEMTIME SystemTime; // Time at the system under
-- // measurement
-- LARGE_INTEGER PerfTime; // Performance counter value
-- // at the system under measurement
-- LARGE_INTEGER PerfFreq; // Performance counter frequency
-- // at the system under measurement
-- LARGE_INTEGER PerfTime100nSec; // Performance counter time in 100 nsec
-- // units at the system under measurement
-- DWORD SystemNameLength; // Length of the system name
-- DWORD SystemNameOffset; // Offset, from beginning of this
-- // structure, to name of system
-- // being measured
-- } PERF_DATA_BLOCK, *PPERF_DATA_BLOCK;
--</code>
--
--@param data The data being processed.
--@param pos The position within <code>data</code>.
--@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error
-- message), and a table representing the datatype, if any.
local function parse_perf_data_block(data, pos)
local result = {}
pos, result['Signature'] = msrpctypes.unicode_to_string(data, pos, 4, false)
if(result['Signature'] ~= "PERF") then
return false, "MSRPC: PERF_DATA_BLOCK signature is missing or incorrect"
end
pos, result['LittleEndian'] = msrpctypes.unmarshall_int32(data, pos)
if(result['LittleEndian'] ~= 1) then
return false, "MSRPC: PERF_DATA_BLOCK returned a non-understood endianness"
end
-- Parse the header
pos, result['Version'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['Revision'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['TotalByteLength'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['HeaderLength'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['NumObjectTypes'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['DefaultObject'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['SystemTime'] = msrpctypes.unmarshall_SYSTEMTIME(data, pos)
pos, result['PerfTime'] = msrpctypes.unmarshall_int64(data, pos)
pos, result['PerfFreq'] = msrpctypes.unmarshall_int64(data, pos)
pos, result['PerfTime100nSec'] = msrpctypes.unmarshall_int64(data, pos)
pos = pos + 4 -- This value doesn't seem to line up, so add 4
pos, result['SystemNameLength'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['SystemNameOffset'] = msrpctypes.unmarshall_int32(data, pos)
-- Ensure that the system name is directly after the header. This technically shouldn't matter, but Microsoft's documentation
-- (in WinPref.h) says that the actual object comes "after the PERF_DATA_BLOCK", so it doesn't make sense that the SystemName
-- could be anywhere else.
if(pos ~= result['SystemNameOffset'] + 1) then
return false, "MSRPC: PERF_DATA_BLOCK has SystemName in the wrong location"
end
-- Read the system name from the next location (which happens to be identical to SystemNameOffset, on a proper system)
pos, result['SystemName'] = msrpctypes.unicode_to_string(data, pos, result['SystemNameLength'] / 2, true)
pos = pos + 4 -- Again, we end up not lined up so here we fix it
return true, pos, result
end
---Parse a PERF_OBJECT_TYPE structure. From Microsoft's documentation:
--
--<code>
-- //
-- // The _PERF_DATA_BLOCK structure is followed by NumObjectTypes of
-- // data sections, one for each type of object measured. Each object
-- // type section begins with a _PERF_OBJECT_TYPE structure.
-- //
-- typedef struct _PERF_OBJECT_TYPE {
-- DWORD TotalByteLength; // Length of this object definition
-- // including this structure, the
-- // counter definitions, and the
-- // instance definitions and the
-- // counter blocks for each instance:
-- // This is the offset from this
-- // structure to the next object, if
-- // any
-- DWORD DefinitionLength; // Length of object definition,
-- // which includes this structure
-- // and the counter definition
-- // structures for this object: this
-- // is the offset of the first
-- // instance or of the counters
-- // for this object if there is
-- // no instance
-- DWORD HeaderLength; // Length of this structure: this
-- // is the offset to the first
-- // counter definition for this
-- // object
-- DWORD ObjectNameTitleIndex;
-- // Index to name in Title Database
-- #ifdef _WIN64
-- DWORD ObjectNameTitle; // Should use this as an offset
-- #else
-- LPWSTR ObjectNameTitle; // Initially NULL, for use by
-- // analysis program to point to
-- // retrieved title string
-- #endif
-- DWORD ObjectHelpTitleIndex;
-- // Index to Help in Title Database
-- #ifdef _WIN64
-- DWORD ObjectHelpTitle; // Should use this as an offset
-- #else
-- LPWSTR ObjectHelpTitle; // Initially NULL, for use by
-- // analysis program to point to
-- // retrieved title string
-- #endif
-- DWORD DetailLevel; // Object level of detail (for
-- // controlling display complexity);
-- // will be min of detail levels
-- // for all this object's counters
-- DWORD NumCounters; // Number of counters in each
-- // counter block (one counter
-- // block per instance)
-- LONG DefaultCounter; // Default counter to display when
-- // this object is selected, index
-- // starting at 0 (-1 = none, but
-- // this is not expected to be used)
-- LONG NumInstances; // Number of object instances
-- // for which counters are being
-- // returned from the system under
-- // measurement. If the object defined
-- // will never have any instance data
-- // structures (PERF_INSTANCE_DEFINITION)
-- // then this value should be -1, if the
-- // object can have 0 or more instances,
-- // but has none present, then this
-- // should be 0, otherwise this field
-- // contains the number of instances of
-- // this counter.
-- DWORD CodePage; // 0 if instance strings are in
-- // UNICODE, else the Code Page of
-- // the instance names
-- LARGE_INTEGER PerfTime; // Sample Time in "Object" units
-- //
-- LARGE_INTEGER PerfFreq; // Frequency of "Object" units in
-- // counts per second.
-- } PERF_OBJECT_TYPE, *PPERF_OBJECT_TYPE;
--</code>
--
--@param data The data being processed.
--@param pos The position within <code>data</code>.
--@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error
-- message), and a table representing the datatype, if any.
local function parse_perf_object_type(data, pos)
local result = {}
pos, result['TotalByteLength'] = msrpctypes.unmarshall_int32(data, pos) -- Offset to the next object
pos, result['DefinitionLength'] = msrpctypes.unmarshall_int32(data, pos) -- Offset to the first instance (or counter, if no instances)
pos, result['HeaderLength'] = msrpctypes.unmarshall_int32(data, pos) -- Offset to the first counter definition
pos, result['ObjectNameTitleIndex'] = msrpctypes.unmarshall_int32(data, pos) -- Index in the Title Database
pos, result['ObjectNameTitle'] = msrpctypes.unmarshall_int32(data, pos) -- TODO: will this work with 64-bit?
pos, result['ObjectHelpTitleIndex'] = msrpctypes.unmarshall_int32(data, pos) -- Index in the Help Database
pos, result['ObjectHelpTitle'] = msrpctypes.unmarshall_int32(data, pos) -- TODO: will this workw ith 64-bit?
pos, result['DetailLevel'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['NumCounters'] = msrpctypes.unmarshall_int32(data, pos) -- The number of counters in each counter block
pos, result['DefaultCounter'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['NumInstances'] = msrpctypes.unmarshall_int32(data, pos) -- Numer of object instances for which counters are being returned
pos, result['CodePage'] = msrpctypes.unmarshall_int32(data, pos) -- 0 if strings are in UNICODE, otherwise the Code Page
-- if(result['CodePage'] ~= 0) then
-- return false, string.format("Unknown Code Page for data: %d\n", result['CodePage'])
-- end
pos, result['PerfTime'] = msrpctypes.unmarshall_int64(data, pos) -- Sample time in "Object" units
pos, result['PerfFreq'] = msrpctypes.unmarshall_int64(data, pos) -- Frequency of "Object" units in counts/second
return true, pos, result
end
---Parse a PERF_COUNTER_DEFINITION structure. From Microsoft's documentation:
--
--<code>
-- // There is one of the following for each of the
-- // PERF_OBJECT_TYPE.NumCounters. The Unicode names in this structure MUST
-- // come from a message file.
-- typedef struct _PERF_COUNTER_DEFINITION {
-- DWORD ByteLength; // Length in bytes of this structure
-- DWORD CounterNameTitleIndex;
-- // Index of Counter name into
-- // Title Database
-- #ifdef _WIN64
-- DWORD CounterNameTitle;
-- #else
-- LPWSTR CounterNameTitle; // Initially NULL, for use by
-- // analysis program to point to
-- // retrieved title string
-- #endif
-- DWORD CounterHelpTitleIndex;
-- // Index of Counter Help into
-- // Title Database
-- #ifdef _WIN64
-- DWORD CounterHelpTitle;
-- #else
-- LPWSTR CounterHelpTitle; // Initially NULL, for use by
-- // analysis program to point to
-- // retrieved title string
-- #endif
-- LONG DefaultScale; // Power of 10 by which to scale
-- // chart line if vertical axis is 100
-- // 0 ==> 1, 1 ==> 10, -1 ==>1/10, etc.
-- DWORD DetailLevel; // Counter level of detail (for
-- // controlling display complexity)
-- DWORD CounterType; // Type of counter
-- DWORD CounterSize; // Size of counter in bytes
-- DWORD CounterOffset; // Offset from the start of the
-- // PERF_COUNTER_BLOCK to the first
-- // byte of this counter
-- } PERF_COUNTER_DEFINITION, *PPERF_COUNTER_DEFINITION;
--</code>
--
--@param data The data being processed.
--@param pos The position within <code>data</code>.
--@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error
-- message), and a table representing the datatype, if any.
local function parse_perf_counter_definition(data, pos)
local result = {}
local initial_pos = pos
pos, result['ByteLength'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['CounterNameTitleIndex'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['CounterNameTitle'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['CounterHelpTitleIndex'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['CounterHelpTitle'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['DefaultScale'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['DetailLevel'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['CounterType'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['CounterSize'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['CounterOffset'] = msrpctypes.unmarshall_int32(data, pos)
pos = initial_pos + result['ByteLength']
return true, pos, result
end
---Parse the actual counter value. This is a fairly simple function, it takes a counter
-- definition and pulls out data based on it.
--
-- Note: I don't think this is doing the 8-byte values right, I suspect that they're supposed
-- to be doubles.
--
--@param data The data being processed.
--@param pos The position within <code>data</code>.
--@param counter_definition The matching counter_definition.
--@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error
-- message), and a table representing the datatype, if any.
local function parse_perf_counter(data, pos, counter_definition)
local result
if(counter_definition['CounterSize'] == 4) then
pos, result = msrpctypes.unmarshall_int32(data, pos)
elseif(counter_definition['CounterSize'] == 8) then
pos, result = msrpctypes.unmarshall_int64(data, pos)
-- pos, result = bin.unpack("<d", data, pos)
else
pos, result = msrpctypes.unmarshall_raw(data, pos, counter_definition['CounterSize'])
end
return true, pos, result
end
---Parse a PERF_INSTANCE_DEFINITION structure. From Microsoft's documentation:
--
--<code>
-- // If (PERF_DATA_BLOCK.NumInstances >= 0) then there will be
-- // PERF_DATA_BLOCK.NumInstances of a (PERF_INSTANCE_DEFINITION
-- // followed by a PERF_COUNTER_BLOCK followed by the counter data fields)
-- // for each instance.
-- //
-- // If (PERF_DATA_BLOCK.NumInstances < 0) then the counter definition
-- // strucutre above will be followed by only a PERF_COUNTER_BLOCK and the
-- // counter data for that COUNTER.
-- typedef struct _PERF_INSTANCE_DEFINITION {
-- DWORD ByteLength; // Length in bytes of this structure,
-- // including the subsequent name
-- DWORD ParentObjectTitleIndex;
-- // Title Index to name of "parent"
-- // object (e.g., if thread, then
-- // process is parent object type);
-- // if logical drive, the physical
-- // drive is parent object type
-- DWORD ParentObjectInstance;
-- // Index to instance of parent object
-- // type which is the parent of this
-- // instance.
-- LONG UniqueID; // A unique ID used instead of
-- // matching the name to identify
-- // this instance, -1 = none
-- DWORD NameOffset; // Offset from beginning of
-- // this struct to the Unicode name
-- // of this instance
-- DWORD NameLength; // Length in bytes of name; 0 = none
-- // this length includes the characters
-- // in the string plus the size of the
-- // terminating NULL char. It does not
-- // include any additional pad bytes to
-- // correct structure alignment
-- } PERF_INSTANCE_DEFINITION, *PPERF_INSTANCE_DEFINITION;
--</code>
--
--@param data The data being processed.
--@param pos The position within <code>data</code>.
--@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error
-- message), and a table representing the datatype, if any.
local function parse_perf_instance_definition(data, pos)
local result = {}
-- Remember where we started. I noticed that where the counter part starts can move around, so we have to
-- determine it by adding ByteLength to the initial position
local initial_pos = pos
pos, result['ByteLength'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['ParentObjectTitleIndex'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['ParentObjectInstance'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['UniqueID'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['NameOffset'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['NameLength'] = msrpctypes.unmarshall_int32(data, pos)
pos, result['InstanceName'] = msrpctypes.unicode_to_string(data, pos, result['NameLength'] / 2, true)
pos = initial_pos + result['ByteLength']
return true, pos, result
end
---Parse a PERF_COUNTER_BLOCK structure. From Microsoft's documentation:
--
--<code>
-- typedef struct _PERF_COUNTER_BLOCK {
-- DWORD ByteLength; // Length in bytes of this structure,
-- // including the following counters
-- } PERF_COUNTER_BLOCK, *PPERF_COUNTER_BLOCK;
--
--</code>
--
--@param data The data being processed.
--@param pos The position within <code>data</code>.
--@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error
-- message), and a table representing the datatype, if any.
local function parse_perf_counter_block(data, pos)
local result = {}
pos, result['ByteLength'] = msrpctypes.unmarshall_int32(data, pos)
return true, pos, result
end
---Retrieve the parsed performance data from the given host for the requested object values. To get a list of possible
-- object values, leave 'objects' blank and look at <code>result['title_database']</code> -- it'll contain a list of
-- indexes that can be looked up. These indexes are passed as a string or as a series of space-separated strings (eg,
-- "230" for "Process" and "238" for "Process" and "Processor").
--
--@param host The host object
--@param objects [optional] The space-separated list of object numbers to retrieve. Default: only retrieve the database.
function get_performance_data(host, objects)
-- Create the SMB session
local status, smbstate = msrpc.start_smb(host, msrpc.WINREG_PATH)
if(status == false) then
return false, smbstate
end
-- Bind to WINREG service
local status, bind_result = msrpc.bind(smbstate, msrpc.WINREG_UUID, msrpc.WINREG_VERSION, nil)
if(status == false) then
msrpc.stop_smb(smbstate)
return false, bind_result
end
-- Open HKEY_PERFORMANCE_DATA
local status, openhkpd_result = msrpc.winreg_openhkpd(smbstate)
if(status == false) then
msrpc.stop_smb(smbstate)
return false, openhkpd_result
end
local status, queryvalue_result = msrpc.winreg_queryvalue(smbstate, openhkpd_result['handle'], "Counter 009")
if(status == false) then
msrpc.stop_smb(smbstate)
return false, queryvalue_result
end
-- Parse the title database
local pos = 1
local status
local result = {}
status, pos, result['title_database'] = parse_perf_title_database(queryvalue_result['value'], pos)
if(status == false) then
msrpc.stop_smb(smbstate)
return false, pos
end
result['title_database'][0] = "<null>"
if(objects ~= nil and #objects > 0) then
-- Query for the objects
local status, queryvalue_result = msrpc.winreg_queryvalue(smbstate, openhkpd_result['handle'], objects)
if(status == false) then
msrpc.stop_smb(smbstate)
return false, queryvalue_result
end
-- Parse the header
pos = 1
local status, data_block
status, pos, data_block = parse_perf_data_block(queryvalue_result['value'], pos)
if(status == false) then
msrpc.stop_smb(smbstate)
return false, pos
end
-- Move past the header
pos = 1 + data_block['HeaderLength']
-- Parse the data sections
for i = 1, data_block['NumObjectTypes'], 1 do
local object_start = pos
local counter_definitions = {}
local object_instances = {}
local counter_definitions = {}
-- Get the type of the object (this is basically the class definition -- info about the object instances)
local status, object_type
status, pos, object_type = parse_perf_object_type(queryvalue_result['value'], pos)
if(status == false) then
msrpc.stop_smb(smbstate)
return false, pos
end
-- Start setting up the result object
--stdnse.print_debug("Index = %d\n", object_type['ObjectNameTitleIndex'])
local object_name = result['title_database'][object_type['ObjectNameTitleIndex']]
result[object_name] = {}
--stdnse.print_debug("\n\nOBJECT: %s\n", object_name)
--stdnse.print_debug(" Counters: %d\n", object_type['NumCounters'])
--stdnse.print_debug(" Instances: %d\n", object_type['NumInstances'])
--stdnse.print_debug("-----------------\n")
-- Bring the position to the beginning of the counter definitions
pos = object_start + object_type['HeaderLength']
-- Parse the counter definitions
for j = 1, object_type['NumCounters'], 1 do
status, pos, counter_definitions[j] = parse_perf_counter_definition(queryvalue_result['value'], pos)
if(status == false) then
msrpc.stop_smb(smbstate)
return false, pos
end
--stdnse.print_debug(" Counter definition #%2d: [%d bytes] %s\n", j, counter_definitions[j]['CounterSize'], result['title_database'][counter_definitions[j]['CounterNameTitleIndex']])
end
-- Bring the position to the beginning of the instances (or counters)
pos = object_start + object_type['DefinitionLength']
-- Check if we have any instances (sometimes we don't -- if we don't, the value returned is a negative)
if(bit.band(object_type['NumInstances'], 0x80000000) == 0) then
-- Parse the object instances and counters
for j = 1, object_type['NumInstances'], 1 do
local instance_start = pos
-- Instance definition
local status
status, pos, object_instances[j] = parse_perf_instance_definition(queryvalue_result['value'], pos)
if(status == false) then
msrpc.stop_smb(smbstate)
return false, pos
end
-- Set up the instance array
local instance_name = object_instances[j]['InstanceName']
result[object_name][instance_name] = {}
-- Bring the pos to the start of the counter block
pos = instance_start + object_instances[j]['ByteLength']
--stdnse.print_debug("\n INSTANCE: %s\n", instance_name)
--stdnse.print_debug(" Length: %d\n", object_instances[j]['ByteLength'])
--stdnse.print_debug(" NameOffset: %d\n", object_instances[j]['NameOffset'])
--stdnse.print_debug(" NameLength: %d\n", object_instances[j]['NameLength'])
--stdnse.print_debug(" --------------\n")
-- The counter block
local status, counter_block
status, pos, counter_block = parse_perf_counter_block(queryvalue_result['value'], pos)
if(status == false) then
msrpc.stop_smb(smbstate)
return false, pos
end
for k = 1, object_type['NumCounters'], 1 do
-- Each individual counter
local status, counter_result
status, pos, counter_result = parse_perf_counter(queryvalue_result['value'], pos, counter_definitions[k])
if(status == false) then
msrpc.stop_smb(smbstate)
return false, pos
end
local counter_name = result['title_database'][counter_definitions[k]['CounterNameTitleIndex']]
--stdnse.print_debug(" %s: %s\n", counter_name, counter_result)
-- Save it in the result
result[object_name][instance_name][counter_name] = counter_result
end
-- Bring the pos to the end of the next section
pos = instance_start + object_instances[j]['ByteLength'] + counter_block['ByteLength']
end
else
for k = 1, object_type['NumCounters'], 1 do
-- Each individual counter
local status, counter_result
status, pos, counter_result = parse_perf_counter(queryvalue_result['value'], pos, counter_definitions[k])
if(status == false) then
msrpc.stop_smb(smbstate)
return false, pos
end
local counter_name = result['title_database'][counter_definitions[k]['CounterNameTitleIndex']]
--stdnse.print_debug(" %s: %s\n", counter_name, counter_result)
-- Save it in the result
result[object_name][counter_name] = counter_result
end
end
end
-- Blank out the database
result['title_database'] = nil
end
msrpc.stop_smb(smbstate)
return true, result
end
|
--
-- Copyright (c) 2015, Facebook, Inc.
-- All rights reserved.
--
-- This source code is licensed under the BSD-style license found in the
-- LICENSE file in the root directory of this source tree. An additional grant
-- of patent rights can be found in the PATENTS file in the same directory.
--
-- Author: Marc'Aurelio Ranzato <ranzato@fb.com>
-- Sumit Chopra <spchopra@fb.com>
-- Michael Auli <michaelauli@fb.com>
-- Wojciech Zaremba <zaremba@cs.nyu.edu>
--
require('nngraph')
require('xlua')
paths.dofile('ReinforceSampler.lua')
local models = {}
-- This function makes a single core element at a given time step.
function models.makeNode(args)
local params = args.prms
local nhid = params.n_hidden
local input = args.inp
local source = args.src
local cposition = args.cpos
local prev_h = args.prev_h
local prev_c = args.prev_c
local ncls_t = args.ncls_t
local ncls_s = args.ncls_s
local ncls_p = args.ncls_p
local initw = args.init_w
local function make_cuda_mm(trans_first, trans_second)
-- Fix bug in torch.MM module with cuda.
local mm = nn.MM(trans_first, trans_second):cuda()
mm.gradInput[1] = mm.gradInput[1]:cuda()
mm.gradInput[2] = mm.gradInput[2]:cuda()
return mm
end
-- initialize the projection matrix
local function initialize_proj(prj)
prj.bias:fill(0.0)
prj.weight:normal(0, initw)
end
-- component-wise addition of inp1 with linear projection of inp2, inp3
local function new_input_sum_triple(inp1, inp2, inp3)
local w_ih = nn.Linear(nhid, nhid)
local w_hh = nn.Linear(nhid, nhid)
local w_ch = nn.Linear(nhid, nhid)
-- initialize biases to zero
initialize_proj(w_ih)
initialize_proj(w_hh)
initialize_proj(w_ch)
return nn.CAddTable()({w_ih(inp1), w_hh(inp2), w_ch(inp3)})
end
-- builds and returns an attention model over the source
local function conv_attn_aux(use_cell)
-- embedding of the source
local nhid_c = nhid
local src_lut = nn.LookupTable(ncls_s, nhid_c)
src_lut.weight:normal(0, initw)
local src_emb = src_lut(source):annotate{name = 'src_emb'}
local pos_lut = nn.LookupTable(ncls_p, nhid_c)
pos_lut.weight:normal(0, initw)
local pos_emb = pos_lut(cposition):annotate{name = 'pos_emb'}
local srcpos_emb = nn.CAddTable()(
{src_emb, pos_emb}):annotate{name = 'srcpos_emb'}
-- projection of previous hidden state onto source word space
local lin_proj_hid = nn.Linear(nhid, nhid_c)
local tgt_hid_proj = nn.View(nhid_c, 1):setNumInputDims(1)(
lin_proj_hid(prev_h)):annotate{name = 'tgt_hid_proj'}
local lin_proj_cel = nn.Linear(nhid, nhid_c)
local tgt_cel_proj = nn.View(nhid_c, 1):setNumInputDims(1)(
lin_proj_cel(prev_c)):annotate{name = 'tgt_cel_proj'}
-- embedding of the current target word
local tgt_lut = nn.LookupTable(ncls_t, nhid_c)
tgt_lut.weight:normal(0, initw)
local tgt_emb = nn.View(nhid_c, 1):setNumInputDims(1)(
tgt_lut(input)):annotate{name = 'ttl_emb'}
local tgt_rep = nn.CAddTable()({tgt_emb, tgt_hid_proj, tgt_cel_proj})
local apool = params.attn_pool
local pad = (apool - 1) / 2
local window_model = nn.Sequential()
window_model:add(nn.View(1, -1, nhid):setNumInputDims(2))
window_model:add(nn.SpatialZeroPadding(0, 0, pad, pad))
window_model:add(nn.SpatialAveragePooling(1, apool))
window_model:add(nn.View(-1, nhid):setNumInputDims(3))
local proc_srcpos_emb =
window_model(srcpos_emb):annotate({name = 'proc'})
-- distribution over source
local scores = make_cuda_mm()(
{proc_srcpos_emb, tgt_rep}):annotate{name = 'scores'}
-- compute attention distribution
local attn = nn.SoftMax()(
nn.View(-1):setNumInputDims(2)(scores)):annotate(
{name = 'distribution'})
-- apply attention to the source
local srcpos_proc = srcpos_emb
local mout = nn.View(nhid_c):setNumInputDims(2)(
make_cuda_mm(true, false)(
{srcpos_proc, nn.View(-1, 1):setNumInputDims(1)(attn)}))
return mout
end
local tit_lut = nn.LookupTable(ncls_t, nhid)
tit_lut.weight:normal(0, initw)
local inp = tit_lut(input)
local con = conv_attn_aux(params.usecell)
local in_gate = nn.Sigmoid()(new_input_sum_triple(inp, prev_h, con))
local forget_gate = nn.Sigmoid()(new_input_sum_triple(inp, prev_h, con))
local cell_gate = nn.Tanh()(new_input_sum_triple(inp, prev_h, con))
local next_c = nn.CAddTable()({nn.CMulTable()({forget_gate, prev_c}),
nn.CMulTable()({in_gate, cell_gate})})
local out_gate = nn.Sigmoid()(new_input_sum_triple(inp, prev_h, con))
local next_h = nn.CMulTable()({out_gate, nn.Tanh()(next_c)})
local w_cto = nn.Linear(nhid, nhid)
initialize_proj(w_cto)
local proj_ct = w_cto(con)
local next_ct = nn.Sigmoid()(proj_ct)
return next_h, next_c, next_ct
end
-- This function assembles the above core element
-- to build a multi-layer network at a given time step.
-- It returns the net and a table specifying the dimensions of
-- the internal states.
-- The network takes as input a table with the input, the target and
-- a table of the previous hidden states. It outputs a table
-- with the value of the loss and a table storing the hidden states
-- at the next time step.
function models.makeNetSingleStep(params, dict_target, dict_source)
local ncls_target = dict_target.nwords
local ncls_source = dict_source.nwords
local ncls_position = 200
local nhid = params.n_hidden
local init_w = 0.05
local prms = params
prms.attn_pool = 5
local dimensions_internal_states = {}
local x = nn.Identity()()
local previous_s = nn.Identity()()
local next_s = {}
local args = {prms = prms,
ncls_t = ncls_target,
ncls_s = ncls_source,
ncls_p = ncls_position,
init_w = init_w}
local input, source, cposition = x:split(3)
local prev_h, prev_c = previous_s:split(2)
args.inp = input
args.src = source
args.cpos = cposition
args.prev_h = prev_h
args.prev_c = prev_c
local next_h, next_c, ctout = models.makeNode(args)
table.insert(next_s, next_h)
table.insert(next_s, next_c)
table.insert(dimensions_internal_states, nhid)
table.insert(dimensions_internal_states, nhid)
-- output of encoder (i.e. input of decoder) is
-- concatenation of both long and short term memory units.
local output_encoder = nn.JoinTable(2, 2){next_s[1], ctout}
local num_input_decoder = nhid + nhid
-- make the decoder
local dec = nn.Sequential()
dec:add(nn.Linear(num_input_decoder, ncls_target))
dec:add(nn.LogSoftMax())
-- init
dec.modules[1].bias:zero()
dec.modules[1].weight:normal(0, init_w)
-- construct the overll network (at one time step)
local pred = dec(output_encoder):annotate{name = 'model_prediction',
description = 'output'}
local out_sample = nn.ReinforceSampler('multinomial', false)(pred)
local output = {nn.Identity(){out_sample, pred, output_encoder},
nn.Identity()(next_s)}
local inp = {x, previous_s}
local net = nn.gModule(inp, output)
return net, dimensions_internal_states
end
return models
|
--[[
Info.lua
--]]
return {
appName = "TextMeta",
author = "Rob Cole",
authorsWebsite = "www.robcole.com",
donateUrl = "http://www.robcole.com/Rob/Donate",
platforms = { 'Windows', 'Mac' },
pluginId = "com.robcole.lightroom.TextMeta",
xmlRpcUrl = "http://www.robcole.com/Rob/_common/cfpages/XmlRpc.cfm",
LrPluginName = "rc TextMeta",
LrSdkMinimumVersion = 3.0,
LrSdkVersion = 4.0,
LrPluginInfoUrl = "http://www.robcole.com/Rob/ProductsAndServices/TextMetaLrPlugin",
LrPluginInfoProvider = "ExtendedManager.lua",
LrToolkitIdentifier = "com.robcole.lightroom.TextMeta",
LrInitPlugin = "Init.lua",
LrShutdownPlugin = "Shutdown.lua",
LrMetadataProvider = "Metadata.lua",
LrLibraryMenuItems = {
{
title = "&Update Metadata",
file = "mUpdateMetadata.lua",
},
},
LrHelpMenuItems = {
{
title = "General &Help",
file = "mHelp.lua",
},
},
VERSION = { display = "1.4 Build: 2012-11-20 01:24:40" },
}
|
-- Set the terminal title
vim.opt.title = true
-- Use spaces instead of tabs
vim.opt.expandtab = true
vim.opt.smarttab = true
vim.opt.shiftwidth = 2
vim.opt.tabstop = 2
vim.opt.softtabstop = 2
-- Share the unnamed paste buffer with the system clipboard
vim.opt.clipboard = "unnamed"
-- Disable swapfiles
vim.opt.swapfile = false
-- Open split windows below and to the right of the current window
vim.opt.splitbelow = true
vim.opt.splitright = true
-- Show the popup menu even if there is only one match and insert only the
-- longest common text of the matches
vim.opt.completeopt = { "longest", "menuone" }
-- Allow the mouse in all modes
vim.opt.mouse = "a"
-- Allow per project `.vimrc`
vim.opt.exrc = true
-- Disable shell execution and write options
vim.opt.secure = true
-- Round indent to multiple of `shiftwidth`
vim.opt.shiftround = true
-- Ignore case sensitivity, so `foo` matches foo, Foo, and FOO
vim.opt.ignorecase = true
-- But Foo should only match Foo
vim.opt.smartcase = true
-- Adjust case sensitivity of match depending on the typed text
vim.opt.infercase = true
-- Ignore case sensitivity for files in `:cd`
vim.opt.fileignorecase = true
-- Assume fast terminal
vim.opt.ttyfast = true
vim.opt.lazyredraw = true
-- Disable the intro message
vim.opt.shortmess = vim.o.shortmess .. "I"
-- Delete the comment character when joining commented lines
vim.opt.formatoptions = vim.o.formatoptions .. "j"
-- Show spell suggestions in a smaller window
vim.opt.spellsuggest = "15"
-- Look for tags in `.git/tags`
vim.opt.tags = vim.o.tags .. ",.git/tags"
-- Allow the cursor to move where there is no text in visual select mode
vim.opt.virtualedit = "block"
-- Store undo history
vim.opt.undofile = true
vim.opt.undodir = vim.fn.expand("~/.config/nvim/undo")
-- Use `rg` for searching
vim.opt.grepprg = "rg --vimgrep --hidden -i"
vim.opt.grepformat = "%f:%l:%c:%m"
-- Enable dialog menus for confirmations
vim.opt.confirm = true
-- Do not jump to the start of the line when navigating files
vim.opt.startofline = false
|
local luaunit = require("luaunit")
local mockagne = require("mockagne")
require("autopilot_job_status_polling")
test_autopilot_job_status_polling = {
job_status = 'job_status',
job_secondary_status = 'job_secondary_status',
query = [[SELECT ::schema."SME_AUTOPILOT_JOB_STATUS_POLLING_UDF"(
:job_name,
:aws_s3_connection,
:aws_region
)]],
params = {
schema='schema_name',
job_name='job_name',
aws_s3_connection='aws_s3_connection',
aws_region='aws_region'
}
}
local function mock_pquery_train(exa_mock, query_str, query_params, success, result)
mockagne.when(exa_mock.pquery(query_str, query_params)).thenAnswer(success, result)
end
local function mock_error_return_nil(exa_mock)
mockagne.when(exa_mock.error()).thenAnswer(nil)
end
function test_autopilot_job_status_polling.setUp()
exa_mock = mockagne.getMock()
_G.global_env = exa_mock
mock_error_return_nil(exa_mock)
end
function test_autopilot_job_status_polling.test_poll_autopilot_job_status()
mock_pquery_train(
exa_mock,
test_autopilot_job_status_polling.query,
test_autopilot_job_status_polling.params,
true,
{{test_autopilot_job_status_polling.job_status, test_autopilot_job_status_polling.job_secondary_status}})
local summary, _ = poll_autopilot_job_status(
'schema_name',
'job_name',
'aws_s3_connection',
'aws_region'
)
luaunit.assertEquals(summary[1][1], test_autopilot_job_status_polling.job_status)
luaunit.assertEquals(summary[1][2], test_autopilot_job_status_polling.job_secondary_status)
end
os.exit(luaunit.LuaUnit.run())
|
return {[1]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Physical Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Physical Damage"}}},name="physical_damage_incr",stats={[1]="physical_damage_+%"}},[2]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Movement Speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Movement Speed"}}},name="movement_speed_incr",stats={[1]="base_movement_velocity_+%"}},[3]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Attack Speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Attack Speed"}}},name="attack_speed_incr_skill_granted",stats={[1]="attack_speed_+%_granted_from_skill"}},[4]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Cast Speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Cast Speed"}}},name="cast_speed_incr_skill_granted",stats={[1]="cast_speed_+%_granted_from_skill"}},[5]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies gain {0:+d}% to all Elemental Resistances"}}},name="elemental_resist",stats={[1]="base_resist_all_elements_%"}},[6]={lang={English={[1]={[1]={k="per_minute_to_per_second_2dp",v=1},limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies Regenerate {0}% of Life per second"}}},name="life_regen_per_minute_percent",stats={[1]="life_regeneration_rate_per_minute_%"}},[7]={lang={English={[1]={[1]={k="per_minute_to_per_second",v=1},limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies Regenerate {0} Life per second"}}},name="life_regen_per_minute",stats={[1]="base_life_regeneration_rate_per_minute"}},[8]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Accuracy Rating"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Accuracy Rating"}}},name="accuracy_rating_incr",stats={[1]="accuracy_rating_+%"}},[9]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Critical Strike Chance"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Critical Strike Chance"}}},name="critical_strike_chance_incr",stats={[1]="critical_strike_chance_+%"}},[10]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0} additional Evasion Rating"}}},name="base_evasion",stats={[1]="base_evasion_rating"}},[11]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% more Evasion rating"}}},name="grace_evasion_incr",stats={[1]="grace_aura_evasion_rating_+%_final"}},[12]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0} additional Armour"}}},name="base_armour",stats={[1]="base_physical_damage_reduction_rating"}},[13]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% more Armour"}}},name="determination_armour_incr",stats={[1]="determination_aura_armour_+%_final"}},[14]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0} additional Energy Shield"}}},name="base_energy_shield",stats={[1]="base_maximum_energy_shield"}},[15]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional Lightning Resistance"}}},name="lightning_resist",stats={[1]="base_lightning_damage_resistance_%"}},[16]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional Fire Resistance"}}},name="fire_resist",stats={[1]="base_fire_damage_resistance_%"}},[17]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional Cold Resistance"}}},name="cold_resist",stats={[1]="base_cold_damage_resistance_%"}},[18]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextMaximumResistance"},limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional maximum Fire Resistance"}}},name="max_fire_resist",stats={[1]="base_maximum_fire_damage_resistance_%"}},[19]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextMaximumResistance"},limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional maximum Cold Resistance"}}},name="max_cold_resist",stats={[1]="base_maximum_cold_damage_resistance_%"}},[20]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextMaximumResistance"},limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional maximum Lightning Resistance"}}},name="max_lightning_resist",stats={[1]="base_maximum_lightning_damage_resistance_%"}},[21]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="You and nearby allies deal {0} to {1} additional Fire Damage with Attacks"}}},name="attack_added_fire",stats={[1]="attack_minimum_added_fire_damage",[2]="attack_maximum_added_fire_damage"}},[22]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="You and nearby allies deal {0} to {1} additional Lightning Damage with Attacks"}}},name="attack_added_lightning",stats={[1]="attack_minimum_added_lightning_damage",[2]="attack_maximum_added_lightning_damage"}},[23]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% of Physical Damage as Extra Cold Damage"}}},name="physical_damage_to_add_as_cold",stats={[1]="physical_damage_%_to_add_as_cold"}},[24]={lang={English={[1]={[1]={k="per_minute_to_per_second",v=1},limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies Regenerate {0} Mana per second"}}},name="mana_regen",stats={[1]="base_mana_regeneration_rate_per_minute"}},[25]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby allies' Energy Shield Recharges are not delayed by Damage"}}},name="energy_shield_no_delay",stats={[1]="energy_shield_recharge_not_delayed_by_damage"}},[26]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby allies' Skills Cost no Mana"}}},name="no_mana_cost",stats={[1]="no_mana_cost"}},[27]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="{0}% Chance to Dodge Attack Hits"}}},name="dodge_chance",stats={[1]="base_chance_to_dodge_%"}},[28]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="{0}% Chance to Dodge Spell Hits"}}},name="spell_dodge_chance",stats={[1]="base_chance_to_dodge_spells_%"}},[29]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Taking Elemental Damage instead heals you and Nearby Allies\nYou and Nearby Allies cannot gain Vaal Souls"}}},name="base_elemental_damage_heals",stats={[1]="base_elemental_damage_heals"}},[30]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="You and nearby allies deal {0} to {1} additional Fire Damage with Spells"}}},name="spell_added_fire_damage",stats={[1]="spell_minimum_added_fire_damage",[2]="spell_maximum_added_fire_damage"}},[31]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies deal {0}% more Spell Lightning Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies deal {0}% less Spell Lightning Damage with Spells"}}},name="wrath_spell_lightning_damage",stats={[1]="wrath_aura_spell_lightning_damage_+%_final"}},[32]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies gain {0:+d} to Accuracy Rating"}}},name="accuracy_rating",stats={[1]="accuracy_rating"}},[33]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="You and nearby allies deal {0} to {1} additional Chaos Damage with Attacks"}}},name="attack_added_chaos",stats={[1]="attack_minimum_added_chaos_damage",[2]="attack_maximum_added_chaos_damage"}},[34]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextImpale"},limit={[1]={[1]=1,[2]=99}},text="You and nearby Allies have {0}% chance to Impale Enemies on Hit with Attacks"},[2]={[1]={k="reminderstring",v="ReminderTextImpale"},limit={[1]={[1]=100,[2]="#"}},text="You and nearby Allies Impale Enemies on Hit with Attacks"}}},name="attack_impale_chance",stats={[1]="attacks_impale_on_hit_%_chance"}},[35]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies deal {0}% increased Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies deal {0}% decreased Damage"}}},name="aura_damage_pluspercent",stats={[1]="auras_grant_damage_+%_to_you_and_your_allies"}},[36]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies have {0}% chance to avoid Elemental Ailments"}}},name="aura_avoid_elemental_ailments",stats={[1]="avoid_all_elemental_status_%"}},[37]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextChanceToAvoidDamageMax"},limit={[1]={[1]=1,[2]=99}},text="You and nearby Allies have {0}% chance to Avoid Chaos Damage from Hits"},[2]={[1]={k="reminderstring",v="ReminderTextChanceToAvoidDamageMax"},limit={[1]={[1]=100,[2]="#"}},text="You and nearby Allies Avoid Chaos Damage from Hits"}}},name="avoid_chaos_damage",stats={[1]="avoid_chaos_damage_%"}},[38]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Nearby Enemies have {0}% to Physical Damage Reduction"}}},name="phys_reduction",stats={[1]="base_additional_physical_damage_reduction_%"}},[39]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies deal {0}% increased Damage with Ailments"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies deal {0}% decreased Damage with Ailments"}}},name="aura_ailment_damage",stats={[1]="base_ailment_damage_+%"}},[40]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies have {0}% chance to avoid being Frozen"}}},name="aura_avoid_freeze",stats={[1]="base_avoid_freeze_%"}},[41]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies have {0}% chance to avoid being Ignited"}}},name="aura_avoid_ignite",stats={[1]="base_avoid_ignite_%"}},[42]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies have {0}% chance to avoid being Shocked"}}},name="aura_avoid_shock",stats={[1]="base_avoid_shock_%"}},[43]={lang={English={[1]={limit={[1]={[1]=1,[2]=99}},text="You and nearby Allies have {0}% chance to Avoid being Stunned"},[2]={limit={[1]={[1]=100,[2]="#"}},text="You and nearby Allies Cannot be Stunned"}}},name="base_avoid_stun_chance",stats={[1]="base_avoid_stun_%"}},[44]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies have {0:+d}% to Critical Strike Multiplier"}}},name="critical_strike_multiplier_incr",stats={[1]="base_critical_strike_multiplier_+"}},[45]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies are Immune to Chill"}}},name="immune_to_chill",stats={[1]="base_immune_to_chill"}},[46]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies are Immune to Freeze"}}},name="immune_to_freeze",stats={[1]="base_immune_to_freeze"}},[47]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies are Immune to Ignite"}}},name="immune_to_ignite",stats={[1]="base_immune_to_ignite"}},[48]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies are Immune to Shock"}}},name="immune_to_shock",stats={[1]="base_immune_to_shock"}},[49]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Projectile Speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Projectile Speed"}}},name="projectile_speed_incr",stats={[1]="base_projectile_speed_+%"}},[50]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby Allies' Damage Penetrates {0}% Cold Resistance"}}},name="cold_penetration",stats={[1]="base_reduce_enemy_cold_resistance_%"}},[51]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby Allies' Damage Penetrates {0}% Fire Resistance"}}},name="fire_penetration",stats={[1]="base_reduce_enemy_fire_resistance_%"}},[52]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby Allies' Damage Penetrates {0}% Lightning Resistance"}}},name="lightning_penetration",stats={[1]="base_reduce_enemy_lightning_resistance_%"}},[53]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Buffs on You and nearby Allies expire {0}% faster"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Buffs on You and nearby Allies expire {0}% slower"}}},name="buff_time_passed_pluspercent_for_buff_category",stats={[1]="buff_time_passed_+%_only_buff_category"}},[54]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies deal {0}% increased Burning Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies deal {0}% reduced Burning Damage"}}},name="burn_damage",stats={[1]="burn_damage_+%"}},[55]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Chill and Freeze Duration"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Chill and Freeze Duration"}}},name="chill_and_freeze_duration",stats={[1]="chill_and_freeze_duration_+%"}},[56]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="{0}% increased Cold Damage taken"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="{0}% reduced Cold Damage taken"}}},name="cold_damage_taken",stats={[1]="cold_damage_taken_+%"}},[57]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextConsecratedGround"},limit={[1]={[1]=1,[2]="#"}},text="You and nearby Non-Minion Allies have a {0}% chance to create Consecrated Ground on Hitting a Rare or Unique Enemy, lasting 8 seconds"}}},name="consecrate_on_hit_rare_unique",stats={[1]="create_consecrated_ground_on_hit_%_vs_rare_or_unique_enemy"}},[58]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Buff grants {0}% increased Damage if you've changed Stance recently"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Buff grants {0}% reduced Damage if you've changed Stance recently"}}},name="damage_plus_if_changed_stances_recently",stats={[1]="damage_+%_if_changed_stances_recently"}},[59]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Damage while on Full Mana"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Damage while on Full Mana"}}},name="damage_on_full_mana",stats={[1]="damage_+%_on_full_mana"}},[60]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Damage while on Full Energy Shield"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Damage while on Full Energy Shield"}}},name="damage_on_full_energy_shield_incr",stats={[1]="damage_+%_on_full_energy_shield"}},[61]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies deal {0}% increased Damage while on Full Life"}}},name="aura_damage_on_full_life",stats={[1]="damage_+%_when_on_full_life"}},[62]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies deal {0}% more Damage over Time"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies deal {0}% less Damage over Time"}}},stats={[1]="delirium_aura_damage_over_time_+%_final"}},[63]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies have {0}% increased Skill Effect Duration"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies {0}% reduced Skill Effect Duration"}}},name="duration_incr_from_delerium",stats={[1]="delirium_skill_effect_duration_+%"}},[64]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% faster start of Energy Shield Recharge"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% slower start of Energy Shield Recharge"}}},name="energy_shield_delay",stats={[1]="energy_shield_delay_-%"}},[65]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies gain {0}% increased Energy Shield Recharge rate"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies gain {0}% reduced Energy Shield Recharge rate"}}},name="energy_shield_recharge_rate",stats={[1]="energy_shield_recharge_rate_+%"}},[66]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies gain {0}% of Evasion Rating as Extra Armour"}}},name="evasion_to_add_as_armour",stats={[1]="evasion_rating_%_to_add_as_armour"}},[67]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="{0}% increased Fire Damage taken"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="{0}% reduced Fire Damage taken"}}},name="fire_damage_taken",stats={[1]="fire_damage_taken_+%"}},[68]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Mana Recovery from Flasks"}}},name="flask_mana_to_recover_incr",stats={[1]="flask_mana_to_recover_+%"}},[69]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies deal {0}% more Cold Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies deal {0}% less Cold Damage"}}},stats={[1]="hatred_aura_cold_damage_+%_final"}},[70]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Nearby Enemies' Cold Resistance is Ignored by Hits"}}},name="hits_ignore_cold_res",stats={[1]="hits_ignore_my_cold_resistance"}},[71]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Nearby Enemies' Fire Resistance is Ignored by Hits"}}},name="hits_ignore_fire_res",stats={[1]="hits_ignore_my_fire_resistance"}},[72]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Nearby Enemies' Lightning Resistance is Ignored by Hits"}}},name="hits_ignore_lightning_res",stats={[1]="hits_ignore_my_lightning_resistance"}},[73]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies are Immune to Curses"}}},name="immune_to_curses",stats={[1]="immune_to_curses"}},[74]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Impale Effect"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Impale Effect"}}},name="impale_effect",stats={[1]="impale_debuff_effect_+%"}},[75]={lang={English={[1]={[1]={k="divide_by_one_hundred",v=1},[2]={k="reminderstring",v="ReminderTextLifeLeech"},limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies Leech {0}% of Physical Attack Damage as Life"}}},name="life_leech_from_physical",stats={[1]="life_leech_from_physical_attack_damage_permyriad"}},[76]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="{0}% increased Lightning Damage taken"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="{0}% reduced Lightning Damage taken"}}},name="lightning_damage_taken",stats={[1]="lightning_damage_taken_+%"}},[77]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Movement Speed while on Chilled Ground"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Movement Speed while on Chilled Ground"}}},name="move_speed_on_chilled_ground",stats={[1]="movement_velocity_+%_on_chilled_ground"}},[78]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="Nearby Enemies take at least {0}% more Physical Damage,\n raising up to {1}% as they stay in the Aura for 4 seconds"}}},name="pride_physical_damage_taken",stats={[1]="physical_damage_aura_nearby_enemies_physical_damage_taken_+%",[2]="physical_damage_aura_nearby_enemies_physical_damage_taken_+%_max"}},[79]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Nearby Enemies take {0}% increased Physical Damage"}}},name="physical_damage_taken_incr",stats={[1]="physical_damage_taken_+%"}},[80]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% more Area of Effect"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% less Area of Effect"}}},name="precision_area_of_effect_incr_final",stats={[1]="precision_grants_area_of_effect_+%_final"}},[81]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Attack Hits againts nearby Enemies have {0}% chance to inflict Bleeding"}}},name="bleed_when_hit_chance",stats={[1]="receive_bleeding_chance_%_when_hit_by_attack"}},[82]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby Allies' Damage Penetrates {0}% Chaos Resistance"}}},name="chaos_penetration",stats={[1]="reduce_enemy_chaos_resistance_%"}},[83]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby Allies' Damage Penetrates {0}% Elemental Resistances"}}},name="elemental_penetration",stats={[1]="reduce_enemy_elemental_resistance_%"}},[84]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies have {0}% increased Spell Critical Strike Chance"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies have {0}% reduced Spell Critical Strike Chance"}}},name="spell_crit_incr",stats={[1]="spell_critical_strike_chance_+%"}},[85]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies deal {0}% more Spell Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies deal {0}% less Spell Damage with Spells"}}},stats={[1]="spell_damage_aura_spell_damage_+%_final"}},[86]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="You and nearby allies deal {0} to {1} additional Chaos Damage with Spells"}}},name="spell_added_chaos_damage",stats={[1]="spell_minimum_added_chaos_damage",[2]="spell_maximum_added_chaos_damage"}},[87]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Totem Placement speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Totem Placement speed"}}},name="totem_summon_speed_incr",stats={[1]="summon_totem_cast_speed_+%"}},["accuracy_rating"]=32,["accuracy_rating_+%"]=8,["attack_maximum_added_chaos_damage"]=33,["attack_maximum_added_fire_damage"]=21,["attack_maximum_added_lightning_damage"]=22,["attack_minimum_added_chaos_damage"]=33,["attack_minimum_added_fire_damage"]=21,["attack_minimum_added_lightning_damage"]=22,["attack_speed_+%_granted_from_skill"]=3,["attacks_impale_on_hit_%_chance"]=34,["auras_grant_damage_+%_to_you_and_your_allies"]=35,["avoid_all_elemental_status_%"]=36,["avoid_chaos_damage_%"]=37,["base_additional_physical_damage_reduction_%"]=38,["base_ailment_damage_+%"]=39,["base_avoid_freeze_%"]=40,["base_avoid_ignite_%"]=41,["base_avoid_shock_%"]=42,["base_avoid_stun_%"]=43,["base_chance_to_dodge_%"]=27,["base_chance_to_dodge_spells_%"]=28,["base_cold_damage_resistance_%"]=17,["base_critical_strike_multiplier_+"]=44,["base_elemental_damage_heals"]=29,["base_evasion_rating"]=10,["base_fire_damage_resistance_%"]=16,["base_immune_to_chill"]=45,["base_immune_to_freeze"]=46,["base_immune_to_ignite"]=47,["base_immune_to_shock"]=48,["base_life_regeneration_rate_per_minute"]=7,["base_lightning_damage_resistance_%"]=15,["base_mana_regeneration_rate_per_minute"]=24,["base_maximum_cold_damage_resistance_%"]=19,["base_maximum_energy_shield"]=14,["base_maximum_fire_damage_resistance_%"]=18,["base_maximum_lightning_damage_resistance_%"]=20,["base_movement_velocity_+%"]=2,["base_physical_damage_reduction_rating"]=12,["base_projectile_speed_+%"]=49,["base_reduce_enemy_cold_resistance_%"]=50,["base_reduce_enemy_fire_resistance_%"]=51,["base_reduce_enemy_lightning_resistance_%"]=52,["base_resist_all_elements_%"]=5,["buff_time_passed_+%_only_buff_category"]=53,["burn_damage_+%"]=54,["cast_speed_+%_granted_from_skill"]=4,["chill_and_freeze_duration_+%"]=55,["cold_damage_taken_+%"]=56,["create_consecrated_ground_on_hit_%_vs_rare_or_unique_enemy"]=57,["critical_strike_chance_+%"]=9,["damage_+%_if_changed_stances_recently"]=58,["damage_+%_on_full_energy_shield"]=60,["damage_+%_on_full_mana"]=59,["damage_+%_when_on_full_life"]=61,["delirium_aura_damage_over_time_+%_final"]=62,["delirium_skill_effect_duration_+%"]=63,["determination_aura_armour_+%_final"]=13,["energy_shield_delay_-%"]=64,["energy_shield_recharge_not_delayed_by_damage"]=25,["energy_shield_recharge_rate_+%"]=65,["evasion_rating_%_to_add_as_armour"]=66,["fire_damage_taken_+%"]=67,["flask_mana_to_recover_+%"]=68,["grace_aura_evasion_rating_+%_final"]=11,["hatred_aura_cold_damage_+%_final"]=69,["hits_ignore_my_cold_resistance"]=70,["hits_ignore_my_fire_resistance"]=71,["hits_ignore_my_lightning_resistance"]=72,["immune_to_curses"]=73,["impale_debuff_effect_+%"]=74,["life_leech_from_physical_attack_damage_permyriad"]=75,["life_regeneration_rate_per_minute_%"]=6,["lightning_damage_taken_+%"]=76,["movement_velocity_+%_on_chilled_ground"]=77,["no_mana_cost"]=26,parent="skill_stat_descriptions",["physical_damage_%_to_add_as_cold"]=23,["physical_damage_+%"]=1,["physical_damage_aura_nearby_enemies_physical_damage_taken_+%"]=78,["physical_damage_aura_nearby_enemies_physical_damage_taken_+%_max"]=78,["physical_damage_taken_+%"]=79,["precision_grants_area_of_effect_+%_final"]=80,["receive_bleeding_chance_%_when_hit_by_attack"]=81,["reduce_enemy_chaos_resistance_%"]=82,["reduce_enemy_elemental_resistance_%"]=83,["spell_critical_strike_chance_+%"]=84,["spell_damage_aura_spell_damage_+%_final"]=85,["spell_maximum_added_chaos_damage"]=86,["spell_maximum_added_fire_damage"]=30,["spell_minimum_added_chaos_damage"]=86,["spell_minimum_added_fire_damage"]=30,["summon_totem_cast_speed_+%"]=87,["wrath_aura_spell_lightning_damage_+%_final"]=31}
|
local store_key = '${ joinKey(keyPrefix, keyStore) }'
local processing_items_key = '${ joinKey(keyPrefix, keyProcessingItems) }'
local message_id = ARGV[1]
local t1 = redis.call('zrem', processing_items_key, message_id)
local t2 = redis.call('hdel', store_key, message_id)
return { t1, t2 }
|
function Test()
RunJam{ 'clean' }
local cleanFiles =
{
'appA.cpp',
'appB.cpp',
'Jamfile.jam',
}
TestFiles(cleanFiles)
if Platform == 'win32' and Compiler ~= 'mingw' then
local run1pattern =
{
'Building appA...',
'Building appB...',
'*** found 31 target(s)...',
'*** updating 6 target(s)...',
'@ C.vc.C++ <$(TOOLCHAIN_GRIST):appA>appA.obj',
'!NEXT!@ $(C_LINK) <$(TOOLCHAIN_GRIST):appA>appA.exe',
'!NEXT!@ C.vc.C++ <$(TOOLCHAIN_GRIST):appB>appB.obj',
'!NEXT!@ $(C_LINK) <$(TOOLCHAIN_GRIST):appB>appB.exe',
'*** updated 6 target(s)...',
}
TestPattern(run1pattern, RunJam())
TestFiles{
'appA.cpp', 'appB.cpp', 'Jamfile.jam',
'$(TOOLCHAIN_PATH)/appA/appA.obj',
'$(TOOLCHAIN_PATH)/appA/appA.release.exe',
'$(TOOLCHAIN_PATH)/appA/appA.release.pdb',
'$(TOOLCHAIN_PATH)/appB/appB.obj',
'$(TOOLCHAIN_PATH)/appB/appB.release.exe',
'$(TOOLCHAIN_PATH)/appB/appB.release.pdb',
'?vc.pdb',
}
---------------------------------------------------------------------------
local cleanPattern = [[
Building appA...
Building appB...
*** found 6 target(s)...
*** updating 3 target(s)...
@ Clean <$(TOOLCHAIN_GRIST)>clean:appA
@ Clean <$(TOOLCHAIN_GRIST)>clean:appB
@ Clean clean
*** updated 3 target(s)...
]]
TestPattern(cleanPattern, RunJam{ 'clean' })
TestFiles(cleanFiles)
---------------------------------------------------------------------------
local appAPattern = [[
Building appA...
*** found 15 target(s)...
*** updating 3 target(s)...
@ C.vc.C++ <$(TOOLCHAIN_GRIST):appA>appA.obj
!NEXT!@ $(C_LINK) <$(TOOLCHAIN_GRIST):appA>appA.exe
*** updated 3 target(s)...
]]
TestPattern(appAPattern, RunJam{ 'appA' })
TestFiles{
'appA.cpp', 'appB.cpp', 'Jamfile.jam',
'$(TOOLCHAIN_PATH)/appA/appA.obj',
'$(TOOLCHAIN_PATH)/appA/appA.release.exe',
'$(TOOLCHAIN_PATH)/appA/appA.release.pdb',
-- '?vc.pdb'
}
local appBPattern = [[
Building appB...
*** found 15 target(s)...
*** updating 3 target(s)...
@ C.vc.C++ <$(TOOLCHAIN_GRIST):appB>appB.obj
!NEXT!@ $(C_LINK) <$(TOOLCHAIN_GRIST):appB>appB.exe
*** updated 3 target(s)...
]]
TestPattern(appBPattern, RunJam{ 'appB' })
TestFiles{
'appA.cpp', 'appB.cpp', 'Jamfile.jam',
'$(TOOLCHAIN_PATH)/appA/appA.obj',
'$(TOOLCHAIN_PATH)/appA/appA.release.exe',
'$(TOOLCHAIN_PATH)/appA/appA.release.pdb',
'$(TOOLCHAIN_PATH)/appB/appB.obj',
'$(TOOLCHAIN_PATH)/appB/appB.release.exe',
'$(TOOLCHAIN_PATH)/appB/appB.release.pdb',
'?vc.pdb'
}
RunJam{ 'clean:appA' }
TestFiles{
'appA.cpp', 'appB.cpp', 'Jamfile.jam',
'$(TOOLCHAIN_PATH)/appB/appB.obj',
'$(TOOLCHAIN_PATH)/appB/appB.release.exe',
'$(TOOLCHAIN_PATH)/appB/appB.release.pdb',
'?vc.pdb'
}
RunJam{ 'clean:appB' }
TestFiles{
'appA.cpp', 'appB.cpp', 'Jamfile.jam',
}
else
---------------------------------------------------------------------------
local run1pattern = [[
Building appA...
Building appB...
*** found 15 target(s)...
*** updating 6 target(s)...
@ C.$(COMPILER).C++ <$(TOOLCHAIN_GRIST):appA>appA.o
@ $(C_LINK) <$(TOOLCHAIN_GRIST):appA>appA$(SUFEXE)
@ C.$(COMPILER).C++ <$(TOOLCHAIN_GRIST):appB>appB.o
@ $(C_LINK) <$(TOOLCHAIN_GRIST):appB>appB$(SUFEXE)
*** updated 6 target(s)...
]]
TestPattern(run1pattern, RunJam())
TestFiles{
'appA.cpp',
'appB.cpp',
'Jamfile.jam',
'test.lua',
'$(TOOLCHAIN_PATH)/appA/appA.o',
'$(TOOLCHAIN_PATH)/appA/appA.release',
'$(TOOLCHAIN_PATH)/appB/appB.o',
'$(TOOLCHAIN_PATH)/appB/appB.release',
}
---------------------------------------------------------------------------
local cleanPattern = [[
Building appA...
Building appB...
*** found 6 target(s)...
*** updating 3 target(s)...
@ Clean <$(TOOLCHAIN_GRIST)>clean:appA
@ Clean <$(TOOLCHAIN_GRIST)>clean:appB
*** updated 3 target(s)...
]]
TestPattern(cleanPattern, RunJam{ 'clean' })
TestFiles(cleanFiles)
---------------------------------------------------------------------------
local appAPattern = [[
Building appA...
*** found 7 target(s)...
*** updating 3 target(s)...
@ C.$(COMPILER).C++ <$(TOOLCHAIN_GRIST):appA>appA.o
@ $(C_LINK) <$(TOOLCHAIN_GRIST):appA>appA$(SUFEXE)
*** updated 3 target(s)...
]]
TestPattern(appAPattern, RunJam{ 'appA' })
TestFiles{
'appA.cpp',
'appB.cpp',
'Jamfile.jam',
'test.lua',
'$(TOOLCHAIN_PATH)/appA/appA.o',
'$(TOOLCHAIN_PATH)/appA/appA.release',
}
---------------------------------------------------------------------------
local appBPattern = [[
Building appB...
*** found 7 target(s)...
*** updating 3 target(s)...
@ C.$(COMPILER).C++ <$(TOOLCHAIN_GRIST):appB>appB.o
@ $(C_LINK) <$(TOOLCHAIN_GRIST):appB>appB$(SUFEXE)
*** updated 3 target(s)...
]]
TestPattern(appBPattern, RunJam{ 'appB' })
TestFiles{
'appA.cpp',
'appB.cpp',
'Jamfile.jam',
'test.lua',
'$(TOOLCHAIN_PATH)/appA/appA.o',
'$(TOOLCHAIN_PATH)/appA/appA.release',
'$(TOOLCHAIN_PATH)/appB/appB.o',
'$(TOOLCHAIN_PATH)/appB/appB.release',
}
---------------------------------------------------------------------------
RunJam{ 'clean:appA' }
TestFiles{
'appA.cpp',
'appB.cpp',
'Jamfile.jam',
'test.lua',
'$(TOOLCHAIN_PATH)/appB/appB.o',
'$(TOOLCHAIN_PATH)/appB/appB.release',
}
---------------------------------------------------------------------------
RunJam{ 'clean:appB' }
TestFiles(cleanFiles)
end
end
|
PlayerShootingState = Class {__includes = BaseState}
local animations = {
['shooting'] = Animation {
frames = {14, 15},
interval = 0.5
}
}
function PlayerShootingState:init(params)
self.player = params.player
self.rightFacing = true
end
function PlayerShootingState:enter(params)
self.player.speed = 50
self.shootable = params.shootable
self.reticle =
Reticle {
x = params.shootable.x,
y = params.shootable.y,
width = params.shootable.width,
height = params.shootable.height
}
end
function PlayerShootingState:exit()
self.player.speed = 250
end
function PlayerShootingState:update(dt)
if self.shootable ~= nil then
self.shootable.grabbed = true
end
self.reticle:update(dt, self.shootable)
-- Check grabzone since this will update to nil if the ball
-- goes out of range.
if not self.player.grabzone.shootable then
self.shootable.grabbed = false
-- Don't fire, instead the player loses the ball.
self.player.actionMachine:change('idle')
return
end
if not love.mouse.isDown(1) then
self.player.cooldown.fill = 50
self.shootable.grabbed = false
self.shootable:fire(self.reticle.angle)
self.player.actionMachine:change('idle')
self.player.invincible = true
Timer.after(
1,
function()
self.player.invincible = false
end
)
end
end
function PlayerShootingState:render()
-- Move into reticle
if self.shootable ~= nil then
self.reticle:render()
end
end
|
--
-- Store the tags that are used in the markup
--
local redTag = TagColor:Create(RGB(255,99,71))
local goldTag = TagColor:Create(Vector.Create(0.972, 0.794, 0.102))
TagDB =
{
['red'] = function() return redTag end,
['pause'] = function() return TagPause:Create(0.5) end,
-- FOR ARTICLE
['keyword'] = function() return goldTag end,
['script'] = function(tag)
print("-= SCRIPT TAG =-")
PrintTable(tag)
return { ['AdjustColor'] = function() end}
end,
['fast'] = function() return TagSpeed:Create(0.5) end,
['slow'] = function() return TagSpeed:Create(10.0) end,
TagsForParser = function(self)
-- These should be extract automatically.
return
{
['red'] = { type = "Wide" },
['pause'] = { type = "Short" },
['keyword'] = { type = "Wide" },
['slow'] = { type = "Wide" },
['fast'] = { type = "Wide" },
['script'] = { type = "Cut" },
}
end
}
|
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:29' using the latest game version.
NOTE: This file should only be used as IDE support; it should NOT be distributed with addons!
****************************************************************************
CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC.
****************************************************************************
]]
--[[ Character Create Slider ]]--
ZO_CharacterCreateSlider_Base = ZO_Object:Subclass()
function ZO_CharacterCreateSlider_Base:New(...)
local slider = ZO_Object.New(self)
slider:Initialize(...)
return slider
end
function ZO_CharacterCreateSlider_Base:Initialize(control)
control.sliderObject = self
self.control = control
self.slider = GetControl(control, "Slider")
self.name = GetControl(control, "Name")
self.padlock = GetControl(control, "Padlock")
self.lockState = TOGGLE_BUTTON_OPEN
end
function ZO_CharacterCreateSlider_Base:SetName(displayName, enumNameFallback, enumValue)
if displayName and displayName ~= "" then
self.name:SetText(displayName)
else
self.name:SetText(GetString(enumNameFallback, enumValue))
end
end
function ZO_CharacterCreateSlider_Base:SetData(sliderIndex, name, category, steps, value, defaultValue)
self.sliderIndex = sliderIndex
self.category = category
self.initializing = true
self.numSteps = steps
self.defaultValue = defaultValue
self.slider:SetValueStep(1 / steps)
self:SetName(nil, "SI_CHARACTERSLIDERNAME", name)
self:Update(value)
end
function ZO_CharacterCreateSlider_Base:SetValue(value)
if not self.initializing then
SetSliderValue(self.sliderIndex, value)
self:UpdateChangeButtons(value)
end
end
function ZO_CharacterCreateSlider_Base:ChangeValue(changeAmount)
local currentValue = self.slider:GetValue()
local valueStep = self.slider:GetValueStep()
local newSteppedValue = currentValue + (changeAmount * valueStep)
local min, max = self.slider:GetMinMax()
if newSteppedValue < min or newSteppedValue > max then
newSteppedValue = zo_clamp(newSteppedValue, min, max)
end
if currentValue ~= newSteppedValue then
self:SetValue(newSteppedValue)
self:Update()
end
end
function ZO_CharacterCreateSlider_Base:GetValue()
return self.slider:GetValue()
end
function ZO_CharacterCreateSlider_Base:Randomize(randomizeType)
if self.lockState == TOGGLE_BUTTON_OPEN then
local randomValue = 0
if (randomizeType == "initial") and (self.defaultValue >= 0) then
-- If this is the initial randomization and we have a valid default value
-- then don't actually randomize anything, just use the default value.
randomValue = self.defaultValue
else
-- Otherwise, pick a random value from the valid values
local numSteps = self.numSteps
if numSteps > 0 then
randomValue = zo_random(0, numSteps) / numSteps
end
end
self:SetValue(randomValue)
self:Update()
end
end
function ZO_CharacterCreateSlider_Base:ToggleLocked()
self.lockState = not self.lockState
ZO_ToggleButton_SetState(self.padlock, self.lockState)
self:UpdateLockState()
end
function ZO_CharacterCreateSlider_Base:SetLocked(isLocked)
if self:IsLocked() ~= isLocked then
self:ToggleLocked()
end
end
function ZO_CharacterCreateSlider_Base:CanLock()
return true
end
function ZO_CharacterCreateSlider_Base:IsLocked()
return self.lockState ~= TOGGLE_BUTTON_OPEN
end
function ZO_CharacterCreateSlider_Base:UpdateLockState()
local enabled = self.lockState == TOGGLE_BUTTON_OPEN
self.slider:SetEnabled(enabled)
if enabled then
self:UpdateChangeButtons()
else
self:UpdateChangeButton(self.decrementButton, false)
self:UpdateChangeButton(self.incrementButton, false)
end
end
function ZO_CharacterCreateSlider_Base:UpdateChangeButton(button, isEnabled)
if button then --- This means that the gamepad version (which has no buttons) works fine.
if isEnabled then
button:SetState(BSTATE_NORMAL, false)
else
button:SetState(BSTATE_DISABLED, true)
end
end
end
function ZO_CharacterCreateSlider_Base:UpdateChangeButtons(value)
if value == nil then
value = select(4, GetSliderInfo(self.sliderIndex))
end
local steppedValue = zo_floor(value * self.numSteps)
self:UpdateChangeButton(self.decrementButton, steppedValue > 0)
self:UpdateChangeButton(self.incrementButton, steppedValue < self.numSteps)
end
function ZO_CharacterCreateSlider_Base:Update(value)
self.initializing = true
if not value then
value = select(4, GetSliderInfo(self.sliderIndex))
end
self.slider:SetValue(value)
self.initializing = nil
self:UpdateChangeButtons(value)
end
--[[ Character Create Appearance Slider ]]--
-- Implemented as a mixin
ZO_CharacterCreateAppearanceSlider = {}
function ZO_CharacterCreateAppearanceSlider:SetData(appearanceName, numValues, displayName)
self.category = appearanceName
self:SetName(displayName, "SI_CHARACTERAPPEARANCENAME", appearanceName)
self.legalInitialSettings = {}
for appearanceIndex = 1, numValues do
local legalInitialSetting = select(4, GetAppearanceValueInfo(appearanceName, appearanceIndex))
if legalInitialSetting then
table.insert(self.legalInitialSettings, appearanceIndex)
end
end
self.initializing = true
self.slider:SetMinMax(1, numValues)
self.slider:SetValueStep(1)
self.numSteps = numValues
self:Update()
end
function ZO_CharacterCreateAppearanceSlider:GetAppearanceValue()
return GetAppearanceValue(self.category)
end
function ZO_CharacterCreateAppearanceSlider:SetAppearanceValue(value)
SetAppearanceValue(self.category, value)
end
function ZO_CharacterCreateAppearanceSlider:SetValue(value)
if not self.initializing then
OnCharacterCreateOptionChanged()
self:SetAppearanceValue(value)
self:UpdateChangeButtons(value)
end
end
function ZO_CharacterCreateAppearanceSlider:Randomize(randomizeType)
if self.lockState == TOGGLE_BUTTON_OPEN then
local randomValue = 1
if (randomizeType == "initial") and (#self.legalInitialSettings > 0) then
-- If this is the initial randomization and we have some legal initial values
-- then only randomize over those values
randomValue = self.legalInitialSettings[zo_random(1, #self.legalInitialSettings)]
else
-- Otherwise, pick a random value from the valid values
local maxValue = self.numSteps
if maxValue > 0 then
randomValue = zo_random(1, maxValue)
end
end
self:SetValue(randomValue)
self:Update()
end
end
function ZO_CharacterCreateAppearanceSlider:UpdateChangeButtons(value)
if value == nil then
value = self:GetAppearanceValue()
end
self:UpdateChangeButton(self.decrementButton, value > 1)
self:UpdateChangeButton(self.incrementButton, value < self.numSteps)
end
function ZO_CharacterCreateAppearanceSlider:Update()
self.initializing = true
local currentValue = self:GetAppearanceValue()
self.slider:SetValue(currentValue)
self.initializing = nil
self:UpdateChangeButtons(currentValue)
end
-- Global XML functions
function ZO_CharacterCreateSlider_SetSlider(slider, value)
OnCharacterCreateOptionChanged()
slider:GetParent().sliderObject:SetValue(value)
end
|
local cls_ui_demo = class("cls_ui_demo",cls_ui_base)
cls_ui_demo.s_ui_panel = 'uiprefab/demo_ui'
cls_ui_demo.s_ui_order = 12
function cls_ui_demo:ctor()
self.super.ctor(self)
end
function cls_ui_demo:OnStart()
log("cls_ui_demo OnStart")
-- UILabel组件
self.m_count = 333
local label_num = self.m_transform:FindChild("LabelContain/LabelNum");
self.m_ui_label_demo = label_num:GetComponent("UILabel")
self.m_ui_label_demo.text = self.m_count
-- Button click事件
self.m_is_stoped = true
self.m_ui_button_demo = self.m_transform:FindChild("Button").gameObject;
self.m_lua_behaviour:AddClick(self.m_ui_button_demo, function (obj)
-- 切换开关
self.m_is_stoped = not self.m_is_stoped
log("change stop status to "..tostring(self.m_is_stoped))
end);
-- 启动每帧更新,下面的Update的执行依赖这个
self:EnableUpdate()
end
function cls_ui_demo:Update()
if self.m_is_stoped then
return
end
-- 计数加1
self.m_count = self.m_count - 1
self.m_ui_label_demo.text = self.m_count
if self.m_count <= 0 then
self:Close()
log("count down to zero ")
end
end
function cls_ui_demo:OnDestroy()
self.super.OnDestroy(self)
log("cls_ui_demo OnDestroy")
end
function ShowDemoUI()
cls_ui_demo:new()
end
|
talent_proto = {
[1] = { type = 1, class = 1, level = 1, exp = 100, per_exp = 10, cost = { {12, 10}, }, },
[2] = { type = 1, class = 1, level = 2, exp = 200, per_exp = 10, cost = { {13, 10}, }, },
[3] = { type = 1, class = 1, level = 3, exp = 300, per_exp = 10, cost = { {14, 10}, }, },
[4] = { type = 1, class = 2, level = 1, exp = 100, per_exp = 10, cost = { {15, 10}, }, },
[5] = { type = 1, class = 2, level = 2, exp = 200, per_exp = 10, cost = { {16, 10}, }, },
[6] = { type = 1, class = 2, level = 3, exp = 300, per_exp = 10, cost = { {17, 10}, }, },
[7] = { type = 1, class = 3, level = 1, exp = 100, per_exp = 10, cost = { {18, 10}, }, },
[8] = { type = 1, class = 3, level = 2, exp = 200, per_exp = 10, cost = { {19, 10}, }, },
[9] = { type = 1, class = 3, level = 3, exp = 300, per_exp = 10, cost = { {20, 10}, }, },
[10] = { type = 2, class = 4, level = 1, exp = 100, per_exp = 10, cost = { {21, 10}, }, },
[11] = { type = 2, class = 4, level = 2, exp = 200, per_exp = 10, cost = { {22, 10}, }, },
[12] = { type = 2, class = 4, level = 3, exp = 300, per_exp = 10, cost = { {23, 10}, }, },
[13] = { type = 2, class = 5, level = 1, exp = 100, per_exp = 10, cost = { {24, 10}, }, },
[14] = { type = 2, class = 5, level = 2, exp = 200, per_exp = 10, cost = { {25, 10}, }, },
[15] = { type = 2, class = 5, level = 3, exp = 300, per_exp = 10, cost = { {26, 10}, }, },
[16] = { type = 2, class = 6, level = 1, exp = 100, per_exp = 10, cost = { {27, 10}, }, },
[17] = { type = 2, class = 6, level = 2, exp = 200, per_exp = 10, cost = { {28, 10}, }, },
[18] = { type = 2, class = 6, level = 3, exp = 300, per_exp = 10, cost = { {29, 10}, }, },
[19] = { type = 3, class = 7, level = 1, exp = 100, per_exp = 10, cost = { {30, 10}, }, },
[20] = { type = 3, class = 7, level = 2, exp = 200, per_exp = 10, cost = { {31, 10}, }, },
[21] = { type = 3, class = 7, level = 3, exp = 300, per_exp = 10, cost = { {32, 10}, }, },
[22] = { type = 3, class = 8, level = 1, exp = 100, per_exp = 10, cost = { {33, 10}, }, },
[23] = { type = 3, class = 8, level = 2, exp = 200, per_exp = 10, cost = { {34, 10}, }, },
[24] = { type = 3, class = 8, level = 3, exp = 300, per_exp = 10, cost = { {35, 10}, }, },
[25] = { type = 3, class = 9, level = 1, exp = 100, per_exp = 10, cost = { {36, 10}, }, },
[26] = { type = 3, class = 9, level = 2, exp = 200, per_exp = 10, cost = { {37, 10}, }, },
[27] = { type = 3, class = 9, level = 3, exp = 300, per_exp = 10, cost = { {38, 10}, }, },
[28] = { type = 4, class = 10, level = 1, exp = 100, per_exp = 10, cost = { {39, 10}, }, },
[29] = { type = 4, class = 10, level = 2, exp = 200, per_exp = 10, cost = { {40, 10}, }, },
[30] = { type = 4, class = 10, level = 3, exp = 300, per_exp = 10, cost = { {41, 10}, }, },
[31] = { type = 4, class = 11, level = 1, exp = 100, per_exp = 10, cost = { {42, 10}, }, },
[32] = { type = 4, class = 11, level = 2, exp = 200, per_exp = 10, cost = { {43, 10}, }, },
[33] = { type = 4, class = 11, level = 3, exp = 300, per_exp = 10, cost = { {44, 10}, }, },
[34] = { type = 4, class = 12, level = 1, exp = 100, per_exp = 10, cost = { {45, 10}, }, },
[35] = { type = 4, class = 12, level = 2, exp = 200, per_exp = 10, cost = { {46, 10}, }, },
[36] = { type = 4, class = 12, level = 3, exp = 300, per_exp = 10, cost = { {47, 10}, }, },
[37] = { type = 5, class = 1, level = 1, exp = 100, per_exp = 10, cost = { {12, 10}, }, },
[38] = { type = 5, class = 1, level = 2, exp = 200, per_exp = 10, cost = { {13, 10}, }, },
[39] = { type = 5, class = 1, level = 3, exp = 300, per_exp = 10, cost = { {14, 10}, }, },
[40] = { type = 5, class = 3, level = 1, exp = 100, per_exp = 10, cost = { {18, 10}, }, },
[41] = { type = 5, class = 3, level = 2, exp = 200, per_exp = 10, cost = { {19, 10}, }, },
[42] = { type = 5, class = 3, level = 3, exp = 300, per_exp = 10, cost = { {20, 10}, }, },
[43] = { type = 5, class = 5, level = 1, exp = 100, per_exp = 10, cost = { {24, 10}, }, },
[44] = { type = 5, class = 5, level = 2, exp = 200, per_exp = 10, cost = { {25, 10}, }, },
[45] = { type = 5, class = 5, level = 3, exp = 300, per_exp = 10, cost = { {26, 10}, }, },
[46] = { type = 6, class = 7, level = 1, exp = 100, per_exp = 10, cost = { {30, 10}, }, },
[47] = { type = 6, class = 7, level = 2, exp = 200, per_exp = 10, cost = { {31, 10}, }, },
[48] = { type = 6, class = 7, level = 3, exp = 300, per_exp = 10, cost = { {32, 10}, }, },
[49] = { type = 6, class = 9, level = 1, exp = 100, per_exp = 10, cost = { {36, 10}, }, },
[50] = { type = 6, class = 9, level = 2, exp = 200, per_exp = 10, cost = { {37, 10}, }, },
[51] = { type = 6, class = 9, level = 3, exp = 300, per_exp = 10, cost = { {38, 10}, }, },
[52] = { type = 6, class = 11, level = 1, exp = 100, per_exp = 10, cost = { {42, 10}, }, },
[53] = { type = 6, class = 11, level = 2, exp = 200, per_exp = 10, cost = { {43, 10}, }, },
[54] = { type = 6, class = 11, level = 3, exp = 300, per_exp = 10, cost = { {44, 10}, }, },
}
return talent_proto
|
-----------------------------------
-- Area: Windurst Waters
-- NPC: Jack of Hearts
-- Adventurer's Assistant
-- Working 100%
-------------------------------------
require("scripts/globals/settings");
function onTrade(player,npc,trade)
if (trade:getItemCount() == 1 and trade:hasItemQty(536,1) == true) then
player:startEvent(10012,GIL_RATE*50);
player:addGil(GIL_RATE*50);
player:tradeComplete();
end
end;
function onTrigger(player,npc)
player:startEvent(10011,0,1);
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
end;
|
require'nvim-treesitter.configs'.setup {
highlight = {
enable = true,
},
indent = {
enable = true,
-- TODO seems to be broken atm
disable = { "javascript", "javascriptreact", "typescript", "typescriptreact" },
},
autotag = {
enable = true,
},
context_commentstring = {
enable = true,
},
refactor = {
highlight_definitions = { enable = true },
highlight_current_scope = { enable = true },
smart_rename = {
enable = true,
keymaps = {
smart_rename = "grr",
},
},
navigation = {
enable = true,
keymaps = {
goto_definition_lsp_fallback = "gnd",
list_definitions = "gnD",
list_definitions_toc = "gO",
goto_next_usage = "<a-*>",
goto_previous_usage = "<a-#>",
},
},
},
incremental_selection = {
enable = true,
keymaps = {
init_selection = "<CR>",
scope_incremental = "<CR>",
node_incremental = "<TAB>",
node_decremental = "<S-TAB>",
},
},
textobjects = {
select = {
enable = true,
keymaps = {
["af"] = "@function.outer",
["if"] = "@function.inner",
["ac"] = "@class.outer",
["ic"] = "@class.inner",
["aa"] = "@parameter.outer",
["ia"] = "@parameter.inner",
},
},
swap = {
enable = true,
swap_next = {
["<C-l>"] = "@parameter.inner",
},
swap_previous = {
["<C-h>"] = "@parameter.inner",
},
},
move = {
enable = true,
goto_next_start = {
["]m"] = "@function.outer",
["]]"] = "@class.outer",
},
goto_next_end = {
["]M"] = "@function.outer",
["]["] = "@class.outer",
},
goto_previous_start = {
["[m"] = "@function.outer",
["[["] = "@class.outer",
},
goto_previous_end = {
["[M"] = "@function.outer",
["[]"] = "@class.outer",
},
},
},
}
|
local ast = require 'pallene.ast'
local driver = require 'pallene.driver'
local types = require 'pallene.types'
local util = require 'pallene.util'
local function run_checker(code)
assert(util.set_file_contents("test.pallene", code))
local prog_ast, errs = driver.test_ast("checker", "test.pallene")
return prog_ast, table.concat(errs, "\n")
end
local function assert_type_check(code)
local prog_ast, errs = run_checker(code)
assert.truthy(prog_ast, errs)
end
local function assert_type_error(expected, code)
local prog_ast, errs = run_checker(code)
assert.falsy(prog_ast)
assert.match(expected, errs)
end
describe("Pallene type checker", function()
teardown(function()
os.remove("test.pallene")
end)
it("detects when a non-type is used in a type variable", function()
local prog_ast, errs = run_checker([[
local foo: integer = 10
local bar: foo = 11
]])
assert.falsy(prog_ast)
assert.match("'foo' isn't a type", errs)
end)
it("detects when a non-value is used in a value variable", function()
local prog_ast, errs = run_checker([[
record Point
x: integer
y: integer
end
local bar: integer = Point
]])
assert.falsy(prog_ast)
assert.match("'Point' isn't a value", errs)
end)
it("for loop iteration variables don't shadow var limit and step", function()
local prog_ast, errs = run_checker([[
function fn(x: integer): integer
local i: string = "asdfg"
for i = 1, #i do
x = x + i
end
return x
end
]])
assert(prog_ast, errs)
end)
it("coerces to integer", function()
local prog_ast, errs = run_checker([[
function fn(): integer
local f: float = 1.0
local i: integer = f as integer
return 1
end
]])
assert(prog_ast, errs)
assert.same(ast.Exp.Cast, prog_ast[1].block.stats[2].exp._tag)
assert.same(types.T.Integer, prog_ast[1].block.stats[2].exp._type._tag)
end)
it("coerces to float", function()
local prog_ast, errs = run_checker([[
function fn(): integer
local i: integer = 12
local f: float = i as float
return 1
end
]])
assert(prog_ast, errs)
assert.same(ast.Exp.Cast, prog_ast[1].block.stats[2].exp._tag)
assert.same(types.T.Float, prog_ast[1].block.stats[2].exp._type._tag)
end)
it("allows constant variable initialization", function()
assert_type_check([[ local x1 = nil ]])
assert_type_check([[ local x2 = false ]])
assert_type_check([[ local x3 = 11 ]])
assert_type_check([[ local x4 = 1.1 ]])
assert_type_check([[ local x5 = "11" ]])
assert_type_check([[ local x6: {integer} = {} ]])
assert_type_check([[ local x7: {integer} = {1, 2} ]])
assert_type_check([[ local x8 = "a" .. 10 ]])
assert_type_check([[ local x9 = 1 + 2 ]])
assert_type_check([[ local x10 = not false ]])
assert_type_check([[ local x11 = 10.1 ]])
end)
it("allows non constant variable initialization", function()
assert_type_check([[
function f(): integer
return 10
end
local x = f() ]])
assert_type_check([[
local x = 10
local y = x ]])
assert_type_check([[
local x = 10
local y = -x ]])
assert_type_check([[
local x = 10
local y = 10 + x ]])
assert_type_check([[
local x = "b"
local y = "a" .. x ]])
assert_type_check([[
local x = 10
local y: integer = x ]])
assert_type_check([[
local x = 10
local y: {integer} = {x} ]])
end)
it("catches array expression in indexing is not an array", function()
local prog_ast, errs = run_checker([[
function fn(x: integer)
x[1] = 2
end
]])
assert.falsy(prog_ast)
assert.match("array expression in indexing is not an array", errs)
end)
it("accepts correct use of length operator", function()
local prog_ast, errs = run_checker([[
function fn(x: {integer}): integer
return #x
end
]])
assert(prog_ast, errs)
end)
it("catches wrong use of length operator", function()
local prog_ast, errs = run_checker([[
function fn(x: integer): integer
return #x
end
]])
assert.falsy(prog_ast)
assert.match("trying to take the length", errs)
end)
it("catches wrong use of unary minus", function()
local prog_ast, errs = run_checker([[
function fn(x: boolean): boolean
return -x
end
]])
assert.falsy(prog_ast)
assert.match("trying to negate a", errs)
end)
it("catches wrong use of bitwise not", function()
local prog_ast, errs = run_checker([[
function fn(x: boolean): boolean
return ~x
end
]])
assert.falsy(prog_ast)
assert.match("trying to bitwise negate a", errs)
end)
it("catches wrong use of boolean not", function()
local prog_ast, errs = run_checker([[
function fn(): boolean
return not nil
end
]])
assert.falsy(prog_ast)
assert.match("trying to boolean negate a nil", errs)
end)
it("catches mismatching types in locals", function()
local prog_ast, errs = run_checker([[
function fn()
local i: integer = 1
local s: string = "foo"
s = i
end
]])
assert.falsy(prog_ast)
assert.match("expected string but found integer", errs)
end)
it("function can call another function", function()
local prog_ast, errs = run_checker([[
function fn1()
end
function fn2()
fn1()
end
]])
assert(prog_ast, errs)
end)
it("catches mismatching types in arguments", function()
local prog_ast, errs = run_checker([[
function fn(i: integer, s: string): integer
s = i
end
]])
assert.falsy(prog_ast)
assert.match("expected string but found integer", errs)
end)
it("can create empty array (with type annotation)", function()
local prog_ast, errs = run_checker([[
local xs: {integer} = {}
]])
assert(prog_ast, errs)
end)
it("can create non-empty array (with type annotation)", function()
local prog_ast, errs = run_checker([[
local xs: {integer} = {10, 20, 30}
]])
assert(prog_ast, errs)
end)
it("can create array of array (with type annotation)", function()
local prog_ast, errs = run_checker([[
local xs: {{integer}} = {{10,20}, {30,40}}
]])
assert(prog_ast, errs)
end)
it("forbids empty array (without type annotation)", function()
local prog_ast, errs = run_checker([[
local xs = {}
]])
assert.falsy(prog_ast)
assert.matches("missing type hint for array or record initializer", errs)
end)
it("forbids non-empty array (without type annotation)", function()
local prog_ast, errs = run_checker([[
local xs = {10, 20, 30}
]])
assert.falsy(prog_ast)
assert.matches("missing type hint for array or record initializer", errs)
end)
it("forbids array initializers with a table part", function()
local prog_ast, errs = run_checker([[
local xs: {integer} = {10, 20, 30, x=17}
]])
assert.falsy(prog_ast)
assert.matches("named field x in array initializer", errs)
end)
it("forbids wrong type in array initializer", function()
local prog_ast, errs = run_checker([[
local xs: {integer} = {10, "hello"}
]])
assert.falsy(prog_ast)
assert.matches("expected integer but found string", errs)
end)
it("can create record (with type annotation)", function()
local prog_ast, errs = run_checker([[
record Point
x: float
y: float
end
local p: Point = { x = 10.0, y = 20.0 }
]])
assert(prog_ast, errs)
end)
it("can create array of record (with type annotation)", function()
local prog_ast, errs = run_checker([[
record Point
x: float
y: float
end
local ps: {Point} = {
{ x = 10.0, y = 20.0 },
{ x = 30.0, y = 40.0 },
}
]])
assert(prog_ast, errs)
end)
it("can create record of record (with type annotation)", function()
local prog_ast, errs = run_checker([[
record Point
x: float
y: float
end
record Circle
center: Point
radius: float
end
local c: Circle = { center = { x = 10.0, y = 20.0 }, radius = 5.0 }
]])
assert(prog_ast, errs)
end)
it("forbids record creation (without type annotation)", function()
local prog_ast, errs = run_checker([[
record Point
x: float
y: float
end
local p = { x = 10.0, y = 20.0 }
]])
assert.falsy(prog_ast)
assert.matches("missing type hint for array or record initializer", errs)
end)
it("forbids wrong type in record initializer", function()
local prog_ast, errs = run_checker([[
record Point
x: float
y: float
end
local p: Point = { x = 10.0, y = "hello" }
]])
assert.falsy(prog_ast)
assert.matches("expected float but found string", errs)
end)
it("forbids wrong field name in record initializer", function()
local prog_ast, errs = run_checker([[
record Point
x: float
y: float
end
local p: Point = { x = 10.0, y = 20.0, z = 30.0 }
]])
assert.falsy(prog_ast)
assert.matches("invalid field z in record initializer for Point", errs)
end)
it("forbids array part in record initializer", function()
local prog_ast, errs = run_checker([[
record Point
x: float
y: float
end
local p: Point = { x = 10.0, y = 20.0, 30.0 }
]])
assert.falsy(prog_ast)
assert.matches("record initializer has array part", errs)
end)
it("forbids initializing a record field twice", function()
local prog_ast, errs = run_checker([[
record Point
x: float
y: float
end
local p: Point = { x = 10.0, x = 11.0, y = 20.0 }
]])
assert.falsy(prog_ast)
assert.matches("duplicate field x in record initializer", errs)
end)
it("forbids missing fields in record initializer", function()
local prog_ast, errs = run_checker([[
record Point
x: float
end
local p: Point = { }
]])
assert.falsy(prog_ast)
assert.matches("required field x is missing", errs)
end)
it("forbids type hints that are not array or records", function()
local prog_ast, errs = run_checker([[
local p: string = { 10, 20, 30 }
]])
assert.falsy(prog_ast)
assert.matches("type hint for array or record initializer is not an array or record type", errs)
end)
it("forbids array of nil", function()
local prog_ast, errs = run_checker([[
local xs: {nil} = {}
]])
assert.falsy(prog_ast)
assert.matches(
"array of nil is not allowed",
errs, nil, true)
end)
it("type-checks numeric 'for' (integer, implicit step)", function()
local prog_ast, errs = run_checker([[
function fn(x: integer): integer
for i:integer = 1, 10 do
x = x + 1
end
return x
end
]])
assert(prog_ast, errs)
end)
it("type-checks numeric 'for' (integer, explicit step)", function()
local prog_ast, errs = run_checker([[
function fn(x: integer): integer
for i:integer = 1, 10, 2 do
x = x + i
end
return x
end
]])
assert(prog_ast, errs)
end)
it("type-checks numeric 'for' (float, implicit step)", function()
local prog_ast, errs = run_checker([[
function fn(x: float): float
for i:float = 1.0, 10.0 do
x = x + i
end
return x
end
]])
assert(prog_ast, errs)
end)
it("type-checks numeric 'for' (float, explicit step)", function()
local prog_ast, errs = run_checker([[
function fn(x: float): float
for i:float = 1.0, 10.0, 2.0 do
x = x + i
end
return x
end
]])
assert(prog_ast, errs)
end)
it("type-checks 'while'", function()
local prog_ast, errs = run_checker([[
function fn(x: integer): integer
local i: integer = 15
while x < 100 do
x = x + i
end
return x
end
]])
assert(prog_ast, errs)
end)
it("requires while statement conditions to be boolean", function()
local prog_ast, errs = run_checker([[
function fn(x:integer): integer
while x do
return 10
end
return 20
end
]])
assert.falsy(prog_ast)
assert.matches("types in while statement condition do not match, expected boolean but found integer", errs)
end)
it("type-checks 'repeat'", function()
local prog_ast, errs = run_checker([[
function fn(x: integer): integer
local i: integer = 15
repeat
x = x + i
until x >= 100
return x
end
]])
assert(prog_ast, errs)
end)
it("requires repeat statement conditions to be boolean", function()
local prog_ast, errs = run_checker([[
function fn(x:integer): integer
repeat
return 10
until x
return 20
end
]])
assert.falsy(prog_ast)
assert.matches("types in repeat statement condition do not match, expected boolean but found integer", errs)
end)
it("type-checks 'if'", function()
local prog_ast, errs = run_checker([[
function fn(x: integer): integer
local i: integer = 15
if x < 100 then
x = x + i
elseif x > 100 then
x = x - i
else
x = 100
end
return x
end
]])
assert(prog_ast, errs)
end)
it("requires if statement conditions to be boolean", function()
local prog_ast, errs = run_checker([[
function fn(x:integer): integer
if x then
return 10
else
return 20
end
end
]])
assert.falsy(prog_ast)
assert.matches("types in if statement condition do not match, expected boolean but found integer", errs)
end)
it("checks code inside the 'while' block", function()
local prog_ast, errs = run_checker([[
function fn(x: integer): integer
local i: integer = 15
while i > 0 do
local s: string = i
end
return x
end
]])
assert.falsy(prog_ast)
assert.match("expected string but found integer", errs)
end)
it("ensures numeric 'for' variable has number type (with annotation)", function()
local prog_ast, errs = run_checker([[
function fn(x: integer, s: string): integer
for i: string = 1, 10, 2 do
x = x + i
end
return x
end
]])
assert.falsy(prog_ast)
assert.match("control variable", errs)
end)
it("ensures numeric 'for' variable has number type (without annotation)", function()
local prog_ast, errs = run_checker([[
function fn(x: integer, s: string): integer
for i = s, 10, 2 do
x = x + i
end
return x
end
]])
assert.falsy(prog_ast)
assert.match("control variable", errs)
end)
it("catches 'for' errors in the start expression", function()
local prog_ast, errs = run_checker([[
function fn(x: integer, s: string): integer
for i:integer = s, 10, 2 do
x = x + i
end
return x
end
]])
assert.falsy(prog_ast)
assert.match("numeric for loop initializer", errs)
end)
it("catches 'for' errors in the limit expression", function()
local prog_ast, errs = run_checker([[
function fn(x: integer, s: string): integer
for i = 1, s, 2 do
x = x + i
end
return x
end
]])
assert.falsy(prog_ast)
assert.match("numeric for loop limit", errs)
end)
it("catches 'for' errors in the step expression", function()
local prog_ast, errs = run_checker([[
function fn(x: integer, s: string): integer
for i = 1, 10, s do
x = x + i
end
return x
end
]])
assert.falsy(prog_ast)
assert.match("numeric for loop step", errs)
end)
it("detects too many return values", function()
local prog_ast, errs = run_checker([[
function f(): ()
return 1
end
]])
assert.falsy(prog_ast)
assert.match(
"returning 1 value(s) but function expects 0", errs,
nil, true)
end)
it("detects too few return values", function()
local prog_ast, errs = run_checker([[
function f(): integer
return
end
]])
assert.falsy(prog_ast)
assert.match(
"returning 0 value(s) but function expects 1", errs,
nil, true)
end)
it("accepts functions that return 0 values", function()
local prog_ast, errs = run_checker([[
function f(): ()
return
end
]])
assert(prog_ast, errs)
end)
it("accepts functions that return 1 value", function()
local prog_ast, errs = run_checker([[
function f(): integer
return 17
end
]])
assert(prog_ast, errs)
end)
it("detects when a function returns the wrong type", function()
local prog_ast, errs = run_checker([[
function fn(): integer
return "hello"
end
]])
assert.falsy(prog_ast)
assert.match("types in return statement do not match, expected integer but found string", errs)
end)
it("detects missing return statements", function()
local code = {[[
function fn(): integer
end
]],
[[
function getval(a:integer): integer
if a == 1 then
return 10
elseif a == 2 then
else
return 30
end
end
]],
[[
function getval(a:integer): integer
if a == 1 then
return 10
elseif a == 2 then
return 20
else
if a < 5 then
if a == 3 then
return 30
end
else
return 50
end
end
end
]],
}
for _, c in ipairs(code) do
local prog_ast, errs = run_checker(c)
assert.falsy(prog_ast)
assert.match("control reaches end of function with non%-empty return type", errs)
end
end)
it("rejects void functions in expression contexts", function()
local prog_ast, errs = run_checker([[
local function f(): ()
end
local function g(): integer
return 1 + f()
end
]])
assert.falsy(prog_ast)
assert.match("void instead of a number", errs)
end)
it("detects attempts to call non-functions", function()
local prog_ast, errs = run_checker([[
function fn(): integer
local i: integer = 0
i()
end
]])
assert.falsy(prog_ast)
assert.match("attempting to call a integer value" , errs)
end)
it("detects wrong number of arguments to functions", function()
local prog_ast, errs = run_checker([[
function f(x: integer, y: integer): integer
return x + y
end
function g(): integer
return f(1)
end
]])
assert.falsy(prog_ast)
assert.match("function expects 2 argument(s) but received 1", errs,
nil, true)
end)
it("detects wrong types of arguments to functions", function()
local prog_ast, errs = run_checker([[
function f(x: integer, y: integer): integer
return x + y
end
function g(): integer
return f(1.0, 2.0)
end
]])
assert.falsy(prog_ast)
assert.match("expected integer but found float", errs,nil, true)
end)
for _, op in ipairs({"+", "-", "*", "%", "//"}) do
it("coerces "..op.." to float if any side is a float", function()
local prog_ast, errs = run_checker([[
function fn()
local i: integer = 1
local f: float = 1.5
local i_f = i ]] .. op .. [[ f
local f_i = f ]] .. op .. [[ i
local f_f = f ]] .. op .. [[ f
local i_i = i ]] .. op .. [[ i
end
]])
assert(prog_ast, errs)
assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp.lhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp.rhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp.lhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp.rhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp.lhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp.rhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp._type)
assert.same(types.T.Integer(), prog_ast[1].block.stats[6].exp.lhs._type)
assert.same(types.T.Integer(), prog_ast[1].block.stats[6].exp.rhs._type)
assert.same(types.T.Integer(), prog_ast[1].block.stats[6].exp._type)
end)
end
for _, op in ipairs({"/", "^"}) do
it("always coerces "..op.." to float", function()
local prog_ast, errs = run_checker([[
function fn()
local i: integer = 1
local f: float = 1.5
local i_f = i ]] .. op .. [[ f
local f_i = f ]] .. op .. [[ i
local f_f = f ]] .. op .. [[ f
local i_i = i ]] .. op .. [[ i
end
]])
assert(prog_ast, errs)
assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp.lhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp.rhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp.lhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp.rhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp.lhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp.rhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[6].exp.lhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[6].exp.rhs._type)
assert.same(types.T.Float(), prog_ast[1].block.stats[6].exp._type)
end)
end
it("cannot concatenate with boolean", function()
local prog_ast, errs = run_checker([[
function fn()
local s = "foo" .. true
end
]])
assert.falsy(prog_ast)
assert.match("cannot concatenate with boolean value", errs)
end)
it("cannot concatenate with nil", function()
local prog_ast, errs = run_checker([[
function fn()
local s = "foo" .. nil
end
]])
assert.falsy(prog_ast)
assert.match("cannot concatenate with nil value", errs)
end)
it("cannot concatenate with array", function()
local prog_ast, errs = run_checker([[
function fn()
local xs: {integer} = {}
local s = "foo" .. xs
end
]])
assert.falsy(prog_ast)
assert.match("cannot concatenate with { integer } value", errs)
end)
it("can concatenate with integer and float", function()
local prog_ast, errs = run_checker([[
function fn()
local s = 1 .. 2.5
end
]])
assert(prog_ast, errs)
end)
for _, op in ipairs({"==", "~="}) do
it("can compare arrays of same type using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(a1: {integer}, a2: {integer}): boolean
return a1 ]] .. op .. [[ a2
end
]])
assert(prog_ast, errs)
end)
end
for _, op in ipairs({"==", "~="}) do
it("can compare booleans using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(b1: string, b2: string): boolean
return b1 ]] .. op .. [[ b2
end
]])
assert(prog_ast, errs)
end)
end
for _, op in ipairs({"==", "~=", "<", ">", "<=", ">="}) do
it("can compare floats using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(f1: string, f2: string): boolean
return f1 ]] .. op .. [[ f2
end
]])
assert(prog_ast, errs)
end)
end
for _, op in ipairs({"==", "~=", "<", ">", "<=", ">="}) do
it("can compare integers using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(i1: string, i2: string): boolean
return i1 ]] .. op .. [[ i2
end
]])
assert(prog_ast, errs)
end)
end
for _, op in ipairs({"==", "~=", "<", ">", "<=", ">="}) do
it("can compare integers and floats using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(i: integer, f: float): boolean
return i ]] .. op .. [[ f
end
]])
assert.falsy(prog_ast)
assert.match("comparisons between float and integers are not yet implemented", errs)
end)
end
for _, op in ipairs({"==", "~=", "<", ">", "<=", ">="}) do
it("can compare strings using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(s1: string, s2: string): boolean
return s1 ]] .. op .. [[ s2
end
]])
assert(prog_ast, errs)
end)
end
for _, op in ipairs({"==", "~="}) do
it("cannot compare arrays of different types using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(a1: {integer}, a2: {float}): boolean
return a1 ]] .. op .. [[ a2
end
]])
assert.falsy(prog_ast)
assert.match("cannot compare .* and .* with .*", errs)
end)
end
for _, op in ipairs({"==", "~="}) do
for _, t1 in ipairs({"{integer}", "boolean", "float", "string"}) do
for _, t2 in ipairs({"{integer}", "boolean", "float", "string"}) do
if t1 ~= t2 then
it("cannot compare " .. t1 .. " and " .. t2 .. " using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t1 .. [[, b: ]] .. t2 .. [[): boolean
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("cannot compare .* and .* with .*", errs)
end)
end
end
end
end
for _, op in ipairs({"<", ">", "<=", ">="}) do
for _, t in ipairs({"{integer}", "boolean", "string"}) do
it("cannot compare " .. t .. " and float using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t .. [[, b: float): boolean
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("cannot compare .* and .* with .*", errs)
end)
end
end
for _, op in ipairs({"<", ">", "<=", ">="}) do
for _, t in ipairs({"{integer}", "boolean", "string"}) do
it("cannot compare float and " .. t .. " using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(a: float, b: ]] .. t .. [[): boolean
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("cannot compare .* and .* with .*", errs)
end)
end
end
for _, op in ipairs({"<", ">", "<=", ">="}) do
for _, t in ipairs({"{integer}", "boolean", "string"}) do
it("cannot compare " .. t .. " and integer using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t .. [[, b: integer): boolean
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("cannot compare .* and .* with .*", errs)
end)
end
end
for _, op in ipairs({"<", ">", "<=", ">="}) do
for _, t in ipairs({"{integer}", "boolean", "string"}) do
it("cannot compare integer and " .. t .. " using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(a: integer, b: ]] .. t .. [[): boolean
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("cannot compare .* and .* with .*", errs)
end)
end
end
for _, op in ipairs({"<", ">", "<=", ">="}) do
for _, t in ipairs({"{integer}", "boolean"}) do
it("cannot compare " .. t .. " and string using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t .. [[, b: string): boolean
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("cannot compare .* and .* with .*", errs)
end)
end
end
for _, op in ipairs({"<", ">", "<=", ">="}) do
for _, t in ipairs({"{integer}", "boolean"}) do
it("cannot compare string and " .. t .. " using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(a: string, b: ]] .. t .. [[): boolean
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("cannot compare .* and .* with .*", errs)
end)
end
end
for _, op in ipairs({"<", ">", "<=", ">="}) do
for _, t1 in ipairs({"{integer}", "boolean"}) do
for _, t2 in ipairs({"{integer}", "boolean"}) do
it("cannot compare " .. t1 .. " and " .. t2 .. " using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t1 .. [[, b: ]] .. t2 .. [[): boolean
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("cannot compare .* and .* with .*", errs)
end)
end
end
end
for _, op in ipairs({"and", "or"}) do
for _, t1 in ipairs({"{integer}", "integer", "string"}) do
it("cannot have " .. t1 .. " as left operand of " .. op, function()
local prog_ast, errs = run_checker([[
function fn(x: ]] .. t1 .. [[): boolean
return x ]] .. op .. [[ true
end
]])
assert.falsy(prog_ast)
assert.match("left hand side of logical expression is a", errs)
end)
it("cannot have " .. t1 .. " as right operand of " .. op, function()
local prog_ast, errs = run_checker([[
function fn(x: ]] .. t1 .. [[): boolean
return true ]] .. op .. [[ x
end
]])
assert.falsy(prog_ast)
assert.match("right hand side of logical expression is a", errs)
end)
end
end
for _, op in ipairs({"|", "&", "<<", ">>"}) do
it("can use bitwise operators with integers using " .. op, function()
local prog_ast, errs = run_checker([[
function fn(i1: integer, i2: integer): integer
return i1 ]] .. op .. [[ i2
end
]])
assert(prog_ast, errs)
end)
end
for _, op in ipairs({"|", "&", "<<", ">>"}) do
for _, t in ipairs({"{integer}", "boolean", "string"}) do
it("cannot use bitwise operator " .. op .. " when left hand side is not integer", function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t .. [[, b: integer): boolean
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("left hand side of arithmetic expression is a", errs)
end)
end
end
for _, op in ipairs({"|", "&", "<<", ">>"}) do
for _, t in ipairs({"{integer}", "boolean", "string"}) do
it("cannot use bitwise operator " .. op .. " when right hand side is not integer", function()
local prog_ast, errs = run_checker([[
function fn(a: integer, b: ]] .. t .. [[): boolean
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("right hand side of arithmetic expression is a", errs)
end)
end
end
for _, op in ipairs({"+", "-", "*", "//", "/", "^"}) do
for _, t in ipairs({"{integer}", "boolean", "string"}) do
it("cannot use arithmetic operator " .. op .. " when left hand side is not a number", function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t .. [[, b: float): float
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("left hand side of arithmetic expression is a", errs)
end)
end
end
for _, op in ipairs({"+", "-", "*", "//", "/", "^"}) do
for _, t in ipairs({"{integer}", "boolean", "string"}) do
it("cannot use arithmetic operator " .. op .. " when right hand side is not integer", function()
local prog_ast, errs = run_checker([[
function fn(a: float, b: ]] .. t .. [[): float
return a ]] .. op .. [[ b
end
]])
assert.falsy(prog_ast)
assert.match("right hand side of arithmetic expression is a", errs)
end)
end
end
for _, t in ipairs({"boolean", "float", "integer", "nil", "string"}) do
it("cannot explicitly cast from " .. t .. " to {integer}", function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t .. [[): {integer}
return a as {integer}
end
]])
assert.falsy(prog_ast)
assert.match("cannot cast", errs)
end)
end
for _, t in ipairs({"{integer}", "boolean", "nil", "string"}) do
it("cannot explicitly cast from " .. t .. " to float", function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t .. [[): float
return a as float
end
]])
assert.falsy(prog_ast)
assert.match("cannot cast", errs)
end)
end
for _, t in ipairs({"{integer}", "boolean", "nil", "string"}) do
it("cannot explicitly cast from " .. t .. " to integer", function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t .. [[): integer
return a as integer
end
]])
assert.falsy(prog_ast)
assert.match("cannot cast", errs)
end)
end
for _, t in ipairs({"{integer}", "boolean", "float", "integer", "string"}) do
it("cannot explicitly cast from " .. t .. " to nil", function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t .. [[): nil
return a as nil
end
]])
assert.falsy(prog_ast)
assert.match("cannot cast", errs)
end)
end
for _, t in ipairs({"{integer}", "boolean", "nil"}) do
it("cannot explicitly cast from " .. t .. " to string", function()
local prog_ast, errs = run_checker([[
function fn(a: ]] .. t .. [[): string
return a as string
end
]])
assert.falsy(prog_ast)
assert.match("cannot cast", errs)
end)
end
it("catches assignment to function", function ()
local prog_ast, errs = run_checker([[
function f()
end
function g()
f = g
end
]])
assert.falsy(prog_ast)
assert.match(
"attempting to assign to toplevel constant function f",
errs, nil, true)
end)
it("typechecks io.write", function()
local prog_ast, errs = run_checker([[
function f()
io_write("Hello World\n")
end
]])
assert.truthy(prog_ast, errs)
end)
it("typechecks io.write (error)", function()
local prog_ast, errs = run_checker([[
function f()
io_write(17)
end
]])
assert.falsy(prog_ast)
assert.match("expected string but found integer", errs, nil, true)
end)
it("typechecks table.insert", function()
local prog_ast, errs = run_checker([[
function f(xs: {integer})
table_insert(xs, 10)
end
function g(xs: {float})
table_insert(xs, 3.14)
end
]])
assert.truthy(prog_ast, errs)
end)
it("typechecks table.insert (error)", function()
local prog_ast, errs = run_checker([[
function f(xs: {integer})
table_insert(xs, "asd")
end
]])
assert.falsy(prog_ast)
assert.match("expected integer but found string", errs, nil, true)
end)
end)
describe("Pallene typecheck of records", function()
it("typechecks record declarations", function()
assert_type_check([[
record Point
x: float
y: float
end
]])
end)
it("typechecks record as argument/return", function()
assert_type_check([[
record Point x: float; y:float end
function f(p: Point): Point
return p
end
]])
end)
local function wrap_record(code)
return [[
record Point x: float; y:float end
function f(p: Point): float
]].. code ..[[
end
]]
end
it("typechecks record read/write", function()
assert_type_check(wrap_record[[
local x: float = 10.0
p.x = x
return p.y
]])
end)
it("doesn't typecheck read/write to non existent fields", function()
local function assert_non_existent(code)
assert_type_error("field 'nope' not found in record 'Point'",
wrap_record(code))
end
assert_non_existent([[ p.nope = 10 ]])
assert_non_existent([[ return p.nope ]])
end)
it("doesn't typecheck read/write with invalid types", function()
assert_type_error("expected float but found Point",
wrap_record[[ p.x = p ]])
assert_type_error("expected Point but found float",
wrap_record[[ local p: Point = p.x ]])
end)
end)
|
local version = 0.0
oldprint = _G.print
print = function (arg)
oldprint('<font color=\"#515151\">S1mple_Syndra</font><font color=\"#000000\"> - </font><font color=\"#cccccc\">'..arg..'</font>')
end
function OnLoad()
print("Loading S1mple_Chess Version "..tostring(version))
end
|
local Encounter = require("mod.elona.api.Encounter")
local Chara = require("api.Chara")
local Weather = require("mod.elona.api.Weather")
local Gui = require("api.Gui")
local I18N = require("api.I18N")
local Input = require("api.Input")
local Rand = require("api.Rand")
local Calc = require("mod.elona.api.Calc")
local Enum = require("api.Enum")
local Charagen = require("mod.elona.api.Charagen")
data:add {
_type = "elona.encounter",
_id = "enemy",
encounter_level = function(outer_map, outer_x, outer_y)
-- >>>>>>>> shade2/action.hsp:690 p=dist_town() ...
local town_dist = Encounter.distance_from_nearest_town(outer_map)
local level = town_dist * 3 / 2 - 10
if Chara.player():calc("level") <= 5 then
level = level / 2
end
local tile = outer_map:tile(outer_x, outer_y)
if tile.is_road then
level = level / 2
elseif Weather.is("elona.etherwind") then
level = level * 3 / 2 + 10
end
return math.max(level, 1)
-- <<<<<<<< shade2/action.hsp:698 if encounterLv<0:encounterLv=1 ..
end,
before_encounter_start = function(level, outer_map, outer_x, outer_y)
-- >>>>>>>> shade2/action.hsp:690 p=dist_town() ...
local town_dist = Encounter.distance_from_nearest_town()
-- <<<<<<<< shade2/action.hsp:690 p=dist_town() ..
-- >>>>>>>> shade2/action.hsp:699 valn=lang(" (最も近い街までの距離:"+p+" 敵勢力:"," (Distance ...
local rank_text
if level < 5 then
rank_text = "action.move.global.ambush.rank.putit"
elseif level < 10 then
rank_text = "action.move.global.ambush.rank.orc"
elseif level < 20 then
rank_text = "action.move.global.ambush.rank.grizzly_bear"
elseif level < 30 then
rank_text = "action.move.global.ambush.rank.drake"
elseif level < 40 then
rank_text = "action.move.global.ambush.rank.lich"
else
rank_text = "action.move.global.ambush.rank.dragon"
end
Gui.mes(I18N.get("action.move.global.ambush.message", town_dist, rank_text))
Input.query_more()
-- <<<<<<<< shade2/action.hsp:711 txt lang("襲撃だ!","Ambush!")+valn:msg_halt ..
end,
on_map_entered = function(map, level, outer_map, outer_x, outer_y)
local player = Chara.player()
-- >>>>>>>> shade2/map.hsp:1640 p=rnd(9):if cLevel(pc)<=5:p=rnd(3) ...
local enemy_count = Rand.rnd(9)
if player:calc("level") <= 5 then
enemy_count = Rand.rnd(3)
end
local tile = outer_map:tile(outer_x, outer_y)
for i = 1, enemy_count + 2 do
local filter = {
level = Calc.calc_object_level(level, map),
quality = Calc.calc_object_quality(Enum.Quality.Normal)
}
if Weather.is("elona.etherwind") and not tile.is_road then
if Rand.one_in(3) then
filter.quality = Enum.Quality.God
end
end
local x, y
if i < 4 then
x, y = player.x, player.y
else
x, y = nil, nil
end
local chara = Charagen.create(x, y, filter, map)
if chara then
chara:set_target(player, 30)
end
end
-- <<<<<<<< shade2/map.hsp:1647 loop ..
end
}
|
-- DAG definition: it is encoded as an array of stages.
Stages = {{ name="S1", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S1.txt")}}, pre={}, post={"S5","S6","S4"}},{ name="S0", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S0.txt")}}, pre={}, post={"S5","S6","S4"}},{ name="S3", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S3.txt")}}, pre={}, post={"S5","S6","S4"}},{ name="S2", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S2.txt")}}, pre={}, post={"S5","S6","S4"}},{ name="S5", tasks="3000", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S5.txt")}}, pre={"S1","S0","S3","S2"}, post={"S7"}},{ name="S4", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S4.txt")}}, pre={"S1","S0","S3","S2"}, post={"S8"}},{ name="S7", tasks="200", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S7.txt")}}, pre={"S5","S6"}, post={"S8"}},{ name="S6", tasks="1000", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S6.txt")}}, pre={"S1","S0","S3","S2"}, post={"S7"}},{ name="S9", tasks="200", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S9.txt")}}, pre={"S8"}, post={}},{ name="S8", tasks="200", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S8.txt")}}, pre={"S4","S7"}, post={"S9"}}};
-- Number of computation nodes in the system
Nodes = @@nodes@@;
-- Number of users accessing the system
Users = 1;
-- Distribution of the think time for the users
UThinkTimeDistr = {type = "exp", params = {rate = 0.001}};
-- Total number of jobs to simulate
maxJobs = 1000;
-- Coefficient for the Confidence Intervals
confIntCoeff = 1.96;
|
--
--
-- ----------------------------------------------------------
-- Mosaic | OF Visual Patching Developer Platform
--
-- Copyright (c) 2019 Emanuele Mazza aka n3m3da
--
-- Mosaic is distributed under the MIT License. This gives everyone the
-- freedoms to use Mosaic in any context: commercial or non-commercial,
-- public or private, open or closed source.
--
-- See https://github.com/d3cod3/Mosaic for documentation
-- ----------------------------------------------------------
--
--
-- Shiffman_NatureOfCode/CH1_2_bouncingBall.lua
--
-- This example is one of the series of Mosaic adaptation to
-- Daniel Shiffman <Nature of Code> book examples.
--
-- More info: <http://natureofcode.com/>
--
-- created by n3m3da | www.d3cod3.org
-- translated from GAmuza examples by ferhoyo https://github.com/ferhoyo
--
-- variables for mouse interaction (DO NOT DELETE)
mouseX = 0
mouseY = 0
location = of.Vec3f(100,100,0)
velocity = of.Vec3f(2.5,5,0)
----------------------------------------------------
function setup()
end
----------------------------------------------------
function update()
location = location + velocity
if location.x > OUTPUT_WIDTH or location.x < 0 then
velocity.x = velocity.x * -1
end
if location.y > OUTPUT_HEIGHT or location.y < 0 then
velocity.y = velocity.y * -1
end
end
----------------------------------------------------
function draw()
of.background(64,128,255)
of.setColor(32, 0, 255)
of.drawCircle(location.x,location.y,16)
of.noFill()
of.setColor(8,0,64)
of.drawCircle(location.x,location.y,16)
end
----------------------------------------------------
function exit()
end
-- input callbacks
----------------------------------------------------
function keyPressed(key)
end
function keyReleased(key)
end
function mouseMoved(x,y)
mouseX = x
mouseY = y
end
function mouseDragged(x,y)
mouseX = x
mouseY = y
end
function mouseReleased(x,y)
end
function mouseScrolled(x,y)
end
|
--====================================================================--
-- Themed Background
--
-- Shows themed use of the DMC Widget: Background
--
-- Sample code is MIT licensed, the same license which covers Lua itself
-- http://en.wikipedia.org/wiki/MIT_License
-- Copyright (C) 2015 David McCuskey. All Rights Reserved.
--====================================================================--
print( "\n\n#########################################################\n\n" )
error("\n\n SORRY THIS EXAMPLE NOT READY\n\n")
--===================================================================--
--== Imports
local Widgets = require 'lib.dmc_widgets'
--===================================================================--
--== Setup, Constants
local W, H = display.contentWidth, display.contentHeight
local H_CENTER, V_CENTER = W*0.5, H*0.5
--===================================================================--
-- Support Functions
-- Setup Visual Screen Items
--
local function setupBackground()
local width, height = 100, 50
local o
o = display.newRect(0,0,W,H)
o:setFillColor(0.5,0.5,0.5)
o.x, o.y = H_CENTER, V_CENTER
o = display.newRect(0,0,width+4,height+4)
o:setStrokeColor(0,0,0)
o.strokeWidth=2
o.x, o.y = H_CENTER, V_CENTER
o = display.newRect( 0,0,10,10)
o:setFillColor(1,0,0)
o.x, o.y = H_CENTER, V_CENTER
end
local function widgetOnPropertyEvent_handler( event )
print( 'Main: widgetOnPropertyEvent_handler', event.id, event.phase )
local etype= event.type
local property= event.property
local value = event.value
print( "Widget Property Changed", etype, property, value )
end
-- handles button-type taps
--
local function widgetEvent_handler( event )
print( 'Main: widgetEvent_handler', event.type )
local etype= event.type
local target=event.target
if etype==target.PRESSED then
print( "Background: touch started" )
elseif etype==target.MOVED then
print( "Background: moved ", event.isWithinBounds )
elseif etype==target.RELEASED then
print( "Background: touch ended" )
end
end
--===================================================================--
--== Main
--===================================================================--
setupBackground()
--======================================================--
--== create widgets, default style, then delete
function run_example1()
local bg1 = Widgets.newBackground()
local bg2 = Widgets.newRectangleBackground()
local bg3 = Widgets.newRoundedBackground()
bg1.x, bg1.y = H_CENTER, V_CENTER-100
bg2.x, bg2.y = H_CENTER, V_CENTER
bg3.x, bg3.y = H_CENTER, V_CENTER+100
timer.performWithDelay( 2000, function()
print( "\n\n Delete Widgets" )
bg1:removeSelf()
bg2:removeSelf()
bg3:removeSelf()
end)
end
run_example1()
--======================================================--
--== create background widget, default style
function run_example2()
local bw1 = Widgets.newBackground{}
bw1:addEventListener( bw1.EVENT, widgetEvent_handler )
-- bw1.onProperty = widgetOnPropertyEvent_handler
bw1.x, bw1.y = H_CENTER, V_CENTER-100
bw1.y = V_CENTER-50
bw1.width, bw1.height = 50, 25
-- bw1:setAnchor( {0,0} )
bw1:setAnchor( {0.5,0.5} )
-- bw1:setAnchor( {1,1} )
bw1:setViewFillColor(1,0,0 )
timer.performWithDelay( 1000, function()
print( "\n\nUpdate style" )
bw1.style=nil -- shouldn't change, already default
end)
timer.performWithDelay( 2000, function()
print( "\n\nClear properties" )
bw1:clearStyle() -- clear our changes
end)
end
-- run_example2()
--======================================================--
--== create background widget, default style
function run_example3()
local bw1 = Widgets.newBackground{}
bw1:addEventListener( bw1.EVENT, widgetEvent_handler )
-- bw1.onProperty = widgetOnPropertyEvent_handler
bw1.x, bw1.y = H_CENTER, V_CENTER-100
bw1.y = V_CENTER-50
bw1.width, bw1.height = 10,10
-- bw1:setAnchor( {0,0} )
bw1:setAnchor( {0.5,0.5} )
-- bw1:setAnchor( {1,1} )
bw1:setViewFillColor(1,0,0 )
timer.performWithDelay( 1000, function()
print( "\n\nUpdate style" )
bw1.style=nil -- shouldn't change, already default
end)
timer.performWithDelay( 2000, function()
print( "\n\nClear properties" )
bw1:clearStyle() -- clear our changes
end)
timer.performWithDelay( 10000, function()
print( "\n\n Delete Widget" )
bw1:removeSelf()
end)
end
-- run_example3()
--======================================================--
--== create background, inline style
function run_example4()
local bw2 = Widgets.newBackground{
x=100,
y=100,
style={
width=100,
height=20,
anchorX=1,
anchorY=0.5,
view={
type='rectangle',
strokeWidth=5,
strokeColor={0,0,1},
fillColor={0.5,1,0.5,0.5}
}
}
}
bw2:addEventListener( bw2.EVENT, widgetEvent_handler )
-- bw2.onProperty = widgetOnPropertyEvent_handler
timer.performWithDelay( 1000, function()
print( "\n\nUpdate properties" )
bw2.x = H_CENTER
bw2.y = V_CENTER
bw2.width=220
bw2.height=70
bw2:setAnchor( {0,1} )
bw2:setFillColor( 1,0.5,0.2,0.5 )
bw2:setStrokeColor( 2,0,0,1 )
bw2.strokeWidth = 1
end)
timer.performWithDelay( 2000, function()
print( "\n\nUpdate properties" )
bw2.style=nil
end)
timer.performWithDelay( 10000, function()
print( "\n\n Delete Widget" )
bw2:removeSelf()
end)
end
-- run_example4()
--======================================================--
--== Create Style, add to Widget
function run_example5()
local st1, bw1
st1 = Widgets.newBackgroundStyle{
name='my-background-style',
width=150,
height=70,
anchorX=1,
anchorY=0.5,
type='rounded',
view={
-- cornerRadius=10,
strokeWidth=5,
strokeColor={0,0,0},
fillColor={1,1,0.5,0.5}
}
}
-- add style to widget
bw1 = Widgets.newBackground{
x=H_CENTER,
y=50,
style=st1
}
bw1:addEventListener( bw1.EVENT, widgetEvent_handler )
-- bw1.onProperty = widgetOnPropertyEvent_handler
timer.performWithDelay( 2000, function()
print( "\n\nUpdate properties" )
bw1.style=nil
bw1.y=100
bw1:setViewFillColor( 0.7, 0.5, 0.6, 1)
end)
timer.performWithDelay( 10000, function()
print( "\n\n Delete Widget" )
bw1:removeSelf()
end)
end
-- run_example5()
--======================================================--
--== create background widget, test hit area
function run_example6()
local bw1 = Widgets.newBackground()
bw1:addEventListener( bw1.EVENT, widgetEvent_handler )
bw1.x = H_CENTER
bw1.y = V_CENTER
-- bw1:setFillColor( 0.2,0.6,1, 0.5 )
-- bw1:setAnchor( {0,0} )
bw1:setAnchor( {0.5,0.5} )
-- bw1:setAnchor( {1,1} )
-- bw1.debugOn = true
timer.performWithDelay( 1000, function()
print("\n\n\n\nUpdate Properties")
bw1.anchorX=1
bw1.width=200
bw1.height=75
bw1.x = H_CENTER-10
bw1:setFillColor( 0.2,0.6,1, 0.5 )
end)
-- timer.performWithDelay( 1000, function()
-- print("\n\nUpdate Properties")
-- bw1.hitMarginX=5
-- bw1.hitMarginY=10
-- bw1.y = 400
-- end)
timer.performWithDelay( 2000, function()
print("\n\nClear Style")
bw1:clearStyle()
end)
timer.performWithDelay( 10000, function()
print( "\n\n Delete Widget" )
bw1:removeSelf()
end)
end
-- run_example6()
|
require "Common/LuaExtension"
require "Common/UIBase"
require "Extend/Table"
require("LuaPanda").start("127.0.0.1", 8818)
|
-- моё не первое lua app: hello.lua
print "hello Deniska"
print ("Привет Дениска")
|
-- scaffold geniefile for libiconv-genie-buildable
libiconv-genie-buildable_script = path.getabsolute(path.getdirectory(_SCRIPT))
libiconv-genie-buildable_root = path.join(libiconv-genie-buildable_script, "libiconv-genie-buildable")
libiconv-genie-buildable_includedirs = {
path.join(libiconv-genie-buildable_script, "config"),
libiconv-genie-buildable_root,
}
libiconv-genie-buildable_libdirs = {}
libiconv-genie-buildable_links = {}
libiconv-genie-buildable_defines = {}
----
return {
_add_includedirs = function()
includedirs { libiconv-genie-buildable_includedirs }
end,
_add_defines = function()
defines { libiconv-genie-buildable_defines }
end,
_add_libdirs = function()
libdirs { libiconv-genie-buildable_libdirs }
end,
_add_external_links = function()
links { libiconv-genie-buildable_links }
end,
_add_self_links = function()
links { "libiconv-genie-buildable" }
end,
_create_projects = function()
project "libiconv-genie-buildable"
kind "StaticLib"
language "C++"
flags {}
includedirs {
libiconv-genie-buildable_includedirs,
}
defines {}
files {
path.join(libiconv-genie-buildable_script, "config", "**.h"),
path.join(libiconv-genie-buildable_root, "**.h"),
path.join(libiconv-genie-buildable_root, "**.cpp"),
}
end, -- _create_projects()
}
---
|
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local S = E:GetModule('Skins')
--Cache global variables
--Lua functions
local _G = _G
local gsub = gsub
local pairs = pairs
local select = select
local unpack = unpack
--WoW API / Variables
local GetMoney = GetMoney
local CreateFrame = CreateFrame
local hooksecurefunc = hooksecurefunc
local C_QuestLog_GetMaxNumQuestsCanAccept = C_QuestLog.GetMaxNumQuestsCanAccept
--Global variables that we don't cache, list them here for mikk's FindGlobals script
-- GLOBALS:
local function StyleScrollFrame(scrollFrame, widthOverride, heightOverride, inset)
scrollFrame:SetTemplate()
if not scrollFrame.spellTex then
scrollFrame.spellTex = scrollFrame:CreateTexture(nil, 'ARTWORK')
end
scrollFrame.spellTex:SetTexture([[Interface\QuestFrame\QuestBG]])
if inset then
scrollFrame.spellTex:Point("TOPLEFT", 1, -1)
else
scrollFrame.spellTex:Point("TOPLEFT")
end
scrollFrame.spellTex:Size(widthOverride or 506, heightOverride or 615)
scrollFrame.spellTex:SetTexCoord(0, 1, 0.02, 1)
end
local function LoadSkin()
if E.private.skins.blizzard.enable ~= true or E.private.skins.blizzard.quest ~= true then return end
S:HandleScrollBar(QuestProgressScrollFrameScrollBar)
S:HandleScrollBar(QuestRewardScrollFrameScrollBar)
S:HandleScrollBar(QuestDetailScrollFrameScrollBar)
QuestProgressScrollFrame:StripTextures()
QuestGreetingScrollFrame:StripTextures()
S:HandleScrollBar(QuestGreetingScrollFrameScrollBar)
QuestInfoSkillPointFrame:StripTextures()
QuestInfoSkillPointFrame:StyleButton()
QuestInfoSkillPointFrame:Width(QuestInfoSkillPointFrame:GetWidth() - 4)
QuestInfoSkillPointFrame:SetFrameLevel(QuestInfoSkillPointFrame:GetFrameLevel() + 2)
QuestInfoSkillPointFrameIconTexture:SetTexCoord(unpack(E.TexCoords))
QuestInfoSkillPointFrameIconTexture:SetDrawLayer("OVERLAY")
QuestInfoSkillPointFrameIconTexture:Point("TOPLEFT", 2, -2)
QuestInfoSkillPointFrameIconTexture:Size(QuestInfoSkillPointFrameIconTexture:GetWidth() - 2, QuestInfoSkillPointFrameIconTexture:GetHeight() - 2)
QuestInfoSkillPointFrame:CreateBackdrop("Default")
QuestInfoSkillPointFrameCount:SetDrawLayer("OVERLAY")
QuestInfoItemHighlight:StripTextures()
QuestInfoItemHighlight:SetTemplate("Default", nil, true)
QuestInfoItemHighlight:SetBackdropBorderColor(1, 1, 0)
QuestInfoItemHighlight:SetBackdropColor(0, 0, 0, 0)
QuestInfoItemHighlight.backdropTexture:SetAlpha(0)
QuestInfoItemHighlight:Size(142, 40)
hooksecurefunc("QuestInfoItem_OnClick", function(self)
QuestInfoItemHighlight:ClearAllPoints()
QuestInfoItemHighlight:SetOutside(self.Icon)
self.Name:SetTextColor(1, 1, 0)
local parent = self:GetParent()
for i=1, #parent.RewardButtons do
local questItem = QuestInfoRewardsFrame.RewardButtons[i]
if(questItem ~= self) then
questItem.Name:SetTextColor(1, 1, 1)
end
end
end)
QuestRewardScrollFrame:CreateBackdrop('Default')
QuestRewardScrollFrame:Height(QuestRewardScrollFrame:GetHeight() - 2)
hooksecurefunc("QuestInfo_Display", function()
for i = 1, #QuestInfoRewardsFrame.RewardButtons do
local questItem = QuestInfoRewardsFrame.RewardButtons[i]
if not questItem:IsShown() then break end
local point, relativeTo, relativePoint, _, y = questItem:GetPoint()
if point and relativeTo and relativePoint then
if i == 1 then
questItem:Point(point, relativeTo, relativePoint, 0, y)
elseif relativePoint == "BOTTOMLEFT" then
questItem:Point(point, relativeTo, relativePoint, 0, -4)
else
questItem:Point(point, relativeTo, relativePoint, 4, 0)
end
end
questItem.Name:SetTextColor(1, 1, 1)
end
if E.private.skins.parchmentRemover.enable then
QuestInfoTitleHeader:SetTextColor(1, .8, .1)
QuestInfoDescriptionHeader:SetTextColor(1, .8, .1)
QuestInfoObjectivesHeader:SetTextColor(1, .8, .1)
QuestInfoRewardsFrame.Header:SetTextColor(1, .8, .1)
QuestInfoDescriptionText:SetTextColor(1, 1, 1)
QuestInfoObjectivesText:SetTextColor(1, 1, 1)
QuestInfoGroupSize:SetTextColor(1, 1, 1)
QuestInfoRewardText:SetTextColor(1, 1, 1)
QuestInfoQuestType:SetTextColor(1, 1, 1)
QuestInfoRewardsFrame.ItemChooseText:SetTextColor(1, 1, 1)
QuestInfoRewardsFrame.ItemReceiveText:SetTextColor(1, 1, 1)
if (QuestInfoRewardsFrame.SpellLearnText) then
QuestInfoRewardsFrame.SpellLearnText:SetTextColor(1, 1, 1)
end
QuestInfoRewardsFrame.PlayerTitleText:SetTextColor(1, 1, 1)
QuestInfoRewardsFrame.XPFrame.ReceiveText:SetTextColor(1, 1, 1)
local numObjectives = GetNumQuestLeaderBoards()
local numVisibleObjectives = 0
for i = 1, numObjectives do
local _, type, finished = GetQuestLogLeaderBoard(i)
if type ~= 'spell' then
numVisibleObjectives = numVisibleObjectives + 1
local objective = _G['QuestInfoObjective'..numVisibleObjectives]
if objective then
if finished then
objective:SetTextColor(1, .8, .1)
else
objective:SetTextColor(0.6, 0.6, 0.6)
end
end
end
end
end
end)
local rewardFrames = {
["MoneyFrame"] = true,
["XPFrame"] = true,
["SkillPointFrame"] = true, -- this may have extra textures.. need to check on it when possible
["HonorFrame"] = true,
["ArtifactXPFrame"] = true,
["TitleFrame"] = true,
}
local function HandleReward(frame)
if frame.backdrop then return end
frame.NameFrame:SetAlpha(0)
frame.Icon:SetTexCoord(unpack(E.TexCoords))
frame:CreateBackdrop()
frame.backdrop:SetOutside(frame.Icon)
frame.Name:FontTemplate()
frame.Count:ClearAllPoints()
frame.Count:Point("BOTTOMRIGHT", frame.Icon, "BOTTOMRIGHT", 2, 0)
if(frame.CircleBackground) then
frame.CircleBackground:SetAlpha(0)
frame.CircleBackgroundGlow:SetAlpha(0)
end
end
for frame in pairs(rewardFrames) do
HandleReward(MapQuestInfoRewardsFrame[frame])
end
-- Hook for WorldQuestRewards / QuestLogRewards
hooksecurefunc("QuestInfo_GetRewardButton", function(rewardsFrame, index)
local rewardButton = rewardsFrame.RewardButtons[index]
local mapButton = MapQuestInfoRewardsFrame.RewardButtons[index]
if(mapButton and not mapButton.IsSkinned) then
HandleReward(mapButton)
mapButton.IsSkinned = true
end
if(rewardButton and not rewardButton.skinned) then
rewardButton.NameFrame:Hide()
rewardButton.Icon:SetTexCoord(unpack(E.TexCoords))
rewardButton.IconBorder:SetAlpha(0)
rewardButton:CreateBackdrop("Default")
rewardButton.backdrop:SetOutside(rewardButton.Icon)
rewardButton.Icon:SetDrawLayer("OVERLAY")
rewardButton.Count:SetDrawLayer("OVERLAY")
hooksecurefunc(rewardButton.IconBorder, "SetVertexColor", function(self, r, g, b)
self:GetParent().backdrop:SetBackdropBorderColor(r, g, b)
self:SetTexture("")
end)
hooksecurefunc(rewardButton.IconBorder, "Hide", function(self)
self:GetParent().backdrop:SetBackdropBorderColor(unpack(E.media.bordercolor))
end)
rewardButton.skinned = true
end
end)
--Reward: Title
QuestInfoPlayerTitleFrame.FrameLeft:SetTexture(nil)
QuestInfoPlayerTitleFrame.FrameCenter:SetTexture(nil)
QuestInfoPlayerTitleFrame.FrameRight:SetTexture(nil)
QuestInfoPlayerTitleFrame.Icon:SetTexCoord(unpack(E.TexCoords))
QuestInfoPlayerTitleFrame:CreateBackdrop("Default")
QuestInfoPlayerTitleFrame.backdrop:SetOutside(QuestInfoPlayerTitleFrame.Icon)
--Quest Frame
QuestFrame:StripTextures(true)
QuestFrameInset:Kill()
QuestFrameDetailPanel:StripTextures(true)
QuestDetailScrollFrame:StripTextures(true)
QuestDetailScrollFrame:SetTemplate()
QuestProgressScrollFrame:SetTemplate()
QuestGreetingScrollFrame:SetTemplate()
if E.private.skins.parchmentRemover.enable then
hooksecurefunc('QuestFrameProgressItems_Update', function()
QuestProgressRequiredItemsText:SetTextColor(1, .8, .1)
end)
hooksecurefunc("QuestFrame_SetTitleTextColor", function(fontString)
fontString:SetTextColor(1, .8, .1)
end)
hooksecurefunc("QuestFrame_SetTextColor", function(fontString)
fontString:SetTextColor(1, 1, 1)
end)
hooksecurefunc('QuestInfo_ShowRequiredMoney', function()
local requiredMoney = GetQuestLogRequiredMoney()
if requiredMoney > 0 then
if requiredMoney > GetMoney() then
QuestInfoRequiredMoneyText:SetTextColor(0.6, 0.6, 0.6)
else
QuestInfoRequiredMoneyText:SetTextColor(1, .8, .1)
end
end
end)
for i = 1, C_QuestLog_GetMaxNumQuestsCanAccept() do
local button = _G['QuestTitleButton'..i]
if button then
hooksecurefunc(button, 'SetFormattedText', function()
if button:GetFontString() then
if button:GetFontString():GetText() and button:GetFontString():GetText():find('|cff000000') then
button:GetFontString():SetText(gsub(button:GetFontString():GetText(), '|cff000000', '|cffffe519'))
end
end
end)
end
end
if (QuestInfoRewardsFrame.spellHeaderPool) then
for _, pool in pairs({"followerRewardPool", "spellRewardPool"}) do
QuestInfoRewardsFrame[pool]._acquire = QuestInfoRewardsFrame[pool].Acquire
QuestInfoRewardsFrame[pool].Acquire = function(self)
local frame = QuestInfoRewardsFrame[pool]:_acquire()
frame.Name:SetTextColor(1, 1, 1)
return frame
end
end
QuestInfoRewardsFrame.spellHeaderPool._acquire = QuestInfoRewardsFrame.spellHeaderPool.Acquire
QuestInfoRewardsFrame.spellHeaderPool.Acquire = function(self)
local frame = self:_acquire()
frame:SetTextColor(1, 1, 1)
return frame
end
end
else
StyleScrollFrame(QuestDetailScrollFrame, 506, 615, true)
StyleScrollFrame(QuestProgressScrollFrame, 506, 615, true)
StyleScrollFrame(QuestGreetingScrollFrame, 506, 615, true)
QuestRewardScrollFrame:HookScript('OnShow', function(self)
StyleScrollFrame(self, 506, 615, true)
end)
end
QuestFrameGreetingPanel:StripTextures(true)
S:HandleButton(QuestFrameGreetingGoodbyeButton, true)
QuestGreetingFrameHorizontalBreak:Kill()
QuestDetailScrollChildFrame:StripTextures(true)
QuestRewardScrollFrame:StripTextures(true)
QuestRewardScrollChildFrame:StripTextures(true)
QuestFrameProgressPanel:StripTextures(true)
QuestFrameRewardPanel:StripTextures(true)
QuestFrame:CreateBackdrop("Transparent")
S:HandleButton(QuestFrameAcceptButton, true)
S:HandleButton(QuestFrameDeclineButton, true)
S:HandleButton(QuestFrameCompleteButton, true)
S:HandleButton(QuestFrameGoodbyeButton, true)
S:HandleButton(QuestFrameCompleteQuestButton, true)
S:HandleCloseButton(QuestFrameCloseButton, QuestFrame.backdrop)
for i=1, 6 do
local button = _G["QuestProgressItem"..i]
local icon = _G["QuestProgressItem"..i.."IconTexture"]
icon:SetTexCoord(unpack(E.TexCoords))
icon:Point("TOPLEFT", 2, -2)
icon:Size(icon:GetWidth() -3, icon:GetHeight() -3)
button:Width(button:GetWidth() -4)
button:StripTextures()
button:SetFrameLevel(button:GetFrameLevel() +1)
local frame = CreateFrame("Frame", nil, button)
frame:SetFrameLevel(button:GetFrameLevel() -1)
frame:SetTemplate("Transparent", nil, true)
frame:SetBackdropBorderColor(unpack(E.media.bordercolor))
frame:SetBackdropColor(0, 0, 0, 0)
frame:SetOutside(icon)
button.backdrop = frame
local hover = button:CreateTexture()
hover:SetColorTexture(1, 1, 1, 0.3)
hover:SetAllPoints(icon)
button:SetHighlightTexture(hover)
button.hover = hover
end
QuestNPCModel:StripTextures()
QuestNPCModel:CreateBackdrop("Transparent")
QuestNPCModel:Point("TOPLEFT", QuestLogDetailFrame, "TOPRIGHT", 4, -34)
QuestNPCModelTextFrame:StripTextures()
QuestNPCModelTextFrame:CreateBackdrop("Default")
QuestNPCModelTextFrame.backdrop:Point("TOPLEFT", QuestNPCModel.backdrop, "BOTTOMLEFT", 0, -2)
QuestLogPopupDetailFrame:StripTextures()
QuestLogPopupDetailFrameInset:StripTextures()
S:HandleButton(QuestLogPopupDetailFrameAbandonButton)
S:HandleButton(QuestLogPopupDetailFrameShareButton)
S:HandleButton(QuestLogPopupDetailFrameTrackButton)
QuestLogPopupDetailFrameScrollFrame:StripTextures()
S:HandleScrollBar(QuestLogPopupDetailFrameScrollFrameScrollBar)
QuestLogPopupDetailFrame:SetTemplate("Transparent")
QuestLogPopupDetailFrameScrollFrame:HookScript('OnShow', function(self)
if not QuestLogPopupDetailFrameScrollFrame.backdrop then
QuestLogPopupDetailFrameScrollFrame:CreateBackdrop("Default")
QuestLogPopupDetailFrameScrollFrame:Height(self:GetHeight() - 2)
if not E.private.skins.parchmentRemover.enable then
StyleScrollFrame(QuestLogPopupDetailFrameScrollFrame, 509, 630, false)
end
end
if not E.private.skins.parchmentRemover.enable then
QuestLogPopupDetailFrameScrollFrame.spellTex:Height(self:GetHeight() + 217)
end
end)
S:HandleCloseButton(QuestLogPopupDetailFrameCloseButton)
S:HandleScrollBar(QuestMapDetailsScrollFrameScrollBar)
QuestLogPopupDetailFrame.ShowMapButton:StripTextures()
S:HandleButton(QuestLogPopupDetailFrame.ShowMapButton)
QuestLogPopupDetailFrame.ShowMapButton.Text:ClearAllPoints()
QuestLogPopupDetailFrame.ShowMapButton.Text:Point("CENTER")
QuestLogPopupDetailFrame.ShowMapButton:Size(QuestLogPopupDetailFrame.ShowMapButton:GetWidth() - 30, QuestLogPopupDetailFrame.ShowMapButton:GetHeight(), - 40)
-- Skin the +/- buttons in the QuestLog
hooksecurefunc("QuestLogQuests_Update", function()
local tex, texture
for i = 6, QuestMapFrame.QuestsFrame.Contents:GetNumChildren() do
local child = select(i, QuestMapFrame.QuestsFrame.Contents:GetChildren())
if child and child.ButtonText and not child.Text then
if not child.buttonSized then
child:Size(16, 16)
child.buttonSized = true
end
tex = select(2, child:GetRegions())
if tex and tex.GetTexture then
texture = tex:GetTexture()
if texture then
if texture:find("PlusButton") then
tex:SetTexture("Interface\\AddOns\\ElvUI\\media\\textures\\PlusButton")
else
tex:SetTexture("Interface\\AddOns\\ElvUI\\media\\textures\\MinusButton")
end
end
end
end
end
end)
end
S:AddCallback("Quest", LoadSkin)
|
require 'xlua'
require 'nn'
require 'unsup'
require 'image'
dofile('find_patch.lua')
--print('==> loading centroid')
--center = torch.load('centroid.t7b')
print('==> loading data')
raw_data = torch.load('stl-10/extra.t7b')
local MaxPooling = nn.SpatialMaxPooling
model = nn.Sequential()
model:add(nn.SpatialConvolution(3, 64, 3,3,1,1,1,1))
--model:get(1).weight = center:double()
model:add(nn.SpatialBatchNormalization(64,1e-3))
model:add(nn.ReLU(true))
model:add(MaxPooling(4,4,4,4):ceil())
--center = nil
data = torch.Tensor(10000, 3, 96, 96)
indexx = torch.randperm(100000)
for i = 1,10000 do
xlua.progress(i, 10000)
data[i] = raw_data.data[1][indexx[i]]:double()
end
raw_data = nil
normalization = nn.SpatialContrastiveNormalization(1, image.gaussian1D(7))
for i = 1,10000 do
xlua.progress(i, 10000)
local yuv = image.rgb2yuv(data[i])
yuv[1] = normalization(yuv[{{1}}])
data[i] = yuv
end
normalization = nil
for i =2,3 do
local mean = data:select(2,i):mean()
local std = data:select(2,i):std()
data:select(2,i):add(-mean)
data:select(2,i):div(std)
end
print('==> Getting batch')
batch = torch.Tensor(20000, 3*3*3)
idx = 1
for i = 1,10000 do
xlua.progress(i,10000)
local patch = find_patch(data[i], 96, 3, 3)
for j = 1,2 do
batch[idx] = patch[j]
idx = idx + 1
end
end
centroid = unsup.kmeans(batch, 64, 1000)
torch.save('layer1', centroid)
model:get(1).weight = centroid
print(data:size())
bigdata = torch.Tensor(10000, 64, 24, 24)
for i = 1,10000 do
xlua.progress(i, 10000)
bigdata[{{i}, {}, {}, {}}] = model:forward(data[{{i}, {}, {}, {}}])
end
data = nil
--print('==> Normalization')
-- normalize every channel globally:
--for i = 1, 64 do
-- local mean_u = bigdata:select(2,i):mean()
-- local std_u = bigdata:select(2,i):std()
-- bigdata:select(2,i):add(-mean_u)
-- bigdata:select(2,i):div(std_u)
--end
print('==> Getting batch')
batch = torch.Tensor(20000, 64*3*3)
idx = 1
for i = 1,10000 do
xlua.progress(i,10000)
local patch = find_patch(bigdata[i], 24, 3, 64)
for j = 1,2 do
batch[idx] = patch[j]
idx = idx + 1
end
end
centroid = unsup.kmeans(batch, 64, 1000)
torch.save('layer2', centroid)
model = nn.Sequential()
model:add(nn.SpatialConvolution(64, 64, 3,3, 1,1, 1,1))
model:get(1).weight = centroid
model:add(nn.SpatialBatchNormalization(64, 1e-3))
model:add(nn.ReLU(true))
--model:add(MaxPooling(3,3,3,3):ceil())
bigdata_2 = torch.Tensor(10000, 64, 24, 24)
for i = 1,10000 do
xlua.progress(i, 10000)
bigdata_2[{{i}, {}, {}, {}}] = model:forward(bigdata[{{i}, {}, {}, {}}])
end
bigdata = nil
data = nil
print('==> Normalization')
-- normalize every channel globally:
--for i = 1, 64 do
-- local mean_u = bigdata_2:select(2,i):mean()
-- local std_u = bigdata_2:select(2,i):std()
-- bigdata_2:select(2,i):add(-mean_u)
-- bigdata_2:select(2,i):div(std_u)
--end
print('==> Getting batch')
batch = torch.Tensor(20000, 64*3*3)
idx = 1
for i = 1,10000 do
xlua.progress(i,10000)
local patch = find_patch(bigdata_2[i], 24, 3, 64)
for j = 1,2 do
batch[idx] = patch[j]
idx = idx + 1
end
end
centroid = unsup.kmeans(batch, 128, 1000)
torch.save('layer3', centroid)
model = nn.Sequential()
model:add(nn.SpatialConvolution(64, 128, 3,3, 1,1, 1,1))
model:get(1).weight = centroid
model:add(nn.SpatialBatchNormalization(128, 1e-3))
model:add(nn.ReLU(true))
model:add(MaxPooling(3,3,3,3):ceil())
bigdata = torch.Tensor(10000, 128, 8, 8)
for i = 1,10000 do
xlua.progress(i, 10000)
bigdata[{{i}, {}, {}, {}}] = model:forward(bigdata_2[{{i}, {}, {}, {}}])
end
--bigdata = nil
--data = nil
--print('==> Normalization')
-- normalize every channel globally:
--for i = 1, 128 do
-- local mean_u = bigdata_2:select(2,i):mean()
-- local std_u = bigdata_2:select(2,i):std()
-- bigdata_2:select(2,i):add(-mean_u)
-- bigdata_2:select(2,i):div(std_u)
--end
print('==> Getting batch')
batch = torch.Tensor(20000, 128*3*3)
idx = 1
for i = 1,10000 do
xlua.progress(i,10000)
local patch = find_patch(bigdata[i], 8, 3, 128)
for j = 1,2 do
batch[idx] = patch[j]
idx = idx + 1
end
end
centroid = unsup.kmeans(batch, 256, 1000)
torch.save('layer4', centroid)
|
require("game_updater")
-- CONSTANTS
local UPDATER_NAME = "panel" -- you should name the distributed auto updater zip the same as this
-- use a different name for the different versions of the updater
-- ex: "panel" for the release, "panel-beta" for the main beta, "panel-exmode" for testing the EX Mode
local MAX_REQ_SIZE = 100000 -- 100kB
-- GLOBALS
GAME_UPDATER = GameUpdater(UPDATER_NAME)
GAME_UPDATER_GAME_VERSION = nil
GAME_UPDATER_CHECK_UPDATE_INGAME = (GAME_UPDATER.config.force_version == "")
-- VARS
local path = GAME_UPDATER.path
local local_version = GAME_UPDATER:get_version()
local top_version = nil
local messages = ""
local wait_messages = 0
local next_step = ""
local wait_all_versions = nil
local wait_download = nil
function love.load()
-- Cleanup old love files
for i, v in ipairs(love.filesystem.getDirectoryItems(path)) do
if v ~= local_version and v:match('%.love$') then
love.filesystem.remove(path..v)
end
end
-- should we check for an update?
if GAME_UPDATER.config.auto_update and not (
GAME_UPDATER.check_timestamp ~= nil
and os.time() < GAME_UPDATER.check_timestamp + GAME_UPDATER.config.launch_check_interval
and local_version
and (GAME_UPDATER.config.force_version == "" or GAME_UPDATER.config.force_version == local_version)) then
-- Check for a version online
wait_all_versions = GAME_UPDATER:async_download_available_versions(MAX_REQ_SIZE)
end
next_step = "check_versions"
end
function love.update(dt)
if wait_messages > 0 then
wait_messages = wait_messages - 1
return
end
local all_versions = nil
if wait_all_versions ~= nil then
all_versions = wait_all_versions:pop()
end
if next_step == "check_versions" and wait_all_versions == nil or all_versions ~= nil then
if all_versions and #all_versions > 0 then
top_version = nil
if GAME_UPDATER.config.force_version ~= "" then
for i, v in ipairs(all_versions) do
if GAME_UPDATER.config.force_version == v then
top_version = v
break
end
end
if top_version == nil then
local err = 'Could not find online version: "'..GAME_UPDATER.config.force_version..'" (force_version)\nAvailable versions are:\n'
for i, v in ipairs(all_versions) do err = err..v.."\n" end
error(err)
end
else
top_version = all_versions[1]
end
GAME_UPDATER_CHECK_UPDATE_INGAME = false
if top_version == local_version then
start_game(local_version)
elseif local_version == nil and top_version == get_embedded_version() then
display_message("Copying embedded version...\n")
next_step = "copy_embedded"
else
display_message("A new version of the game has been found:\n"..top_version.."\nDownloading...\n")
wait_download = GAME_UPDATER:async_download_file(top_version)
next_step = "download_game"
end
-- Check for a version locally
elseif local_version then
if GAME_UPDATER.config.force_version ~= "" and GAME_UPDATER.config.force_version ~= local_version then
error('Could not find local version: "'..GAME_UPDATER.config.force_version..'" (force_version)\nPlease connect to the internet and restart the game.')
end
start_game(local_version)
-- Fallback use embedded version
else
display_message("Could not connect to the internet.\nCopying embedded version...\n")
next_step = "copy_embedded"
top_version = get_embedded_version()
if top_version == nil then
error('Could not find an embedded version of the game\nPlease connect to the internet and restart the game.')
end
end
elseif next_step == "copy_embedded" then
love.filesystem.write(path..top_version, love.filesystem.read(top_version))
GAME_UPDATER:change_version(top_version)
start_game(top_version)
elseif next_step == "download_game" then
local ret = wait_download:pop()
if ret ~= nil then
if not ret then error("Could not download and save: "..top_version) end
GAME_UPDATER:change_version(top_version)
start_game(top_version)
end
end
end
function love.draw()
love.graphics.print(messages, 10, 10)
end
function start_game(file)
if not love.filesystem.mount(path..file, '') then error("Could not mount game file: "..file) end
GAME_UPDATER_GAME_VERSION = file:gsub("^panel%-", ""):gsub("%.love", "")
package.loaded.main = nil
package.loaded.conf = nil
love.conf = nil
love.init()
love.load(args)
end
function display_message(txt)
if not love.window.isOpen() then love.window.setMode(800, 600) end
messages = messages..txt
wait_messages = 10
end
function get_embedded_version()
for i, v in ipairs(love.filesystem.getDirectoryItems("")) do
if v:match('%.love$') then return v end
end
return nil
end
|
local stat_scale = const.Scale.Stat
local max_stat = const.Scale.Stat * 100
local cutoff_time = 3
local wait_dome_turned_off = const.ColonistMaxWaitInDomeTurnedOff
DefineClass.Colonist =
{
__parents = { "Unit", "CityObject", "PinnableObject", "Shapeshifter", "InfopanelObj", "CycleMember" },
SelectionClass = "Colonist",
display_name_pl = T(12089, "Colonists"),
entity = "Male",
move_speed = 1000, --around 4 meters per sec
properties = {
-- for display in the editor's Hedgehog Selection Editor
{ id = "name", default = "", editor = "text" },
{ id = "progenitor_name", default = "", editor = "text", no_edit = true },
{ id = "serial", default = 0, editor = "number", no_edit = true },
{ id = "performance", default = 100, name = T(4283, "Worker performance"), modifiable = true, editor = "number" , no_edit = true},
{ id = "death_age", default = 60, name = T(4284, "Age of death"), modifiable = true, editor = "number" , no_edit = true},
{ id = "base_morale", default = 0, name = T(4285, "Base Morale boost"), modifiable = true, editor = "number" , no_edit = true, scale = "Stat"},
{ id = "birth_comfort_modifier", default = 0, scale = "Stat", name = T(4286, "Birth Comfort modifier"), modifiable = true, editor = "number" , no_edit = true},
{ id = "preferred_workplace_performance_bonus", default = 0, name = T(4287, "Preferred Worker performance bonus"), modifiable = true, editor = "number" , no_edit = true},
{ id = "DailyHealthRecover", name = T(4288, "Colonist daily Health recovery"), editor = "number", default = 5000, modifiable = true, scale = "Stat" },
{ id = "DailySanityRecover", name = T(4289, "Colonist daily Sanity recovery"), editor = "number", default = 5000, modifiable = true, scale = "Stat" },
},
max_name_len = 27,
dome = false,
city = false,
display_name = T(4290, "Colonist"),-- class's display name uinit name is in 'name'
pfclass = 3,
radius = 30*guic,
collision_radius = 30*guic,
follow_camera_vertical_offset = 21 * guim,
sols = false,
gender = false, -- gender_id
entity_gender = false,-- biological gender
race = false,
specialist = false,
birthplace = false,
age = false,
age_trait = false,
traits = false,
status_effects = false,
status_effect_sign = false,
status_effect_sign_visible = true,
playground_visit = false,
training_points = false,
dying = false,
dying_reason = false,
dreaming = false,
leaving = false,
last_workplace = false,
last_residence = false,
force_suicide = false,
infopanel_icon = "UI/Infopanel/colonist.tga",
ip_specialization_icon = false,
-- pin section
pin_rollover = T(7780, "<PinDescription>"),
pin_progress_value = "",
pin_progress_max = "",
pin_on_start = false,
pin_icon = false,
pin_specialization_icon = false,
workplace = false,
workplace_shift = false,
residence = false,
reserved_residence = false,
assigned_to_service = false,
arriving = false,
outside_start = false,-- outside dome or rover start time
inner_entity = false,
food_seeking = false,
avoid_workplace = false, -- last workplace , avoid when choose new workplace and reset when new workplace is set
avoid_workplace_start = false,
fulfill_workshift_boost = false,-- workshop boost is get if the laast time when the unit was in work the workplace is working
work_spot_task = "Workdrone",
direction_arrow_scale = 50,
transport_task = false,
emigration_dome = false,
user_forced_dome = false,
user_forced_residence = false,
user_forced_workplace = false,
start_player_controllable = false,
interaction_mode = false,
stat_health = max_stat/2,
stat_sanity = max_stat/2,
stat_comfort = max_stat/2,
stat_morale = 0, -- value is not clamped between 0 and stat_scale
log_health = false,
log_sanity = false,
log_comfort = false,
last_meal = 0,
last_rest = 0,
intercept_params = false,
refugee_life_remaining = false,
daily_interest = "",
daily_interest_fail = 0, -- 0 - not tried, 1 - not found, 2 - closed, 3 - full, 4 - CanService failed
encyclopedia_id = "Colonist",
ip_template = "ipColonist",
SetDust = empty_func,
dome_enter_fails = 0,
failed_domes = false,
use_passages = true,
next_heavy_update = 0,
assigned_to_service_with_amount = false,
expedition_rocket = false,
}
GlobalVar("ColonistHeavyUpdateTime", 0)
GlobalVar("g_TotalColonistComfort", 0)
ColonistStatList = { "Health", "Sanity", "Comfort", "Morale" }
ColonistStat =
{
Health = {value = "Health", text = T(4291, "Health"), log = "log_health",
description = T(4292, "Represents physical injury, illness and exhaustion. Lowered by working on a heavy workload, having no functional home, shock when deprived from vital resources or when the Colonist is injured. Colonists can be healed in Medical Buildings in a powered Dome, but only if they are provided with Food, Water and Oxygen. Colonists can't work at low health unless they’re Fit."),
icon = "UI/Icons/Sections/health.tga"},
Sanity = {value = "Sanity", text = T(4293, "Sanity"), log = "log_sanity",
description = T(4294, "Represents mental condition. Lowered by working on a heavy workload, in outside buildings and during dark hours, witnessing the death of a Colonist living in the same Residence or various Martian disasters. Recovered when resting at home and by visiting certain Service Buildings."),
icon = "UI/Icons/Sections/stress.tga"},
Comfort = {value = "Comfort", text = T(4295, "Comfort"), log = "log_comfort",
description = T(4296, "Residences and visited buildings improve Comfort up to their Service Comfort value, but Colonists will try to visit only buildings that correspond to their interests. Colonists are more inclined to have children at higher Comfort. Earthborn Colonists whose Comfort is depleted will quit their job and leave the Colony at first opportunity."),
icon = "UI/Icons/Sections/comfort.tga"},
Morale = {value = "Morale", text = T(4297, "Morale"),
description = T(4298, "Represents overall happiness, optimism and loyalty. All other stats affect Morale. Influences the Colonist’s job performance. Colonists with low Morale may become Renegades."),
icon = "UI/Icons/Sections/morale.tga"},
}
function StatCombo()
return function()
return {
ColonistStat.Health,
ColonistStat.Sanity,
ColonistStat.Comfort,
ColonistStat.Morale
}
end
end
for name, data in sorted_pairs(const.ColonistAgeGroups) do
table.insert(Colonist.properties,{category = "Trait", id = "MinAge_"..name, name = T{4299, "Min age <display_name>", data}, default = data.min, editor = "number", help = T{4300, "Min age for <name>", data}, modifiable = true })
end
function Colonist:Init()
self.city = self.city or self.dome and self.dome.city or UICity
self.sols = 0
self.log_health = {}
self.log_sanity = {}
self.log_comfort = {}
self.status_effects = {}
self:SetBase("base_morale", 50*stat_scale + g_Consts.MoraleInitRange/2 - self:Random(g_Consts.MoraleInitRange))
self:ChangeSanity(50*stat_scale)
self:ChangeHealth(50*stat_scale)
self.workplace_shift = 1
self.fx_actor_class = self.gender == "Male" and "ColonistMale" or "ColonistFemale"
self:AddTrait(self.specialist, "init")
self:SetState("idle")
self:SetMoveSpeed(self.move_speed)
self:SetMoveAnim("moveWalk")
self:SetWaitAnim("idle")
end
function Colonist:GameInit()
-- set traits
self:ApplyTraits(self.traits, "init")
-- set dome
local d = self.dome
self.dome = false --force the setter
self:SetDome(d)
self:UpdateOutside()
-- after apply age changes from traits (e.g Clone)
self:SetBase("death_age", self.MinAge_Senior + 5 + self:Random(10) + self:Random(5) + self:Random(5))
g_TotalColonistComfort = g_TotalColonistComfort + self:GetComfort()
if not self.arriving then
self:OnArrival()
end
self:AddToLabels()
if HintsEnabled then
local num_colonists = #self.city.labels.Colonist
if num_colonists >= 10 then
HintTrigger("HintSuggestResearchLab")
end
if num_colonists >= 15 then
HintTrigger("HintSuggestHydroponicFarm")
end
end
-- pick new interest for the day
self.daily_interest = PickInterest(self) or ""
self.daily_interest_fail = 0
end
function Colonist:Done()
g_TotalColonistComfort = g_TotalColonistComfort - self:GetComfort()
self:RemoveFromLabels()
self:SetDome(false)
if self.traits then
for trait_id,_ in pairs(self.traits) do
local trait = TraitPresets[trait_id]
if trait then trait:UnApply(self) end
end
end
self.city:RemoveFromLabel("DeadColonist", self)
self:ClearTransportRequest()
end
function Colonist:Random(...)
return CityObject.Random(self, ...)
end
function Colonist:RemoveFromLabels()
local city = self.city
city:RemoveFromLabel(self.gender == "OtherGender" and "ColonistOther" or self.gender == "Male" and "ColonistMale" or "ColonistFemale",self)
city:RemoveFromLabel("Colonist", self)
city:RemoveFromLabel(self.specialist, self)
city:RemoveFromLabel("Homeless", self)
city:RemoveFromLabel("Unemployed", self)
local dome = self.dome
if IsValid(dome) then
dome:RemoveFromLabel("Colonist", self)
dome:RemoveFromLabel("Homeless", self)
dome:RemoveFromLabel("Unemployed", self)
end
self:Affect("StatusEffect_Homeless", false)
self:Affect("StatusEffect_Unemployed", false)
for trait_id, _ in pairs(self.traits) do
if IsValid(dome) then
dome:RemoveFromLabel(trait_id,self)
end
end
end
function Colonist:AddToLabels()
self.city:AddToLabel("Colonist", self)
self.city:AddToLabel(self.gender == "OtherGender" and "ColonistOther" or self.gender == "Male" and "ColonistMale" or "ColonistFemale", self)
self.city:AddToLabel(self.specialist, self)
end
function Colonist:SetDome(dome)
dome = dome or false
local prev_dome = self.dome
self.dome = dome
if prev_dome == dome then return end
if IsValid(prev_dome) then
prev_dome:RemoveFromLabel("Colonist", self)
prev_dome:RemoveFromLabel("Homeless", self)
prev_dome:RemoveFromLabel("Unemployed", self)
prev_dome:RemoveFromLabel("DeadColonist", self)
for trait_id, _ in pairs(self.traits) do
prev_dome:RemoveFromLabel(trait_id,self)
local trait = TraitPresets[trait_id]
if trait and trait.modify_target == "dome colonists" then
trait:RemoveDomeColonistsModifier(self, trait.modify_trait)
end
end
self:SetWorkplace(false)
self:SetResidence(false)
Msg("ColonistLeavesDome", self,prev_dome)
end
if IsValid(dome) then
dome:AddToLabel("Colonist", self)
for trait_id, _ in pairs(self.traits) do
dome:AddToLabel(trait_id,self)
local trait = TraitPresets[trait_id]
if trait and trait.modify_target == "dome colonists" then
trait:AddDomeColonistsModifier(self, trait.modify_trait)
end
end
self:UpdateWorkplace()
self:UpdateResidence()
self:UpdateEmploymentLabels()
self:UpdateHomelessLabels()
Msg("ColonistJoinsDome", self, dome)
end
self:UpdateMorale()
end
function Colonist:ApplyTraits(traits, init)
if traits then
for trait_id , _ in pairs(traits) do
self:AddTrait(trait_id, init)
end
end
end
function Colonist:AddTrait(trait_id, init)
if not IsTraitAvailable(trait_id) then
return -- try to add locked trait
end
g_HiddenTraits[trait_id] = nil
local has_trait = self.traits[trait_id]
self.traits[trait_id]= true
if IsValid(self.dome) then
self.dome:AddToLabel(trait_id,self)
end
local trait = TraitPresets[trait_id]
-- apply new traits and that from generation table on unit init
if trait and (not has_trait or init) then
trait:Apply(self, init)
Notify(self, "UpdateMorale")
end
Msg("ColonistAddTrait", self, trait_id, init)
end
function Colonist:RemoveTrait(trait_id)
if not trait_id then return end
assert(not not self.traits[trait_id], "Trait is already removed:" .. trait_id)
self.traits[trait_id] = nil
if IsValid(self.dome) then
self.dome:RemoveFromLabel(trait_id, self)
end
local trait = TraitPresets[trait_id]
if trait then
trait:UnApply(self)
Notify(self, "UpdateMorale")
end
Msg("ColonistRemoveTrait", self, trait_id)
end
function Colonist:RemoveIncompatibleTraitsWith(new_trait)
local traits = self.traits
local to_remove = false
for trait_id,_ in pairs(traits) do
local trait = TraitPresets[trait_id]
if trait and trait.incompatible[new_trait] then
to_remove = to_remove or {}
to_remove[#to_remove + 1] = trait_id
end
end
for _, trait_id in pairs(to_remove or empty_table) do
self:RemoveTrait(trait_id)
end
end
function Colonist:RemoveAllTraits(additional_autotraits_to_remove)
local traits = self.traits
local to_remove = false
for trait_id,_ in pairs(traits) do
local trait = TraitPresets[trait_id]
if trait and (trait.auto or additional_autotraits_to_remove and additional_autotraits_to_remove[trait_id])then
to_remove = to_remove or {}
to_remove[#to_remove + 1] = trait_id
end
end
for _, trait_id in pairs(to_remove or empty_table) do
self:RemoveTrait(trait_id)
end
end
function OnMsg.GatherLabels(labels)
labels.ColonistMale = true
labels.ColonistFemale = true
labels.ColonistOther = true
labels.none = true
labels.scientist = true
labels.engineer = true
labels.security = true
labels.geologist = true
labels.medic = true
labels.botanist = true
end
-- value is per hour, format per update_time that is < 1 hour
local function FormatValueWithUpdateTime(value, updatetime)
return value * updatetime / const.HourDuration
end
if FirstLoad then
TraitsWithDailyUpdates = {}
end
function OnMsg.DataLoaded()
TraitsWithDailyUpdates = {}
ForEachPreset(TraitPreset, function(trait, group_list)
if trait.daily_update_func then
TraitsWithDailyUpdates[1+#TraitsWithDailyUpdates] = trait.id
end
end)
end
function Colonist:DailyUpdate()
self.sols = self.sols + 1
self.age = (self.age or 0) + 1
local traits = self.traits
if traits.Clone then
self.age = self.age + 1
end
if self.age>=self.death_age and not traits.Android then
self:SetCommand("Die", "Old age")
return
end
if self.leaving then
return
end
local di_traits = TraitPresets
for _, trait_id in ipairs(TraitsWithDailyUpdates) do
if traits[trait_id] then
local trait = di_traits[trait_id]
trait.daily_update_func(self, trait)
end
end
local time = self.city.day - cutoff_time
self:LogStatClear(self.log_health, time)
self:LogStatClear(self.log_sanity, time)
self:LogStatClear(self.log_comfort, time)
-- penalty if yesterday's interest was not visited
local interest = self.daily_interest
local fail = self.daily_interest_fail
if interest ~= "" and fail > 0 then
self:ChangeComfort(-g_Consts.VisitFailPenalty, GetInterestFailMessage(interest, fail))
if interest == "needMedical" and self.traits.Hypochondriac then
local trait = TraitPresets.Hypochondriac
self:ChangeSanity(-trait.param*const.Scale.Stat, trait.id)
end
end
-- pick new interest for the day
self.daily_interest = PickInterest(self)
self.daily_interest_fail = 0
if self.refugee_life_remaining then
self.refugee_life_remaining = self.refugee_life_remaining - 1
if self.refugee_life_remaining <= 0 then
self:RemoveTrait("Refugee")
if self:Random(100) < TraitPresets.Refugee.param then
self:AddTrait("Renegade")
end
self.refugee_life_remaining = nil
end
end
end
function Colonist:GetPerformanceReasons()
local texts = {}
-- from morale, modify baze value
local low = g_Consts.LowStatLevel
local high = g_Consts.HighStatLevel
local morale = self.stat_morale
local color = function (val) return val>0 and TLookupTag("<green>") or TLookupTag("<red>") end
local sign = function (val) return val>0 and Untranslated("+") or "" end
local amount = 100*Clamp(morale, 0, max_stat)/max_stat - 50
local sn = sign(amount)
texts[#texts + 1] = T{6936, "<clr><reason></color>", clr = color(amount), reason = T{ColonistPerformanceReasons["Morale"], amount = sn..Untranslated(amount) }}
if self.traits.Enthusiast and morale >= high then
amount = TraitPresets.Enthusiast.param
sn = sign(amount)
texts[#texts+1] = T{6936, "<clr><reason></color>", clr = color(amount), reason = T{ColonistPerformanceReasons["Enthusiast"], amount = sn..Untranslated(amount)}}
elseif self.traits.Melancholic and morale < low then
amount = - TraitPresets.Melancholic.param
sn = sign(amount)
texts[#texts+1] = T{6936, "<clr><reason></color>", clr = color(amount), reason = T{ColonistPerformanceReasons["Melancholic"], amount = sn..Untranslated(amount)}}
end
if morale >= high
and self.stat_health >= high
and self.stat_sanity >= high
and self.stat_comfort>= high
and g_VocationOrientedSociety
then
amount = g_VocationOrientedSociety.param1
sn = sign(amount)
texts[#texts+1] = T{6936, "<clr><reason></color>", clr = color(amount), reason = T{ColonistPerformanceReasons["VocationOrientedSociety"],amount = sn..Untranslated(amount)}}
end
-- traits
local trait_defs = TraitPresets
for trait_id in pairs(self.traits)do
local trait_def = trait_defs[trait_id]
if trait_def
and trait_def.modify_target=="self"
and trait_def.modify_property=="performance"
then
amount = trait_def.modify_amount
sn = sign(amount)
texts[#texts+1] = T{6936, "<clr><reason></color>", clr = color(amount), reason = T{ColonistPerformanceReasons[trait_id],amount = sn..Untranslated(amount)}}
end
end
-- property modifiers
table.iappend(texts, self:GetPropertyModifierTexts("performance"))
return table.concat(texts, '\n')
end
function Colonist:GetTraitsWarnings()
-- Idiot trait warning
if self.traits.Idiot then
return "<newline><newline>"..T(8039, "Trait: Idiot (can cause a malfunction)")
end
return ""
end
function Colonist:GetUIWarning()
local status_effect = GetTopPriorityStatusEffect(self)
local warning = status_effect and GetColonistStatusEffectWarning(status_effect)
if warning then
return T{warning, self}
end
local detrimental_traits = GetDetrimentalTraits()
for _, trait in ipairs(detrimental_traits) do
if self.traits[trait] then
return T{ColonistTraitsWarnings[trait], self}
end
end
end
function GetDetrimentalStatusColonists(city, return_first)
local objs = {}
local detrimental_status_effects = GetDetrimentalStatusEffects()
local detrimental_traits = GetDetrimentalTraits()
local array = city.labels.Colonist or empty_table
for _, colonist in ipairs(array) do
local added
for i, effect in ipairs(detrimental_status_effects) do
if colonist.status_effects[effect] then
if return_first then return colonist end
objs[#objs + 1] = colonist
added = true
break
end
end
if not added then
for i, trait in ipairs(detrimental_traits) do
if colonist.traits[trait] then
if return_first then return colonist end
objs[#objs + 1] = colonist
break
end
end
end
end
if return_first then return false end
return objs
end
-------------------------------------------------------------
function Colonist:ExitBuilding(building, target, entrance_type, spot_name)
if self.command == "Die" or not IsValid(self) then return end
return Unit.ExitBuilding(self, building, target, entrance_type, spot_name)
end
function Colonist:LeavingMars(rocket)
self.leaving = true
self:SetDome(false)
self:ClearTransportRequest()
table.insert(rocket.departures, self)
local reached
self:PushDestructor(function(self)
assert(self.command == "Die", "unexpected command (" .. self.command .. ") breaking colonist boarding sequence")
self.leaving = false
table.remove_entry(rocket.departures, self)
end)
if not self:GotoBuildingSpot(rocket, rocket.drone_entry_spot) -- the colonist cannot reach the rocket, don't try to pass through objects, mountains or walk above ground...
or not IsValid(rocket) or not rocket:IsBoardingAllowed() then -- rocket already left
self:PopDestructor()
self.leaving = false
table.remove_entry(rocket.departures, self)
return
end
self:PopDestructor()
self:PushDestructor(function(self)
-- if the rocket is still waiting for something, hop on
table.remove_entry(rocket.departures, self)
table.insert(rocket.boarding, self)
rocket:LeadIn(self, rocket.waypoint_chains.rocket_entrance[1])
-- remove from boarding list
table.remove_entry(rocket.boarding, self)
SelectionRemove(self) --deselect this colonist (mantis:0130871)
if self.traits.Tourist then
local tourist1 = GenerateApplicant(false, self.city)
tourist1.traits.Tourist = true
local tourist2 = GenerateApplicant(false, self.city)
tourist2.traits.Tourist = true
end
DoneObject(self)
--@@@msg ColonistLeavingMars, colonist, rocket - fired when any colonist is leaving Mars
Msg("ColonistLeavingMars", self, rocket)
RebuildInfopanel(self)
end)
self:PopAndCallDestructor()
end
GlobalVar("g_RecentlyDeadCitizens", {})
GlobalVar("g_InfectedDeadCitizens", {})
GlobalVar("DeadCitizensNotif", false)
GlobalVar("UnnaturalDeaths", 0)
GlobalGameTimeThread("InfectedDeadColonistNotif", function()
HandleNewObjsNotif(g_InfectedDeadCitizens, "Mystery8DeathInfection")
end)
function Colonist:Erase()
self:PushDestructor(function(self)
self:ClearTransportRequest()
self.dying = true
self:RemoveFromLabels()
self:SetWorkplace(false)
self:SetResidence(false)
self:AssignToService(false) -- unassign from building when interupted
self:ExitHolderImmediately()
self:SetDome(false)
table.clear(self.status_effects)
UpdateAttachedSign(self)
RebuildInfopanel(self)
if IsValid(self) then
DoneObject(self)
end
end)
self:PopAndCallDestructor()
end
function Colonist:Die(reason)
reason = DeathReasons[reason] and reason or "low health"
-- for not interupting 'die' command from other commands
--@@@msg ColonistDie, colonist, reason - fired when any colonist dies
Msg("ColonistDie", self, reason)
self:PushDestructor(function(self)
local city = self.city
local dome = self.dome
self:ClearTransportRequest()
self.dying = true
self.dying_reason = reason
self.stat_health = 0
self:OnDie(reason)
self.last_workplace = self.workplace
self.last_residence = self.residence
self:SetWorkplace(false)
self:SetResidence(false)
self:AssignToService(false) -- unassign from building when interupted
self:ExitHolderImmediately()
table.clear(self.status_effects)
UpdateAttachedSign(self)
RebuildInfopanel(self)
self:SetPos(self:GetVisualPos())
self:SetState("layDying")
self:ProjectPhoenixEffect()
local is_infected = self.traits.Infected
if not NaturalDeathReasons[reason] then
UnnaturalDeaths = (UnnaturalDeaths or 0) + 1
local applicants = #g_ApplicantPool
local i=1
while i<=2 and applicants>0 do
table.remove(g_ApplicantPool, Random(1,applicants))
applicants = applicants -1
i = i + 1
end
g_RecentlyDeadCitizens[#g_RecentlyDeadCitizens + 1] = self
if is_infected then
g_InfectedDeadCitizens[#(g_InfectedDeadCitizens or {})+ 1] = self
if IsOnScreenNotificationShown("DeadCitizens") then
AddOnScreenNotification("DeadCitizens", nil, {count = #g_RecentlyDeadCitizens}, g_RecentlyDeadCitizens)
end
else
AddOnScreenNotification("DeadCitizens", nil, {count = #g_RecentlyDeadCitizens}, g_RecentlyDeadCitizens)
end
DeleteThread(DeadCitizensNotif)
DeadCitizensNotif = CreateGameTimeThread(function()
Sleep(60000)
g_RecentlyDeadCitizens = {}
RemoveOnScreenNotification("DeadCitizens")
end)
end
local pt = GetPassablePointNearby(self) or self:GetPos()
Sleep(Random(const.HourDuration, const.DayDuration))
if IsValid(self) then
DoneObject(self)
end
if is_infected then
table.remove_entry(g_InfectedDeadCitizens,self)
end
if self.city:IsTechResearched("SoylentGreen") then
PlaceResourcePile(pt, "Food", 1*const.ResourceScale)
end
end)
self:PopAndCallDestructor()
end
function Colonist:OnDie(reason)
self:RemoveFromLabels()
self.city:AddToLabel("DeadColonist", self)
if IsValid(self.dome) then
self.dome:AddToLabel("DeadColonist", self)
end
if not NaturalDeathReasons[reason] then
for _, colonist in ipairs(IsValid(self.residence) and self.residence.colonists or empty_table) do
if colonist ~= self then
colonist:ChangeSanity(-g_Consts.SeeDeadSanity, "dead colonist")
end
end
end
--@@@msg ColonistDied,colonist, reason- fired when a colonist has died.
Msg("ColonistDied", self, reason)
if not self.city.dead_notification_shown and not NaturalDeathReasons[reason] then
self.city.cur_sol_died = self.city.cur_sol_died + 1
if self.city.cur_sol_died + self.city.last_sol_died >= 5 then
ShowPopupNotification("Evaluation_Colonist_Deaths", {ApplicantsLostOnColonistDeath = 2})
self.city.dead_notification_shown = true
end
end
end
function Colonist:ProjectPhoenixEffect()
local traits = self.traits
if self.city:IsTechResearched("ProjectPhoenix") and not traits.Android and self:Random(100) < TechDef.ProjectPhoenix.param1 then
local dome = self.dome or IsUnitInDome(self) or self.city:LabelRand("Dome")
if not dome then
return
end
local heir = GenerateColonistData(self.city, "Youth", "martianborn",{gender = self.gender, entity_gender = self.entity_gender, no_traits = "no_traits",no_specialization = true})
for trait_id, _ in pairs(traits) do
local trait = TraitPresets[trait_id]
local category = trait and trait.group or false
if category and category~="Age Group" and category~="Gender" and category~="Specialization" then
heir.traits[trait_id] = true
end
end
heir.dome = dome
heir.progenitor_name = self.progenitor_name
if heir.progenitor_name == "" then
heir.progenitor_name = self.name
end
heir.serial = self.serial + 1
heir.name = T{4301, "<name> <roman(serial)>", name = heir.progenitor_name, serial = heir.serial}
local colonist = Colonist:new(heir)
colonist:AddTrait(self.specialist)
dome:RandPlaceColonist(colonist)
--@@@msg ColonistBorn,colonist, event- fired when a colonist has been born/cloned/reborn/spawned/...
Msg("ColonistBorn", colonist, "reborn")
end
end
function Colonist:OnEnterDomeFail(dome)
self.dome_enter_fails = self.dome_enter_fails + 1
if dome then
local failed = self.failed_domes or setmetatable({}, weak_keys_meta)
failed[dome] = GameTime()
self.failed_domes = failed
end
end
function Colonist:Abandoned()
self:ExitBuilding()
assert(self:IsValidPos())
local current_dome = IsUnitInDome(self)
if not self:IsValidPos() then
local dome = self.dome or current_dome or self.city:LabelRand("Dome")
if dome then
dome:RandPlaceColonist(self)
return
end
elseif IsValid(current_dome) then
self:SetDome(current_dome)
return
end
self:ClearTransportRequest()
local dome = self.dome
if not dome then
local domes, safety_dome = GetDomesInWalkableDistance(self.city, self:GetVisualPos(), self.failed_domes)
dome = ChooseDome(self.traits, domes, safety_dome)
if not dome then
local oldest_fail_time = max_int
for failed_dome, fail_time in pairs(self.failed_domes or empty_table) do
if fail_time < oldest_fail_time then
oldest_fail_time = fail_time
dome = failed_dome
end
end
end
end
if dome and self:EnterBuilding(dome) then
self:SetDome(dome)
local sanity_change = 30 * stat_scale - self.stat_sanity
if sanity_change > 0 then --only if we aint actually reducing sanity
self:ChangeSanity(sanity_change, "survived outside") --add the rest in player visible way
end
return
end
assert(not dome or self.dome_enter_fails > 0)
local fail_count = Max(1, self.dome_enter_fails)
-- the colonist have an assigned dome but he have failed to reached several times, therefore we have to try to change it
self:SetDome(false)
self:CancelResidenceReservation()
local max_wonder_dist = Min(100*guim, fail_count * 20 * guim)
self:GoToRandomPos(max_wonder_dist, 5*guim)
self:SetState("idle")
local sleep_until = GameTime() + Min(60000, fail_count * (5000 + AsyncRand(5000)))
local dome_version = g_DomeVersion
while dome_version == g_DomeVersion and GameTime() < sleep_until do
WaitMsg("BuildingPlaced", 1000)
end
end
function Colonist:Roam(duration)
local tEnd = GameTime() + duration
self:ExitBuilding()
while tEnd - GameTime() > 0 do
if self.dome then
self:GoToRandomPosInDome(self.dome, "roam")
end
self:PlayState("idle", -1000)
end
end
GlobalVar("g_PsychoticBreakCitizens", {})
GlobalGameTimeThread("PsychoticBreakCitizensNotif", function()
HandleNewObjsNotif(g_PsychoticBreakCitizens, "ColonistPsychoticBreak")
end)
function Colonist:Affect(status_effect, bApply, now, force)
local status_effects = self.status_effects
local class = rawget(_G,status_effect)
if not class then return end
if bApply then
if status_effects[status_effect] then
return
end
now = now or GameTime()
status_effects[status_effect] = now
class:Start(self, now, force)
else
if not status_effects[status_effect] then
return
end
status_effects[status_effect] = nil
class:Stop(self)
end
UpdateAttachedSign(self)
RebuildInfopanel(self)
Msg("ColonistStatusEffect", self, status_effect, bApply, now)
end
function Colonist:Suicide()
-- add notification
AddOnScreenNotification("ColonistSuicide",nil,{name = self:GetDisplayName()},{self})
self:SetCommand("Die", "suicide")
end
function Colonist:SafeMode()
self:GoToRandomPosInDome(self.dome)
local def = TechDef.SafeMode
self:SetAnim(1, "sleepStart")
Sleep(self:TimeToAnimEnd())
self:SetAnim(1, "sleepIdle")
Sleep(def.param1 * const.HourDuration)
self:SetAnim(1, "sleepEnd")
Sleep(self:TimeToAnimEnd())
self:ChangeSanity(def.param2 * stat_scale, "insane")
end
function Colonist:Arrive()
local rocket = self.arriving
assert(rocket)
if not rocket then
return
end
local dome = self.emigration_dome or self.dome
self.emigration_dome = nil
self:PushDestructor(self.OnArrival)
if not IsKindOf(rocket, "SupplyRocket") then
-- backward compatibility
if rocket.parent_dome then
self:SetOutside(false)
end
rocket:OnEnterUnit(self)
else
if HintsEnabled then
HintTrigger("HintDecorations")
HintTrigger("HintComfortStatAndServices")
end
--@@@msg ColonistArrived,colonist- fired when a colonist has arrived on Mars with a rocket.
Msg("ColonistArrived", self)
self:SetOutside(true)
-- disembark
local spot = rocket:GetSpotBeginIndex("Colonistout")
local pos = rocket:GetSpotLoc(spot)
rocket:Attach(self, spot)
self:SetDisembarkAnim(rocket)
self:PushDestructor(function(self)
Sleep(self:TimeToAnimEnd())
self:Detach()
self:SetPos(pos)
self:SetState("idle")
table.remove_value(rocket.disembarking, self)
end)
self:PopAndCallDestructor() -- Disembark uninterruptible
if not dome then
rocket.disembarking_confused = true
else
self:SetDome(dome)
self:EnterBuilding(dome)
end
end
self:PopAndCallDestructor() -- OnArrival
end
function Colonist:OnArrival()
assert(self.holder or self:IsValidPos())
if self.traits.Tourist then
self.city:ChangeFunding(g_Consts.FundingFromTourist*1000000, "Tourist")
end
self.arriving = nil
self:UpdateHomelessLabels()
self:UpdateEmploymentLabels()
if self.residence then
self:ChangeComfort(self.residence.service_comfort - self.stat_comfort)
end
self.last_meal = GameTime()
end
----------------------- Work, Workplace, Work -----------------------
GlobalVar("g_NocturnalAdaptation", false)
function Colonist:ChangeWorkplacePerformance()
local workplace = self.workplace
if workplace and workplace.parent_dome and workplace.parent_dome ~= self.dome then
--different dome penalty
self:SetModifier("performance", "home_dome", -g_Consts.NonHomeDomePerformancePenalty, 0, T(8757, "<red>Not working in home dome <amount></color>"))
else
self:SetModifier("performance", "home_dome", 0, 0)
end
if workplace and workplace.specialist ~= "none" then
local match = workplace.specialist == self.specialist
local amount = match and
self.preferred_workplace_performance_bonus
or -g_Consts.NonSpecialistPerformancePenalty
local sponsor = GetMissionSponsor()
local text = match and
T(6927, "<green>Correct workplace specialization +<amount></color>")
or T(6928, "<red>Wrong workplace specialization <amount></color>")
self:SetModifier("performance", "specialist_match", amount, 0, text)
if sponsor.specialist_bonus_performance and match then
text = T(10538, "<green>")..sponsor.specialist_bonus_performance_name..T{10539, " +<amount></color>", amount = sponsor.specialist_bonus_performance}
self:SetModifier("performance", "specialist_match_sponsor_bonus", sponsor.specialist_bonus_performance, 0, text)
end
else
self:SetModifier("performance", "specialist_match", 0, 0)
end
if g_NocturnalAdaptation then
if workplace and self.workplace_shift == g_NocturnalAdaptation.param1 then
self:SetModifier("performance", "NocturnalAdaptation", g_NocturnalAdaptation.param2, g_NocturnalAdaptation.param3, T(4304, "<green>Nocturnal Adaptation <amount></color>"))
else
self:SetModifier("performance", "NocturnalAdaptation", 0, 0)
end
end
end
function Colonist:UpdateEmploymentLabels()
if self.workplace or not self:CanWork() then
if self.dome then self.dome:RemoveFromLabel("Unemployed",self) end
self.city:RemoveFromLabel("Unemployed", self)
self:Affect("StatusEffect_Unemployed", false)
else
if self.dome then self.dome:AddToLabel("Unemployed", self) end
self.city:AddToLabel("Unemployed", self)
self:Affect("StatusEffect_Unemployed", "start")
end
end
function Colonist:SetWorkplace(building, shift)
assert(not building or ValidateBuilding(building) and building.ui_working)
building = not self:IsDying() and ValidateBuilding(building)
local old_workplace = self.workplace
if not building and not old_workplace then
return
end
if building == old_workplace and shift == self.workplace_shift then
return
end
local refresh = not building and old_workplace or not old_workplace and building
if old_workplace then
--remove overtime from daily routine
old_workplace:RemoveWorker(self)
end
self.workplace = building
local old_shift = self.workplace_shift
self.workplace_shift = shift or 1
if building then
assert(shift)
assert(building:IsSuitable(self))
building:AddWorker(self, shift)
self.avoid_workplace = false -- last workplace , avoid when choose new workplace and reset when new workplace is set
self.avoid_workplace_start = false
end
--@@@msg ColonistChangeWorkplace,colonist, new_workplace, old_workplace - fired when any colonist changes its workplace and the new and old are different
Msg("ColonistChangeWorkplace",self, building, old_workplace, self.workplace_shift, old_shift)
self:UpdateEmploymentLabels()
if refresh then
RebuildInfopanel(self)
end
---- performance changes
self:ChangeWorkplacePerformance()
-- set command
if not building and self:IsInWorkCommand() then
self:InterruptCommand()
end
end
GlobalVar("g_SeniorsCanWork", false)
function OnMsg.TechResearched(tech_id, city)
if tech_id == "NocturnalAdaptation" then
g_NocturnalAdaptation = TechDef[tech_id]
city:ForEachLabelObject("Colonist", "ChangeWorkplacePerformance")
city:ForEachLabelObject("Workplace", "UpdatePerformance")
elseif
tech_id == "GeneralTraining"
or tech_id == "ProductivityTraining"
or tech_id == "EmergencyTraining"
or tech_id == "SystematicTraining"
then
city:ForEachLabelObject("Colonist", "ChangeWorkplacePerformance")
city:ForEachLabelObject("Workplace", "UpdatePerformance")
elseif tech_id == "ForeverYoung" then
g_SeniorsCanWork = true
elseif tech_id == "MartianbornIngenuity" then
local amount = TechDef[tech_id].param1
local display_text = T(7587, "<green>Martianborn Ingenuity <amount></color>")
for _, dome in ipairs(city.labels.Dome) do
for _, colonist in ipairs(dome.labels.Martianborn or empty_table) do
colonist:SetModifier("performance", "MartianbornIngenuity", amount, 0, display_text)
end
end
end
end
local max_priority = const.MaxBuildingPriority
function Colonist:UpdateWorkplace()
-- look for dome before choosing workplace
local my_dome = self.dome
if not IsValid(my_dome) then
self:SetWorkplace(false)
return
end
-- check first forced workplace
local to_kick
local workplace, shift = self:CheckForcedWorkplace()
if workplace then
local service_dome = workplace:CheckServicedDome(my_dome)
if not workplace:IsSuitable(self)
or not workplace.ui_working
or workplace == self.workplace and shift == self.workplace_shift
or (service_dome ~= my_dome and not AreDomesConnected(service_dome, my_dome) )
then
-- the forced workplace is the current workplace or the colonist cannot yet work there
return
end
shift, to_kick = workplace:FindFreeSlotForced(shift)
if not shift then
return
end
self.user_forced_workplace[2] = shift
end
if not workplace then
local current_workplace = self.workplace
if current_workplace then
if not ValidateBuilding(current_workplace) or not current_workplace:IsSuitable(self) then
self:SetWorkplace(false)
elseif current_workplace.force_lock_workplace then
return
end
end
if self:CanTrain() then
-- try train buidings
workplace, shift = ChooseTraining(self)
if not workplace and my_dome.allow_work_in_connected and my_dome.accept_colonists then
for dome in pairs(my_dome:GetConnectedDomes()) do
if dome:CanColonistsFromDifferentDomesWorkServiceTrainHere() then
workplace, shift = ChooseTraining(self, dome.labels.TrainingBuilding, workplace, shift)
end
end
end
end
local work_bld, work_shift, work_to_kick
if self:CanWork() and (not workplace or workplace.priority < max_priority) then
-- try workplaces buidings
local lst = my_dome.labels.Workplace
local lst1
if my_dome.allow_work_in_connected and my_dome.accept_colonists then
for dome in pairs(my_dome:GetConnectedDomes()) do
if dome:CanColonistsFromDifferentDomesWorkServiceTrainHere() then
lst1 = lst1 or {}
table.insert(lst1, dome.labels.Workplace)
end
end
end
if lst1 then
table.insert(lst1, lst)
end
work_bld, work_shift, work_to_kick = ChooseWorkplace(self, lst1 or lst, true)
end
if work_bld and (not workplace or work_bld.priority > workplace.priority) then
-- workplace is prefered over training only if having higher priority
workplace, shift, to_kick = work_bld, work_shift, work_to_kick
end
end
if not workplace and not self.workplace
or workplace == self.workplace and shift == self.workplace_shift then
return
end
--Print("workplace",workplace and workplace.class, workplace and workplace.specialist )
if to_kick then
to_kick:SetWorkplace(false)
end
self:SetWorkplace(workplace, shift)
--Print(self.name, self.specialist, "set workplace")
if to_kick then
--Print(self.name, self.specialist,"kicks", to_kick.name, to_kick.specialist, to_kick.prefer_workplace)
to_kick:UpdateWorkplace()
end
end
function Colonist:GetFired()
if not self.workplace then
return
end
self:SetWorkplace(false)
self.avoid_workplace = self.workplace
self.avoid_workplace_start = self.city.day
self:ChangeWorkplacePerformance()
end
----------------------- Service Buildings, Leisure, Visits -----------------------
local dome_walk_dist = const.ColonistMaxDomeWalkDist
local dome_passage_dist = const.ColonistMinDistToIgnorePassage
local GetDomesPassagePath = GetDomesPassagePath
local IsLRTransportAvailable = IsLRTransportAvailable
function Colonist:TryToEmigrate(current_dome)
current_dome = current_dome or IsUnitInDome(self)
--- try to recal the dome
local transport_task = self.transport_task
local dest_dome, walking, dist = self:FindEmigrationDome(current_dome)
if not dest_dome then
if transport_task then
self:ClearTransportRequest()
end
return
end
if walking then --git goin
local passage_path
local min_dist = BreathableAtmosphere and dome_passage_dist or dome_walk_dist
if dist > min_dist then
-- try to lead the colonist through the dome passages if the domes are in the same network
passage_path = GetDomesPassagePath(current_dome, dest_dome)
end
if not passage_path
or dist < dome_passage_dist and #passage_path < 10
or not IsLRTransportAvailable(self.city) then
self:ClearTransportRequest()
dest_dome:ReserveResidence(self)
self:SetCommand("TransportByFoot", dest_dome, passage_path)
return
end
end
if transport_task then
if dest_dome ~= transport_task.dest_dome then
dest_dome:ReserveResidence(self)
transport_task.dest_dome = dest_dome
end
return
end
local src_dome = current_dome or self.dome or FindNearestObject(self.city.labels.Dome, self)
--check shuttle availability,
--if shuttles are available register for transport, shuttle will Setcommand when it picks up the task
if IsTransportAvailableBetween(src_dome, dest_dome) and CreateColonistTransportTask(self, src_dome, dest_dome) then
dest_dome:ReserveResidence(self)
self.transport_task.state = "almost_ready_for_pickup" --so a shuttle can immidiately pick this task up
end
end
function Colonist:CancelResidenceReservation()
if IsValid(self.reserved_residence) then
self.reserved_residence:CancelResidenceReservation(self)
end
self.reserved_residence = false
end
function Colonist:ClearTransportRequest() --always clears, cancel imm clears only if routine hasn't started yet
self:CancelResidenceReservation()
local transport_task = self.transport_task
if transport_task then
if transport_task.shuttle then
transport_task.shuttle:SetCommand("Idle")
transport_task.shuttle = false
end
transport_task:Cleanup()
end
end
function Colonist:TryVisit(need, ...)
self:AssignToService(false) -- unassign from building when interupted
local dome = self.dome or IsUnitInDome(self)
assert(dome)
if not dome then
return
end
local building, fail = dome:GetService(need, self, ...)
if building then
self:AssignToService(building)
self:SetCommand("VisitService", building, need)
end
return fail
end
function Colonist:ShouldPanic(current_dome)
current_dome = current_dome or IsUnitInDome(self)
if not current_dome then
return false
end
local t = GameTime()
local panic_pos, panic_dist, panic_radius
for _, marker in ipairs(current_dome.panic_markers or empty_table) do
if t < marker.expiration_time then
local dist = self:GetVisualDist2D(marker.pos)
if dist < marker.radius and (not panic_dist or dist < panic_dist) then
panic_pos, panic_dist, panic_radius = marker.pos, dist, marker.radius
end
end
end
return panic_pos, panic_radius
end
function Colonist:Panic(panic_pos)
self:PushDestructor(function(self)
if IsValid(self) then
self:SetMoveAnim("moveWalk")
end
end)
-- change move anim
self:SetMoveAnim("moveEvade")
self:GoToRandomPosInDome()
if IsValid(self) then
self:SetMoveAnim("moveWalk")
self:SetAnim(1, "standPanicIdle")
Sleep(2000)
end
self:PopDestructor()
end
local min_age_names = {}
do
for _, name in ipairs(const.ColonistAges) do
min_age_names[name] = "MinAge_" .. name
end
end
function Colonist:IsShocked()
for id in pairs(self.status_effects) do
if StatusEffectsShock[id] then
return true
end
end
end
function Colonist:Idle()
assert(not self:IsDying())
if self:IsDying() then
self:SetCommand("Die",self.dying_reason)
return
end
if self.force_suicide then
self:SetCommand("Suicide")
end
if self.arriving then
self:SetCommand("Arrive")
return
end
if not (self.holder or self:IsValidPos() or terrain.IsPassable(self)) then
Sleep(2000)
local dome = IsUnitInDome(self) or self.dome
if dome then
dome:RandPlaceColonist(self)
end
end
local traits = self.traits
local g_Consts = g_Consts
local const = const
local cur_trait_idx = table.find(const.ColonistAges, self.age_trait)
local next_age_trait = cur_trait_idx and const.ColonistAges[cur_trait_idx + 1]
if not traits.Android and next_age_trait and self.age >= self[min_age_names[next_age_trait]] then
self:RemoveTrait(self.age_trait)
self.age_trait = next_age_trait
self:AddTrait(next_age_trait)
if next_age_trait == "Youth" then
Msg("ColonistBecameYouth", self)
end
end
local transport = self.transport_task
local dest_dome = transport and transport.shuttle and transport.shuttle.dest_dome
if dest_dome then
self:SetCommand("Transport", dest_dome)
end
if traits.Dreamer and g_MysteryDream then
self:SetCommand("MysteryDream")
end
local status_effects = self.status_effects
if self.stat_sanity == 0 then
if self.city:IsTechResearched("SafeMode") then
self:SetCommand("SafeMode")
else
if not self.traits.Religious and self:Random(100) < g_Consts.LowSanitySuicideChance then
self:SetCommand("Suicide")
elseif not status_effects.StatusEffect_StressedOut and self:Random(100) < g_Consts.LowSanityNegativeTraitChance then
local compatible = FilterCompatibleTraitsWith(const.SanityBreakdownTraits, self.traits)
if #compatible>0 then
self:AddTrait(table.rand(compatible))
end
end
self:Affect("StatusEffect_StressedOut", "start")
Msg("SanityBreakdown", self)
end
end
local current_dome = IsUnitInDome(self)
local panic_pos, panic_radius = self:ShouldPanic(current_dome)
if panic_pos then
self:SetCommand("Panic", panic_pos, panic_radius)
end
local shock_status = self:IsShocked()
local low_health = self.stat_health < g_Consts.LowStatLevel
local low_sanity = self.stat_sanity < g_Consts.LowStatLevel
if HintsEnabled and (low_health or low_sanity) and not next(status_effects) then
HintTrigger("HintHealthcare")
end
if not current_dome then
if not self.dome or self.dome_enter_fails > 0 then
self:SetCommand("Abandoned")
end
else
if not self.dome and not self:CheckForcedDome() then
-- most often the reason is the colonist's command being interrupted while moving
self:SetDome(current_dome)
end
end
if not shock_status and low_sanity then
self:TryVisit("needMedical")
end
if low_health then
if shock_status then
self:SetWorkplace(false)
else
local fail = self:TryVisit("needMedical")
if fail then
self:SetWorkplace(false)
end
end
end
local time = GameTime()
if time - self.last_meal > g_Consts.TimeBeforeStarving then
local fail = self:TryVisit("needFood", "starving")
if fail then
self:Affect("StatusEffect_Starving", "start")
end
end
if not low_health and self.stat_health < g_Consts.HighStatLevel and not shock_status then
self:TryVisit("needMedical")
end
if time > self.next_heavy_update then
self.next_heavy_update = time + ColonistHeavyUpdateTime
self:UpdateWorkplace()
self:UpdateResidence()
self:TryToEmigrate(current_dome)
else
if self.user_forced_dome then
self:TryToEmigrate(current_dome)
end
if self.user_forced_workplace then
self:UpdateWorkplace()
end
if self.user_forced_residence or self.reserved_residence then
self:UpdateResidence()
end
end
if self.workplace then
local hour = self.city.hour
local workshift_start = const.DefaultWorkshifts[self.workplace_shift][1]
if hour >= (workshift_start - 1) and hour <= (workshift_start + 3) then
if not self.workplace:IsSuitable(self) then
self:SetWorkplace(false)
elseif traits.Fit or self.stat_health >= g_Consts.LowStatLevel then
self:SetCommand("Work")
end
end
end
if time - self.last_rest > const.HourDuration * 30 then
self:SetCommand("Rest")
end
if self.daily_interest ~= "" and not (self.daily_interest == "needMedical" and shock_status) then
local fail = self:TryVisit(self.daily_interest)
self.daily_interest_fail = Max(self.daily_interest_fail, fail or 0)
end
if self.last_meal < DayStart then
self:TryVisit("needFood", not "starving")
end
if time - self.last_rest > const.HourDuration * 10 and IsDarkHour(self.city.hour) then
self:SetCommand("Rest")
end
self:Roam(const.HourDuration)
end
function Colonist:AssignToService(service, force, ...)
if self.assigned_to_service and not force then
self.assigned_to_service:Unassign(self, ...)
self.assigned_to_service = false
end
if service and self.assigned_to_service~=service then
self.assigned_to_service = service
service:Assign(self)
end
end
function Colonist:VisitService(service, need)
if not IsValid(service) then --bld can die before cmd boots up.
self:AssignToService()
self:SetState("idle")
Sleep(1000) --inf loop guard
return
end
self:AssignToService(service, "force")
self:PushDestructor(self.AssignToService)
local n = GameTime()
if self:EnterBuilding(service) and IsValid(service) then
local interest = need
if not need then
interest = self.daily_interest
if service:IsOneOfInterests(interest) then
self.daily_interest = ""
end
end
if self.traits.Gamer and service:IsOneOfInterests("interestGaming") then
local trait_gamer = TraitPresets.Gamer
self:ChangeSanity( trait_gamer.param * const.Scale.Stat, trait_gamer.id )
end
service:Service(self, false, interest)
end
if n == GameTime() then
self:SetState("idle")
Sleep(1000) --inf loop guard
end
self:PopAndCallDestructor()
end
function Colonist:Rest()
local holder = self.holder
if holder and holder ~= self.residence then
self:ExitBuilding(holder, self.residence)
assert(self:IsValidPos())
end
if IsValid(self.residence) and self.holder ~= self.residence and not self:EnterBuilding(self.residence) then
self:SetState("idle")
Sleep(1000) --inf loop guard
return
end
self:PushDestructor(function(self)
self:ExitBuilding()
end)
self.last_rest = GameTime()
local residence = self.residence
local dome = self.dome
if residence and residence.working then
local is_rapid_sleep = self.city:IsTechResearched("RapidSleep")
local rest_duration = is_rapid_sleep and const.HourDuration or residence.rest_duration
residence:Service(self, rest_duration)
self:ChangeHealth(self.DailyHealthRecover, "rest")
local sanity_recover = self.DailySanityRecover + residence.sanity_increase
self:ChangeSanity(is_rapid_sleep and 2*sanity_recover or sanity_recover, "rest")
if dome and dome.working then
local commander_profile = GetCommanderProfile()
local psyho = commander_profile.id=="psychologist" and commander_profile.param1*stat_scale or 0
self:ChangeSanity(psyho, "psychologist" )
self:ChangeSanity(dome.DailySanityRecoverDome, "dome" )
end
else
if not self.traits.Rugged then
self:ChangeComfort(-g_Consts.NoHomeComfort,"no home")
end
self:Roam(const.HourDuration)
end
if residence and dome:IsMalfunctioned() then
self:ChangeSanity(-g_Consts.MalfunctionedDome, "malfunctioned Dome rest")
end
local wonder = self.city.labels.ProjectMorpheus or empty_table
if not self.traits.Child and #wonder>0 and wonder[1].working then
local count = 0
for id, _ in pairs(self.traits) do
local trait = TraitPresets[id]
if trait and trait.show_in_traits_ui then
count = count + 1
end
end
if count<5 and self:Random(100)<=g_Consts.ProjectMorphiousPositiveTraitChance then
-- add positive trait
wonder[1]:AddTrait(self)
end
end
self:PopAndCallDestructor()
end
function Colonist:IsDying()
return not IsValid(self) or self.dying
end
-- can change worker command, workplace, residence
-- when te colonist is not dying and not leaving mars
-- LeavingMars command can no tbe interrupted except by Die, so add this check to all other places
function Colonist:CanChangeCommand()
return IsValid(self) and not self:IsDying() and not self:IsTransported() and not self.leaving and not self.disappeared
end
Colonist.IsDead = Colonist.IsDying
function Colonist:IsWorking()
return self.command == "WorkCycle"
end
function Colonist:IsInWorkCommand()
return not self:IsDying() and (self.command == "Work" or self.command == "WorkCycle")
end
function Colonist:CanTrain()
return self:CanChangeCommand()
end
local function _IsWorkStatusOk(traits, status_effects)
return
(not traits.Senior or g_SeniorsCanWork)
and not traits.Child
and not traits.Tourist
and not status_effects.StatusEffect_Earthsick
end
-- can be employed; colonists for which this returns false should quit their jobs
function Colonist:CanWork()
local traits = self.traits
local status_effects = self.status_effects
return
_IsWorkStatusOk(traits, status_effects)
and (traits.Fit or not (self.stat_health < g_Consts.LowStatLevel))
and not status_effects.StatusEffect_StressedOut
and self:CanChangeCommand()
end
function Colonist:IsTemporaryIll()
local traits = self.traits
local status_effects = self.status_effects
return
_IsWorkStatusOk(traits, status_effects)
and (not traits.Fit and (self.stat_health < g_Consts.LowStatLevel))
and status_effects.StatusEffect_StressedOut
and self:CanChangeCommand()
end
function Colonist:Work()
local bld = self.workplace
if self:EnterBuilding(bld) and bld == self.workplace then
self:SetCommand("WorkCycle")
end
self:PlayState("idle", -1000)
end
function Colonist:StopMoving()
-- we need the check when the domes are in open-air state and there aren't entrances
self:SetOutsideEffects(not self.holder and not IsUnitInDome(self))
end
local AmbientLifePlayChance = 100
function GetWorkPrg(bld)
local chance = AmbientLifePlayChance
if chance <= 0 or chance < 100 and bld:Random(100) >= chance then
return
end
return PrgAmbientLife["Work"..bld.template_name] or PrgAmbientLife.WorkDefault
end
function GetVisitPrg(bld)
local chance = AmbientLifePlayChance
if chance <= 0 or chance < 100 and bld:Random(100) >= chance then
return
end
return PrgAmbientLife["Visit"..bld.template_name] or PrgAmbientLife.VisitDefault
end
function Colonist:WorkCycle()
local workplace = self.workplace
if not IsValid(workplace) then
return
end
workplace:StartWorkCycle(self)
self:PushDestructor(function(self)
if IsValid(workplace) then
if self.traits.Idiot then
if self:Random(100) < TraitPresets.Idiot.param then
workplace:SetMalfunction()
end
end
workplace:StopWorkCycle(self)
self:ExitBuilding(workplace)
end
end)
self:PlayPrg(GetWorkPrg(workplace), g_Consts.WorkingHours * const.HourDuration + self:Random(2*const.MinuteDuration), workplace)
self:PopAndCallDestructor()
end
function Colonist:InterceptRogueMoveSleep(...)
Unit.MoveSleep(self, ...)
if not self.intercept_params then
return
end
local drone = self.intercept_params.drone
local dome = self.intercept_params.dome
local dist = self.intercept_params.dist
if not IsValid(drone) or drone:IsDead() or (dome and HexAxialDistance(drone, dome) > dist) then
self:SetCommand("Idle")
end
if CanShootRogueDrone(self, drone, true) then
if self:ShootDrone(drone) then
self:SetCommand("Idle")
end
end
end
function Colonist:InterceptRogueDrone(drone, dome, dist, sent_by_station)
local moving = false
self:PushDestructor(function(self)
if sent_by_station and dome and IsValid(drone) and drone.rogue_intercepted then
drone.rogue_intercepted[dome] = nil
end
self.intercept_params = nil
self:SetMoveAnim("moveWalk")
self.MoveSleep = nil
end)
self.intercept_params = { drone = drone, dome = dome, dist = dist }
self.MoveSleep = self.InterceptRogueMoveSleep
self:SetMoveAnim("moveRun")
if sent_by_station and dome then
drone.rogue_intercepted = drone.rogue_intercepted or {}
drone.rogue_intercepted[dome] = true
end
self:ExitHolder(drone)
self:Goto(drone, 2*guim, 0)
self:PopAndCallDestructor()
end
function Colonist:ShootDrone(drone)
self:Face(drone)
self:SetAnim(1, "attackStart")
Sleep(self:TimeToAnimEnd())
self:SetAnim(1, "attackIdle")
PlayFX("Shoot", "start", self, drone)
Sleep(self:TimeToAnimEnd())
local dead
if not drone:IsDead() and self:Random(100) <= drone.rogue_shoot_chance then
drone:SetCommand("Dead")
PlayFX("GetShot", "start", drone)
dead = true
end
self:SetAnim(1, "attackEnd")
Sleep(self:TimeToAnimEnd())
return dead
end
function Colonist:AttackedByDrone(drone)
self:Face(drone:GetPos())
-- todo: play anim
self:SetCommand("Die", "rogue drone")
end
-----------------------Residence, Rest -----------------------
function Colonist:IsHomeless()
return not self.residence
end
function Colonist:UpdateHomelessLabels()
local home = self.residence
if IsValid(home) then
self.city:RemoveFromLabel("Homeless", self)
if self.dome then self.dome:RemoveFromLabel("Homeless",self) end
self:Affect("StatusEffect_Homeless", false)
elseif not self:IsDying() and not IsValid(self.reserved_residence) then
self.city:AddToLabel("Homeless", self)
if self.dome then self.dome:AddToLabel("Homeless", self) end
self:Affect("StatusEffect_Homeless", "start")
end
end
function Colonist:SetResidence(home)
home = IsValid(home) and home or false
if self.residence == home then
return
end
if self.residence then
self.residence:RemoveResident(self)
end
if IsValid(home) then
assert(not home.parent_dome or self.dome == home.parent_dome)
home:AddResident(self)
end
self.residence = home
self:UpdateHomelessLabels()
RebuildInfopanel(self)
end
function Colonist:UpdateResidence()
if not self:CanChangeCommand() then return end
local home = self:CheckForcedResidence() or self.reserved_residence
if not IsValid(home) or home.parent_dome ~= self.dome or not home.ui_working or not home:CanReserveResidence(self) then
home = ChooseResidence(self)
end
self:SetResidence(home)
end
---------------------------------------------------
function Colonist:CheckForcedDome()
if not self.user_forced_dome then return end
local forced_dome, forced_time = table.unpack(self.user_forced_dome)
if ValidateBuilding(forced_dome) and GameTime() - forced_time < g_Consts.ForcedByUserLockTimeout then
return forced_dome
end
self.user_forced_dome = nil
end
function Colonist:CheckForcedResidence()
if not self.user_forced_residence then return end
local residence, time = table.unpack(self.user_forced_residence)
if ValidateBuilding(residence) and GameTime() - time < g_Consts.ForcedByUserLockTimeout then
local dome = self:CheckForcedDome() or self.dome
if residence.parent_dome == dome then
return residence
end
end
if residence then
residence:CancelResidenceReservation(self)
end
self.user_forced_residence = nil
end
function Colonist:CheckForcedWorkplace()
if not self.user_forced_workplace then return end
local workplace, shift, time = table.unpack(self.user_forced_workplace)
local remaining_time = g_Consts.ForcedByUserLockTimeout - (GameTime() - time)
if remaining_time > 0 and ValidateBuilding(workplace) then
local dome = self:CheckForcedDome() or self.dome
local service_dome = workplace:CheckServicedDome(dome)
if AreDomesConnected(service_dome, dome) then
return workplace, shift, remaining_time
end
end
self.user_forced_workplace = nil
end
---------------------------------------------------
-- compatibility:
function Colonist:RemoveOutsideNeeds()
self:SetOutsideEffects(false)
end
function Colonist:AddOutsideNeeds() --ie breathing n such
self:SetOutsideEffects(true)
end
----
function Colonist:SetOutsideVisuals(outside)
if outside and BreathableAtmosphere then
outside = false
end
if outside and self:GetEntity() ~= self.inner_entity
or not outside and self:GetEntity() == self.inner_entity then
return
end
local entity = outside and GetOutsideEntity(self.entity_gender, self.race, self.age_trait, self.traits) or self.inner_entity
self:ChangeEntity(entity)
end
function Colonist:SetOutsideEffects(outside)
if outside then
if self.outside_start then
return
end
self.outside_start = GameTime()
else
if not self.outside_start then
return
end
self.outside_start = false
self.dome_enter_fails = nil
self.failed_domes = nil
self:Affect("StatusEffect_Suffocating_Outside", false)
self:Affect("StatusEffect_Dehydrated_Outside", false)
if self.dome then
self.dome:CheckConditions(self)
end
end
self:CalcMoveAnim()
end
function Colonist:CalcMoveAnim()
if self.outside_start and not BreathableAtmosphere then
self:SetMoveAnim("movePlanet")
return
end
local status_effects = self.status_effects
for _,effect in ipairs(StatusEffectsList) do
if status_effects[effect] then
local class = _G[effect]
if class and class.move_anim then
self:SetMoveAnim(class.move_anim)
return
end
end
end
self:SetMoveAnim("moveWalk")
end
function Colonist:ChooseEntity()
local is_outside = self:GetEntity() ~= self.inner_entity
local inner_entity, ip_icon, pin_icon = GetSpecialistEntity(self.specialist, self.entity_gender, self.race, self.age_trait, self.traits)
self.inner_entity = inner_entity
self.infopanel_icon = ip_icon
self.pin_icon = pin_icon
self.ip_specialization_icon,self.pin_specialization_icon = self:GetSpecializationIcons()
if is_outside then
self:ChangeEntity(GetOutsideEntity(self.entity_gender, self.race, self.age_trait, self.traits))
else
self:ChangeEntity(inner_entity)
end
end
function Colonist:SetSpecialization(specialist, init)
-- if SetSpecizization is called instead of add trait, call add trait to add to all labels
if not self.traits[specialist] then
return self:AddTrait(specialist, init)
end
self.city:RemoveFromLabel(self.specialist, self)
if not init then
self:RemoveTrait(self.specialist)
end
self.specialist = specialist or "none"
self:ChooseEntity()
self.city:AddToLabel(self.specialist, self)
--@@@msg NewSpecialist,colonist - fired when a colonist gains a specialization
Msg("NewSpecialist", self)
end
-------------------------------------- Transport -----------------------------------------------
local function HasFreeWorkplacesAround(dome, colonist)
for _, b in ipairs(dome.labels.Workplace or empty_table) do
if not b.destroyed and b.ui_working and b:CanWorkHere(colonist) and b:HasFreeWorkSlots() then
return true
end
end
if dome.allow_work_in_connected then
for d in pairs(dome:GetConnectedDomes()) do
if d.allow_work_in_connected then
for _, b in ipairs(d.labels.Workplace or empty_table) do
if not b.destroyed and b.ui_working and b:CanWorkHere(colonist) and b:HasFreeWorkSlots() then
return true
end
end
end
end
end
end
local function CheckLifeSupportUnbreathable(dome)
return dome:HasWater() and dome:HasPower() and dome:HasAir()
end
local function CheckLifeSupportBreathable(dome)
return dome:HasWater()
end
function Colonist:FindEmigrationDome(current_dome)
--check is forced by user to go to any dome
local my_dome = self.dome
local pos = current_dome or IsUnitInDome(self) or self:GetPos()
local forced_dome = self:CheckForcedDome()
if forced_dome then
if forced_dome == my_dome then
return
end
local is_walking, dist = IsInWalkingDistDome(forced_dome, pos)
return forced_dome, is_walking, dist
end
local can_work = self:CanWork()
local need_work = can_work and not IsValid(self.workplace) and not self.user_forced_workplace
--check if match filters to its dome or any other dome
local traits = self.traits
local is_child = traits.Child
local eval = -1
local choosen
local work_available, home_available
local CheckLifeSupport = BreathableAtmosphere and CheckLifeSupportBreathable or CheckLifeSupportUnbreathable
if my_dome then
if not my_dome.accept_colonists then
-- quarantine, no one enters or leaves
return
end
-- could stay only if the Dome is switched ON
if my_dome.ui_working or GameTime() - my_dome.ui_working_changed < wait_dome_turned_off then
eval = TraitFilterColonist(my_dome.traits_filter, traits)
home_available = not self:IsHomeless() or my_dome:HasFreeLivingSpace(is_child)
work_available = need_work and HasFreeWorkplacesAround(my_dome, self)
end
end
local LR_transport_available = IsLRTransportAvailable(self.city)
local is_walking, dist
local domes = self.city.labels.Dome or false
if not domes then
return false
end
-- randomize starting dome to avoid moving all colonist to the first one that pass their criteria
local count_domes = #domes
local start_idx = self:Random(count_domes)
for i = 1, count_domes do
local idx = start_idx + i
if idx > count_domes then
idx = idx - count_domes
end
local dome = domes[idx]
if my_dome ~= dome and not dome.destroyed and not dome.demolishing
and dome.accept_colonists and not dome.overpopulated and dome.ui_working
and CheckLifeSupport(dome)
then
-- dome to dome dist is cached, thus IsInWalkingDist is fast
local new_is_walking, new_dist = IsInWalkingDistDome(dome, pos)
if new_is_walking or LR_transport_available then
local new_eval = TraitFilterColonist(dome.traits_filter, traits)
if new_eval >= Max(eval, 0) then
local new_home_available = dome:HasFreeLivingSpace(is_child)
if not home_available or new_home_available then -- if homeless, try changing dome even if doesn't have living space available.
local new_work_available = need_work and HasFreeWorkplacesAround(dome, self)
if new_eval > eval -- the new dome is a better match for our traits
or not home_available and new_home_available -- if homeless, change dome if it has living space regardless of other conditions
or need_work and not work_available and new_work_available then -- if unemployed, change dome if it has workplaces
choosen = dome
eval = new_eval
is_walking = new_is_walking
dist = new_dist
work_available = new_work_available
home_available = new_home_available
end
end
end
end
end
end
return choosen, is_walking, dist
end
function Colonist:Goto(pos, ...)
return Unit.Goto(self, pos, ...)
end
function Colonist:TransportByFoot(dest_dome, passage_path)
assert(IsInWalkingDist(self, dest_dome))
self.emigration_dome = dest_dome
self:PushDestructor(function(self)
self.emigration_dome = nil
end)
self:SetDome(dest_dome)
if passage_path then
--DbgDrawPassagePath(passage_path)
-- try to lead the colonist through the dome passages if the domes are in the same network
self:EnterBuilding(passage_path[1])
for i=2,#passage_path do
self:EnterBuilding(passage_path[i])
end
end
self:EnterBuilding(dest_dome)
self:PopAndCallDestructor()
end
function IsTransportAvailableBetween(source_dome, dest_dome)
if not IsValid(dest_dome) or not IsValid(source_dome) or dest_dome == source_dome then
--invalid dest
return false
end
return IsLRTransportAvailable(dest_dome.city)
end
function Colonist:IsTransported()
local task = self.transport_task
local shuttle = task and task.shuttle
if IsValid(shuttle) and shuttle.transport_task == task and task.state == "transporting" then
assert(self:GetParent() == shuttle)
return true
end
assert(self:GetParent() ~= shuttle)
end
function Colonist:IsWaitingTransport(shuttle)
if not self:CanChangeCommand() then
return
end
local task = self.transport_task
if not task or task.state ~= "ready_for_pickup" then
return
end
if not task.shuttle and not IsLRTransportAvailable(self.city) then
return
end
return true
end
local working_anims = { "idle" }
function Colonist:WaitTransport()
local transport_task = self.transport_task
if transport_task then
while self:IsTransported() do
WaitWakeup(999)
end
local dest_dome = self.emigration_dome
local source_dome = self.dome
local state = transport_task.state
if IsValid(dest_dome) and (state == "done" or state == "transporting" and IsInWalkingDist(self, dest_dome)) then
self:SetDome(dest_dome)
else
if not IsValid(source_dome) or not IsInWalkingDist(self, source_dome) then
self:SetDome(false)
end
self:CancelResidenceReservation()
end
transport_task:Cleanup()
end
self.emigration_dome = nil
end
function Colonist:Transport(dest_dome)
assert(dest_dome)
self.emigration_dome = dest_dome
self:PushDestructor(self.WaitTransport)
local pickup_pos = GetPassablePointNearby(self.transport_task.source_landing_site[1], self.pfclass)
if not self:ExitHolder() or not pickup_pos or not self:Goto(pickup_pos) and not self:IsCloser2D(pickup_pos, 10*guim) then
--failed to reach landing site
self:PopAndCallDestructor()
return
end
--reached landing site.
self.transport_task.state = "ready_for_pickup"
if self.transport_task.shuttle then
Wakeup(self.transport_task.shuttle.command_thread) --wake the shuttle if it's already waiting for us.
end
if not IsValid(self) or not IsLRTransportAvailable(self.city) then --no shuttles to exec request
self:PopAndCallDestructor()
return
end
--play anims while we wait.
local count = #working_anims
local idx = 0
local max_wait = const.ColonistMaxWaitShuttlePickupTimeMs
local start_wait_ts = GameTime()
-- wait to be picked up
while self:IsWaitingTransport() and GameTime() - start_wait_ts < max_wait do
self:PlayState(working_anims[idx + 1])
idx = (idx + 1) % count
end
self.transport_task.source_dome = self.dome
self.transport_task.dest_dome = dest_dome
self:PopAndCallDestructor()
end
function Colonist:ShowAttachedSigns(shown)
self.status_effect_sign_visible = shown
local visible = shown and g_SignsVisible
self:ForEachAttach("UnitSign", CObject.SetVisible, visible)
end
function Colonist:OnSelected()
local oldSign = self.status_effect_sign and g_Classes[self.status_effect_sign].sign
if oldSign and (self:CountAttaches(oldSign) > 0) then
self:DestroyAttaches(oldSign)
end
SelectionArrowAdd(self)
end
--duplicated with dronebase functionality
function Colonist:OnInteractionModeChanged(old, new)
if old and not new then
CloseAllDomes()
elseif new and not old then
OpenAllDomes()
end
self.interaction_mode = new
end
function Colonist:SetInteractionState(val)
SetUnitControlInteractionMode(self, val)
if val then
SetUnitControlFocus(true, self)
end
end
function Colonist:ToggleInteraction()
if not self:CanChangeCommand() then
return
end
if self.interaction_mode ~= "assign_to_bld" then
self:SetInteractionState("assign_to_bld")
else
self:SetInteractionState(false)
end
end
function Colonist:ToggleInteraction_Update(button)
button:SetEnabled(self:CanChangeCommand()and not self.traits.Renegade)
local to_mode = self.interaction_mode ~= "assign_to_bld"
button:SetIcon(to_mode and "UI/Icons/IPButtons/assign_residence.tga" or "UI/Icons/IPButtons/cancel.tga")
button:SetRolloverTitle(T(8758, "Assign to Building"))
button:SetRolloverText(T(8759, "Assign this Colonist to a residence, workplace or training building. The Colonist will not change assignment for the next 5 Sols. If the target building is in another Dome located far away, a shuttle may be needed to reach it."))
local shortcuts = GetShortcuts("actionAssignToBuilding")
local hint = ""
if shortcuts and (shortcuts[1] or shortcuts[2]) then
hint = T(10924, " / <em><ShortcutName('actionAssignToBuilding', 'keyboard')></em>")
end
button:SetRolloverHint(to_mode and T{10925, "<left_click><hint> Select target mode", hint = hint} or T(7510, "<left_click> on target to select it <right_click> Cancel"))
button:SetRolloverHintGamepad(to_mode and T(7511, "<ButtonA> Select target mode") or T(7512, "<ButtonA> Cancel"))
end
function Colonist:GetUIBirthplace()
local nation = table.find_value(Nations, "value", self.birthplace)
return nation and (nation.flag and "<image "..nation.flag.." 1400>" or nation.text) or ""
end
function Colonist:GetUIDeathReason()
return DeathReasons[self.dying_reason]
end
function Colonist:GetUIInfo(remove_descr)
local remove_descr = remove_descr or false
local t = {
T(4354, "Colonists are required to operate Dome buildings.<newline>"),
T{4355, "Sols on Mars<right><sols>", self},
T{4356, "Sex<right><Gender>", self},
T{4357, "Birthplace<right><UIBirthplace>", self}
}
if remove_descr then
table.remove(t, 1)
end
return table.concat(t, "<newline><left>")
end
function Colonist:UIStatUpdate(win, stat)
local def = ColonistStat[stat]
win:SetIcon(def.icon)
if stat == "Morale" then
local renegade = self.traits.Renegade
win:SetTitle(renegade and T(4368, "Renegade") or "")
win.idBar:SetVisible(not renegade)
end
local v = self:GetProperty(stat)
win.idBar:SetProgress(v)
local low = g_Consts.LowStatLevel / const.Scale.Stat
local high = g_Consts.HighStatLevel / const.Scale.Stat
local image = "UI/Infopanel/progress_bar_green.tga"
if v < low then
image = "UI/Infopanel/progress_bar_red.tga"
elseif v < high then
image = "UI/Infopanel/progress_bar_orange.tga"
end
win.idBar:SetProgressImage(image)
win.GetRolloverTitle = function(self)
local obj = self.context
if stat == "Morale" and obj.traits.Renegade then
return T(4368, "Renegade")
end
return T{4369, "<title> <GetProperty(stat)>", title = ColonistStat[stat].text, stat = stat, obj[1]}
end
win.GetRolloverText = function(self)
local obj = self.context
local def = ColonistStat[stat]
local texts
if stat == "Morale" and obj.traits.Renegade then
return T(7781, "Citizens with low morale may become Renegades. Their performance is decreased by 50 at all jobs and they can cause crime events when there are not enough Security Stations in the Dome.")
elseif stat == "Morale" then
-- mirror logic in UpdateMorale because Morale does not have a log
local low = g_Consts.LowStatLevel / const.Scale.Stat
local high = g_Consts.HighStatLevel / const.Scale.Stat
for _, stat in ipairs(ColonistStatList) do
if stat=="Health" and obj:IsDead() then
elseif stat ~= "Morale" then
local value = obj:GetProperty(stat)
if value < low or value >= high then
texts = texts or {def.description, "", T(4370, "Effects:")}
local sign,clr, amount_text, reason_sign
if value<low then
sign = Untranslated("-")
clr = TLookupTag("<red>")
amount_text = Untranslated("-")..g_Consts.LowStatMoraleEffect/const.Scale.Stat
reason_sign = "-"
else
sign = Untranslated("+")
clr = TLookupTag("<green>")
amount_text = Untranslated("+")..(g_Consts.HighStatMoraleEffect/const.Scale.Stat)
reason_sign = "+"
end
texts[#texts + 1] = T{6936, "<clr><reason></color>", reason = T{ColonistStatReasons[reason_sign .. stat], amount = amount_text}, clr = clr}
end
end
end
if obj.dome and obj.dome:HasSpire() and obj.city:IsTechResearched("InspiringArchitecture") then
texts = texts or {def.description, "", T(4370, "Effects:")}
texts[#texts + 1] = T{4371, "<green>Spire in Dome: <spire_name></green>", spire_name = obj.dome.labels.Spire[1]:GetDisplayName()}
end
if IsKindOf(obj.workplace, "Workshop") and obj.fulfill_workshift_boost then
texts = texts or {def.description, "", T(4370, "Effects:")}
texts[#texts + 1] = T{8803, "<green>Works in: <WorkplaceDisplayName> <amount></green>",obj, amount = Untranslated("+")..(g_Consts.WorkInWorkshopMoraleBoost/const.Scale.Stat)}
end
local trait_defs = TraitPresets
local effects = obj.modifications and obj.modifications.base_morale or empty_table
-- combine some effects
local merged = {created = {}}
for _, mod in ipairs(effects) do
if mod.id == "Empath" or mod.id == "Saint" then
merged[mod.id] = (merged[mod.id] or 0) + mod.amount
end
end
local cap_count = 0 -- show first 20 lines
for _,mod in ipairs(effects) do
local id = mod.id
local trait_def = trait_defs[id]
local amount = merged[mod.id] or mod.amount
local created = merged[mod.id] and merged.created[mod.id]
if cap_count >= 20 and (mod.display_text or trait_def) and (not created) then
texts[#texts + 1] = Untranslated("...")
break -- show first 20 lines
end
if not created then
if mod.display_text then
texts = texts or {def.description, "", T(4370, "Effects:")}
texts[#texts + 1] = T{mod.display_text, amount = amount/stat_scale}
cap_count = cap_count + 1
end
if trait_def then
texts = texts or {def.description, "", T(4370, "Effects:")}
local infopanel_text = trait_def.infopanel_effect_text
local trait_text = (infopanel_text == "")
and T{4372, "Trait: <trait_name> <amount>", trait_name = trait_def.display_name,amount = amount/stat_scale}
or T{infopanel_text, amount = amount/stat_scale}
if amount > 0 then
texts[#texts + 1] = T{4373, "<green><trait_text></green>", trait_text = trait_text}
else
texts[#texts + 1] = T{4374, "<red><trait_text></red>", trait_text = trait_text}
end
cap_count = cap_count + 1
if merged[mod.id] then
merged.created[mod.id] = true
end
end
if IsKindOf(mod, "PropertyObject") and mod:HasMember("infopanel_text") or rawget(mod, "infopanel_text") then
texts = texts or {def.description, "", T(4370, "Effects:")}
texts[#texts + 1] = mod.infopanel_text
cap_count = cap_count + 1
if merged[mod.id] then
merged.created[mod.id] = true
end
end
end
end
else
local log = obj[def.log] or empty_table
local time = obj.city.day - 3
texts = texts or {def.description, ""}
if stat == "Comfort" then
local interests = GetInterests(obj)
local int_names = {}
for i=1, #interests do
int_names[#int_names+1] = GetInterestDisplayName(interests[i])
end
texts[#texts + 1] = T{4375, "Interests: <em><list></em><newline>", list = TList(int_names)}
end
local title = false
for i = 1, #log, 3 do
if log[i] > time then
local logged_time = log[i]
local sol = log[i]
local amount, reason = log[i + 1], log[i + 2]
if reason then
local is_another_dome = false
if not IsT(reason) and string.find(reason, g_DiffDomeStrId) then
reason = string.gsub(reason, g_DiffDomeStrId, "")
is_another_dome = true
end
local reason_sign = type(reason) == "string" and ((amount > 0 and "+" or "-") .. reason) or reason
local color = amount>0 and TLookupTag("<green>") or TLookupTag("<red>")
local amount_text = amount>0 and Untranslated("+"..(amount/stat_scale)) or (amount/stat_scale)
local building = ClassTemplates.Building[reason]
local trait = TraitPresets[reason]
local reason_text =
ColonistStatReasons[reason_sign] and T{4380, "Sol <sol>: <clr><reason></color>",clr = color, reason = T{ColonistStatReasons[reason_sign],amount = amount_text}, sol = sol}
or ColonistStatReasons[reason] and T{4380, "Sol <sol>: <clr><reason></color>", clr = color, reason = T{ColonistStatReasons[reason], amount = amount_text}, sol = sol}
or is_another_dome and building and T{8760, "Sol <sol>: <clr>Visited <display_name> in a different dome <amount></color>", amount = amount_text, clr = color, sol = sol, display_name = building.display_name}
or not is_another_dome and building and T{4376, "Sol <sol>: <clr>Visited <display_name> <amount></color>", amount = amount_text, clr = color, sol = sol, display_name = building.display_name}
or trait and T{4378, "Sol <sol>: <clr>Trait <display_name> <amount></color>", amount = amount_text, clr = color, sol = sol, display_name = trait.display_name}
or T{6937, "Sol <sol>: <clr><u(reason)><amount></color>", clr = color, reason = reason,amount = amount_text, sol = sol}
if not title then
texts[#texts + 1] = T(4382, "Log of recent changes:")
title = true
end
texts[#texts + 1] = reason_text
end
end
end
end
return texts and table.concat(texts, "\n") or def.description
end
end
function Colonist:GetUIWorkplaceLine()
if self.workplace or self.last_workplace then
return T(4362, "Workplace<right><h SelectWorkplace InfopanelSelect><WorkplaceDisplayName></h>")
elseif self.traits["Child"] then
return T(4364, "Outside the workforce (Child)")
elseif self.traits["Senior"] and not g_SeniorsCanWork then
return T(4365, "Outside the workforce (Senior)")
elseif not self:CanWork() then
return T(6935, "Not looking for a job")
else
return T(4366, "Workplace<right>Unemployed")
end
end
function Colonist:GetUITraitsLine(separator)
local texts
for trait_id in sorted_pairs(self.traits) do
local trait = TraitPresets[trait_id]
if trait and trait.show_in_traits_ui then
texts = texts or {}
if trait.rare then
texts[#texts + 1] = T{7550, "<em><trait></em>", trait = trait.display_name}
else
texts[#texts + 1] = trait.display_name
end
end
end
return texts and (separator and table.concat(texts, separator) or TList(texts)) or T(7552, "No traits")
end
function Colonist:GetUITraitsList()
return self:GetUITraitsLine("<newline>")
end
function Colonist:GetUIInterestsLine()
local interests = GetInterests(self)
local texts
for _, interest in ipairs(interests) do
texts = texts or {}
texts[#texts + 1] = GetInterestDisplayName(interest)
end
return texts and TList(texts) or T(8935, "No interests")
end
function Colonist:GetUITraitsRollover()
local texts = {
T(4383, "Traits are the individual characteristics of the Colonists."),
}
for trait_id in sorted_pairs(self.traits) do
local trait = TraitPresets[trait_id]
if trait and trait.show_in_traits_ui then
texts[#texts + 1] = T{4384, "<newline><em><trait></em>: <descr>", trait = trait.display_name, descr = trait.description}
end
end
return table.concat(texts, "<newline>")
end
function Colonist:CanReachBuilding(bld)
local my_dome = self.dome
local his_dome = bld.parent_dome
his_dome = not his_dome and FindNearestObject(UICity.labels.Dome, self) or his_dome
if my_dome ~= his_dome and not IsInWalkingDist(my_dome or self:GetPos(), his_dome)
and (not my_dome or not IsTransportAvailableBetween(my_dome, his_dome)) then
return false
end
return true
end
function Colonist:SetForcedDome(dome)
assert(self.dome ~= dome,"Move to same dome")
self.user_forced_dome = {dome, GameTime()}
self:InterruptCommand() -- will "TryToEmigrate" once in "Idle"
end
function Colonist:CanInteractWithObject(obj, mode)
if mode == "assign_to_bld" or mode == false then
if IsKindOf(obj, "Building") and ValidateBuilding(obj) then
local can, hint, go_to = obj:ColonistCanInteract(self)
if IsKindOfClasses(obj, "TrainingBuilding", "Workplace", "Residence")
and can and not IsInWalkingDist(obj, self:GetPos())
then
return can, hint.."\n"..T(9628, "<em>No Shuttle Available</em>"), go_to
end
return can, hint, go_to
end
end
return false, false, true
end
function Colonist:InteractWithObject(obj, mode)
local interacted
if mode == "assign_to_bld" or mode == false then
if IsKindOf(obj, "Building") and ValidateBuilding(obj) and obj:ColonistInteract(self) then
interacted = true
end
end
if interacted then
self:SetInteractionState(false)
end
end
function Colonist:CanBeControlled(mode)
return mode ~= "move" and self:CanChangeCommand() and (MoveUnitsOnRightClick() or self.interaction_mode == "assign_to_bld")
end
-------------------------------------- UI -----------------------------------------------
function Colonist:GetSelectionArrow()
return self.status_effect_sign and
g_Classes[self.status_effect_sign].selection_arrow or
"SelectionArrow"
end
function Colonist:GetLogicalPos() -- for hyperlinks
if self.holder then
return self.holder:GetPos()
else
return self:GetVisualPos()
end
end
function Colonist:View() -- for hyperlinks
ViewObjectMars(self:GetLogicalPos())
end
function Colonist:Select(cycle_func) -- for hyperlinks
SelectObjWithCycle(self, cycle_func)
ViewObjectMars(self:GetLogicalPos())
end
function Colonist:GetDefaultCycleFunc()
return DomeCycle
end
function Colonist:SelectWorkplace() -- for hyperlinks
local bld = self.workplace or self.last_workplace
if bld then bld:Select() end
end
function Colonist:SelectResidence() -- for hyperlinks
local bld = self.residence or self.last_residence
if bld then bld:Select() end
end
function Colonist:SelectDome() -- for hyperlinks
local dome = self.dome
if dome then dome:Select() end
end
function Colonist:SelectService() -- for hyperlinks
if self.assigned_to_service then self.assigned_to_service:Select() end
end
function Colonist:SelectEmigrationDome() -- for hyperlinks
if self.emigration_dome then self.emigration_dome:Select() end
end
function Colonist:GetWorkplaceDisplayName() -- for hyperlinks
local bld = self.workplace or self.last_workplace
if bld then return bld:GetDisplayName() end
end
function Colonist:GetDomeDisplayName() -- for hyperlinks
local bld = self.dome
if bld then return bld:GetDisplayName() end
return T(6761, "None")
end
function Colonist:GetResidenceDisplayName() -- for hyperlinks
local bld = self.residence or self.last_residence
if bld then return bld:GetDisplayName() end
return T(7553, "Homeless")
end
function Colonist:GetServiceDisplayName() -- for hyperlinks
if self.assigned_to_service then return self.assigned_to_service:GetDisplayName() end
end
function Colonist:GetEmigrationDomeDisplayName() -- for hyperlinks
if self.emigration_dome then return self.emigration_dome:GetDisplayName() end
end
function Colonist:GetStatusEffects()
if not self.status_effects or not next(self.status_effects) then
return
end
local text = {}
local effects = self.status_effects
local sorted = table.keys(effects)
table.sort(sorted, function(a, b)
local priority1 = g_Classes[a] and g_Classes[a].priority or -1
local priority2 = g_Classes[b] and g_Classes[b].priority or -1
return priority1>priority2
end)
for i=1, #sorted do text[#text + 1] = g_Classes[sorted[i] ].display_name end
return TList(text)
end
function Colonist:GetDescription()
local description = self.traits and self.traits["Child"] and T(4314, "One of the youngest residents of the Colony")
or GetSpecialization(self.specialist).description
or T(3849, "A brave citizen of Mars, ready to tame the final frontier.")
if self.dying then
return IsT(self.dying_reason) and T{self.dying_reason,self}
or (DeathReasons[self.dying_reason] and T{4315, "The last remains of <em><u(name)></em>. Deceased.", self})
or description
end
local issues = self:GetStatusEffects()
return description ..
T(4316, "<newline><nbsp><nbsp><em>Status:</em> <ui_command>") ..
(issues and T{4317, "<newline><nbsp><nbsp><em>Issues:</em> <issues>", issues = issues} or "")
end
function Colonist:GetPinDescription()
local text = self:GetDescription()
local traits = {}
for id in pairs(self.traits) do
local trait = TraitPresets[id]
if trait and trait.show_in_traits_ui then
traits[#traits+1] = trait.display_name
end
end
local traits_text = next(traits) and T{7782, "<newline><nbsp><nbsp><em>Traits:</em> <traits_list>", traits_list = TList(traits)} or ""
return text..traits_text
end
function Colonist:GetRenameInitText()
return _InternalTranslate(Untranslated(self.name))
end
function Colonist:GetDisplayName()
return Untranslated(self.name)
end
function Colonist:GetTitle()
return self:GetDisplayName()
end
function Colonist:GetInfopanelIcon()
return self.infopanel_icon
end
function Colonist:GetSpecializationIcons()
local spec
local traits = self.traits or {}
if traits.Child or traits.Android then
return ""
end
spec = ColonistClasses[self.specialist or "none"]
if spec == "" then
spec = "Colonist"
end
return string.format("UI/Icons/Colonists/IP/IP_%s_%s.tga", spec, self.entity_gender),
string.format("UI/Icons/Colonists/Pin/%s_%s.tga",spec, self.entity_gender)
end
function Colonist:GetPinIcon()
return self.pin_icon
end
function Colonist:GetAge()
local data = const.ColonistAgeGroups[self.age_trait]
return data.display_name
end
function Colonist:GetSpecialization()
return GetSpecialization(self.specialist).display_name
end
function Colonist:GetWorkAssignmentRemaining()
local workplace, shift, remaining_time = self:CheckForcedWorkplace()
return remaining_time or 0
end
function Colonist:GetGender()
return TraitPresets[self.gender] and TraitPresets[self.gender].display_name or T(77, "Unknown")
end
local ColonistCommands = {
Abandoned = T(4318, "Seeking a Dome"),
Arrive = T(4319, "Just arrived"),
Die = T(4320, "Deceased"),
Embark = T(4321, "On an expedition"),
Idle = T(6929, "Idle"),
MysteryDream = T(6930, "Dreaming"),
Rest = T(4323, "Resting in <h SelectResidence InfopanelSelect><ResidenceDisplayName></h>"),
RestHomeless = T(4324, "Resting (homeless)"),
Roam = T(4325, "Free"),
VisitService = T(4326, "Visiting <h SelectService InfopanelSelect><ServiceDisplayName></h>"),
VisitNoTarget = T(4327, "Free time - no available Service to visit"),
Unknown = T(4328, "Unknown"),
Work = T(4329, "Going to work"),
WorkCycle = T(4330, "Working in <h SelectWorkplace InfopanelSelect><WorkplaceDisplayName></h>"),
WorkUnemployed = T(4331, "Free - unemployed"),
WorkStressed = T(4332, "This Colonist is too Stressed out to work. Give them some time to recover"),
Transport = T(4333, "Moving to a new Dome: <h SelectEmigrationDome InfopanelSelect><EmigrationDomeDisplayName></h>"),
TransportByFoot = T(4333, "Moving to a new Dome: <h SelectEmigrationDome InfopanelSelect><EmigrationDomeDisplayName></h>"),
LeavingMars = T(4334, "Leaving the Colony"),
GoingTo = T(4335, "Going to <h SelectWorkplace InfopanelSelect><WorkplaceDisplayName></h>"),
StudyingIn = T(4336, "Studying in <h SelectWorkplace InfopanelSelect><WorkplaceDisplayName></h>"),
TreatedIn = T(4337, "Treated in <h SelectWorkplace InfopanelSelect><WorkplaceDisplayName></h>"),
SafeMode = T(4338, "Safe Mode"),
}
function Colonist:Getui_command()
local tcommand = ColonistCommands[self.command]
if self.dreaming then
return ColonistCommands["MysteryDream"]
elseif (self.command == "Transport" or self.command == "TransportByFoot") and self.emigration_dome then
return tcommand
elseif self:IsInWorkCommand() then
if self.status_effects.StatusEffect_StressedOut then
return ColonistCommands["WorkStressed"]
elseif not self.workplace then
return ColonistCommands["WorkUnemployed"]
elseif IsKindOf(self.workplace, "TrainingBuilding") then
if self.command == "Work" then
return ColonistCommands["GoingTo"]
else--if self.command == "WorkCycle" then
if IsKindOf(self.workplace, "Sanatorium") then
return ColonistCommands["TreatedIn"]
else
return ColonistCommands["StudyingIn"]
end
end
else
return tcommand
end
elseif self.command == "Rest" then
return not self.residence and ColonistCommands["RestHomeless"] or tcommand
elseif self.command == "VisitService" then
return not self.assigned_to_service and ColonistCommands["VisitNoTarget"] or tcommand
else
return tcommand or ColonistCommands["Unknown"]
end
end
----
function GetRareTraitChance(unit)
local city = unit and unit.city or UICity
local rare_chance_mod
if city and city:IsTechResearched("GeneSelection") then
local def = TechDef.GeneSelection
rare_chance_mod = def.param1
end
return rare_chance_mod
end
function GenerateTraits(unit, newborn, max)
local traits = unit and table.copy(unit.traits) or {}
local new_traits = {}
if not newborn then
local traits_count = Random(1,max or g_Consts.MaxColonistTraitsToGenerate, "Trait")
local nonerare, rare = {},{}
local rare_chance_mod = GetRareTraitChance(unit)
for i=1,traits_count do
-- rare and none rare are changed after execution
local trait = GetRandomTrait(traits, nonerare, rare, nil, "base", rare_chance_mod)
traits[trait] = true
new_traits[trait] = true
end
end
local sponsor_trait = GetMissionSponsor().trait
if sponsor_trait ~= "" and not traits[sponsor_trait] then
new_traits[sponsor_trait] = true
end
return new_traits
end
function GenerateColonistData(city, age_trait, martianborn, params)
city = city or UICity
-- birthplace and age
martianborn = martianborn or false
local newborn = age_trait=="Child"
local birthplace, age
if newborn and martianborn then
birthplace = "Mars"
age_trait = "Child"
age = 0
else
local sponsor_id = params and params.sponsor or g_CurrentMissionParams.idMissionSponsor
local sponsor_nations = GetSponsorNations(sponsor_id)
if #(sponsor_nations or "") <= 0 then
sponsor_nations = GetSponsorNations("IMM")
end
birthplace = martianborn and "Mars" or GetWeightedRandNation(sponsor_nations) or "Mars"
local trait_age_el = table.weighted_rand(const.ApplicantsWeights, function(el) return el[2] end)
local start_age = age_trait
age_trait = age_trait or trait_age_el and trait_age_el[1]or "Adult"
local data = const.ColonistAgeGroups[age_trait]
local next_trait = data.next_agegroup
if start_age then
age = data.min
else
age = Random(data.min, next_trait and const.ColonistAgeGroups[next_trait].min-2 or Colonist.death_age-2, "age")
end
end
-- traits
local traits = params and params.no_traits and {} or GenerateTraits({city = city, traits = {Martianborn = (not not martianborn or newborn)}}, age_trait=="Child")
traits[birthplace] = true
traits["Martianborn"] = not not martianborn or nil
traits[age_trait] = true
--gender
local rand
local gender, entity_gender
if params then
gender, entity_gender = params.gender, params.entity_gender
end
if not gender or not entity_gender then
rand = Random(1, 100)
if rand<=g_Consts.Other_gender_chance then
gender = "OtherGender"
entity_gender = Random(1, 100) <= 50 and "Male" or "Female"
else
gender = rand <= 50 and "Male" or "Female"
entity_gender = gender
end
end
traits[gender]= true
-- specialist
local specialist = "none"
local generate_specialization = not newborn and (not params or not params.no_specialization)
if generate_specialization then
rand = Random(0, 100)
local threshold = 0
local multiplier = g_Consts.specialist_chance_mul
for _, spec in ipairs(ColonistSpecializationList) do
threshold = threshold + MulDivRound(g_Consts[spec.."_arrival_chance"], multiplier, 100)
if rand < threshold then
specialist = spec
break
end
end
end
traits[specialist] = true
local colonist = {
city = city,
traits = traits,
gender = gender,
entity_gender = entity_gender,
specialist = specialist,
age_trait = age_trait,
age = age,
birthplace = birthplace,
race = 1 + AsyncRand(5),
}
NameUnit(colonist)
return colonist
end
--[[
function Colonist:Getui_control_hint()
return GetUnitControlInteractionHint(self, T{4339, "<UnitMoveControl()>: Move"} ,T{4340, "No available interaction"})
end
--]]
local hour_duration = const.HourDuration
local hours_per_day = const.HoursPerDay
local before_start_first_shift = (const.DefaultWorkshifts[1][1] + const.HoursPerDay - 1) % const.HoursPerDay
GlobalVar("g_MartianbornStrength", false)
function OnMsg.TechResearched(tech_id, city)
if tech_id == "MartianbornStrength" then
g_MartianbornStrength = true
end
end
local unique_disaster_dust_storm_number = 4561
local unique_disaster_cold_wave_number = 7403
function Colonist:HourlyUpdate(t, hour)
if hour == before_start_first_shift then
self:DailyUpdate()
end
local status_effects = self.status_effects
if next(status_effects) then
-- highest-priority status effects tick last
for i = #StatusEffectsList,1,-1 do
local effect = StatusEffectsList[i]
local start = status_effects[effect]
if start then
local class = _G[effect]
if class then
local h = (t - start) / hour_duration
if h % hours_per_day == 0 then
class:DailyUpdate(self, start, h)
end
class:HourlyUpdate(self, start, h)
end
end
end
end
local traits = self.traits
local coward_factor = traits.Coward and 2 or 1
if not (g_MartianbornStrength and traits.Martianborn) then
local decrease_percent = self.dome and self.dome:GetSecurityStationDamageDecrease() or 0
if g_ColdWave then
local damage = g_Consts.ColdWaveSanityDamage * coward_factor
damage = damage - MulDivRound(damage, decrease_percent, 100)
local unique_seed = self.handle + unique_disaster_cold_wave_number --unique number per unit per disaster
damage = MulDivRound(damage, 60 + BraidRandom(unique_seed, 100), 100)
self:ChangeSanity(-damage, decrease_percent>0 and "cold wave with securitystation" or "cold wave")
end
if g_DustStorm then
local damage = g_Consts.DustStormSanityDamage * coward_factor
damage = damage - MulDivRound(damage, decrease_percent, 100)
local unique_seed = self.handle + unique_disaster_dust_storm_number --unique number per unit per disaster
damage = MulDivRound(damage, 60 + BraidRandom(unique_seed, 100), 100)
self:ChangeSanity(-damage, decrease_percent>0 and "dust storm with securitystation" or "dust storm")
end
end
if g_MysteryDream and (traits.Dreamer or traits.DreamerPostMystery) then
local damage = g_Consts.MysteryDreamSanityDamage * coward_factor
self:ChangeSanity(-damage, "dream")
end
if self.outside_start then
local outside_time = t - self.outside_start
if outside_time >= g_Consts.OxygenMaxOutsideTime and not BreathableAtmosphere then
self:Affect("StatusEffect_Suffocating_Outside", "start", nil, "force")
end
if outside_time >= g_Consts.WaterMaxOutsideTime then
self:Affect("StatusEffect_Dehydrated_Outside", "start", nil, "force")
end
else
local dome = self.dome
if dome then
dome:CheckConditions(self, t)
end
end
end
function Colonist:GetFoodConsumptionPerVisit()
return g_Consts.eat_food_per_visit
end
function Colonist:GetEatPerVisit()
local eat_per_visit = self:GetFoodConsumptionPerVisit()
if self.traits.Glutton then
eat_per_visit = 2 * eat_per_visit
end
if DayStart - self.last_meal > const.DayDuration then -- if we have not eaten for more than a day
eat_per_visit = 2 * eat_per_visit
end
return eat_per_visit
end
function Colonist:Eat(max_amount)
local eat_per_visit = self:GetEatPerVisit()
if max_amount < eat_per_visit then
return 0
end
self.last_meal = DayStart
self:Affect("StatusEffect_Starving")
return eat_per_visit
end
function Colonist:GetHealth()
return self.stat_health / stat_scale
end
function Colonist:AddToLog(log, amount, reason)
local sol = self.city.day
for i = #log - 2, 1, -3 do
local logsol = log[i]
if sol>logsol then
break
end
local logreason = log[i+2]
if sol==logsol
and (IsT(reason) and IsT(logreason) and _InternalTranslate(reason)==_InternalTranslate(logreason)
or type(reason)== "string" and type(logreason)=="string" and reason==logreason
)
then
log[i+1] = log[i+1] + amount
return
end
end
local i = #log + 1
log[i] = sol
log[i+1] = amount or 0
log[i+2] = reason or false
end
function Colonist:ChangeHealth(amount, reason)
if amount == 0 then return end
local min_stat = 0
if IsGameRuleActive("IronColonists") then
-- colonists can never lose health or sanity below 50
min_stat = 50 * stat_scale
end
local old_value = self.stat_health
local new_value = Clamp(old_value + amount, min_stat, max_stat)
self.stat_health = new_value
self:AddToLog(self.log_health, amount, reason)
if new_value == 0 and not self:IsDying() then
self:SetCommand("Die", reason)
else
self:UpdateMorale()
end
if reason then
self:UpdateEmploymentLabels()-- update unemployed stat
end
end
function Colonist:GetSanity()
return self.stat_sanity / stat_scale
end
function Colonist:ChangeSanity(amount, reason)
if amount == 0 then return end
local traits = self.traits
if amount < 0 and traits.Composed then
amount = amount / 2
end
local min_stat = 0
if IsGameRuleActive("IronColonists") then
-- colonists can never lose health or sanity below 50
min_stat = 50 * stat_scale
end
local old_value = self.stat_sanity
local new_value = Clamp(old_value + amount, min_stat, max_stat)
self.stat_sanity = new_value
self:AddToLog(self.log_sanity, amount, reason)
self:UpdateMorale()
end
function Colonist:GetComfort()
return self.stat_comfort / stat_scale
end
function Colonist:ChangeComfort(amount, reason)
if amount == 0 then return end
local old_value = self.stat_comfort
local new_value = Clamp(old_value + amount, 0, max_stat)
self.stat_comfort = new_value
self:AddToLog(self.log_comfort, amount, reason)
g_TotalColonistComfort = g_TotalColonistComfort - old_value/stat_scale + new_value/stat_scale
self:UpdateMorale()
if new_value == 0 then
local traits = self.traits
if not traits.Martianborn and not traits.Refugee
and GetMissionSponsor().id ~= "IMM"
and not IsGameRuleActive("IronColonists") then
self:Affect("StatusEffect_Earthsick", "start")
if HintsEnabled then
HintTrigger("HintEarthsick")
end
end
end
if new_value >= g_Consts.HighStatLevel then
if self.status_effects.StatusEffect_Earthsick then
self:Affect("StatusEffect_Earthsick", false)
end
end
end
function Colonist:GetMorale()
return Clamp(self.stat_morale, 0, max_stat) / stat_scale
end
function Colonist:OnModifiableValueChanged(prop)
if prop == "base_morale" then
self:UpdateMorale()
end
end
GlobalVar("g_VocationOrientedSociety", false)
function OnMsg.TechResearched(tech_id, city)
if tech_id == "Vocation-Oriented Society" then
g_VocationOrientedSociety = TechDef[tech_id]
end
end
function Colonist:IsMoraleMax()
return self.stat_health >= max_stat and
self.stat_sanity >= max_stat and
self.stat_comfort >= max_stat and
self.stat_morale >= max_stat
end
function Colonist:UpdateMorale()
if self:IsDead() then return end
local new_value = self.base_morale
local high_stat_threshold = g_Consts.HighStatLevel
local low_stat_threshold = g_Consts.LowStatLevel
local low_stat_morale_effect = g_Consts.LowStatMoraleEffect
local high_stat_morale_effect = g_Consts.HighStatMoraleEffect
if self.stat_health >= high_stat_threshold then
new_value = new_value + high_stat_morale_effect
elseif self.stat_health < low_stat_threshold then
new_value = new_value - low_stat_morale_effect
end
if self.stat_sanity >= high_stat_threshold then
new_value = new_value + high_stat_morale_effect
elseif self.stat_sanity < low_stat_threshold then
new_value = new_value - low_stat_morale_effect
end
if self.stat_comfort >= high_stat_threshold then
new_value = new_value + high_stat_morale_effect
elseif self.stat_comfort < low_stat_threshold then
new_value = new_value - low_stat_morale_effect
end
if self.dome and self.dome:HasSpire() and self.city:IsTechResearched("InspiringArchitecture") then
new_value = new_value + TechDef.InspiringArchitecture.param1*const.Scale.Stat
end
if IsKindOf(self.workplace, "Workshop") and self.fulfill_workshift_boost then
new_value = new_value + g_Consts.WorkInWorkshopMoraleBoost
end
self.stat_morale = new_value
local performance = 50 + 100*Clamp(new_value, 0, max_stat)/max_stat
if self.traits and self.traits.Enthusiast and new_value >= high_stat_threshold then
performance = performance + TraitPresets.Enthusiast.param
elseif self.traits and self.traits.Melancholic and new_value < low_stat_threshold then
performance = performance - TraitPresets.Melancholic.param
end
if new_value >= high_stat_threshold and
self.stat_health >= high_stat_threshold and
self.stat_sanity >= high_stat_threshold and
self.stat_comfort >= high_stat_threshold then
if g_VocationOrientedSociety then
performance = performance + g_VocationOrientedSociety.param1
end
end
self:SetBase("performance", performance)
Msg("MoraleChanged", self)
end
local ChangeMembers = {
Health = "ChangeHealth",
Sanity = "ChangeSanity",
Comfort = "ChangeComfort",
-- Morale = "ChangeMorale", -- intentionally removed from this list, as it is meant to be changed via modifiers or in UpdateMorale only
}
local GetMembers = {
Health = "stat_health",
Sanity = "stat_sanity",
Comfort = "stat_comfort",
Morale = "stat_morale",
}
function Colonist:GetStat(stat)
return self[GetMembers[stat]]
end
function Colonist:ChangeStat(stat, amount, reason, time)
local name = ChangeMembers[stat]
return self[name](self, amount, reason, time)
end
function TFormat.Stat(context_obj,value)
return T{4341, "<value>", value = value/stat_scale}
end
function Colonist:LogStatClear(log, time)
local count = #log
assert(count % 3 == 0)
for i=1,count,3 do
if log[i] >= time then
if i > 1 then
table.move(log, i, count, 1)
for j=count-i+2,count do
log[j] = nil
end
end
break
end
end
end
Colonist.HourUpdate = empty_func
function Colonist:MysteryDream()
self:ExitBuilding()
if not IsValid(self) then
return
end
local current_dome = IsUnitInDome(self)
if current_dome or self:EnterBuilding(self.dome) then
if not IsValid(self) then
return
end
self:GoToRandomPosInDome(current_dome or self.dome)
end
self:PushDestructor(function(self)
self.dreaming = true
local anim_time = self:SetState("sleepStart")
self:StartFX("MysteryDream")
Sleep(anim_time)
if not IsValid(self) then
return
end
self:PlayFXMoment("hit-moment")
self:PlayState("sleepIdle", 1, const.eDontCrossfade)
if g_MysteryDream then
WaitMsg("MysteryDreamEnded")
Sleep(self:Random(500))
if not IsValid(self) then
return
end
end
self:StopFX()
self:PlayState("sleepEnd")
self.dreaming = false
end)
self:PopAndCallDestructor()
end
function SavegameFixups.FixForcedWorkplace()
MapForEach("map", "Colonist", function(col)
if col.user_forced_workplace then
local wp = col.user_forced_workplace[1]
if wp.specialist_enforce_mode then
local wp_spec = wp.specialist or "none"
if col.specialist or "none" ~= specialist then
col.user_forced_workplace = false
end
end
end
end)
end
function OnMsg.GatherFXActions(list)
list[#list + 1] = "MysteryDream"
end
if Platform.developer then
function AddColonistCallFreqStats()
AddCallFreqStat(Colonist, "FindEmigrationDome")
AddCallFreqStat(Colonist, "UpdateWorkplace")
AddCallFreqStat(Colonist, "UpdateResidence")
end
end
function Colonist:OnDisappear()
self:ClearTransportRequest()
self:SetWorkplace(false)
self:SetResidence(false)
self:AssignToService(false)
self:SetDome(false)
UpdateAttachedSign(self)
for effect in pairs(self.status_effects) do
self:Affect(effect, false)
end
end
function Colonist:BoardExpeditionRocket(rocket)
assert(rocket.expedition)
self:SetDome(false)
self:ClearTransportRequest()
self.expedition_rocket = rocket
table.insert(rocket.departures, self)
local reached
self:PushDestructor(function(self)
assert(self.command == "Die", "unexpected command (" .. self.command .. ") breaking colonist boarding sequence")
table.remove_entry(rocket.departures, self)
end)
if not self:GotoBuildingSpot(rocket, rocket.drone_entry_spot) -- the colonist cannot reach the rocket, don't try to pass through objects, mountains or walk above ground...
or not IsValid(rocket) or not rocket:IsBoardingAllowed() then -- rocket already left
self:PopDestructor()
table.remove_entry(rocket.departures, self)
return
end
self:PopDestructor()
self:PushDestructor(function(self)
table.remove_entry(rocket.departures, self)
if not rocket:IsBoardingAllowed() then
return
end
table.insert(rocket.boarding, self)
rocket:LeadIn(self, rocket.waypoint_chains.rocket_entrance[1])
table.remove_entry(rocket.boarding, self)
table.insert(rocket.expedition.crew, self)
ObjModified(rocket)
SelectionRemove(self)
self:SetHolder(rocket)
self:SetCommand("Disappear", "keep in holder")
end)
self:PopAndCallDestructor()
end
function Colonist:SetDisembarkAnim(rocket)
self:SetAnim(1, BreathableAtmosphere and self:HasState(rocket.disembark_anim_walk) and rocket.disembark_anim_walk or rocket.disembark_anim)
end
function Colonist:ReturnFromExpedition(rocket, dome)
self.emigration_dome = nil
self:PushDestructor(self.OnArrival)
-- msg for return?
--Msg("ColonistArrived", self)
self:SetOutside(true)
-- disembark
local spot = rocket:GetSpotBeginIndex("Colonistout")
local pos, angle = rocket:GetSpotLoc(spot)
self:SetPos(pos)
self:SetAngle(angle)
self:SetHolder(false)
self:SetDisembarkAnim(rocket)
self:PushDestructor(function()
Sleep(self:TimeToAnimEnd())
self:Detach()
self:SetPos(pos)
self:SetState("idle")
table.remove_value(rocket.expedition.crew, self)
end)
self:PopAndCallDestructor() -- Disembark uninterruptible
if not dome then
rocket.disembarking_confused = true
else
self:SetDome(dome)
self:EnterBuilding(dome)
end
self:PopAndCallDestructor() -- OnArrival
end
--[[
-- reset some old saves to not interfere
function DebugPathPatch()
MapForEach("map", "Drone", function(o)
local command_center = o:GetCommandCenter()
if command_center and not o:GetRestrictArea() then
o:RestrictArea(command_center:GetPos(), const.DroneRestrictRadius)
end
end)
MapForEach("map", "Colonist", function(o)
if o.command == "VisitService" and o.holder ~= o.assigned_to_service then
o:SetCommand("Idle")
end
end)
end
--]]
|
local key = KEYS[1]
local arg = ARGV[1]
return "hello world:" .. key .. " " .. arg
|
local Utilities = require "Utilities"
local io = require "io"
local Logger = require "Logger"
local FileLogger = Logger:new()
function FileLogger:init(level, name, filePath)
Logger.init(self, level, name)
self.fileName = filePath .. os.date("%Y.%m.%d") .. " " .. name .. ".log"
self:openLogFile()
return self
end
function FileLogger:log(level, args)
self.file:write(tostring(os.date("%H:%M:%S")) .. " [" .. self.name .. "] [" .. level .. "] " .. self:buildMessage(args) .. "\n")
self.file:flush()
end
function FileLogger:dispose()
self.file:flush()
self.file:close()
end
function FileLogger:openLogFile()
local file, err = io.open(self.fileName, "a")
if not file then
error("Не удалось открывать файл: ;" .. self.fileName .. "'. Error: " .. err)
end
self.file = file
end
return FileLogger
|
--//================================================================
local theme_conf_default = {
BGBrightness = 100,
DefaultBG = false,
DisableBGA = false,
CenterPlayer = false,
MusicRate = 1.0,
FailType = "delayed",
FailMissCombo = true,
AllowW1 = true,
TimingDifficulty = 4,
LifeDifficulty = 4,
}
THEMECONFIG = create_lua_config{
name = "THEMECONFIG",
file = "theme_config.lua",
default = theme_conf_default,
}
THEMECONFIG:load("ProfileSlot_Invalid");
THEMECONFIG:set_dirty("ProfileSlot_Invalid");
THEMECONFIG:save("ProfileSlot_Invalid");
--//================================================================
function ResetThemeSettings()
local tconf = THEMECONFIG:get_data("ProfileSlot_Invalid");
tconf.BGBrightness = 100;
tconf.DefaultBackground = false;
tconf.DisableBGA = false;
tconf.CenterPlayer = false;
tconf.MusicRate = 1.0;
tconf.FailType = "delayed";
tconf.FailMissCombo = true;
tconf.AllowW1 = true;
tconf.TimingDifficulty = 4;
tconf.LifeDifficulty = 4;
THEMECONFIG:save();
end;
--//================================================================
function ResetDisplayOptions()
local tconf = THEMECONFIG:get_data("ProfileSlot_Invalid");
tconf.BGBrightness = 100;
tconf.DefaultBG = false;
tconf.DisableBGA = false;
tconf.CenterPlayer = false;
THEMECONFIG:save();
end;
function ResetSongOptions()
local tconf = THEMECONFIG:get_data("ProfileSlot_Invalid");
tconf.MusicRate = 1.0;
tconf.FailType = "delayed";
tconf.FailMissCombo = true;
THEMECONFIG:save();
end;
function ResetJudgmentOptions()
local tconf = THEMECONFIG:get_data("ProfileSlot_Invalid");
tconf.AllowW1 = true;
tconf.TimingDifficulty = 4;
tconf.LifeDifficulty = 4;
THEMECONFIG:save();
end;
--//================================================================
function ApplyThemeSettings()
local tconf = THEMECONFIG:get_data("ProfileSlot_Invalid");
tconf.BGBrightness = clamp(tconf.BGBrightness,0,100);
tconf.MusicRate = clamp(tconf.MusicRate,0.5,2.0);
tconf.TimingDifficulty = clamp(tconf.TimingDifficulty,1,9);
tconf.LifeDifficulty = clamp(tconf.LifeDifficulty,1,7);
if string.lower(tconf.FailType) ~= "delayed" and
string.lower(tconf.FailType) ~= "immediate" and
string.lower(tconf.FailType) ~= "off" then
tconf.FailType = "delayed";
end;
-------------------------------------------------------------------------------------------------------
local timing_mapping = { 1.5, 1.33, 1.16, 1.00, 0.84, 0.66, 0.50, 0.33, 0.20 };
local life_mapping = { 1.6, 1.40, 1.20, 1.00, 0.80, 0.60, 0.40 };
PREFSMAN:SetPreference("BGBrightness", tconf.DefaultBG and 0 or math.round(tconf.BGBrightness*100)/10000);
PREFSMAN:SetPreference("Center1Player", tconf.CenterPlayer);
PREFSMAN:SetPreference("TimingWindowScale", timing_mapping[tconf.TimingDifficulty] );
PREFSMAN:SetPreference("LifeDifficultyScale", life_mapping[tconf.LifeDifficulty] );
PREFSMAN:SetPreference("AllowW1", tconf.AllowW1 and "AllowW1_Everywhere" or "AllowW1_Never" );
-------------------------------------------------------------------------------------------------------
local sops= GAMESTATE:GetSongOptionsObject("ModsLevel_Preferred");
sops:MusicRate(tconf.MusicRate);
sops:StaticBackground(tconf.DisableBGA);
GAMESTATE:ApplyPreferredSongOptionsToOtherLevels();
-------------------------------------------------------------------------------------------------------
local fail_mapping = {
["immediate"] = "FailType_Immediate",
["delayed"] = "FailType_ImmediateContinue",
["off"] = "FailType_Off",
};
for pn in ivalues(GAMESTATE:GetHumanPlayers()) do
local pstate = GAMESTATE:GetPlayerState(pn);
local plops = pstate:get_player_options_no_defect("ModsLevel_Preferred");
plops:FailSetting(fail_mapping[string.lower(tconf.FailType)])
pstate:ApplyPreferredOptionsToOtherLevels();
end;
end;
--//================================================================
local player_conf_default= {
ShowOffsetMeter = false,
ShowEarlyLate = false,
ShowJudgmentList = false,
ShowPacemaker = "off",
ReverseJudgment = false,
ScreenFilter = 0,
SpeedModifier = 25,
}
NOTESCONFIG = notefield_prefs_config;
PLAYERCONFIG = create_lua_config{
name = "PLAYERCONFIG",
file = "player_config.lua",
default = player_conf_default,
}
add_standard_lua_config_save_load_hooks(PLAYERCONFIG);
set_notefield_default_yoffset(170)
--//================================================================
pacemaker_targets = {
"off",
"no target",
"best score",
"grade: D",
"grade: C",
"grade: B",
"grade: A",
"grade: AA",
"grade: AAA"
}
--//================================================================
function ResetPlayerSpeed(pn)
local nconf = NOTESCONFIG:get_data(pn);
local pconf = PLAYERCONFIG:get_data(pn);
nconf.speed_mod = 250;
pconf.SpeedModifier = 25;
nconf.speed_type = "maximum";
NOTESCONFIG:set_dirty(pn);
PLAYERCONFIG:set_dirty(pn);
end;
function ResetPlayerZoom(pn)
local nconf = NOTESCONFIG:get_data(pn);
nconf.zoom = 1;
nconf.zoom_x = 1;
nconf.zoom_y = 1;
nconf.zoom_z = 1;
NOTESCONFIG:set_dirty(pn);
end;
function ResetPlayerRotation(pn)
local nconf = NOTESCONFIG:get_data(pn);
nconf.rotation_x = 0;
nconf.rotation_y = 0;
nconf.rotation_z = 0;
NOTESCONFIG:set_dirty(pn);
end;
function ResetPlayerView(pn)
local nconf = NOTESCONFIG:get_data(pn);
nconf.reverse = 1;
nconf.yoffset = 170;
nconf.fov = 60;
NOTESCONFIG:set_dirty(pn);
end;
function ResetPlayerDisplay(pn)
local nconf = NOTESCONFIG:get_data(pn);
local pconf = PLAYERCONFIG:get_data(pn);
nconf.hidden = false;
nconf.sudden = false;
nconf.hidden_offset = 120;
nconf.sudden_offset = 190;
nconf.fade_distance = 40;
nconf.glow_during_fade = true;
pconf.ReverseJudgment = false;
NOTESCONFIG:set_dirty(pn);
PLAYERCONFIG:set_dirty(pn);
end;
function ResetPlayerTransform(pn)
ResetPlayerZoom(pn)
ResetPlayerRotation(pn)
ResetPlayerView(pn)
end;
|
ITEM.name = "Chain Axe"
ITEM.description = "Chainaxes are brutal hand-to-hand Chain Weapons crafted in the form of a great one or two-handed axe which incorporates a powered chainsaw edge."
ITEM.model = "models/joazzz/warhammer40k/weapons/chainaxe_curved.mdl"
ITEM.class = "tfa_zad_chainaxe"
ITEM.weaponCategory = "melee"
ITEM.width = 2
ITEM.height = 6
ITEM.price = 450
ITEM.weight = 7
ITEM.iconCam = {
ang = Angle(-0.020070368424058, 270.40155029297, 0),
fov = 7.2253324508038,
pos = Vector(0, 200, -1)
}
|
local background = DisplayImage.new(Texture.new("background.png"))
stage:addChild(background)
local redbar = DisplayImage.new(Texture.new("red-bar.png"))
redbar:setPosition(91, 230)
stage:addChild(redbar)
local greenbar = DisplayImage.new(Texture.new("green-bar.png"))
greenbar:setPosition(91, 260)
stage:addChild(greenbar)
local bluebar = DisplayImage.new(Texture.new("blue-bar.png"))
bluebar:setPosition(91, 290)
stage:addChild(bluebar)
local reddot = DisplayImage.new(Texture.new("red-dot.png"))
reddot:setY(222)
stage:addChild(reddot)
local greendot = DisplayImage.new(Texture.new("green-dot.png"))
greendot:setY(252)
stage:addChild(greendot)
local bluedot = DisplayImage.new(Texture.new("blue-dot.png"))
bluedot:setY(282)
stage:addChild(bluedot)
local c = 1
local function onEnterFrame(d, e)
-- get the precise timer
c = c + 1
local t = c / 10
-- animate r,g,b multipliers of color transform
local r = (math.sin(t * 0.5 + 0.3) + 1) / 2
local g = (math.sin(t * 0.8 + 0.2) + 1) / 2
local b = (math.sin(t * 1.3 + 0.6) + 1) / 2
-- set color transform
-- bitmap:setColorTransform(r, g, b, 1)
-- update the positions of dots
reddot:setX(90 + r * 280)
greendot:setX(90 + g * 280)
bluedot:setX(90 + b * 280)
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
|
return require 'mobdebug'
|
local Position = Component.create("Position")
function Position:initialize(x, y)
self.x = x
self.y = y
end
function Position:toVector()
return Vector(self.x, self.y)
end
function Position:setVector(vector)
self.x = vector.x
self.y = vector.y
end
|
function display_leaves(s)
if s:kind() == sexpr_kind.Cons then
local h, t = s:fields()
display_leaves(h)
display_leaves(t)
else
print(s)
assert(s:kind() == sexpr_kind.Nil or s:kind() == sexpr_kind.String or tostring(s:fields()) == tostring(s))
assert(s:kind() ~= sexpr_kind.String or '"' .. tostring(s:fields()) .. '"' == tostring(s))
end
end
local l = sexpr(sexpr(1), sexpr(name("a")), sexpr(mpz(10)), sexpr(mpq(3)/2), sexpr(1, 2, 3), sexpr(sexpr("a"), sexpr(10, 2)), sexpr(), sexpr("foo"))
print(l)
display_leaves(l)
|
object_mobile_azure_cabal_fillian = object_mobile_shared_azure_cabal_fillian:new {
}
ObjectTemplates:addTemplate(object_mobile_azure_cabal_fillian, "object/mobile/azure_cabal_fillian.iff")
|
local gauntlet_data = require "gauntlet_data"
local deepcopy = require "deepcopy"
local SpeedPlus = {
NAME = "Speed + 3",
}
function SpeedPlus:activate(current_round)
self.old_SpeedPlus = gauntlet_data.mega_SpeedPlus
gauntlet_data.mega_SpeedPlus = gauntlet_data.mega_SpeedPlus + 3
if gauntlet_data.mega_SpeedPlus > 6 then
gauntlet_data.mega_SpeedPlus = 6
end
end
function SpeedPlus:deactivate(current_round)
gauntlet_data.mega_SpeedPlus = self.old_SpeedPlus
end
function SpeedPlus:get_description(current_round)
return "Increase Buster Speed by 3!"
end
function SpeedPlus:get_brief_description()
return SpeedPlus.NAME .. ": " .. "Buster Speed + 3"
end
function SpeedPlus.new()
local new_SpeedPlus = deepcopy(SpeedPlus)
new_SpeedPlus.DESCRIPTION = new_SpeedPlus:get_description(1)
return deepcopy(new_SpeedPlus)
end
return SpeedPlus
|
local insert = table.insert
local fmt = string.format
local db = System.GetDatabase()
-- TODO - Fix
--[=[
function ta_update_kills(pc)
if string.find(pc:GetName(), '%[TEST%]') then return end
local s = [[INSERT INTO pwdata (tag, name, val)
VALUES (?, ?, ?)
ON DUPLICATE KEY UPDATE
val = VALUES(val)]]
local sth = assert(db:prepare(s))
local props = pc:GetAllProperties()
if not props then return end
for k, v in pairs(props) do
if k:starts('kill_') then
sth:execute(pc:GetTag(), k, v)
end
end
sth:close()
end
function ta_load_kills(pc)
if string.find(pc:GetName(), '%[TEST%]') then return end
local s = [[SELECT name, val FROM pwdata WHERE name LIKE '%%kill_%%' and tag=?]]
local sth = assert(db:prepare(s))
sth:execute(pc:GetTag())
for row in sth:rows() do
pc:SetProperty(row[1], tonumber(row[2]))
end
sth:close()
end
]=]
|
-----------------------------------
-- Area: Sacrarium
-- NPC: _0sw (Reliquiarium Gate)
-- !pos 23.447 -1.563 50.941 28
-----------------------------------
local ID = require("scripts/zones/Sacrarium/IDs")
-----------------------------------
function onTrigger(player, npc)
if (player:getZPos() < 52) then
player:messageSpecial(ID.text.STURDY_GATE)
else
player:messageSpecial(ID.text.KEYHOLE_DAMAGED)
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
end
|
local propLimits = {}
propLimits["vip"] = 30
propLimits["elite"] = 40
propLimits["event"] = 80
propLimits["superadmin"] = 100
propLimits["developer"] = 100
hook.Add("PlayerSpawnProp", "xyz_prop_limit_check", function(ply, model)
local count = ply:GetCount("props") + 1
local limit = propLimits[ply:GetUserGroup()] or propLimits[ply:GetSecondaryUserGroup()] or 25
if count > limit then XYZShit.Msg("Props", Color(30, 150, 200), string.format("You have reached your prop limit of %s/%s", limit, limit), ply) return false end
end)
hook.Add("PlayerSpawnedProp", "xyz_prop_limit_notify", function(ply, model)
local count = ply:GetCount("props") + 1
local limit = propLimits[ply:GetUserGroup()] or propLimits[ply:GetSecondaryUserGroup()] or 25
XYZShit.Msg("Props", Color(30, 150, 200), string.format("You have spawned a prop. You're now at %s/%s", count, limit ), ply)
end)
|
--[[
desc: ATTRIBUTE, a service for attribute.
author: Musoucrow
since: 2018-6-25
alter: 2019-7-22
]]--
local _SOUND = require("lib.sound")
local _RESMGR = require("actor.resmgr")
local _WORLD = require("actor.world")
local _FACTORY = require("actor.factory")
---@class Actor.Service.ATTRIBUTE
local _ATTRIBUTE = {}
local _hpSoundData = _RESMGR.GetSoundData("hpRecovered")
local _hpEffectData = _RESMGR.GetInstanceData("effect/hitting/heal")
---@param attributes Actor.Component.Attributes
---@param value number
function _ATTRIBUTE.AddHp(attributes, value)
attributes.hp = attributes.hp + value
local max = attributes.maxHp - attributes.negativeHp
if (attributes.hp < 0) then
attributes.hp = 0
elseif (attributes.hp > max) then
attributes.hp = max
end
end
---@param attributes Actor.Component.Attributes
---@param operation string @"+" or "*"
---@param key string
---@param value number
---@return table
function _ATTRIBUTE.Add(attributes, operation, key, value)
operation = operation or "+"
local mark = {operation = operation, key = key, value = value}
local value = operation == "+" and value or attributes.origin[key] * value
attributes[key] = attributes[key] + value
attributes.journal[mark] = true
if (key == "maxHp" and attributes.hp > attributes.maxHp) then
attributes.hp = attributes.maxHp
end
return mark
end
---@param attributes Actor.Component.Attributes
---@param mark table
function _ATTRIBUTE.Del(attributes, mark)
local value = mark.operation == "+" and mark.value or attributes.origin[mark.key] * mark.value
attributes[mark.key] = attributes[mark.key] - value
attributes.journal[mark] = nil
if (mark.key == "maxHp" and attributes.hp > attributes.maxHp) then
attributes.hp = attributes.maxHp
end
end
---@param attributes Actor.Component.Attributes
function _ATTRIBUTE.Adjust(attributes)
for k, v in pairs(attributes.origin) do
attributes[k] = v
end
for k in pairs(attributes.journal) do
local value = k.operation == "+" and k.value or attributes.origin[k.key] * k.value
attributes[k.key] = attributes[k.key] + value
end
end
---@param entity Actor.Entity
---@param value int
function _ATTRIBUTE.AddHpWithEffect(entity, value)
_ATTRIBUTE.AddHp(entity.attributes, value)
_SOUND.Play(_hpSoundData)
local pos = entity.transform.position
_WORLD.AddDamageTip(value, "hp", pos.x, pos.y + pos.z)
_FACTORY.New(_hpEffectData, {entity = entity})
end
return _ATTRIBUTE
|
--package.path = "C:\\Users\\Thijs\\Dropbox\\Lua projects\\corowatch\\src\\?.lua;"..package.path
local corowatch = require("corowatch")
corowatch.export(_G)
local res = 1
local testfunc = function()
for n = 1,2000000 do
res=math.sin(n/1000)
end
end
local function test1()
collectgarbage()
collectgarbage()
collectgarbage("stop")
local t1 = corowatch.gettime()
testfunc()
t1 = corowatch.gettime() - t1
collectgarbage("restart")
collectgarbage()
collectgarbage()
return t1
end
local function test2(wrapper)
-- wrapper = coroutine.wrap, or coroutine.wrapf
collectgarbage()
collectgarbage()
collectgarbage("stop")
local t2 = corowatch.gettime()
wrapper(testfunc, 10001, 10000, function() end)()
t2 = corowatch.gettime() - t2
collectgarbage("restart")
collectgarbage()
collectgarbage()
return t2
end
-- warm up
for n = 1,3 do
test1()
test2(coroutine.wrap)
test2(coroutine.wrapf)
end
-- run test
local t0, t1, t2, iter = 0,0,0,10
for n = 1,iter do
t0=test1() + t0
t1=test2(coroutine.wrap) + t1
t2=test2(coroutine.wrapf) + t2
end
t0=t0/iter -- main loop
t1=t1/iter -- coroutine
t2=t2/iter -- protected coroutine
print("Mainloop :",t0)
print("Coroutine:",t1)
print("Corowatch:",t2)
print("corowatch is " .. math.floor((t2-t1)/t1 *100) .. "% slower than unprotected")
print("coroutine is " .. math.floor((t0-t1)/t0 *100) .. "% faster than the main loop")
|
local Component = require "component"
local physics = require "physics"
local C = {}
function C:new(right)
local new = Component:new("leg")
setmetatable(new, self)
self.__index = self
setmetatable(self, Component)
new.phase = math.random()*2
new.phaseShift = 0
new.right = right
--new.speed = math.random()*2 + 2
return new
end
function C:event(e)
if(e.id == "init") then
self.force = 20*self.owner.parent.physics.body:getMass()
if(not self.move) then
self.move = physics.moveJoint(self.owner,10) --200
end
self.length = 1.8*self.owner.parent.r
--self.owner.z = 0
end
return e
end
function C:update(dt)
local p = self.owner.parent
--local o = self.owner
if(not self.owner.dead) then
self.phase = self.phase+dt
end
local x,y = p:getPosition()
local dx,dy = p.spine.dx, p.spine.dy
local r = self.length
local ox,oy = self.owner:getPosition()
local stopped = false
if(dx == 0 and dy ==0 ) then
stopped = true
dx = math.cos(p.a)
dy = math.sin(p.a)
end
--grabbed
self.move:setTarget(ox,oy)
if(self.phase < 0.25 and not stopped) then
local a = math.pi*0.5
if(self.right) then
a = -math.pi*0.5
end
local tx, ty = rotateVector(dx, dy, a*0.4)
local vx, vy = self.owner.physics.body:getLinearVelocity()
local x1 = x+r*tx
local y1 = y+r*ty
self.move:setTarget(x1+vx/60,y1+vy/60)
else
local a = -0.5
if(self.right) then
a = 0.5
end
--TODO rotate opposite when reversing!
dx,dy = rotateVector(dx,dy,a)
if(not stopped) then
p.physics.body:applyForce( self.force*dx, self.force*dy)
end
end
local x1,y1 = self.owner:getPosition()
if(dist(x1,y1,x,y) > self.length*1.1 and self.phase > 0.5) then
self.phase = 0
end
if(dist(x1,y1,x,y) > self.length*2.0) then
self.phase = 0
end
if(dist(x1,y1,x,y) > self.length*3.0) then
self.owner.physics.body:setPosition(x,y)
self.owner.physics.body:setLinearVelocity(0,0)
end
--[[if( - dot(x1-x,y1-y,dx,dy)>self.length ) then --or self.phase>2
self.phase = 0
end]]
self.owner.a = math.atan2(y1-y,x1-x)
end
function C:draw_first()
local o = self.owner
local x,y = o:getPosition()
local r = o.r
love.graphics.setColor(o.color)
--[[if(not shadows) then
y = y+o.z
end]]
love.graphics.circle("fill", x*tile, y*tile, r*tile*1.1)
--love.graphics.setColor(80, 20, 10)
draw_connection(o,0.9)
end
return C
|
return {note={[48]={X=420;Y=836;Size=48;Sheet=3;};[36]={X=244;Y=924;Size=36;Sheet=1;};[72]={X=536;Y=612;Size=72;Sheet=10;};[96]={X=204;Y=904;Size=96;Sheet=17;};};
library_music={[72]={X=764;Y=156;Size=72;Sheet=8;};[36]={X=324;Y=124;Size=36;Sheet=1;};[96]={X=204;Y=404;Size=96;Sheet=18;};[48]={X=628;Y=160;Size=48;Sheet=3;};};
gavel={[72]={X=384;Y=80;Size=72;Sheet=8;};[36]={X=84;Y=44;Size=36;Sheet=1;};[96]={X=4;Y=704;Size=96;Sheet=19;};[48]={X=56;Y=628;Size=48;Sheet=3;};};
filter_5={[72]={X=840;Y=840;Size=72;Sheet=9;};[36]={X=724;Y=124;Size=36;Sheet=1;};[96]={X=4;Y=204;Size=96;Sheet=14;};[48]={X=212;Y=472;Size=48;Sheet=4;};};
home={[72]={X=612;Y=460;Size=72;Sheet=9;};[36]={X=964;Y=204;Size=36;Sheet=1;};[96]={X=704;Y=904;Size=96;Sheet=19;};[48]={X=784;Y=576;Size=48;Sheet=2;};};
list={[72]={X=916;Y=840;Size=72;Sheet=8;};[36]={X=644;Y=364;Size=36;Sheet=1;};[96]={X=104;Y=404;Size=96;Sheet=20;};[48]={X=472;Y=472;Size=48;Sheet=3;};};
time_to_leave={[72]={X=612;Y=232;Size=72;Sheet=8;};[36]={X=124;Y=204;Size=36;Sheet=1;};[96]={X=804;Y=504;Size=96;Sheet=11;};[48]={X=628;Y=784;Size=48;Sheet=2;};};
contact_phone={[48]={X=836;Y=56;Size=48;Sheet=4;};[36]={X=644;Y=764;Size=36;Sheet=1;};[72]={X=308;Y=460;Size=72;Sheet=10;};[96]={X=304;Y=804;Size=96;Sheet=13;};};
tap_and_play={[72]={X=764;Y=764;Size=72;Sheet=9;};[36]={X=404;Y=804;Size=36;Sheet=1;};[96]={X=804;Y=864;Size=96;Sheet=10;};[48]={X=600;Y=524;Size=48;Sheet=2;};};
assistant={[72]={X=384;Y=308;Size=72;Sheet=6;};[36]={X=484;Y=484;Size=36;Sheet=2;};[96]={X=404;Y=204;Size=96;Sheet=14;};[48]={X=524;Y=524;Size=48;Sheet=4;};};
access_alarms={[72]={X=80;Y=388;Size=72;Sheet=5;};[36]={X=924;Y=164;Size=36;Sheet=2;};[96]={X=4;Y=904;Size=96;Sheet=15;};[48]={X=368;Y=56;Size=48;Sheet=5;};};
https={[72]={X=916;Y=840;Size=72;Sheet=9;};[36]={X=684;Y=124;Size=36;Sheet=1;};[96]={X=604;Y=704;Size=96;Sheet=19;};[48]={X=4;Y=628;Size=48;Sheet=3;};};
stay_primary_portrait={[72]={X=384;Y=308;Size=72;Sheet=9;};[36]={X=324;Y=804;Size=36;Sheet=1;};[96]={X=4;Y=504;Size=96;Sheet=12;};[48]={X=56;Y=732;Size=48;Sheet=3;};};
vibration={[72]={X=688;Y=156;Size=72;Sheet=9;};[36]={X=804;Y=604;Size=36;Sheet=1;};[96]={X=104;Y=104;Size=96;Sheet=12;};[48]={X=420;Y=212;Size=48;Sheet=4;};};
group_work={[72]={X=232;Y=764;Size=72;Sheet=9;};[36]={X=524;Y=164;Size=36;Sheet=1;};[96]={X=704;Y=604;Size=96;Sheet=19;};[48]={X=784;Y=680;Size=48;Sheet=2;};};
mail_outline={[72]={X=4;Y=232;Size=72;Sheet=9;};[36]={X=604;Y=724;Size=36;Sheet=1;};[96]={X=4;Y=204;Size=96;Sheet=19;};[48]={X=524;Y=576;Size=48;Sheet=3;};};
airplanemode_active={[72]={X=384;Y=156;Size=72;Sheet=7;};[36]={X=124;Y=364;Size=36;Sheet=1;};[96]={X=304;Y=204;Size=96;Sheet=15;};[48]={X=212;Y=316;Size=48;Sheet=4;};};
live_tv={[72]={X=384;Y=536;Size=72;Sheet=8;};[36]={X=524;Y=404;Size=36;Sheet=1;};[96]={X=404;Y=404;Size=96;Sheet=20;};[48]={X=576;Y=108;Size=48;Sheet=3;};};
aspect_ratio={[72]={X=916;Y=4;Size=72;Sheet=6;};[36]={X=844;Y=444;Size=36;Sheet=2;};[96]={X=804;Y=204;Size=96;Sheet=14;};[48]={X=836;Y=264;Size=48;Sheet=3;};};
grid_off={[72]={X=308;Y=688;Size=72;Sheet=9;};[36]={X=804;Y=204;Size=36;Sheet=1;};[96]={X=304;Y=304;Size=96;Sheet=18;};[48]={X=56;Y=576;Size=48;Sheet=2;};};
local_airport={[72]={X=764;Y=536;Size=72;Sheet=8;};[36]={X=404;Y=404;Size=36;Sheet=1;};[96]={X=4;Y=704;Size=96;Sheet=20;};[48]={X=576;Y=212;Size=48;Sheet=3;};};
unfold_less={[48]={X=836;Y=316;Size=48;Sheet=3;};[36]={X=564;Y=524;Size=36;Sheet=1;};[72]={X=764;Y=80;Size=72;Sheet=10;};[96]={X=804;Y=204;Size=96;Sheet=11;};};
mood={[72]={X=460;Y=232;Size=72;Sheet=9;};[36]={X=244;Y=804;Size=36;Sheet=1;};[96]={X=504;Y=4;Size=96;Sheet=19;};[48]={X=108;Y=732;Size=48;Sheet=3;};};
translate={[72]={X=384;Y=384;Size=72;Sheet=7;};[36]={X=724;Y=364;Size=36;Sheet=1;};[96]={X=204;Y=4;Size=96;Sheet=11;};[48]={X=108;Y=524;Size=48;Sheet=4;};};
settings_power={[72]={X=612;Y=388;Size=72;Sheet=5;};[36]={X=444;Y=204;Size=36;Sheet=2;};[96]={X=204;Y=404;Size=96;Sheet=17;};[48]={X=472;Y=732;Size=48;Sheet=2;};};
open_with={[72]={X=80;Y=692;Size=72;Sheet=5;};[36]={X=564;Y=964;Size=36;Sheet=1;};[96]={X=104;Y=604;Size=96;Sheet=17;};[48]={X=732;Y=888;Size=48;Sheet=3;};};
local_gas_station={[72]={X=156;Y=232;Size=72;Sheet=7;};[36]={X=844;Y=484;Size=36;Sheet=1;};[96]={X=4;Y=304;Size=96;Sheet=19;};[48]={X=420;Y=420;Size=48;Sheet=3;};};
brightness_4={[72]={X=308;Y=312;Size=72;Sheet=5;};[36]={X=564;Y=4;Size=36;Sheet=2;};[96]={X=104;Y=804;Size=96;Sheet=16;};[48]={X=524;Y=212;Size=48;Sheet=4;};};
panorama_horizontal={[72]={X=156;Y=388;Size=72;Sheet=5;};[36]={X=84;Y=884;Size=36;Sheet=1;};[96]={X=504;Y=904;Size=96;Sheet=17;};[48]={X=108;Y=940;Size=48;Sheet=3;};};
brightness_medium={[72]={X=840;Y=692;Size=72;Sheet=5;};[36]={X=164;Y=204;Size=36;Sheet=2;};[96]={X=604;Y=104;Size=96;Sheet=16;};[48]={X=420;Y=56;Size=48;Sheet=4;};};
not_interested={[48]={X=524;Y=784;Size=48;Sheet=3;};[36]={X=364;Y=924;Size=36;Sheet=1;};[72]={X=156;Y=4;Size=72;Sheet=10;};[96]={X=604;Y=504;Size=96;Sheet=17;};};
border_top={[72]={X=764;Y=688;Size=72;Sheet=7;};[36]={X=524;Y=164;Size=36;Sheet=2;};[96]={X=704;Y=504;Size=96;Sheet=16;};[48]={X=576;Y=160;Size=48;Sheet=4;};};
library_add={[72]={X=840;Y=156;Size=72;Sheet=8;};[36]={X=244;Y=124;Size=36;Sheet=1;};[96]={X=4;Y=404;Size=96;Sheet=18;};[48]={X=420;Y=4;Size=48;Sheet=3;};};
desktop_windows={[48]={X=472;Y=940;Size=48;Sheet=4;};[36]={X=164;Y=524;Size=36;Sheet=1;};[72]={X=612;Y=4;Size=72;Sheet=10;};[96]={X=104;Y=504;Size=96;Sheet=13;};};
hdr_weak={[72]={X=840;Y=764;Size=72;Sheet=9;};[36]={X=604;Y=844;Size=36;Sheet=1;};[96]={X=4;Y=604;Size=96;Sheet=19;};[48]={X=316;Y=576;Size=48;Sheet=2;};};
confirmation_number={[72]={X=688;Y=232;Size=72;Sheet=9;};[36]={X=964;Y=764;Size=36;Sheet=1;};[96]={X=504;Y=804;Size=96;Sheet=13;};[48]={X=472;Y=160;Size=48;Sheet=4;};};
brightness_low={[72]={X=308;Y=768;Size=72;Sheet=5;};[36]={X=684;Y=204;Size=36;Sheet=2;};[96]={X=204;Y=104;Size=96;Sheet=16;};[48]={X=680;Y=212;Size=48;Sheet=4;};};
local_offer={[48]={X=264;Y=264;Size=48;Sheet=3;};[36]={X=764;Y=524;Size=36;Sheet=1;};[72]={X=612;Y=80;Size=72;Sheet=10;};[96]={X=304;Y=604;Size=96;Sheet=20;};};
adjust={[72]={X=460;Y=536;Size=72;Sheet=7;};[36]={X=444;Y=324;Size=36;Sheet=2;};[96]={X=704;Y=704;Size=96;Sheet=15;};[48]={X=732;Y=316;Size=48;Sheet=4;};};
play_arrow={[72]={X=536;Y=80;Size=72;Sheet=7;};[36]={X=764;Y=244;Size=36;Sheet=2;};[96]={X=604;Y=604;Size=96;Sheet=17;};[48]={X=784;Y=576;Size=48;Sheet=3;};};
all_inclusive={[72]={X=536;Y=156;Size=72;Sheet=6;};[36]={X=164;Y=84;Size=36;Sheet=2;};[96]={X=604;Y=804;Size=96;Sheet=15;};[48]={X=732;Y=264;Size=48;Sheet=4;};};
call={[72]={X=460;Y=540;Size=72;Sheet=5;};[36]={X=564;Y=884;Size=36;Sheet=1;};[96]={X=704;Y=304;Size=96;Sheet=15;};[48]={X=56;Y=784;Size=48;Sheet=4;};};
perm_contact_calendar={[72]={X=764;Y=236;Size=72;Sheet=5;};[36]={X=564;Y=164;Size=36;Sheet=2;};[96]={X=704;Y=704;Size=96;Sheet=17;};[48]={X=888;Y=888;Size=48;Sheet=3;};};
grain={[72]={X=916;Y=4;Size=72;Sheet=8;};[36]={X=644;Y=44;Size=36;Sheet=1;};[96]={X=104;Y=304;Size=96;Sheet=18;};[48]={X=4;Y=628;Size=48;Sheet=2;};};
invert_colors_off={[72]={X=764;Y=460;Size=72;Sheet=8;};[36]={X=324;Y=484;Size=36;Sheet=1;};[96]={X=404;Y=4;Size=96;Sheet=18;};[48]={X=836;Y=836;Size=48;Sheet=2;};};
photo_filter={[72]={X=308;Y=916;Size=72;Sheet=7;};[36]={X=644;Y=244;Size=36;Sheet=2;};[96]={X=4;Y=4;Size=96;Sheet=16;};[48]={X=160;Y=680;Size=48;Sheet=3;};};
chrome_reader_mode={[48]={X=784;Y=108;Size=48;Sheet=4;};[36]={X=684;Y=964;Size=36;Sheet=1;};[72]={X=232;Y=308;Size=72;Sheet=10;};[96]={X=304;Y=704;Size=96;Sheet=16;};};
stay_current_landscape={[48]={X=368;Y=524;Size=48;Sheet=3;};[36]={X=364;Y=764;Size=36;Sheet=1;};[72]={X=4;Y=612;Size=72;Sheet=10;};[96]={X=704;Y=864;Size=96;Sheet=10;};};
import_export={[72]={X=4;Y=612;Size=72;Sheet=9;};[36]={X=884;Y=84;Size=36;Sheet=1;};[96]={X=4;Y=904;Size=96;Sheet=19;};[48]={X=108;Y=732;Size=48;Sheet=2;};};
gps_off={[72]={X=232;Y=460;Size=72;Sheet=8;};[36]={X=284;Y=44;Size=36;Sheet=1;};[96]={X=304;Y=504;Size=96;Sheet=19;};[48]={X=940;Y=576;Size=48;Sheet=2;};};
exposure_neg_1={[72]={X=4;Y=460;Size=72;Sheet=7;};[36]={X=604;Y=284;Size=36;Sheet=1;};[96]={X=604;Y=4;Size=96;Sheet=13;};[48]={X=472;Y=524;Size=48;Sheet=4;};};
compare={[48]={X=784;Y=732;Size=48;Sheet=4;};[36]={X=764;Y=924;Size=36;Sheet=1;};[72]={X=4;Y=536;Size=72;Sheet=10;};[96]={X=704;Y=804;Size=96;Sheet=13;};};
local_pharmacy={[48]={X=784;Y=212;Size=48;Sheet=3;};[36]={X=724;Y=604;Size=36;Sheet=1;};[72]={X=308;Y=612;Size=72;Sheet=10;};[96]={X=204;Y=304;Size=96;Sheet=20;};};
sentiment_very_dissatisfied={[72]={X=916;Y=920;Size=72;Sheet=5;};[36]={X=604;Y=324;Size=36;Sheet=2;};[96]={X=604;Y=204;Size=96;Sheet=17;};[48]={X=56;Y=628;Size=48;Sheet=2;};};
battery_charging_20={[72]={X=688;Y=80;Size=72;Sheet=6;};[36]={X=204;Y=324;Size=36;Sheet=2;};[96]={X=4;Y=704;Size=96;Sheet=15;};[48]={X=264;Y=888;Size=48;Sheet=4;};};
more_vert={[72]={X=232;Y=308;Size=72;Sheet=9;};[36]={X=764;Y=764;Size=36;Sheet=1;};[96]={X=604;Y=404;Size=96;Sheet=19;};[48]={X=212;Y=680;Size=48;Sheet=3;};};
add_circle={[72]={X=536;Y=692;Size=72;Sheet=5;};[36]={X=364;Y=164;Size=36;Sheet=2;};[96]={X=604;Y=504;Size=96;Sheet=15;};[48]={X=108;Y=108;Size=48;Sheet=5;};};
directions_transit={[48]={X=212;Y=680;Size=48;Sheet=4;};[36]={X=844;Y=684;Size=36;Sheet=1;};[72]={X=308;Y=156;Size=72;Sheet=10;};[96]={X=104;Y=4;Size=96;Sheet=12;};};
filter_center_focus={[72]={X=688;Y=460;Size=72;Sheet=9;};[36]={X=84;Y=244;Size=36;Sheet=1;};[96]={X=304;Y=4;Size=96;Sheet=14;};[48]={X=108;Y=420;Size=48;Sheet=4;};};
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functions={[72]={X=4;Y=4;Size=72;Sheet=8;};[36]={X=204;Y=244;Size=36;Sheet=1;};[96]={X=204;Y=204;Size=96;Sheet=16;};[48]={X=888;Y=680;Size=48;Sheet=2;};};
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add_circle_outline={[72]={X=308;Y=616;Size=72;Sheet=5;};[36]={X=764;Y=164;Size=36;Sheet=2;};[96]={X=4;Y=604;Size=96;Sheet=15;};[48]={X=940;Y=264;Size=48;Sheet=4;};};
text_fields={[72]={X=384;Y=840;Size=72;Sheet=9;};[36]={X=244;Y=164;Size=36;Sheet=1;};[96]={X=4;Y=804;Size=96;Sheet=11;};[48]={X=108;Y=628;Size=48;Sheet=2;};};
multiline_chart={[72]={X=384;Y=232;Size=72;Sheet=9;};[36]={X=524;Y=924;Size=36;Sheet=1;};[96]={X=504;Y=404;Size=96;Sheet=19;};[48]={X=472;Y=524;Size=48;Sheet=3;};};
do_not_disturb_alt={[72]={X=840;Y=916;Size=72;Sheet=8;};[36]={X=844;Y=524;Size=36;Sheet=1;};[96]={X=204;Y=404;Size=96;Sheet=12;};[48]={X=4;Y=264;Size=48;Sheet=3;};};
exposure_plus_2={[72]={X=308;Y=384;Size=72;Sheet=7;};[36]={X=4;Y=324;Size=36;Sheet=1;};[96]={X=604;Y=904;Size=96;Sheet=14;};[48]={X=212;Y=576;Size=48;Sheet=4;};};
local_car_wash={[72]={X=232;Y=764;Size=72;Sheet=8;};[36]={X=924;Y=844;Size=36;Sheet=1;};[96]={X=404;Y=504;Size=96;Sheet=20;};[48]={X=680;Y=108;Size=48;Sheet=3;};};
flip_to_back={[72]={X=384;Y=460;Size=72;Sheet=8;};[36]={X=564;Y=44;Size=36;Sheet=1;};[96]={X=4;Y=304;Size=96;Sheet=13;};[48]={X=160;Y=264;Size=48;Sheet=4;};};
access_time={[72]={X=156;Y=464;Size=72;Sheet=5;};[36]={X=564;Y=84;Size=36;Sheet=2;};[96]={X=704;Y=904;Size=96;Sheet=15;};[48]={X=160;Y=4;Size=48;Sheet=5;};};
network_check={[72]={X=232;Y=80;Size=72;Sheet=9;};[36]={X=124;Y=764;Size=36;Sheet=1;};[96]={X=604;Y=204;Size=96;Sheet=19;};[48]={X=628;Y=732;Size=48;Sheet=3;};};
linear_scale={[72]={X=840;Y=80;Size=72;Sheet=8;};[36]={X=684;Y=364;Size=36;Sheet=1;};[96]={X=4;Y=804;Size=96;Sheet=19;};[48]={X=888;Y=108;Size=48;Sheet=3;};};
panorama={[72]={X=232;Y=464;Size=72;Sheet=5;};[36]={X=164;Y=884;Size=36;Sheet=1;};[96]={X=404;Y=804;Size=96;Sheet=17;};[48]={X=940;Y=888;Size=48;Sheet=3;};};
videocam_off={[72]={X=612;Y=308;Size=72;Sheet=9;};[36]={X=524;Y=564;Size=36;Sheet=1;};[96]={X=904;Y=804;Size=96;Sheet=12;};[48]={X=108;Y=108;Size=48;Sheet=4;};};
info_outline={[72]={X=764;Y=612;Size=72;Sheet=8;};[36]={X=204;Y=444;Size=36;Sheet=1;};[96]={X=204;Y=304;Size=96;Sheet=18;};[48]={X=628;Y=732;Size=48;Sheet=2;};};
timelapse={[72]={X=4;Y=308;Size=72;Sheet=8;};[36]={X=444;Y=124;Size=36;Sheet=1;};[96]={X=204;Y=864;Size=96;Sheet=10;};[48]={X=680;Y=4;Size=48;Sheet=5;};};
theaters={[72]={X=308;Y=80;Size=72;Sheet=8;};[36]={X=864;Y=4;Size=36;Sheet=1;};[96]={X=204;Y=704;Size=96;Sheet=11;};[48]={X=940;Y=628;Size=48;Sheet=3;};};
format_textdirection_r_to_l={[72]={X=156;Y=460;Size=72;Sheet=8;};[36]={X=804;Y=84;Size=36;Sheet=1;};[96]={X=104;Y=4;Size=96;Sheet=13;};[48]={X=940;Y=732;Size=48;Sheet=2;};};
assignment_late={[72]={X=4;Y=80;Size=72;Sheet=6;};[36]={X=404;Y=524;Size=36;Sheet=2;};[96]={X=204;Y=404;Size=96;Sheet=14;};[48]={X=576;Y=576;Size=48;Sheet=4;};};
trending_flat={[72]={X=688;Y=536;Size=72;Sheet=8;};[36]={X=84;Y=84;Size=36;Sheet=1;};[96]={X=304;Y=104;Size=96;Sheet=11;};[48]={X=888;Y=836;Size=48;Sheet=4;};};
present_to_all={[72]={X=156;Y=308;Size=72;Sheet=6;};[36]={X=924;Y=324;Size=36;Sheet=2;};[96]={X=204;Y=504;Size=96;Sheet=18;};[48]={X=368;Y=264;Size=48;Sheet=3;};};
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check_box={[48]={X=4;Y=836;Size=48;Sheet=4;};};
radio_button_unchecked={[48]={X=628;Y=420;Size=48;Sheet=3;};};
radio_button_checked={[48]={X=784;Y=420;Size=48;Sheet=3;};};
indeterminate_check_box={[48]={X=4;Y=732;Size=48;Sheet=2;};};
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repeat_one={[72]={X=80;Y=460;Size=72;Sheet=6;};[36]={X=364;Y=484;Size=36;Sheet=2;};[96]={X=704;Y=704;Size=96;Sheet=18;};[48]={X=212;Y=4;Size=48;Sheet=3;};};
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ring_volume={[72]={X=612;Y=232;Size=72;Sheet=6;};[36]={X=84;Y=524;Size=36;Sheet=2;};[96]={X=604;Y=704;Size=96;Sheet=18;};[48]={X=368;Y=784;Size=48;Sheet=2;};};
battery_alert={[72]={X=308;Y=156;Size=72;Sheet=6;};[36]={X=204;Y=404;Size=36;Sheet=2;};[96]={X=304;Y=604;Size=96;Sheet=15;};[48]={X=732;Y=836;Size=48;Sheet=4;};};
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account_circle={[72]={X=80;Y=312;Size=72;Sheet=5;};[36]={X=124;Y=204;Size=36;Sheet=2;};[96]={X=804;Y=804;Size=96;Sheet=15;};[48]={X=472;Y=264;Size=48;Sheet=4;};};
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battery_20={[72]={X=80;Y=764;Size=72;Sheet=6;};[36]={X=204;Y=84;Size=36;Sheet=2;};[96]={X=904;Y=604;Size=96;Sheet=15;};[48]={X=888;Y=940;Size=48;Sheet=4;};};
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music_note={[48]={X=56;Y=524;Size=48;Sheet=3;};[36]={X=364;Y=804;Size=36;Sheet=1;};[72]={X=764;Y=536;Size=72;Sheet=10;};[96]={X=204;Y=404;Size=96;Sheet=19;};};
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add_to_photos={[72]={X=232;Y=312;Size=72;Sheet=5;};[36]={X=564;Y=124;Size=36;Sheet=2;};[96]={X=404;Y=704;Size=96;Sheet=15;};[48]={X=940;Y=212;Size=48;Sheet=4;};};
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local_library={[48]={X=264;Y=472;Size=48;Sheet=3;};[36]={X=4;Y=724;Size=36;Sheet=1;};[72]={X=840;Y=4;Size=72;Sheet=10;};[96]={X=204;Y=504;Size=96;Sheet=20;};};
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developer_mode={[48]={X=888;Y=680;Size=48;Sheet=4;};[36]={X=204;Y=604;Size=36;Sheet=1;};[72]={X=612;Y=688;Size=72;Sheet=10;};[96]={X=104;Y=204;Size=96;Sheet=13;};};
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stay_current_portrait={[72]={X=840;Y=4;Size=72;Sheet=9;};[36]={X=84;Y=964;Size=36;Sheet=1;};[96]={X=604;Y=904;Size=96;Sheet=12;};[48]={X=108;Y=680;Size=48;Sheet=3;};};
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near_me={[72]={X=612;Y=384;Size=72;Sheet=9;};[36]={X=604;Y=764;Size=36;Sheet=1;};[96]={X=4;Y=404;Size=96;Sheet=19;};[48]={X=368;Y=732;Size=48;Sheet=3;};};
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format_list_numbered={[72]={X=384;Y=232;Size=72;Sheet=8;};[36]={X=44;Y=204;Size=36;Sheet=1;};[96]={X=204;Y=504;Size=96;Sheet=14;};[48]={X=576;Y=4;Size=48;Sheet=5;};};
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folder={[72]={X=156;Y=80;Size=72;Sheet=8;};[36]={X=804;Y=44;Size=36;Sheet=1;};[96]={X=604;Y=204;Size=96;Sheet=13;};[48]={X=108;Y=472;Size=48;Sheet=4;};};
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wb_cloudy={[72]={X=840;Y=384;Size=72;Sheet=6;};[36]={X=44;Y=84;Size=36;Sheet=2;};[96]={X=404;Y=204;Size=96;Sheet=11;};[48]={X=108;Y=888;Size=48;Sheet=4;};};
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featured_video={[72]={X=4;Y=536;Size=72;Sheet=8;};[36]={X=604;Y=484;Size=36;Sheet=1;};[96]={X=404;Y=704;Size=96;Sheet=14;};[48]={X=56;Y=160;Size=48;Sheet=5;};};
phone_iphone={[72]={X=536;Y=768;Size=72;Sheet=5;};[36]={X=84;Y=124;Size=36;Sheet=2;};[96]={X=4;Y=404;Size=96;Sheet=16;};[48]={X=784;Y=732;Size=48;Sheet=3;};};
ac_unit={[72]={X=156;Y=768;Size=72;Sheet=5;};[36]={X=604;Y=124;Size=36;Sheet=2;};[96]={X=804;Y=904;Size=96;Sheet=15;};[48]={X=732;Y=108;Size=48;Sheet=5;};};
store_mall_directory={[72]={X=156;Y=156;Size=72;Sheet=9;};[36]={X=444;Y=684;Size=36;Sheet=1;};[96]={X=104;Y=504;Size=96;Sheet=12;};[48]={X=732;Y=576;Size=48;Sheet=3;};};
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color_lens={[48]={X=368;Y=784;Size=48;Sheet=4;};[36]={X=44;Y=964;Size=36;Sheet=1;};[72]={X=308;Y=536;Size=72;Sheet=10;};[96]={X=4;Y=4;Size=96;Sheet=14;};};
redeem={[72]={X=384;Y=840;Size=72;Sheet=6;};[36]={X=124;Y=84;Size=36;Sheet=2;};[96]={X=504;Y=604;Size=96;Sheet=18;};[48]={X=160;Y=212;Size=48;Sheet=3;};};
local_mall={[48]={X=420;Y=472;Size=48;Sheet=3;};[36]={X=644;Y=524;Size=36;Sheet=1;};[72]={X=916;Y=4;Size=72;Sheet=10;};[96]={X=104;Y=4;Size=96;Sheet=19;};};
hotel={[36]={X=84;Y=164;Size=36;Sheet=1;};[24]={X=256;Y=4;Size=24;Sheet=1;};[96]={X=604;Y=504;Size=96;Sheet=19;};[72]={X=384;Y=688;Size=72;Sheet=9;};[48]={X=628;Y=628;Size=48;Sheet=3;};};
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phone_forwarded={[72]={X=80;Y=768;Size=72;Sheet=5;};[36]={X=484;Y=204;Size=36;Sheet=2;};[96]={X=704;Y=4;Size=96;Sheet=16;};[48]={X=56;Y=784;Size=48;Sheet=3;};};
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hdr_off={[72]={X=536;Y=840;Size=72;Sheet=9;};[36]={X=444;Y=164;Size=36;Sheet=1;};[96]={X=204;Y=604;Size=96;Sheet=19;};[48]={X=420;Y=576;Size=48;Sheet=2;};};
network_locked={[72]={X=536;Y=384;Size=72;Sheet=9;};[36]={X=244;Y=764;Size=36;Sheet=1;};[96]={X=604;Y=4;Size=96;Sheet=19;};[48]={X=836;Y=732;Size=48;Sheet=3;};};
router={[72]={X=688;Y=916;Size=72;Sheet=6;};[36]={X=604;Y=484;Size=36;Sheet=2;};[96]={X=604;Y=604;Size=96;Sheet=18;};[48]={X=524;Y=940;Size=48;Sheet=2;};};
drive_eta={[72]={X=840;Y=688;Size=72;Sheet=8;};[36]={X=204;Y=404;Size=36;Sheet=1;};[96]={X=504;Y=504;Size=96;Sheet=13;};[48]={X=732;Y=888;Size=48;Sheet=4;};};
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rotate_90_degrees_ccw={[72]={X=612;Y=4;Size=72;Sheet=6;};[36]={X=684;Y=284;Size=36;Sheet=2;};[96]={X=904;Y=904;Size=96;Sheet=18;};[48]={X=472;Y=836;Size=48;Sheet=2;};};
recent_actors={[72]={X=4;Y=764;Size=72;Sheet=6;};[36]={X=764;Y=404;Size=36;Sheet=2;};[96]={X=704;Y=604;Size=96;Sheet=18;};[48]={X=836;Y=108;Size=48;Sheet=3;};};
playlist_play={[72]={X=536;Y=4;Size=72;Sheet=7;};[36]={X=244;Y=284;Size=36;Sheet=2;};[96]={X=604;Y=404;Size=96;Sheet=16;};[48]={X=368;Y=368;Size=48;Sheet=3;};};
today={[72]={X=840;Y=916;Size=72;Sheet=9;};[36]={X=484;Y=164;Size=36;Sheet=1;};[96]={X=204;Y=604;Size=96;Sheet=11;};[48]={X=264;Y=264;Size=48;Sheet=4;};};
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settings_cell={[72]={X=232;Y=768;Size=72;Sheet=5;};[36]={X=84;Y=244;Size=36;Sheet=2;};[96]={X=4;Y=304;Size=96;Sheet=17;};[48]={X=680;Y=888;Size=48;Sheet=2;};};
access_alarm={[72]={X=384;Y=692;Size=72;Sheet=5;};[36]={X=284;Y=244;Size=36;Sheet=2;};[96]={X=304;Y=904;Size=96;Sheet=15;};[48]={X=264;Y=4;Size=48;Sheet=5;};};
broken_image={[72]={X=384;Y=616;Size=72;Sheet=5;};[36]={X=44;Y=44;Size=36;Sheet=2;};[96]={X=304;Y=804;Size=96;Sheet=16;};[48]={X=784;Y=56;Size=48;Sheet=4;};};
settings_bluetooth={[72]={X=4;Y=844;Size=72;Sheet=5;};[36]={X=524;Y=124;Size=36;Sheet=2;};[96]={X=904;Y=204;Size=96;Sheet=17;};[48]={X=444;Y=524;Size=48;Sheet=2;};};
settings_backup_restore={[72]={X=4;Y=312;Size=72;Sheet=5;};[36]={X=4;Y=204;Size=36;Sheet=2;};[96]={X=504;Y=204;Size=96;Sheet=17;};[48]={X=212;Y=628;Size=48;Sheet=2;};};
settings_applications={[72]={X=840;Y=844;Size=72;Sheet=5;};[36]={X=44;Y=404;Size=36;Sheet=2;};[96]={X=704;Y=204;Size=96;Sheet=17;};[48]={X=160;Y=628;Size=48;Sheet=2;};};
settings_brightness={[72]={X=688;Y=692;Size=72;Sheet=5;};[36]={X=604;Y=244;Size=36;Sheet=2;};[96]={X=604;Y=304;Size=96;Sheet=17;};[48]={X=108;Y=576;Size=48;Sheet=2;};};
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settings_input_svideo={[72]={X=4;Y=536;Size=72;Sheet=6;};[36]={X=724;Y=44;Size=36;Sheet=2;};[96]={X=804;Y=204;Size=96;Sheet=17;};[48]={X=316;Y=628;Size=48;Sheet=3;};};
alarm_off={[72]={X=536;Y=460;Size=72;Sheet=7;};[36]={X=404;Y=404;Size=36;Sheet=2;};[96]={X=204;Y=804;Size=96;Sheet=15;};[48]={X=940;Y=368;Size=48;Sheet=4;};};
reorder={[72]={X=4;Y=308;Size=72;Sheet=6;};[36]={X=564;Y=484;Size=36;Sheet=2;};[96]={X=904;Y=704;Size=96;Sheet=18;};[48]={X=316;Y=4;Size=48;Sheet=3;};};
remove_circle_outline={[72]={X=764;Y=308;Size=72;Sheet=6;};[36]={X=844;Y=324;Size=36;Sheet=2;};[96]={X=4;Y=704;Size=96;Sheet=18;};[48]={X=420;Y=108;Size=48;Sheet=3;};};
nfc={[48]={X=212;Y=784;Size=48;Sheet=3;};[36]={X=764;Y=884;Size=36;Sheet=1;};[72]={X=612;Y=308;Size=72;Sheet=10;};[96]={X=804;Y=504;Size=96;Sheet=17;};};
open_in_browser={[72]={X=156;Y=844;Size=72;Sheet=5;};[36]={X=244;Y=884;Size=36;Sheet=1;};[96]={X=904;Y=604;Size=96;Sheet=17;};[48]={X=628;Y=940;Size=48;Sheet=3;};};
sync_disabled={[72]={X=460;Y=384;Size=72;Sheet=7;};[36]={X=444;Y=284;Size=36;Sheet=1;};[96]={X=404;Y=504;Size=96;Sheet=12;};[48]={X=732;Y=836;Size=48;Sheet=2;};};
share={[72]={X=156;Y=612;Size=72;Sheet=6;};[36]={X=884;Y=84;Size=36;Sheet=2;};[96]={X=504;Y=404;Size=96;Sheet=17;};[48]={X=628;Y=836;Size=48;Sheet=2;};};
donut_large={[72]={X=536;Y=536;Size=72;Sheet=8;};[36]={X=644;Y=404;Size=36;Sheet=1;};[96]={X=604;Y=404;Size=96;Sheet=12;};[48]={X=940;Y=264;Size=48;Sheet=3;};};
format_clear={[72]={X=764;Y=612;Size=72;Sheet=9;};[36]={X=284;Y=204;Size=36;Sheet=1;};[96]={X=204;Y=404;Size=96;Sheet=13;};[48]={X=940;Y=420;Size=48;Sheet=4;};};
shopping_basket={[72]={X=460;Y=692;Size=72;Sheet=5;};[36]={X=924;Y=204;Size=36;Sheet=2;};[96]={X=704;Y=404;Size=96;Sheet=17;};[48]={X=56;Y=940;Size=48;Sheet=2;};};
local_hotel={[48]={X=888;Y=420;Size=48;Sheet=3;};[36]={X=724;Y=684;Size=36;Sheet=1;};[72]={X=536;Y=80;Size=72;Sheet=10;};[96]={X=104;Y=304;Size=96;Sheet=19;};};
battery_90={[72]={X=384;Y=156;Size=72;Sheet=6;};[36]={X=444;Y=444;Size=36;Sheet=2;};[96]={X=304;Y=504;Size=96;Sheet=15;};[48]={X=472;Y=888;Size=48;Sheet=4;};};
shop={[72]={X=916;Y=540;Size=72;Sheet=5;};[36]={X=684;Y=44;Size=36;Sheet=2;};[96]={X=804;Y=404;Size=96;Sheet=17;};[48]={X=680;Y=836;Size=48;Sheet=2;};};
group_add={[72]={X=308;Y=916;Size=72;Sheet=9;};[36]={X=84;Y=844;Size=36;Sheet=1;};[96]={X=504;Y=604;Size=96;Sheet=19;};[48]={X=472;Y=628;Size=48;Sheet=2;};};
settings_remote={[72]={X=232;Y=388;Size=72;Sheet=5;};[36]={X=324;Y=44;Size=36;Sheet=2;};[96]={X=904;Y=304;Size=96;Sheet=17;};[48]={X=628;Y=628;Size=48;Sheet=2;};};
system_update={[72]={X=232;Y=308;Size=72;Sheet=7;};[36]={X=4;Y=484;Size=36;Sheet=1;};[96]={X=404;Y=204;Size=96;Sheet=12;};[48]={X=524;Y=836;Size=48;Sheet=2;};};
settings_system_daydream={[72]={X=612;Y=464;Size=72;Sheet=5;};[36]={X=244;Y=44;Size=36;Sheet=2;};[96]={X=4;Y=404;Size=96;Sheet=17;};[48]={X=316;Y=732;Size=48;Sheet=2;};};
sentiment_very_satisfied={[72]={X=764;Y=844;Size=72;Sheet=5;};[36]={X=404;Y=364;Size=36;Sheet=2;};[96]={X=104;Y=404;Size=96;Sheet=17;};[48]={X=808;Y=524;Size=48;Sheet=2;};};
select_all={[72]={X=384;Y=612;Size=72;Sheet=7;};[36]={X=444;Y=364;Size=36;Sheet=2;};[96]={X=304;Y=204;Size=96;Sheet=17;};[48]={X=420;Y=888;Size=48;Sheet=2;};};
exposure_plus_1={[72]={X=916;Y=4;Size=72;Sheet=7;};[36]={X=604;Y=364;Size=36;Sheet=1;};[96]={X=904;Y=804;Size=96;Sheet=14;};[48]={X=368;Y=576;Size=48;Sheet=4;};};
phonelink_ring={[72]={X=384;Y=536;Size=72;Sheet=7;};[36]={X=964;Y=164;Size=36;Sheet=2;};[96]={X=804;Y=104;Size=96;Sheet=16;};[48]={X=576;Y=524;Size=48;Sheet=3;};};
screen_lock_portrait={[72]={X=80;Y=4;Size=72;Sheet=7;};[36]={X=124;Y=364;Size=36;Sheet=2;};[96]={X=804;Y=4;Size=96;Sheet=17;};[48]={X=420;Y=628;Size=48;Sheet=3;};};
school={[72]={X=308;Y=840;Size=72;Sheet=7;};[36]={X=324;Y=404;Size=36;Sheet=2;};[96]={X=604;Y=4;Size=96;Sheet=17;};[48]={X=732;Y=628;Size=48;Sheet=2;};};
scanner={[72]={X=232;Y=840;Size=72;Sheet=7;};[36]={X=964;Y=404;Size=36;Sheet=2;};[96]={X=704;Y=4;Size=96;Sheet=17;};[48]={X=56;Y=732;Size=48;Sheet=2;};};
credit_card={[72]={X=536;Y=156;Size=72;Sheet=9;};[36]={X=244;Y=644;Size=36;Sheet=1;};[96]={X=704;Y=904;Size=96;Sheet=13;};[48]={X=836;Y=368;Size=48;Sheet=4;};};
screen_lock_rotation={[72]={X=232;Y=80;Size=72;Sheet=7;};[36]={X=44;Y=364;Size=36;Sheet=2;};[96]={X=904;Y=4;Size=96;Sheet=17;};[48]={X=524;Y=628;Size=48;Sheet=3;};};
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rv_hookup={[72]={X=764;Y=80;Size=72;Sheet=6;};[36]={X=204;Y=444;Size=36;Sheet=2;};[96]={X=504;Y=4;Size=96;Sheet=17;};[48]={X=264;Y=732;Size=48;Sheet=2;};};
schedule={[72]={X=156;Y=156;Size=72;Sheet=7;};[36]={X=924;Y=404;Size=36;Sheet=2;};[96]={X=4;Y=104;Size=96;Sheet=17;};[48]={X=160;Y=732;Size=48;Sheet=2;};};
tag_faces={[72]={X=460;Y=764;Size=72;Sheet=9;};[36]={X=124;Y=164;Size=36;Sheet=1;};[96]={X=404;Y=904;Size=96;Sheet=12;};[48]={X=160;Y=888;Size=48;Sheet=2;};};
laptop={[72]={X=840;Y=764;Size=72;Sheet=8;};[36]={X=604;Y=84;Size=36;Sheet=1;};[96]={X=4;Y=304;Size=96;Sheet=18;};[48]={X=784;Y=160;Size=48;Sheet=3;};};
delete={[48]={X=4;Y=212;Size=48;Sheet=4;};[36]={X=644;Y=724;Size=36;Sheet=1;};[72]={X=156;Y=384;Size=72;Sheet=10;};[96]={X=604;Y=104;Size=96;Sheet=13;};};
chevron_right={[48]={X=108;Y=160;Size=48;Sheet=4;};[36]={X=924;Y=884;Size=36;Sheet=1;};[72]={X=156;Y=688;Size=72;Sheet=10;};[96]={X=204;Y=604;Size=96;Sheet=16;};};
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rss_feed={[72]={X=612;Y=156;Size=72;Sheet=6;};[36]={X=284;Y=84;Size=36;Sheet=2;};[96]={X=4;Y=4;Size=96;Sheet=17;};[48]={X=836;Y=940;Size=48;Sheet=2;};};
satellite={[72]={X=156;Y=156;Size=72;Sheet=6;};[36]={X=684;Y=444;Size=36;Sheet=2;};[96]={X=204;Y=4;Size=96;Sheet=17;};[48]={X=628;Y=680;Size=48;Sheet=2;};};
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laptop_windows={[72]={X=612;Y=764;Size=72;Sheet=8;};[36]={X=324;Y=84;Size=36;Sheet=1;};[96]={X=704;Y=204;Size=96;Sheet=18;};[48]={X=836;Y=4;Size=48;Sheet=3;};};
reply={[72]={X=840;Y=4;Size=72;Sheet=6;};[36]={X=684;Y=484;Size=36;Sheet=2;};[96]={X=504;Y=804;Size=96;Sheet=18;};[48]={X=680;Y=160;Size=48;Sheet=3;};};
camera_rear={[72]={X=308;Y=236;Size=72;Sheet=5;};[36]={X=124;Y=884;Size=36;Sheet=1;};[96]={X=704;Y=404;Size=96;Sheet=15;};[48]={X=160;Y=160;Size=48;Sheet=4;};};
streetview={[48]={X=316;Y=368;Size=48;Sheet=3;};[36]={X=844;Y=604;Size=36;Sheet=1;};[72]={X=840;Y=232;Size=72;Sheet=10;};[96]={X=604;Y=4;Size=96;Sheet=11;};};
mail={[72]={X=308;Y=156;Size=72;Sheet=9;};[36]={X=804;Y=724;Size=36;Sheet=1;};[96]={X=304;Y=104;Size=96;Sheet=19;};[48]={X=628;Y=576;Size=48;Sheet=3;};};
picture_in_picture_alt={[72]={X=536;Y=612;Size=72;Sheet=7;};[36]={X=844;Y=364;Size=36;Sheet=2;};[96]={X=404;Y=304;Size=96;Sheet=16;};[48]={X=576;Y=888;Size=48;Sheet=3;};};
pause={[72]={X=4;Y=464;Size=72;Sheet=5;};[36]={X=804;Y=124;Size=36;Sheet=2;};[96]={X=904;Y=404;Size=96;Sheet=17;};[48]={X=524;Y=212;Size=48;Sheet=3;};};
keyboard_arrow_up={[72]={X=916;Y=308;Size=72;Sheet=7;};[36]={X=164;Y=284;Size=36;Sheet=1;};[96]={X=604;Y=104;Size=96;Sheet=18;};[48]={X=576;Y=940;Size=48;Sheet=2;};};
dialer_sip={[48]={X=264;Y=628;Size=48;Sheet=4;};[36]={X=684;Y=604;Size=36;Sheet=1;};[72]={X=688;Y=764;Size=72;Sheet=10;};[96]={X=204;Y=904;Size=96;Sheet=13;};};
sentiment_satisfied={[72]={X=764;Y=840;Size=72;Sheet=7;};[36]={X=644;Y=324;Size=36;Sheet=2;};[96]={X=104;Y=204;Size=96;Sheet=17;};[48]={X=368;Y=576;Size=48;Sheet=2;};};
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security={[72]={X=232;Y=612;Size=72;Sheet=7;};[36]={X=164;Y=284;Size=36;Sheet=2;};[96]={X=204;Y=204;Size=96;Sheet=17;};[48]={X=940;Y=836;Size=48;Sheet=2;};};
flag={[72]={X=536;Y=916;Size=72;Sheet=9;};[36]={X=404;Y=164;Size=36;Sheet=1;};[96]={X=804;Y=504;Size=96;Sheet=14;};[48]={X=628;Y=316;Size=48;Sheet=4;};};
burst_mode={[72]={X=688;Y=612;Size=72;Sheet=6;};[36]={X=364;Y=44;Size=36;Sheet=2;};[96]={X=604;Y=904;Size=96;Sheet=16;};[48]={X=160;Y=56;Size=48;Sheet=4;};};
text_format={[72]={X=232;Y=232;Size=72;Sheet=8;};[36]={X=804;Y=804;Size=36;Sheet=1;};[96]={X=204;Y=904;Size=96;Sheet=11;};[48]={X=264;Y=576;Size=48;Sheet=2;};};
sentiment_dissatisfied={[72]={X=688;Y=916;Size=72;Sheet=7;};[36]={X=964;Y=244;Size=36;Sheet=2;};[96]={X=304;Y=104;Size=96;Sheet=17;};[48]={X=548;Y=524;Size=48;Sheet=2;};};
hearing={[72]={X=80;Y=764;Size=72;Sheet=9;};[36]={X=564;Y=804;Size=36;Sheet=1;};[96]={X=804;Y=904;Size=96;Sheet=19;};[48]={X=732;Y=888;Size=48;Sheet=2;};};
video_label={[48]={X=732;Y=212;Size=48;Sheet=4;};[36]={X=404;Y=684;Size=36;Sheet=1;};[72]={X=384;Y=384;Size=72;Sheet=10;};[96]={X=504;Y=804;Size=96;Sheet=12;};};
perm_camera_mic={[72]={X=536;Y=236;Size=72;Sheet=5;};[36]={X=364;Y=204;Size=36;Sheet=2;};[96]={X=4;Y=804;Size=96;Sheet=17;};[48]={X=316;Y=940;Size=48;Sheet=3;};};
lock={[48]={X=680;Y=368;Size=48;Sheet=3;};[36]={X=4;Y=684;Size=36;Sheet=1;};[72]={X=688;Y=232;Size=72;Sheet=10;};[96]={X=4;Y=104;Size=96;Sheet=20;};};
person_add={[72]={X=536;Y=612;Size=72;Sheet=6;};[36]={X=404;Y=204;Size=36;Sheet=2;};[96]={X=804;Y=704;Size=96;Sheet=17;};[48]={X=576;Y=836;Size=48;Sheet=3;};};
person_pin_circle={[72]={X=232;Y=688;Size=72;Sheet=6;};[36]={X=924;Y=4;Size=36;Sheet=2;};[96]={X=704;Y=804;Size=96;Sheet=17;};[48]={X=4;Y=836;Size=48;Sheet=3;};};
last_page={[72]={X=536;Y=460;Size=72;Sheet=8;};[36]={X=484;Y=84;Size=36;Sheet=1;};[96]={X=804;Y=204;Size=96;Sheet=18;};[48]={X=160;Y=56;Size=48;Sheet=3;};};
tablet={[72]={X=916;Y=460;Size=72;Sheet=9;};[36]={X=4;Y=244;Size=36;Sheet=1;};[96]={X=704;Y=704;Size=96;Sheet=12;};[48]={X=472;Y=888;Size=48;Sheet=2;};};
border_style={[72]={X=308;Y=536;Size=72;Sheet=7;};[36]={X=484;Y=244;Size=36;Sheet=2;};[96]={X=4;Y=604;Size=96;Sheet=16;};[48]={X=784;Y=4;Size=48;Sheet=4;};};
bluetooth_disabled={[72]={X=612;Y=4;Size=72;Sheet=7;};[36]={X=444;Y=284;Size=36;Sheet=2;};[96]={X=104;Y=904;Size=96;Sheet=16;};[48]={X=940;Y=576;Size=48;Sheet=4;};};
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edit={[72]={X=384;Y=156;Size=72;Sheet=8;};[36]={X=924;Y=364;Size=36;Sheet=1;};[96]={X=704;Y=504;Size=96;Sheet=13;};[48]={X=784;Y=836;Size=48;Sheet=4;};};
person_pin={[72]={X=384;Y=612;Size=72;Sheet=6;};[36]={X=524;Y=44;Size=36;Sheet=2;};[96]={X=404;Y=904;Size=96;Sheet=17;};[48]={X=212;Y=836;Size=48;Sheet=3;};};
delete_sweep={[48]={X=680;Y=4;Size=48;Sheet=4;};[36]={X=644;Y=644;Size=36;Sheet=1;};[72]={X=688;Y=308;Size=72;Sheet=10;};[96]={X=4;Y=204;Size=96;Sheet=13;};};
queue_music={[72]={X=840;Y=80;Size=72;Sheet=6;};[36]={X=4;Y=324;Size=36;Sheet=2;};[96]={X=604;Y=504;Size=96;Sheet=18;};[48]={X=368;Y=472;Size=48;Sheet=3;};};
exposure={[72]={X=688;Y=384;Size=72;Sheet=7;};[36]={X=684;Y=244;Size=36;Sheet=1;};[96]={X=704;Y=904;Size=96;Sheet=14;};[48]={X=316;Y=576;Size=48;Sheet=4;};};
border_horizontal={[72]={X=688;Y=536;Size=72;Sheet=7;};[36]={X=44;Y=164;Size=36;Sheet=2;};[96]={X=104;Y=604;Size=96;Sheet=16;};[48]={X=784;Y=160;Size=48;Sheet=4;};};
perm_scan_wifi={[72]={X=80;Y=612;Size=72;Sheet=6;};[36]={X=524;Y=204;Size=36;Sheet=2;};[96]={X=904;Y=804;Size=96;Sheet=17;};[48]={X=576;Y=940;Size=48;Sheet=3;};};
people_outline={[72]={X=840;Y=464;Size=72;Sheet=5;};[36]={X=764;Y=124;Size=36;Sheet=2;};[96]={X=104;Y=504;Size=96;Sheet=17;};[48]={X=680;Y=940;Size=48;Sheet=3;};};
insert_comment={[72]={X=688;Y=308;Size=72;Sheet=7;};[36]={X=524;Y=484;Size=36;Sheet=1;};[96]={X=304;Y=204;Size=96;Sheet=18;};[48]={X=264;Y=888;Size=48;Sheet=2;};};
wb_incandescent={[72]={X=612;Y=308;Size=72;Sheet=6;};[36]={X=4;Y=444;Size=36;Sheet=2;};[96]={X=304;Y=4;Size=96;Sheet=11;};[48]={X=628;Y=524;Size=48;Sheet=4;};};
person={[72]={X=916;Y=692;Size=72;Sheet=5;};[36]={X=884;Y=4;Size=36;Sheet=2;};[96]={X=204;Y=704;Size=96;Sheet=17;};[48]={X=472;Y=784;Size=48;Sheet=3;};};
pie_chart={[72]={X=384;Y=688;Size=72;Sheet=7;};[36]={X=564;Y=324;Size=36;Sheet=2;};[96]={X=504;Y=604;Size=96;Sheet=17;};[48]={X=628;Y=524;Size=48;Sheet=3;};};
signal_wifi_off={[72]={X=536;Y=764;Size=72;Sheet=7;};[36]={X=884;Y=324;Size=36;Sheet=1;};[96]={X=804;Y=304;Size=96;Sheet=11;};[48]={X=160;Y=108;Size=48;Sheet=3;};};
web={[72]={X=460;Y=308;Size=72;Sheet=6;};[36]={X=924;Y=444;Size=36;Sheet=2;};[96]={X=304;Y=104;Size=96;Sheet=12;};[48]={X=212;Y=4;Size=48;Sheet=5;};};
perm_device_information={[72]={X=612;Y=460;Size=72;Sheet=6;};[36]={X=804;Y=84;Size=36;Sheet=2;};[96]={X=904;Y=904;Size=96;Sheet=17;};[48]={X=732;Y=836;Size=48;Sheet=3;};};
personal_video={[72]={X=612;Y=616;Size=72;Sheet=5;};[36]={X=284;Y=44;Size=36;Sheet=2;};[96]={X=704;Y=604;Size=96;Sheet=17;};[48]={X=576;Y=784;Size=48;Sheet=3;};};
compare_arrows={[48]={X=212;Y=784;Size=48;Sheet=4;};[36]={X=724;Y=924;Size=36;Sheet=1;};[72]={X=384;Y=536;Size=72;Sheet=10;};[96]={X=904;Y=704;Size=96;Sheet=13;};};
first_page={[72]={X=612;Y=916;Size=72;Sheet=9;};[36]={X=764;Y=804;Size=36;Sheet=1;};[96]={X=604;Y=104;Size=96;Sheet=14;};[48]={X=4;Y=264;Size=48;Sheet=4;};};
face={[72]={X=612;Y=308;Size=72;Sheet=7;};[36]={X=764;Y=244;Size=36;Sheet=1;};[96]={X=504;Y=704;Size=96;Sheet=14;};[48]={X=680;Y=576;Size=48;Sheet=4;};};
pie_chart_outlined={[72]={X=916;Y=460;Size=72;Sheet=7;};[36]={X=644;Y=364;Size=36;Sheet=2;};[96]={X=104;Y=304;Size=96;Sheet=16;};[48]={X=576;Y=576;Size=48;Sheet=3;};};
camera_enhance={[72]={X=4;Y=540;Size=72;Sheet=5;};[36]={X=644;Y=884;Size=36;Sheet=1;};[96]={X=604;Y=404;Size=96;Sheet=15;};[48]={X=628;Y=836;Size=48;Sheet=4;};};
play_circle_outline={[72]={X=80;Y=232;Size=72;Sheet=7;};[36]={X=124;Y=284;Size=36;Sheet=2;};[96]={X=204;Y=304;Size=96;Sheet=16;};[48]={X=368;Y=576;Size=48;Sheet=3;};};
picture_in_picture={[72]={X=80;Y=536;Size=72;Sheet=7;};[36]={X=284;Y=364;Size=36;Sheet=2;};[96]={X=4;Y=304;Size=96;Sheet=16;};[48]={X=264;Y=732;Size=48;Sheet=3;};};
photo={[72]={X=308;Y=688;Size=72;Sheet=7;};[36]={X=84;Y=164;Size=36;Sheet=2;};[96]={X=504;Y=304;Size=96;Sheet=16;};[48]={X=784;Y=524;Size=48;Sheet=3;};};
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equalizer={[72]={X=4;Y=156;Size=72;Sheet=8;};[36]={X=164;Y=124;Size=36;Sheet=1;};[96]={X=804;Y=504;Size=96;Sheet=13;};[48]={X=212;Y=888;Size=48;Sheet=4;};};
closed_caption={[72]={X=688;Y=384;Size=72;Sheet=9;};[36]={X=724;Y=764;Size=36;Sheet=1;};[96]={X=804;Y=204;Size=96;Sheet=15;};[48]={X=368;Y=836;Size=48;Sheet=4;};};
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phone_missed={[72]={X=384;Y=312;Size=72;Sheet=5;};[36]={X=524;Y=84;Size=36;Sheet=2;};[96]={X=704;Y=304;Size=96;Sheet=16;};[48]={X=316;Y=732;Size=48;Sheet=3;};};
backup={[72]={X=308;Y=764;Size=72;Sheet=6;};[36]={X=4;Y=4;Size=36;Sheet=2;};[96]={X=104;Y=704;Size=96;Sheet=15;};[48]={X=732;Y=940;Size=48;Sheet=4;};};
settings_input_antenna={[72]={X=308;Y=688;Size=72;Sheet=6;};[36]={X=164;Y=164;Size=36;Sheet=2;};[96]={X=304;Y=304;Size=96;Sheet=17;};[48]={X=628;Y=888;Size=48;Sheet=2;};};
switch_camera={[72]={X=764;Y=308;Size=72;Sheet=7;};[36]={X=444;Y=84;Size=36;Sheet=1;};[96]={X=804;Y=4;Size=96;Sheet=11;};[48]={X=940;Y=160;Size=48;Sheet=3;};};
bug_report={[72]={X=156;Y=688;Size=72;Sheet=6;};[36]={X=444;Y=44;Size=36;Sheet=2;};[96]={X=804;Y=704;Size=96;Sheet=16;};[48]={X=108;Y=4;Size=48;Sheet=4;};};
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phone_in_talk={[72]={X=308;Y=844;Size=72;Sheet=5;};[36]={X=204;Y=4;Size=36;Sheet=2;};[96]={X=404;Y=204;Size=96;Sheet=16;};[48]={X=888;Y=732;Size=48;Sheet=3;};};
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offline_pin={[72]={X=764;Y=920;Size=72;Sheet=5;};[36]={X=844;Y=724;Size=36;Sheet=1;};[96]={X=304;Y=704;Size=96;Sheet=17;};[48]={X=108;Y=888;Size=48;Sheet=3;};};
playlist_add={[72]={X=308;Y=80;Size=72;Sheet=7;};[36]={X=204;Y=284;Size=36;Sheet=2;};[96]={X=504;Y=404;Size=96;Sheet=16;};[48]={X=264;Y=368;Size=48;Sheet=3;};};
flight_land={[72]={X=536;Y=384;Size=72;Sheet=8;};[36]={X=124;Y=244;Size=36;Sheet=1;};[96]={X=804;Y=404;Size=96;Sheet=13;};[48]={X=524;Y=316;Size=48;Sheet=4;};};
view_headline={[72]={X=232;Y=692;Size=72;Sheet=5;};[36]={X=284;Y=964;Size=36;Sheet=1;};[96]={X=404;Y=704;Size=96;Sheet=11;};[48]={X=524;Y=836;Size=48;Sheet=4;};};
call_to_action={[72]={X=536;Y=464;Size=72;Sheet=5;};[36]={X=764;Y=404;Size=36;Sheet=1;};[96]={X=404;Y=204;Size=96;Sheet=15;};[48]={X=576;Y=836;Size=48;Sheet=4;};};
playlist_add_check={[72]={X=80;Y=80;Size=72;Sheet=7;};[36]={X=324;Y=284;Size=36;Sheet=2;};[96]={X=804;Y=404;Size=96;Sheet=16;};[48]={X=56;Y=420;Size=48;Sheet=3;};};
photo_size_select_large={[72]={X=536;Y=840;Size=72;Sheet=7;};[36]={X=484;Y=124;Size=36;Sheet=2;};[96]={X=204;Y=404;Size=96;Sheet=16;};[48]={X=4;Y=576;Size=48;Sheet=3;};};
favorite={[72]={X=840;Y=460;Size=72;Sheet=8;};[36]={X=964;Y=444;Size=36;Sheet=1;};[96]={X=904;Y=904;Size=96;Sheet=14;};[48]={X=108;Y=56;Size=48;Sheet=5;};};
data_usage={[72]={X=156;Y=232;Size=72;Sheet=9;};[36]={X=124;Y=684;Size=36;Sheet=1;};[96]={X=4;Y=104;Size=96;Sheet=13;};[48]={X=888;Y=4;Size=48;Sheet=4;};};
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phone_paused={[72]={X=688;Y=768;Size=72;Sheet=5;};[36]={X=644;Y=84;Size=36;Sheet=2;};[96]={X=104;Y=404;Size=96;Sheet=16;};[48]={X=524;Y=888;Size=48;Sheet=3;};};
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battery_full={[72]={X=840;Y=764;Size=72;Sheet=7;};[36]={X=804;Y=324;Size=36;Sheet=1;};[96]={X=504;Y=304;Size=96;Sheet=14;};[48]={X=888;Y=628;Size=48;Sheet=4;};};
battery_60={[72]={X=840;Y=916;Size=72;Sheet=6;};[36]={X=564;Y=404;Size=36;Sheet=2;};[96]={X=804;Y=604;Size=96;Sheet=15;};[48]={X=316;Y=888;Size=48;Sheet=4;};};
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developer_board={[48]={X=628;Y=680;Size=48;Sheet=4;};[36]={X=284;Y=524;Size=36;Sheet=1;};[72]={X=764;Y=232;Size=72;Sheet=10;};[96]={X=904;Y=104;Size=96;Sheet=13;};};
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map={[72]={X=840;Y=80;Size=72;Sheet=9;};[36]={X=84;Y=724;Size=36;Sheet=1;};[96]={X=304;Y=4;Size=96;Sheet=19;};[48]={X=680;Y=576;Size=48;Sheet=3;};};
mood_bad={[72]={X=536;Y=308;Size=72;Sheet=9;};[36]={X=804;Y=764;Size=36;Sheet=1;};[96]={X=204;Y=4;Size=96;Sheet=19;};[48]={X=160;Y=732;Size=48;Sheet=3;};};
phone_android={[72]={X=4;Y=692;Size=72;Sheet=5;};[36]={X=644;Y=204;Size=36;Sheet=2;};[96]={X=604;Y=4;Size=96;Sheet=16;};[48]={X=56;Y=836;Size=48;Sheet=3;};};
phonelink_erase={[72]={X=536;Y=920;Size=72;Sheet=5;};[36]={X=84;Y=4;Size=36;Sheet=2;};[96]={X=904;Y=4;Size=96;Sheet=16;};[48]={X=368;Y=680;Size=48;Sheet=3;};};
screen_share={[72]={X=612;Y=80;Size=72;Sheet=7;};[36]={X=164;Y=364;Size=36;Sheet=1;};[96]={X=104;Y=104;Size=96;Sheet=17;};[48]={X=212;Y=680;Size=48;Sheet=2;};};
phonelink_lock={[72]={X=916;Y=844;Size=72;Sheet=5;};[36]={X=724;Y=84;Size=36;Sheet=2;};[96]={X=504;Y=4;Size=96;Sheet=16;};[48]={X=264;Y=524;Size=48;Sheet=3;};};
grade={[72]={X=80;Y=460;Size=72;Sheet=8;};[36]={X=124;Y=44;Size=36;Sheet=1;};[96]={X=304;Y=704;Size=96;Sheet=19;};[48]={X=108;Y=888;Size=48;Sheet=2;};};
donut_small={[72]={X=840;Y=840;Size=72;Sheet=8;};[36]={X=564;Y=404;Size=36;Sheet=1;};[96]={X=504;Y=604;Size=96;Sheet=13;};[48]={X=108;Y=316;Size=48;Sheet=3;};};
layers_clear={[72]={X=156;Y=764;Size=72;Sheet=8;};[36]={X=684;Y=84;Size=36;Sheet=1;};[96]={X=704;Y=404;Size=96;Sheet=18;};[48]={X=4;Y=108;Size=48;Sheet=3;};};
local_taxi={[48]={X=420;Y=56;Size=48;Sheet=3;};[36]={X=404;Y=524;Size=36;Sheet=1;};[72]={X=384;Y=232;Size=72;Sheet=10;};[96]={X=204;Y=204;Size=96;Sheet=20;};};
photo_library={[72]={X=232;Y=916;Size=72;Sheet=7;};[36]={X=524;Y=244;Size=36;Sheet=2;};[96]={X=404;Y=4;Size=96;Sheet=16;};[48]={X=940;Y=680;Size=48;Sheet=3;};};
view_agenda={[48]={X=316;Y=940;Size=48;Sheet=4;};[36]={X=124;Y=804;Size=36;Sheet=1;};[72]={X=80;Y=460;Size=72;Sheet=10;};[96]={X=504;Y=704;Size=96;Sheet=11;};};
card_membership={[72]={X=460;Y=768;Size=72;Sheet=5;};[36]={X=644;Y=964;Size=36;Sheet=1;};[96]={X=204;Y=4;Size=96;Sheet=15;};[48]={X=472;Y=108;Size=48;Sheet=4;};};
photo_camera={[72]={X=612;Y=916;Size=72;Sheet=7;};[36]={X=964;Y=204;Size=36;Sheet=2;};[96]={X=204;Y=4;Size=96;Sheet=16;};[48]={X=160;Y=628;Size=48;Sheet=3;};};
flip_to_front={[72]={X=688;Y=384;Size=72;Sheet=8;};[36]={X=324;Y=44;Size=36;Sheet=1;};[96]={X=204;Y=304;Size=96;Sheet=13;};[48]={X=888;Y=56;Size=48;Sheet=5;};};
photo_size_select_actual={[72]={X=156;Y=916;Size=72;Sheet=7;};[36]={X=444;Y=244;Size=36;Sheet=2;};[96]={X=104;Y=104;Size=96;Sheet=16;};[48]={X=628;Y=472;Size=48;Sheet=3;};};
gesture={[72]={X=156;Y=4;Size=72;Sheet=8;};[36]={X=4;Y=84;Size=36;Sheet=1;};[96]={X=104;Y=704;Size=96;Sheet=19;};[48]={X=940;Y=576;Size=48;Sheet=3;};};
signal_wifi_2_bar_lock={[72]={X=916;Y=384;Size=72;Sheet=6;};[36]={X=84;Y=444;Size=36;Sheet=2;};[96]={X=604;Y=104;Size=96;Sheet=11;};[48]={X=108;Y=160;Size=48;Sheet=3;};};
more_horiz={[72]={X=612;Y=232;Size=72;Sheet=9;};[36]={X=4;Y=804;Size=36;Sheet=1;};[96]={X=704;Y=404;Size=96;Sheet=19;};[48]={X=680;Y=680;Size=48;Sheet=3;};};
volume_off={[72]={X=840;Y=460;Size=72;Sheet=7;};[36]={X=4;Y=404;Size=36;Sheet=2;};[96]={X=604;Y=604;Size=96;Sheet=12;};[48]={X=108;Y=732;Size=48;Sheet=4;};};
phonelink_off={[72]={X=460;Y=920;Size=72;Sheet=5;};[36]={X=524;Y=4;Size=36;Sheet=2;};[96]={X=4;Y=204;Size=96;Sheet=16;};[48]={X=108;Y=524;Size=48;Sheet=3;};};
keyboard_tab={[72]={X=536;Y=384;Size=72;Sheet=7;};[36]={X=604;Y=444;Size=36;Sheet=1;};[96]={X=404;Y=104;Size=96;Sheet=18;};[48]={X=56;Y=836;Size=48;Sheet=2;};};
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picture_as_pdf={[72]={X=4;Y=4;Size=72;Sheet=6;};[36]={X=124;Y=284;Size=36;Sheet=1;};[96]={X=304;Y=304;Size=96;Sheet=16;};[48]={X=212;Y=888;Size=48;Sheet=3;};};
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event_seat={[72]={X=840;Y=384;Size=72;Sheet=7;};[36]={X=244;Y=84;Size=36;Sheet=1;};[96]={X=204;Y=704;Size=96;Sheet=13;};[48]={X=784;Y=888;Size=48;Sheet=4;};};
video_library={[48]={X=368;Y=4;Size=48;Sheet=4;};[36]={X=164;Y=724;Size=36;Sheet=1;};[72]={X=4;Y=764;Size=72;Sheet=10;};[96]={X=304;Y=504;Size=96;Sheet=12;};};
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airline_seat_legroom_extra={[72]={X=460;Y=688;Size=72;Sheet=7;};[36]={X=404;Y=324;Size=36;Sheet=2;};[96]={X=504;Y=104;Size=96;Sheet=15;};[48]={X=888;Y=264;Size=48;Sheet=4;};};
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insert_chart={[72]={X=612;Y=612;Size=72;Sheet=8;};[36]={X=284;Y=444;Size=36;Sheet=1;};[96]={X=804;Y=104;Size=96;Sheet=18;};[48]={X=368;Y=732;Size=48;Sheet=2;};};
fiber_new={[72]={X=4;Y=4;Size=72;Sheet=7;};[36]={X=244;Y=484;Size=36;Sheet=1;};[96]={X=104;Y=904;Size=96;Sheet=14;};[48]={X=888;Y=108;Size=48;Sheet=5;};};
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event_busy={[72]={X=156;Y=840;Size=72;Sheet=8;};[36]={X=564;Y=84;Size=36;Sheet=1;};[96]={X=204;Y=604;Size=96;Sheet=13;};[48]={X=836;Y=836;Size=48;Sheet=4;};};
copyright={[48]={X=524;Y=56;Size=48;Sheet=4;};[36]={X=284;Y=724;Size=36;Sheet=1;};[72]={X=840;Y=384;Size=72;Sheet=10;};[96]={X=4;Y=904;Size=96;Sheet=13;};};
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account_balance={[72]={X=308;Y=388;Size=72;Sheet=5;};[36]={X=484;Y=44;Size=36;Sheet=2;};[96]={X=404;Y=904;Size=96;Sheet=15;};[48]={X=732;Y=420;Size=48;Sheet=4;};};
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border_inner={[72]={X=4;Y=916;Size=72;Sheet=7;};[36]={X=644;Y=124;Size=36;Sheet=2;};[96]={X=804;Y=604;Size=96;Sheet=16;};[48]={X=888;Y=160;Size=48;Sheet=4;};};
remove_red_eye={[72]={X=536;Y=308;Size=72;Sheet=6;};[36]={X=44;Y=444;Size=36;Sheet=2;};[96]={X=204;Y=704;Size=96;Sheet=18;};[48]={X=524;Y=108;Size=48;Sheet=3;};};
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add_a_photo={[72]={X=536;Y=536;Size=72;Sheet=6;};[36]={X=44;Y=124;Size=36;Sheet=2;};[96]={X=704;Y=504;Size=96;Sheet=15;};[48]={X=160;Y=420;Size=48;Sheet=4;};};
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update={[48]={X=316;Y=680;Size=48;Sheet=4;};[36]={X=404;Y=604;Size=36;Sheet=1;};[72]={X=612;Y=764;Size=72;Sheet=10;};[96]={X=904;Y=604;Size=96;Sheet=12;};};
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filter_tilt_shift={[72]={X=232;Y=840;Size=72;Sheet=9;};[36]={X=604;Y=804;Size=36;Sheet=1;};[96]={X=604;Y=804;Size=96;Sheet=14;};[48]={X=4;Y=4;Size=48;Sheet=4;};};
info={[72]={X=460;Y=612;Size=72;Sheet=8;};[36]={X=524;Y=444;Size=36;Sheet=1;};[96]={X=304;Y=104;Size=96;Sheet=18;};[48]={X=888;Y=628;Size=48;Sheet=2;};};
delete_forever={[48]={X=940;Y=4;Size=48;Sheet=4;};[36]={X=964;Y=644;Size=36;Sheet=1;};[72]={X=460;Y=308;Size=72;Sheet=10;};[96]={X=304;Y=104;Size=96;Sheet=13;};};
bluetooth={[72]={X=764;Y=4;Size=72;Sheet=7;};[36]={X=364;Y=324;Size=36;Sheet=2;};[96]={X=604;Y=704;Size=96;Sheet=16;};[48]={X=576;Y=680;Size=48;Sheet=4;};};
wifi={[72]={X=80;Y=916;Size=72;Sheet=7;};[36]={X=4;Y=284;Size=36;Sheet=2;};[96]={X=704;Y=804;Size=96;Sheet=11;};[48]={X=784;Y=212;Size=48;Sheet=4;};};
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spellcheck={[48]={X=368;Y=836;Size=48;Sheet=3;};[36]={X=484;Y=564;Size=36;Sheet=1;};[72]={X=232;Y=80;Size=72;Sheet=10;};[96]={X=804;Y=904;Size=96;Sheet=11;};};
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assistant_photo={[72]={X=460;Y=232;Size=72;Sheet=6;};[36]={X=804;Y=284;Size=36;Sheet=2;};[96]={X=804;Y=4;Size=96;Sheet=14;};[48]={X=368;Y=524;Size=48;Sheet=4;};};
laptop_chromebook={[72]={X=840;Y=308;Size=72;Sheet=7;};[36]={X=164;Y=84;Size=36;Sheet=1;};[96]={X=904;Y=204;Size=96;Sheet=18;};[48]={X=732;Y=160;Size=48;Sheet=3;};};
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sync_problem={[72]={X=80;Y=460;Size=72;Sheet=7;};[36]={X=844;Y=284;Size=36;Sheet=1;};[96]={X=204;Y=204;Size=96;Sheet=12;};[48]={X=628;Y=940;Size=48;Sheet=2;};};
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video_call={[72]={X=156;Y=80;Size=72;Sheet=9;};[36]={X=364;Y=684;Size=36;Sheet=1;};[96]={X=4;Y=104;Size=96;Sheet=12;};[48]={X=264;Y=56;Size=48;Sheet=4;};};
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local_phone={[48]={X=160;Y=264;Size=48;Sheet=3;};[36]={X=364;Y=604;Size=36;Sheet=1;};[72]={X=460;Y=688;Size=72;Sheet=10;};[96]={X=104;Y=304;Size=96;Sheet=20;};};
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label_outline={[72]={X=460;Y=232;Size=72;Sheet=7;};[36]={X=324;Y=284;Size=36;Sheet=1;};[96]={X=804;Y=304;Size=96;Sheet=18;};[48]={X=784;Y=4;Size=48;Sheet=3;};};
battery_std={[72]={X=232;Y=156;Size=72;Sheet=7;};[36]={X=4;Y=364;Size=36;Sheet=1;};[96]={X=104;Y=304;Size=96;Sheet=14;};[48]={X=680;Y=628;Size=48;Sheet=4;};};
looks_two={[72]={X=156;Y=384;Size=72;Sheet=9;};[36]={X=724;Y=644;Size=36;Sheet=1;};[96]={X=504;Y=204;Size=96;Sheet=19;};[48]={X=160;Y=420;Size=48;Sheet=3;};};
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format_align_justify={[72]={X=688;Y=4;Size=72;Sheet=8;};[36]={X=464;Y=4;Size=36;Sheet=1;};[96]={X=104;Y=404;Size=96;Sheet=13;};[48]={X=628;Y=368;Size=48;Sheet=4;};};
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system_update_alt={[72]={X=612;Y=460;Size=72;Sheet=8;};[36]={X=564;Y=444;Size=36;Sheet=1;};[96]={X=704;Y=4;Size=96;Sheet=12;};[48]={X=680;Y=784;Size=48;Sheet=2;};};
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file_download={[72]={X=536;Y=612;Size=72;Sheet=8;};[36]={X=844;Y=444;Size=36;Sheet=1;};[96]={X=504;Y=904;Size=96;Sheet=14;};[48]={X=784;Y=4;Size=48;Sheet=5;};};
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call_made={[72]={X=384;Y=236;Size=72;Sheet=5;};[36]={X=764;Y=84;Size=36;Sheet=2;};[96]={X=704;Y=704;Size=96;Sheet=16;};[48]={X=212;Y=836;Size=48;Sheet=4;};};
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phonelink={[72]={X=612;Y=536;Size=72;Sheet=7;};[36]={X=204;Y=164;Size=36;Sheet=2;};[96]={X=304;Y=104;Size=96;Sheet=16;};[48]={X=628;Y=680;Size=48;Sheet=3;};};
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videogame_asset={[48]={X=160;Y=836;Size=48;Sheet=4;};[36]={X=764;Y=964;Size=36;Sheet=1;};[72]={X=232;Y=536;Size=72;Sheet=10;};[96]={X=4;Y=864;Size=96;Sheet=10;};};
important_devices={[72]={X=384;Y=536;Size=72;Sheet=9;};[36]={X=444;Y=444;Size=36;Sheet=1;};[96]={X=104;Y=904;Size=96;Sheet=19;};[48]={X=524;Y=732;Size=48;Sheet=2;};};
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speaker_notes_off={[72]={X=536;Y=312;Size=72;Sheet=5;};[36]={X=484;Y=884;Size=36;Sheet=1;};[96]={X=504;Y=604;Size=96;Sheet=11;};[48]={X=784;Y=940;Size=48;Sheet=3;};};
format_quote={[72]={X=840;Y=4;Size=72;Sheet=7;};[36]={X=604;Y=204;Size=36;Sheet=1;};[96]={X=704;Y=504;Size=96;Sheet=14;};[48]={X=524;Y=56;Size=48;Sheet=5;};};
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tab_unselected={[72]={X=232;Y=612;Size=72;Sheet=8;};[36]={X=444;Y=484;Size=36;Sheet=1;};[96]={X=4;Y=4;Size=96;Sheet=12;};[48]={X=4;Y=680;Size=48;Sheet=2;};};
sms={[72]={X=384;Y=844;Size=72;Sheet=5;};[36]={X=964;Y=84;Size=36;Sheet=2;};[96]={X=504;Y=4;Size=96;Sheet=12;};[48]={X=680;Y=732;Size=48;Sheet=3;};};
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featured_play_list={[72]={X=80;Y=536;Size=72;Sheet=8;};[36]={X=284;Y=484;Size=36;Sheet=1;};[96]={X=804;Y=904;Size=96;Sheet=14;};[48]={X=836;Y=4;Size=48;Sheet=5;};};
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format_italic={[72]={X=916;Y=384;Size=72;Sheet=8;};[36]={X=444;Y=204;Size=36;Sheet=1;};[96]={X=804;Y=604;Size=96;Sheet=14;};[48]={X=4;Y=160;Size=48;Sheet=5;};};
invert_colors={[72]={X=80;Y=688;Size=72;Sheet=8;};[36]={X=44;Y=484;Size=36;Sheet=1;};[96]={X=4;Y=204;Size=96;Sheet=18;};[48]={X=836;Y=732;Size=48;Sheet=2;};};
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battery_80={[72]={X=612;Y=916;Size=72;Sheet=6;};[36]={X=364;Y=404;Size=36;Sheet=2;};[96]={X=104;Y=604;Size=96;Sheet=15;};[48]={X=264;Y=732;Size=48;Sheet=4;};};
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pageview={[72]={X=80;Y=464;Size=72;Sheet=5;};[36]={X=924;Y=964;Size=36;Sheet=1;};[96]={X=204;Y=504;Size=96;Sheet=17;};[48]={X=680;Y=836;Size=48;Sheet=3;};};
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child_friendly={[48]={X=524;Y=108;Size=48;Sheet=4;};[36]={X=44;Y=924;Size=36;Sheet=1;};[72]={X=156;Y=308;Size=72;Sheet=10;};[96]={X=104;Y=704;Size=96;Sheet=16;};};
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rate_review={[72]={X=688;Y=840;Size=72;Sheet=6;};[36]={X=124;Y=404;Size=36;Sheet=2;};[96]={X=304;Y=604;Size=96;Sheet=18;};[48]={X=472;Y=160;Size=48;Sheet=3;};};
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camera_front={[72]={X=4;Y=236;Size=72;Sheet=5;};[36]={X=684;Y=884;Size=36;Sheet=1;};[96]={X=804;Y=404;Size=96;Sheet=15;};[48]={X=420;Y=160;Size=48;Sheet=4;};};
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notifications_off={[48]={X=108;Y=836;Size=48;Sheet=3;};[36]={X=244;Y=564;Size=36;Sheet=1;};[72]={X=764;Y=4;Size=72;Sheet=10;};[96]={X=404;Y=704;Size=96;Sheet=17;};};
movie={[72]={X=308;Y=232;Size=72;Sheet=9;};[36]={X=484;Y=924;Size=36;Sheet=1;};[96]={X=804;Y=304;Size=96;Sheet=19;};[48]={X=524;Y=524;Size=48;Sheet=3;};};
my_location={[48]={X=472;Y=680;Size=48;Sheet=3;};[36]={X=404;Y=764;Size=36;Sheet=1;};[72]={X=916;Y=460;Size=72;Sheet=10;};[96]={X=904;Y=4;Size=96;Sheet=19;};};
loupe={[72]={X=916;Y=308;Size=72;Sheet=9;};[36]={X=604;Y=644;Size=36;Sheet=1;};[96]={X=304;Y=204;Size=96;Sheet=19;};[48]={X=212;Y=368;Size=48;Sheet=3;};};
forward_10={[72]={X=460;Y=308;Size=72;Sheet=8;};[36]={X=164;Y=204;Size=36;Sheet=1;};[96]={X=504;Y=304;Size=96;Sheet=13;};[48]={X=472;Y=940;Size=48;Sheet=2;};};
signal_cellular_connected_no_internet_4_bar={[72]={X=4;Y=916;Size=72;Sheet=6;};[36]={X=284;Y=444;Size=36;Sheet=2;};[96]={X=304;Y=804;Size=96;Sheet=12;};[48]={X=4;Y=940;Size=48;Sheet=2;};};
border_left={[72]={X=916;Y=916;Size=72;Sheet=7;};[36]={X=124;Y=244;Size=36;Sheet=2;};[96]={X=204;Y=504;Size=96;Sheet=16;};[48]={X=732;Y=160;Size=48;Sheet=4;};};
trending_up={[72]={X=80;Y=840;Size=72;Sheet=8;};[36]={X=524;Y=84;Size=36;Sheet=1;};[96]={X=204;Y=104;Size=96;Sheet=11;};[48]={X=940;Y=940;Size=48;Sheet=4;};};
content_copy={[48]={X=108;Y=56;Size=48;Sheet=4;};[36]={X=924;Y=764;Size=36;Sheet=1;};[72]={X=232;Y=460;Size=72;Sheet=10;};[96]={X=204;Y=804;Size=96;Sheet=13;};};
looks_4={[48]={X=524;Y=368;Size=48;Sheet=3;};[36]={X=124;Y=644;Size=36;Sheet=1;};[72]={X=764;Y=612;Size=72;Sheet=10;};[96]={X=304;Y=4;Size=96;Sheet=20;};};
group={[72]={X=384;Y=764;Size=72;Sheet=9;};[36]={X=4;Y=844;Size=36;Sheet=1;};[96]={X=404;Y=604;Size=96;Sheet=19;};[48]={X=756;Y=524;Size=48;Sheet=2;};};
local_dining={[36]={X=164;Y=564;Size=36;Sheet=1;};[24]={X=88;Y=4;Size=24;Sheet=1;};[96]={X=104;Y=504;Size=96;Sheet=20;};[72]={X=460;Y=840;Size=72;Sheet=8;};[48]={X=264;Y=212;Size=48;Sheet=3;};};
insert_invitation={[72]={X=612;Y=688;Size=72;Sheet=8;};[36]={X=124;Y=404;Size=36;Sheet=1;};[96]={X=504;Y=4;Size=96;Sheet=18;};[48]={X=4;Y=836;Size=48;Sheet=2;};};
restaurant={[72]={X=384;Y=4;Size=72;Sheet=6;};[36]={X=804;Y=444;Size=36;Sheet=2;};[96]={X=4;Y=904;Size=96;Sheet=18;};[48]={X=732;Y=4;Size=48;Sheet=3;};};
image_aspect_ratio={[72]={X=688;Y=840;Size=72;Sheet=9;};[36]={X=644;Y=124;Size=36;Sheet=1;};[96]={X=204;Y=904;Size=96;Sheet=19;};[48]={X=108;Y=628;Size=48;Sheet=3;};};
do_not_disturb_on={[72]={X=384;Y=840;Size=72;Sheet=8;};[36]={X=884;Y=524;Size=36;Sheet=1;};[96]={X=704;Y=304;Size=96;Sheet=12;};[48]={X=472;Y=316;Size=48;Sheet=3;};};
settings={[72]={X=156;Y=236;Size=72;Sheet=5;};[36]={X=324;Y=124;Size=36;Sheet=2;};[96]={X=604;Y=404;Size=96;Sheet=17;};[48]={X=472;Y=784;Size=48;Sheet=2;};};
filter_4={[72]={X=4;Y=916;Size=72;Sheet=9;};[36]={X=324;Y=164;Size=36;Sheet=1;};[96]={X=304;Y=204;Size=96;Sheet=14;};[48]={X=368;Y=420;Size=48;Sheet=4;};};
low_priority={[72]={X=80;Y=460;Size=72;Sheet=9;};[36]={X=204;Y=684;Size=36;Sheet=1;};[96]={X=204;Y=204;Size=96;Sheet=19;};[48]={X=732;Y=368;Size=48;Sheet=3;};};
cloud_download={[72]={X=612;Y=4;Size=72;Sheet=9;};[36]={X=204;Y=844;Size=36;Sheet=1;};[96]={X=304;Y=404;Size=96;Sheet=15;};[48]={X=680;Y=56;Size=48;Sheet=5;};};
subtitles={[72]={X=612;Y=916;Size=72;Sheet=8;};[36]={X=924;Y=524;Size=36;Sheet=1;};[96]={X=604;Y=304;Size=96;Sheet=11;};[48]={X=524;Y=420;Size=48;Sheet=3;};};
flare={[72]={X=308;Y=764;Size=72;Sheet=9;};[36]={X=364;Y=164;Size=36;Sheet=1;};[96]={X=904;Y=504;Size=96;Sheet=14;};[48]={X=4;Y=316;Size=48;Sheet=4;};};
record_voice_over={[72]={X=840;Y=688;Size=72;Sheet=6;};[36]={X=524;Y=444;Size=36;Sheet=2;};[96]={X=404;Y=604;Size=96;Sheet=18;};[48]={X=316;Y=212;Size=48;Sheet=3;};};
help_outline={[72]={X=916;Y=688;Size=72;Sheet=9;};[36]={X=684;Y=804;Size=36;Sheet=1;};[96]={X=904;Y=804;Size=96;Sheet=19;};[48]={X=784;Y=888;Size=48;Sheet=2;};};
notifications_paused={[48]={X=472;Y=836;Size=48;Sheet=3;};[36]={X=284;Y=564;Size=36;Sheet=1;};[72]={X=308;Y=80;Size=72;Sheet=10;};[96]={X=704;Y=504;Size=96;Sheet=17;};};
inbox={[72]={X=612;Y=4;Size=72;Sheet=8;};[36]={X=404;Y=484;Size=36;Sheet=1;};[96]={X=504;Y=304;Size=96;Sheet=18;};[48]={X=836;Y=680;Size=48;Sheet=2;};};
looks_6={[72]={X=916;Y=4;Size=72;Sheet=9;};[36]={X=964;Y=604;Size=36;Sheet=1;};[96]={X=404;Y=4;Size=96;Sheet=20;};[48]={X=264;Y=420;Size=48;Sheet=3;};};
battery_50={[72]={X=156;Y=916;Size=72;Sheet=6;};[36]={X=844;Y=404;Size=36;Sheet=2;};[96]={X=304;Y=704;Size=96;Sheet=15;};[48]={X=680;Y=836;Size=48;Sheet=4;};};
crop={[72]={X=460;Y=80;Size=72;Sheet=9;};[36]={X=804;Y=644;Size=36;Sheet=1;};[96]={X=504;Y=4;Size=96;Sheet=13;};[48]={X=108;Y=212;Size=48;Sheet=4;};};
find_in_page={[72]={X=612;Y=764;Size=72;Sheet=9;};[36]={X=124;Y=844;Size=36;Sheet=1;};[96]={X=504;Y=104;Size=96;Sheet=14;};[48]={X=680;Y=108;Size=48;Sheet=5;};};
expand_more={[72]={X=4;Y=308;Size=72;Sheet=7;};[36]={X=564;Y=284;Size=36;Sheet=1;};[96]={X=4;Y=704;Size=96;Sheet=13;};[48]={X=784;Y=472;Size=48;Sheet=4;};};
do_not_disturb_off={[72]={X=688;Y=916;Size=72;Sheet=8;};[36]={X=4;Y=564;Size=36;Sheet=1;};[96]={X=404;Y=404;Size=96;Sheet=12;};[48]={X=888;Y=264;Size=48;Sheet=3;};};
cloud_upload={[48]={X=888;Y=888;Size=48;Sheet=4;};[36]={X=444;Y=764;Size=36;Sheet=1;};[72]={X=80;Y=764;Size=72;Sheet=10;};[96]={X=404;Y=304;Size=96;Sheet=15;};};
stop={[48]={X=316;Y=888;Size=48;Sheet=3;};[36]={X=124;Y=724;Size=36;Sheet=1;};[72]={X=460;Y=384;Size=72;Sheet=10;};[96]={X=404;Y=4;Size=96;Sheet=12;};};
cloud_done={[72]={X=688;Y=80;Size=72;Sheet=9;};[36]={X=284;Y=764;Size=36;Sheet=1;};[96]={X=604;Y=304;Size=96;Sheet=15;};[48]={X=4;Y=784;Size=48;Sheet=4;};};
check_circle={[48]={X=472;Y=836;Size=48;Sheet=4;};[36]={X=284;Y=924;Size=36;Sheet=1;};[72]={X=156;Y=764;Size=72;Sheet=10;};[96]={X=404;Y=604;Size=96;Sheet=16;};};
error={[72]={X=916;Y=688;Size=72;Sheet=8;};[36]={X=964;Y=84;Size=36;Sheet=1;};[96]={X=404;Y=504;Size=96;Sheet=13;};[48]={X=680;Y=940;Size=48;Sheet=4;};};
signal_wifi_4_bar_lock={[72]={X=4;Y=156;Size=72;Sheet=6;};[36]={X=244;Y=324;Size=36;Sheet=1;};[96]={X=204;Y=304;Size=96;Sheet=11;};[48]={X=940;Y=212;Size=48;Sheet=3;};};
}
|
-- Doesn't fully mimic the base skill as it doesn't hit "visible" invisible units, and true sight doesn't work based on aura
modifier_mutation_thundergods_wrath = class({})
function modifier_mutation_thundergods_wrath:IsHidden() return true end
function modifier_mutation_thundergods_wrath:IsDebuff() return true end
function modifier_mutation_thundergods_wrath:IsPurgable() return false end
function modifier_mutation_thundergods_wrath:OnCreated()
if IsClient() then return end
local game_time = math.min(GameRules:GetDOTATime(false, false) / 60, 30)
local vision_radius = 500 -- How much vision the skill gives around all units impacted
local vision_duration = 3 -- How long the vision duration lasts
self.damage = 300 + (80 * game_time)
-- Borrowing code from hero_zuus.lua
local hero = self:GetParent()
local target_point = hero:GetAbsOrigin()
EmitSoundOnClient("Hero_Zuus.GodsWrath", hero:GetPlayerOwner())
local thundergod_strike_particle = ParticleManager:CreateParticle("particles/units/heroes/hero_zuus/zuus_thundergods_wrath.vpcf", PATTACH_ABSORIGIN_FOLLOW, hero)
ParticleManager:SetParticleControl(thundergod_strike_particle, 0, Vector(target_point.x, target_point.y, target_point.z + hero:GetBoundingMaxs().z))
ParticleManager:SetParticleControl(thundergod_strike_particle, 1, Vector(target_point.x, target_point.y, 2000))
ParticleManager:SetParticleControl(thundergod_strike_particle, 2, Vector(target_point.x, target_point.y, target_point.z + hero:GetBoundingMaxs().z))
ParticleManager:ReleaseParticleIndex(thundergod_strike_particle)
local particle = ParticleManager:CreateParticle("particles/econ/items/zeus/arcana_chariot/zeus_arcana_thundergods_wrath_start_bolt_parent.vpcf", PATTACH_ABSORIGIN_FOLLOW, hero)
ParticleManager:SetParticleControl(particle, 0, target_point)
ParticleManager:ReleaseParticleIndex(particle)
local damageTable = {
victim = hero,
damage = self.damage,
damage_type = DAMAGE_TYPE_MAGICAL,
attacker = self:GetCaster(),
}
if not hero:IsInvisible() then
ApplyDamage(damageTable)
SendOverheadEventMessage(nil, OVERHEAD_ALERT_BONUS_SPELL_DAMAGE, hero, self.damage, nil)
end
AddFOWViewer(DOTA_TEAM_GOODGUYS, target_point, vision_radius, vision_duration, false)
AddFOWViewer(DOTA_TEAM_BADGUYS, target_point, vision_radius, vision_duration, false)
end
function modifier_mutation_thundergods_wrath:CheckState()
local state = {[MODIFIER_STATE_INVISIBLE] = false}
return state
end
function modifier_mutation_thundergods_wrath:GetPriority()
return MODIFIER_PRIORITY_HIGH
end
|
require 'config'
function write_fam(file)
for f in factions() do for u in f.units do if u.familiar then
file:write(u.id .. " " .. u.familiar.id .. "\n")
end end end
end
function read_fam(file)
m, f = file:read("*n", "*n")
while m and f do
mag = get_unit(m)
fam = get_unit(f)
if mag and fam then
mag.familiar = fam
end
m, f = file:read("*n", "*n")
end
end
eressea.read_game(get_turn()..".dat")
file = io.open("familiars.txt", "r")
if file then
read_fam(file)
eressea.write_game(get_turn()..".fix")
else
file = io.open("familiars.txt", "w")
write_fam(file)
end
file:close()
|
workspace "Citrine"
architecture "x64"
startproject "Sandbox"
configurations
{
"Debug",
"Release",
"Dist"
}
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
-- Include directories relative to root folder (solution directory)
IncludeDir = {}
IncludeDir["GLFW"] = "Citrine/vendor/GLFW/include"
IncludeDir["Glad"] = "Citrine/vendor/Glad/include"
IncludeDir["ImGui"] = "Citrine/vendor/imgui"
IncludeDir["glm"] = "Citrine/vendor/glm"
include "Citrine/vendor/GLFW"
include "Citrine/vendor/Glad"
include "Citrine/vendor/imgui"
project "Citrine"
location "Citrine"
kind "StaticLib"
language "C++"
cppdialect "C++17"
staticruntime "on"
targetdir ("bin/" .. outputdir .. "/%{prj.name}")
objdir ("bin-int/" .. outputdir .. "/%{prj.name}")
pchheader "ctpch.h"
pchsource "Citrine/src/ctpch.cpp"
files
{
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp",
"%{prj.name}/vendor/glm/glm/**.hpp",
"%{prj.name}/vendor/glm/glm/**.inl"
}
includedirs
{
"%{prj.name}/src",
"%{prj.name}/vendor/spdlog/include;",
"%{IncludeDir.GLFW}",
"%{IncludeDir.Glad}",
"%{IncludeDir.ImGui}",
"%{IncludeDir.glm}"
}
links
{
"GLFW",
"Glad",
"ImGui",
"opengl32.lib"
}
filter "system:windows"
systemversion "latest"
defines
{
"CT_PLATFORM_WINDOWS",
"CT_BUILD_DLL",
"GLFW_INCLUDE_NONE"
}
filter "configurations:Debug"
defines "CT_DEBUG"
runtime "Debug"
symbols "on"
filter "configurations:Release"
defines "CT_RELEASE"
runtime "Release"
optimize "on"
filter "configurations:Dist"
defines "CT_DIST"
runtime "Release"
optimize "on"
project "Sandbox"
location "Sandbox"
kind "ConsoleApp"
language "C++"
cppdialect "C++17"
staticruntime "on"
targetdir ("bin/" .. outputdir .. "/%{prj.name}")
objdir ("bin-int/" .. outputdir .. "/%{prj.name}")
files
{
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp"
}
includedirs
{
"Citrine/vendor/spdlog/include;",
"Citrine/src",
"Citrine/vendor",
"%{IncludeDir.glm}"
}
links
{
"Citrine"
}
filter "system:windows"
systemversion "latest"
defines
{
"CT_PLATFORM_WINDOWS",
}
filter "configurations:Debug"
defines "CT_DEBUG"
runtime "Debug"
symbols "on"
filter "configurations:Release"
defines "CT_RELEASE"
runtime "Release"
optimize "on"
filter "configurations:Dist"
defines "CT_DIST"
runtime "Release"
optimize "on"
|
-------------------------------------------------------------------------------
-- Input library functions
-------------------------------------------------------------------------------
local input_lib = SF.Libraries.RegisterLocal("input")
local function getPdaObject(ply)
ply = SF.UnwrapObject(ply)
if not IsValid(ply) then return nil end
local pda = ply.ActivePdaSystem
if not IsValid(pda) then return nil end
local ent = SF.instance.data.entity
if ply.SFRemote_Link ~= ent then return nil end
return ply, pda
end
--- Returns name of active input device
function input_lib.getDeviceName(ply)
SF.CheckType(ply, SF.Types["Player"])
local _, pda = getPdaObject(ply)
if not pda then return nil end
return pda.DeviceName or "<unknown>"
end
|
local platform = {}
local ffi = require("ffi")
local library = ffi.C
platform.library = library
platform.invalid_socket = -1
platform._SETSIZE = 1024
ffi.cdef([[
struct linger
{
int l_onoff;
int l_linger;
};
char *strerror( int errnum );
const char *gai_strerror( int ecode );
const char *hstrerror( int err );
typedef int SOCKET;
int close( SOCKET socket );
int fcntl( int fd, int cmd, ... );
typedef long time_t;
typedef long suseconds_t;
struct timeval
{
time_t tv_sec;
suseconds_t tv_usec;
};
struct timezone
{
int tz_minuteswest;
int tz_dsttime;
};
int gettimeofday( struct timeval *tv, struct timezone *tz );
struct timespec
{
time_t tv_sec;
long tv_nsec;
};
int nanosleep( const struct timespec *req, struct timespec *rem );
]])
local STRERRORS = {
[13] = "permission denied", -- EACCES
[98] = "address already in use", -- EADDRINUSE
[103] = "closed", -- ECONNABORTED
[104] = "closed", -- ECONNRESET
[106] = "already connected", -- EISCONN
[110] = "timeout", -- ETIMEDOUT
[111] = "connection refused" -- ECONNREFUSED
}
local GAISTRERRORS = {
[2] = "temporary failure in name resolution", -- EAI_AGAIN
[3] = "invalid value for ai_flags", -- EAI_BADFLAGS
[4] = "non-recoverable failure in name resolution", -- EAI_FAIL
[5] = "ai_family not supported", -- EAI_FAMILY
[6] = "memory allocation failure", -- EAI_MEMORY
[8] = "host or service not provided, or not known", -- EAI_NONAME
[9] = "service not supported for socket type", -- EAI_SERVICE
[10] = "ai_socktype not supported", -- EAI_SOCKTYPE
[12] = "invalid value for hints", -- EAI_BADHINTS
[13] = "resolved protocol is unknown", -- EAI_PROTOCOL
[14] = "argument buffer overflow" -- EAI_OVERFLOW
}
local function ioerror(err)
if err == IO_DONE then
return nil
elseif err == IO_CLOSED then
return "closed"
elseif err == IO_TIMEOUT then
return "timeout"
end
return "unknown error"
end
function platform.hoststrerror(err)
if err <= 0 then
return ioerror(err)
elseif err == 1 then -- HOST_NOT_FOUND
return "host not found"
end
return library.hstrerror(err)
end
function platform.strerror(err)
if err <= 0 then
return ioerror(err)
end
return STRERRORS[err] or library.strerror(err)
end
function platform.gaistrerror(err)
if err == EAI_SYSTEM then
return library.strerror(ffi.errno())
elseif GAISTRERRORS[err] ~= nil then
return GAISTRERRORS[err]
end
return platform.gai_strerror(err)
end
platform.lasterror = ffi.errno
function platform.setblocking(internal)
local flags = library.fcntl(internal, 3, 0) -- F_GETFL
flags = bit.band(flags, bit.bnot(4)) -- O_NONBLOCK
library.fcntl(internal, 4, flags) -- F_SETFL
end
function platform.setnonblocking(internal)
local flags = library.fcntl(internal, 3, 0) -- F_GETFL
flags = bit.bor(flags, 4) -- O_NONBLOCK
library.fcntl(internal, 4, flags) -- F_SETFL
end
function platform.gai_strerror(err)
return library.gai_strerror(err)
end
function platform.gettime()
local v = ffi.new("struct timeval")
library.gettimeofday(ffi.cast("struct timeval *", v), nil)
return v.tv_sec + v.tv_usec / 1000000
end
function platform.sleep(secs)
if secs < 0 then
secs = 0
end
if n > 2147483647 then
n = 2147483647
end
local t = ffi.new("struct timespec")
t.tv_sec = math.floor(secs)
secs = secs - t.tv_sec
t.tv_nsec = math.floor(secs * 1000000000)
if t.tv_nsec >= 1000000000 then
t.tv_nsec = 999999999
end
local r = ffi.new("struct timespec")
while library.nanosleep(t, r) != 0 do
t.tv_sec = r.tv_sec
t.tv_nsec = r.tv_nsec
end
end
return platform
|
local GameScene = class("GameScene", function() return cc.Scene:create() end)
local GameLayer = require("GameLayer")
-- map 地图
-- level 级数
function GameScene.scene(map, level)
local scene = GameScene.new()
local layer = GameLayer.new()
layer:init(map, level)
scene:addChild(layer)
return scene
end
return GameScene
|
function UpdateUIInventory(player, inventoryId, item, quantity)
CallRemoteEvent(player, "UpdateUIInventory", inventoryId, item, quantity)
end
|
return {
negative_op = 1,
not_op = 2,
length_op = 3,
}
|
-- egrep "^[0-9]" afres/*|wc
-- for i in txts/*; do echo $i ; lua dups.lua "$i"; done
local T=0,D,V
for l in io.lines(...) do
local ok = string.find(l,'%-%>') or string.find(l,'%<%-')
if ok then
local t,d,v = string.match(l, '(%d+)%s+(..)%s+(%d+)')
t = tonumber(t)
v = tonumber(v)
ok = ok and T+750 > t
ok = ok and D==d
--ok = ok and V==v
if ok then
if V>=50 and v>=50 then
print(t-T,V..D,v..d)
end
--assert(V >= v)
end
T,D,V = t,d,v
end
end
|
function onCreate()
-- background shit
makeLuaSprite('theStage','the_mind',-600,-450)
addLuaSprite('theStage',false)
close(true); --For performance reasons, close this script once the stage is fully loaded, as this script won't be used anymore after loading the stage
end
|
require("firecast.lua");
local __o_rrpgObjs = require("rrpgObjs.lua");
require("rrpgGUI.lua");
require("rrpgDialogs.lua");
require("rrpgLFM.lua");
require("ndb.lua");
require("locale.lua");
local __o_Utils = require("utils.lua");
local function constructNew_frmFichaMM3eAtaques_svg()
local obj = GUI.fromHandle(_obj_newObject("form"));
local self = obj;
local sheet = nil;
rawset(obj, "_oldSetNodeObjectFunction", rawget(obj, "setNodeObject"));
function obj:setNodeObject(nodeObject)
sheet = nodeObject;
self.sheet = nodeObject;
self:_oldSetNodeObjectFunction(nodeObject);
end;
function obj:setNodeDatabase(nodeObject)
self:setNodeObject(nodeObject);
end;
_gui_assignInitialParentForForm(obj.handle);
obj:beginUpdate();
obj:setName("frmFichaMM3eAtaques_svg");
obj:setWidth(435);
obj:setHeight(25);
obj:setTheme("light");
obj:setMargins({top=2, bottom=2, right=2});
local function askForDelete()
Dialogs.confirmYesNo("Deseja realmente apagar esse Ataque?",
function (confirmado)
if confirmado then
NDB.deleteNode(sheet);
end;
end);
end;
obj.button1 = GUI.fromHandle(_obj_newObject("button"));
obj.button1:setParent(obj);
obj.button1:setLeft(0);
obj.button1:setTop(-1);
obj.button1:setAlign("left");
obj.button1:setWidth(13);
obj.button1:setHeight(13);
obj.button1:setText("X");
obj.button1:setVertTextAlign("center");
obj.button1:setHorzTextAlign("center");
obj.button1:setName("button1");
obj.rectangle1 = GUI.fromHandle(_obj_newObject("rectangle"));
obj.rectangle1:setParent(obj);
obj.rectangle1:setAlign("client");
obj.rectangle1:setColor("#bedbd5");
obj.rectangle1:setHitTest(false);
obj.rectangle1:setXradius(5);
obj.rectangle1:setYradius(5);
obj.rectangle1:setName("rectangle1");
obj.edit1 = GUI.fromHandle(_obj_newObject("edit"));
obj.edit1:setParent(obj);
obj.edit1:setTransparent(true);
obj.edit1:setVertTextAlign("leading");
obj.edit1:setFontColor("#264d43");
obj.edit1:setLeft(10);
obj.edit1:setTop(0);
obj.edit1:setWidth(182);
obj.edit1:setHeight(28);
obj.edit1:setField("ATK");
obj.edit1:setName("edit1");
obj.horzLine1 = GUI.fromHandle(_obj_newObject("horzLine"));
obj.horzLine1:setParent(obj);
obj.horzLine1:setLeft(180);
obj.horzLine1:setTop(13);
obj.horzLine1:setWidth(26);
obj.horzLine1:setStrokeColor("#264d43");
obj.horzLine1:setRotationAngle(90);
obj.horzLine1:setStrokeSize(0.9);
obj.horzLine1:setName("horzLine1");
obj.edit2 = GUI.fromHandle(_obj_newObject("edit"));
obj.edit2:setParent(obj);
obj.edit2:setTransparent(true);
obj.edit2:setVertTextAlign("center");
obj.edit2:setHorzTextAlign("center");
obj.edit2:setLeft(194);
obj.edit2:setTop(3);
obj.edit2:setWidth(27);
obj.edit2:setHeight(19);
obj.edit2:setField("ATKmod");
obj.edit2:setName("edit2");
obj.horzLine2 = GUI.fromHandle(_obj_newObject("horzLine"));
obj.horzLine2:setParent(obj);
obj.horzLine2:setLeft(209);
obj.horzLine2:setTop(13);
obj.horzLine2:setWidth(26);
obj.horzLine2:setStrokeColor("#264d43");
obj.horzLine2:setRotationAngle(90);
obj.horzLine2:setStrokeSize(0.9);
obj.horzLine2:setName("horzLine2");
obj.edit3 = GUI.fromHandle(_obj_newObject("edit"));
obj.edit3:setParent(obj);
obj.edit3:setTransparent(true);
obj.edit3:setVertTextAlign("center");
obj.edit3:setHorzTextAlign("center");
obj.edit3:setLeft(223);
obj.edit3:setTop(3);
obj.edit3:setWidth(28);
obj.edit3:setHeight(19);
obj.edit3:setField("ATKdano");
obj.edit3:setName("edit3");
obj.horzLine3 = GUI.fromHandle(_obj_newObject("horzLine"));
obj.horzLine3:setParent(obj);
obj.horzLine3:setLeft(239);
obj.horzLine3:setTop(13);
obj.horzLine3:setWidth(26);
obj.horzLine3:setStrokeColor("#264d43");
obj.horzLine3:setRotationAngle(90);
obj.horzLine3:setStrokeSize(0.9);
obj.horzLine3:setName("horzLine3");
obj.edit4 = GUI.fromHandle(_obj_newObject("edit"));
obj.edit4:setParent(obj);
obj.edit4:setTransparent(true);
obj.edit4:setVertTextAlign("center");
obj.edit4:setLeft(253);
obj.edit4:setTop(0);
obj.edit4:setWidth(102);
obj.edit4:setHeight(28);
obj.edit4:setField("ATKtipo");
obj.edit4:setName("edit4");
obj.comboBox1 = GUI.fromHandle(_obj_newObject("comboBox"));
obj.comboBox1:setParent(obj);
obj.comboBox1:setHorzTextAlign("center");
obj.comboBox1:setLeft(353);
obj.comboBox1:setTop(3);
obj.comboBox1:setWidth(18);
obj.comboBox1:setHeight(19);
obj.comboBox1:setField("ATKTesteCD");
obj.comboBox1:setItems({'-', 'D', 'E', 'A'});
obj.comboBox1:setValues({'0', '+15', '+10', '23'});
obj.comboBox1:setHint("Escolha entre Nulo 'D'ano 'A'rea ou 'E'feitos como Aflição ou similares");
obj.comboBox1:setName("comboBox1");
obj.dataLink1 = GUI.fromHandle(_obj_newObject("dataLink"));
obj.dataLink1:setParent(obj);
obj.dataLink1:setFields({'ATKTesteCD'});
obj.dataLink1:setDefaultValues({'+15'});
obj.dataLink1:setName("dataLink1");
obj.button2 = GUI.fromHandle(_obj_newObject("button"));
obj.button2:setParent(obj);
obj.button2:setTop(3);
obj.button2:setAlign("right");
obj.button2:setWidth(22);
obj.button2:setHeight(20);
obj.button2:setName("button2");
obj.image1 = GUI.fromHandle(_obj_newObject("image"));
obj.image1:setParent(obj.button2);
obj.image1:setLeft(1);
obj.image1:setWidth(20);
obj.image1:setHeight(21);
obj.image1:setSRC("/Ficha_MM3ed_RRPG_image/images/dice.png");
obj.image1:setName("image1");
obj._e_event0 = obj.button1:addEventListener("onClick",
function (_)
askForDelete();
end, obj);
obj._e_event1 = obj.button2:addEventListener("onClick",
function (_)
local personagem = Firecast.getPersonagemDe(sheet);
local node = NDB.getRoot(sheet);
if (personagem ~= nil) then
local mesa = personagem.mesa;
if ((personagem.dono == mesa.meuJogador) or (mesa.meuJogador.isMestre)) then
if tonumber(sheet.ATKTesteCD) >= 16 then
local tipo = sheet.ATKtipo
local dificuldade = math.floor(tonumber(sheet.ATKdano or 0) + tonumber(sheet.ATKdano3 or 10));
local descricao = "[§K15]« [§K14]Efeito em Área de " .. (node.codinome or "Heroi") .. ": " .. sheet.ATK .. " - Efeito: " .. tipo .. " - CD: " .. dificuldade .. "[§K15] »";
local mesaDoPersonagem = Firecast.getMesaDe(sheet);
mesaDoPersonagem.activeChat:enviarMensagem(descricao, "Oloko");
else
if sheet.ATKtipo == nil then
sheet.ATKtipo = "-";
end;
if sheet.ATKdano == nil then
sheet.ATKdano = "0";
end;
local rolagem = Firecast.interpretarRolagem(sheet.ATKmod);
local dificuldade = math.floor(tonumber(sheet.ATKdano or 0) + tonumber(sheet.ATKTesteCD or 0))
local tipo = sheet.ATKtipo
local descricao = "Ataque de " .. (node.codinome or "Heroi") .. ": - Efeito: " .. tipo .. " - Dano: " .. sheet.ATKdano .. " - CD: " .. dificuldade .. "";
if sheet.ATK ~= nil then
descricao = sheet.ATK .. " de " .. (node.codinome or "Heroi") .. " - Efeito: " .. tipo .. " - Dano: " .. sheet.ATKdano .. " - CD: " .. dificuldade .. "";
end;
if not rolagem.possuiAlgumDado then
rolagem = Firecast.interpretarRolagem("1d20"):concatenar(rolagem);
end;
local mesaDoPersonagem = Firecast.getMesaDe(sheet);
if mesaDoPersonagem ~= nil then
mesaDoPersonagem.activeChat:rolarDados(rolagem, descricao)
end;
end;
end;
end;
end, obj);
function obj:_releaseEvents()
__o_rrpgObjs.removeEventListenerById(self._e_event1);
__o_rrpgObjs.removeEventListenerById(self._e_event0);
end;
obj._oldLFMDestroy = obj.destroy;
function obj:destroy()
self:_releaseEvents();
if (self.handle ~= 0) and (self.setNodeDatabase ~= nil) then
self:setNodeDatabase(nil);
end;
if self.edit3 ~= nil then self.edit3:destroy(); self.edit3 = nil; end;
if self.button1 ~= nil then self.button1:destroy(); self.button1 = nil; end;
if self.edit4 ~= nil then self.edit4:destroy(); self.edit4 = nil; end;
if self.button2 ~= nil then self.button2:destroy(); self.button2 = nil; end;
if self.horzLine3 ~= nil then self.horzLine3:destroy(); self.horzLine3 = nil; end;
if self.image1 ~= nil then self.image1:destroy(); self.image1 = nil; end;
if self.horzLine2 ~= nil then self.horzLine2:destroy(); self.horzLine2 = nil; end;
if self.horzLine1 ~= nil then self.horzLine1:destroy(); self.horzLine1 = nil; end;
if self.edit2 ~= nil then self.edit2:destroy(); self.edit2 = nil; end;
if self.comboBox1 ~= nil then self.comboBox1:destroy(); self.comboBox1 = nil; end;
if self.rectangle1 ~= nil then self.rectangle1:destroy(); self.rectangle1 = nil; end;
if self.edit1 ~= nil then self.edit1:destroy(); self.edit1 = nil; end;
if self.dataLink1 ~= nil then self.dataLink1:destroy(); self.dataLink1 = nil; end;
self:_oldLFMDestroy();
end;
obj:endUpdate();
return obj;
end;
function newfrmFichaMM3eAtaques_svg()
local retObj = nil;
__o_rrpgObjs.beginObjectsLoading();
__o_Utils.tryFinally(
function()
retObj = constructNew_frmFichaMM3eAtaques_svg();
end,
function()
__o_rrpgObjs.endObjectsLoading();
end);
assert(retObj ~= nil);
return retObj;
end;
local _frmFichaMM3eAtaques_svg = {
newEditor = newfrmFichaMM3eAtaques_svg,
new = newfrmFichaMM3eAtaques_svg,
name = "frmFichaMM3eAtaques_svg",
dataType = "",
formType = "undefined",
formComponentName = "form",
title = "",
description=""};
frmFichaMM3eAtaques_svg = _frmFichaMM3eAtaques_svg;
Firecast.registrarForm(_frmFichaMM3eAtaques_svg);
return _frmFichaMM3eAtaques_svg;
|
-- add modes: debug and release
add_rules("mode.debug", "mode.release")
-- includes
includes("qt_add_static_plugins.lua")
-- add target
target("${TARGETNAME}")
-- add rules
add_rules("qt.quickapp_static")
-- add headerfiles
add_headerfiles("src/*.h")
-- add files
add_files("src/*.cpp")
add_files("src/qml.qrc")
-- add plugin: qml.QtQuick
qt_add_static_plugins("QtQuick2Plugin", {linkdirs = "qml/QtQuick.2", links = "qtquick2plugin"})
qt_add_static_plugins("QtQuick2WindowPlugin", {linkdirs = "qml/QtQuick/Window.2", links = "windowplugin"})
${FAQ}
|
--- Makes monolithic Factorio GUI events more manageable.
-- @module Event.Gui
-- @usage local Gui = require('__stdlib__/stdlib/event/gui')
local Event = require('__stdlib__/stdlib/event/event')
local Gui = {
__class = 'Gui'
}
setmetatable(Gui, require('__stdlib__/stdlib/core'))
local function matcher(event, pattern)
if event.element and event.element.valid then
local match_str = event.element.name:match(pattern)
if match_str then
event.match = match_str
event.state = event.name == defines.events.on_gui_checked_state_changed and event.element.state or nil
event.text = event.name == defines.events.on_gui_text_changed and event.element.text or nil
return match_str
end
end
end
--- Registers a function for a given gui element name or pattern when the element is clicked.
-- @tparam string gui_element_pattern the name or string regular expression to match the gui element
-- @tparam function handler the function to call when gui element is clicked
-- @return (<span class="types">@{Gui}</span>)
function Gui.on_click(gui_element_pattern, handler)
Event.register(defines.events.on_gui_click, handler, matcher, gui_element_pattern)
return Gui
end
--- Registers a function for a given GUI element name or pattern when the element checked state changes.
-- @tparam string gui_element_pattern the name or string regular expression to match the GUI element
-- @tparam function handler the function to call when GUI element checked state changes
-- @return (<span class="types">@{Gui}</span>)
function Gui.on_checked_state_changed(gui_element_pattern, handler)
Event.register(defines.events.on_gui_checked_state_changed, handler, matcher, gui_element_pattern)
return Gui
end
--- Registers a function for a given GUI element name or pattern when the element text changes.
-- @tparam string gui_element_pattern the name or string regular expression to match the GUI element
-- @tparam function handler the function to call when GUI element text changes
-- @return (<span class="types">@{Gui}</span>)
function Gui.on_text_changed(gui_element_pattern, handler)
Event.register(defines.events.on_gui_text_changed, handler, matcher, gui_element_pattern)
return Gui
end
--- Registers a function for a given GUI element name or pattern when the element selection changes.
-- @tparam string gui_element_pattern the name or string regular expression to match the GUI element
-- @tparam function handler the function to call when GUI element selection changes
-- @return (<span class="types">@{Gui}</span>)
function Gui.on_elem_changed(gui_element_pattern, handler)
Event.register(defines.events.on_gui_elem_changed, handler, matcher, gui_element_pattern)
return Gui
end
--- Registers a function for a given GUI element name or pattern when the element state changes (drop down).
-- @tparam string gui_element_pattern the name or string regular expression to match the GUI element
-- @tparam function handler the function to call when GUI element state changes
-- @return (<span class="types">@{Gui}</span>)
function Gui.on_selection_state_changed(gui_element_pattern, handler)
Event.register(defines.events.on_gui_selection_state_changed, handler, matcher, gui_element_pattern)
return Gui
end
--- Registers a function for a given GUI element name or pattern when the element value changes (slider).
-- @tparam string gui_element_pattern the name or string regular expression to match the GUI element
-- @tparam function handler the function to call when GUI element state changes
-- @return (<span class="types">@{Gui}</span>)
function Gui.on_value_changed(gui_element_pattern, handler)
Event.register(defines.events.on_gui_value_changed, handler, matcher, gui_element_pattern)
return Gui
end
--- Registers a function for a given GUI element name or pattern when the element is confirmed.
-- @tparam string gui_element_pattern the name or string regular expression to match the GUI element
-- @tparam function handler the function to call when GUI element state changes
-- @return (<span class="types">@{Gui}</span>)
function Gui.on_confirmed(gui_element_pattern, handler)
Event.register(defines.events.on_gui_confirmed, handler, matcher, gui_element_pattern)
return Gui
end
Event.Gui = Gui
return Gui
|
local tools = require('app.helpers.tools')
local FeedbackView = {}
function FeedbackView:initialize()
end
function FeedbackView:layout()
local MainPanel = self.ui:getChildByName('MainPanel')
MainPanel:setContentSize(cc.size(display.width,display.height))
MainPanel:setPosition(display.cx,display.cy)
self.MainPanel = MainPanel
local middle = MainPanel:getChildByName('middle')
middle:setPosition(display.cx,display.cy)
end
return FeedbackView
|
local ass = require('src.lua-cor.ass')
local obj = require('src.lua-cor.obj')
ass.eq(tostring(obj), 'obj')
-- account extends obj
local account = obj:extend('account')
-- add account constructor
account.new = function(self, inst)
inst.balance = 0
return obj.new(self, inst)
end
-- add function deposit to account
account.deposit = function(self, v) self.balance = self.balance + v end
account.get_balance = function(self) return self.balance end
-- extended type of account
local limited = account:extend('limited')
-- add limit property
limited.new = function(self, inst, limit)
inst.limit = limit
return account.new(self, inst)
end
-- overload deposit
limited.deposit = function(self, v) account.deposit(self, math.min(v, self.limit)) end
local bob = limited:new({}, 100)
bob:deposit(120)
ass.eq(bob:get_balance(), 100)
ass.eq(tostring(bob), 'limited')
ass.is(account, obj)
ass.is(bob, account)
|
local function banPlay(msg,qq,g)
msg = CQ.Decode(msg)
if LuaEnvName == "private" then
return "私聊抽你🐎的奖呢"
end
local cards = XmlApi.Get("banCard",tostring(qq))
cards = cards == "" and 0 or tonumber(cards) or 0
if msg == "抽奖" then
if math.random() > 0.9 then
local banTime = math.random(1,60)
cq.groupBan(g,qq,banTime*60)
return cq.code.at(qq).."恭喜你抽中了禁言"..tostring(banTime).."分钟"
else
local banCard = math.random(-5,6)
cards = cards + banCard
XmlApi.Set("banCard",tostring(qq),tostring(cards))
return cq.code.at(qq).."恭喜你抽中了"..tostring(banCard).."张禁言卡\r\n"..
"当前禁言卡数量:"..tostring(cards)
end
elseif msg == "禁言卡" then
return cq.code.at(qq).."当前禁言卡数量:"..tostring(cards)
elseif msg:find("%d+") then
if cards <= 0 then
return cq.code.at(qq).."你只有"..tostring(cards).."张禁言卡,无法操作"
end
XmlApi.Set("banCard",tostring(qq),tostring(cards-1))
local v = tonumber(msg:match("(%d+)"))
local banTime = math.random(1,60)
cq.groupBan(g,v,banTime*60)
return cq.code.at(qq).."已将"..tostring(v).."禁言"..tostring(banTime).."分钟"
else
return "未匹配到任何命令"
end
end
return {--抽奖
check = function (data)
return data.msg == "抽奖" or data.msg:find("禁言") == 1
end,
run = function (data,sendMessage)
sendMessage(banPlay(data.msg,data.qq,data.group))
return true
end,
explain = function ()
return "🔒抽奖/禁言卡"
end
}
|
local RudeBusterBurst, super = Class(Sprite)
function RudeBusterBurst:init(red, x, y, angle, slow)
super:init(self, red and "effects/rudebuster/beam_red" or "effects/rudebuster/beam", x, y)
self:setOrigin(0.5, 0.5)
self:setScale(2)
self:fadeOutAndRemove()
self:play(1/15, true)
self.rotation = angle
self.physics.speed = 25
self.physics.match_rotation = true
self.slow = slow
end
function RudeBusterBurst:update(dt)
local slow_down = self.slow and 0.8 or 0.75
self.physics.speed = self.physics.speed * (slow_down ^ DTMULT)
self.scale_x = self.scale_x * (0.8 ^ DTMULT)
super:update(self, dt)
end
return RudeBusterBurst
|
-- This script is given to the public domain
-- It was originally intended as an april fool's joke in 2007, though it never really caught on.
-- You're encouraged to experiment with this if you have plenty of time.
-- Even if it's made as a joke, it does show that "anything is possible with ASS, although some things are insane to try."
script_name = "Raytracer"
script_description = "Reads subtitles as a scene description and raytraces the scene"
script_author = "jfs"
script_version = tostring(math.pi)
include("utils.lua")
max_iter = 3
function raytrace(subs)
aegisub.progress.task("Reading scene...")
local lights, tris, camera, xres, yres = read_scene(subs)
aegisub.progress.task("Raytracing...")
local curp, totalp = 0, xres*yres
for y = 0, yres-1 do
aegisub.progress.task(string.format("Raytracing, line %d/%d...", y+1, yres))
for x = 0, xres-1 do
aegisub.progress.set(curp/totalp*100)
local l = trace_point(x, y, (x+0.5)/xres, (y+0.5)/yres, lights, tris, camera)
if l then
subs.append(l)
end
curp = curp + 1
end
end
aegisub.progress.task("Done.")
aegisub.progress.set(100)
end
function trace_point(px, py, x, y, lights, tris, camera)
-- fixme, assume a camera here ignoring defined one
local vec = vector.norm( { 2*x-1, 1-2*y, -1 } )
local r, g, b = trace_vec({0,0,-1}, vec, lights, tris, 0)
if not r then
return nil
end
r, g, b = clamp(r, 0, 255), clamp(g, 0, 255), clamp(b, 0, 255)
-- todo, make line
local l = {
class = "dialogue",
section = "Events",
comment = false,
layer = 0,
start_time = 0,
end_time = 3600*1000, -- one hour
style = "p",
actor = "",
margin_l = 0,
margin_r = 0,
margin_t = 0,
margin_b = 0,
effect = "",
text = string.format("{\\pos(%d,%d)\\1c&H%02x%02x%02x&\\p1}m 0 0 l 1 0 1 1 0 1", px, py, r, g, b)
}
return l
end
function trace_vec(org, vec, lights, tris, iter)
if iter > max_iter then
return 0, 0, 0
end
local hit = find_intersect(org, vec, tris)
if not hit then
return nil
end
-- got intersection, calculate lighting
local r, g, b = hit.t.c.r*10, hit.t.c.g*10, hit.t.c.b*10
local ray_cos_theta = vector.dot(hit.t.n, vec)
hit.p = hit.t.p[1]
hit.p = vector.add(hit.p, vector.scale(vector.sub(hit.t.p[2], hit.t.p[1]), hit.u))
hit.p = vector.add(hit.p, vector.scale(vector.sub(hit.t.p[3], hit.t.p[1]), hit.v))
for i, l in pairs(lights) do
-- shadow ray
local lvec = vector.sub(l.p, hit.p)
local shadow = find_intersect(hit.p, lvec, tris)
if not shadow or (shadow and (shadow.dist < 0 or shadow.dist > 1)) then
-- not in shadow
local lvecs = vector.len(lvec)
-- diffuse component
local light_cos_theta = math.abs(vector.dot(hit.t.n, lvec))
-- specular component
local cos_alpha = vector.dot(vector.sub(vector.scale(hit.t.n, 2*light_cos_theta), lvec), vec)
local cos_n_alpha = cos_alpha^3 -- arbitrary constant for now
-- add up
r = r + l.c.r*hit.t.c.r * (light_cos_theta*0.6 + cos_n_alpha*0.4) / math.max(lvecs,1)
g = g + l.c.g*hit.t.c.g * (light_cos_theta*0.6 + cos_n_alpha*0.4) / math.max(lvecs,1)
b = b + l.c.b*hit.t.c.b * (light_cos_theta*0.6 + cos_n_alpha*0.4) / math.max(lvecs,1)
end
end
-- reflection
local rvec = vector.sub(vector.scale(hit.t.n, 2*vector.dot(hit.t.n, vec)), vec)
local rr, rg, rb = trace_vec(hit.p, rvec, lights, tris, iter+1)
if not rr then
rr, rg, rb = 0, 0, 0
end
r = r*0.75 + rr*0.25
g = g*0.75 + rg*0.25
b = b*0.75 + rb*0.25
return r, g, b
end
function find_intersect(org, vec, tris)
local intersec = nil
-- find closest intersection
for i, t in pairs(tris) do
local dist, u, v = intersect_triangle(org, vec, t)
if dist and dist > 0 then
if not intersec or intersec.dist > dist then
intersec = {dist=dist, u=u, v=v, t=t}
end
end
end
return intersec
end
function intersect_triangle(org, vec, triangle)
-- taken from http://www.graphics.cornell.edu/pubs/1997/MT97.html
-- find vectors for two edges sharing point 1
local edge1, edge2 = vector.sub(triangle.p[2], triangle.p[1]), vector.sub(triangle.p[3], triangle.p[1])
-- begin calculating determinant - also used to calculate U parameter
local pvec = vector.cross(vec, edge2)
-- if determinant is near zero, ray lies in plane of triangle
local det = vector.dot(edge1, pvec)
if det > -0.00001 and det < 0.00001 then
-- parallel to plane
return nil
end
local inv_det = 1 / det
-- calculate distance from point 1 to ray origin
local tvec = vector.sub(org, triangle.p[1])
-- calculate U parameter and test bounds
local u = vector.dot(tvec, pvec) * inv_det
if u < 0 or u > 1 then
-- crosses plane but outside triangle
return nil
end
-- prepare to test V parameter
local qvec = vector.cross(tvec, edge1)
-- calculate V parameter and test bounds
local v = vector.dot(vec, qvec) * inv_det
if v < 0 or (u+v) > 1 then
-- crosses plane but outside triangle
return nil
end
-- calculate distance, ray intersects triangle
local dist = vector.dot(triangle.p[3], qvec)
return dist, u, v
end
function read_scene(subs)
local lights = {}
local tris = {}
local camera = { pos = {0,0,-1}, up = {0,1,0}, plane } -- fixme
local xres, yres = 384, 288
local style = {
class = "style",
section = "V4+ Styles",
name = "p",
fontname = "Arial",
fontsize = "20",
color1 = "&H00000000&",
color2 = "&H00000000&",
color3 = "&H00000000&",
color4 = "&H00000000&",
bold = false,
italic = false,
underline = false,
strikeout = false,
scale_x = 100,
scale_y = 100,
spacing = 0,
angle = 0,
borderstyle = 0,
outline = 0,
shadow = 0,
align = 5,
margin_l = 0,
margin_r = 0,
margin_t = 0,
margin_b = 0,
encoding = 0
}
local i, maxi = 1, #subs
local replaced_style = false
while i < maxi do
aegisub.progress.set(i / maxi * 100)
local l = subs[i]
if l.class == "dialogue" then
parse_line(l, lights, tris, camera)
subs.delete(i)
maxi = maxi - 1
elseif l.class == "style" then
if replaced_style then
subs.delete(i)
maxi = maxi - 1
else
style.section = l.section
subs[i] = style
replaced_style = true
i = i + 1
end
elseif l.class == "info" then
local k = l.key:lower()
if k == "playresx" then
xres = math.floor(l.value)
elseif k == "playresy" then
yres = math.floor(l.value)
end
i = i + 1
else
i = i + 1
end
end
return lights, tris, camera, xres, yres
end
function parse_line(line, lights, tris, camera)
local val, rest = string.headtail(line.text)
if val == "light" then
local pos, color = {}, {}
val, rest = string.headtail(rest)
pos[1] = tonumber(val)
val, rest = string.headtail(rest)
pos[2] = tonumber(val)
val, rest = string.headtail(rest)
pos[3] = tonumber(val)
-- these work as intensity values so they should probably be high
val, rest = string.headtail(rest)
color.r = tonumber(val) or 0
val, rest = string.headtail(rest)
color.g = tonumber(val) or 0
val, rest = string.headtail(rest)
color.b = tonumber(val) or 0
local light = {
p = pos,
c = color
}
table.insert(lights, light)
elseif val == "tri" then
local coord1, coord2, coord3, color = {}, {}, {}, {}
val, rest = string.headtail(rest)
coord1[1] = tonumber(val)
val, rest = string.headtail(rest)
coord1[2] = tonumber(val)
val, rest = string.headtail(rest)
coord1[3] = tonumber(val)
val, rest = string.headtail(rest)
coord2[1] = tonumber(val)
val, rest = string.headtail(rest)
coord2[2] = tonumber(val)
val, rest = string.headtail(rest)
coord2[3] = tonumber(val)
val, rest = string.headtail(rest)
coord3[1] = tonumber(val)
val, rest = string.headtail(rest)
coord3[2] = tonumber(val)
val, rest = string.headtail(rest)
coord3[3] = tonumber(val)
-- these work as reflectivity values so they should be in range 0..1
val, rest = string.headtail(rest)
color.r = tonumber(val) or 0
val, rest = string.headtail(rest)
color.g = tonumber(val) or 0
val, rest = string.headtail(rest)
color.b = tonumber(val) or 0
local t = {
p = {coord1, coord2, coord3},
n = vector.norm(vector.normal(coord1, coord2, coord3)),
c = color
}
table.insert(tris, t)
elseif val == "camera" then
-- fixme, redefine
val, rest = string.headtail(rest)
camera.pos[1] = tonumber(val)
val, rest = string.headtail(rest)
camera.pos[2] = tonumber(val)
val, rest = string.headtail(rest)
camera.pos[3] = tonumber(val)
val, rest = string.headtail(rest)
camera.plane[1][1] = tonumber(val)
val, rest = string.headtail(rest)
camera.plane[1][2] = tonumber(val)
val, rest = string.headtail(rest)
camera.plane[1][3] = tonumber(val)
val, rest = string.headtail(rest)
camera.plane[2][1] = tonumber(val)
val, rest = string.headtail(rest)
camera.plane[2][2] = tonumber(val)
val, rest = string.headtail(rest)
camera.plane[2][3] = tonumber(val)
camera.start_time = line.start_time
camera.end_time = line.end_time
else
-- unknown, ignore
end
end
vector = {}
vector.null = {0,0,0}
function vector.add(v1, v2)
local r = {}
r[1] = v1[1] + v2[1]
r[2] = v1[2] + v2[2]
r[3] = v1[3] + v2[3]
return r
end
function vector.sub(v1, v2) -- v1 minus v2
local r = {}
r[1] = v1[1] - v2[1]
r[2] = v1[2] - v2[2]
r[3] = v1[3] - v2[3]
return r
end
function vector.scale(v, s)
local r = {}
r[1] = v[1] * s
r[2] = v[2] * s
r[3] = v[3] * s
return r
end
function vector.len(v)
return math.sqrt(v[1]*v[1] + v[2]*v[2] + v[3]*v[3])
end
function vector.norm(v)
local r, il = {}, 1/vector.len(v)
r[1] = v[1]*il
r[2] = v[2]*il
r[3] = v[3]*il
return r
end
function vector.dot(v1, v2)
return v1[1]*v2[1] + v1[2]*v2[2] + v1[3]*v2[3]
end
function vector.cross(v1, v2)
local r = {}
r[1] = v1[2]*v2[3] - v1[3]*v2[2]
r[2] = v1[1]*v2[3] - v1[3]*v2[1]
r[3] = v1[1]*v2[2] - v1[2]*v2[1]
return r
end
function vector.normal(p1, p2, p3)
return vector.cross(vector.sub(p2, p1), vector.sub(p3, p1))
end
function raytrace_macro(subs)
raytrace(subs)
aegisub.set_undo_point("raytracing")
end
aegisub.register_macro("Raytrace!", "Raytrace the scene", raytrace_macro)
aegisub.register_filter("Raytrace", "Raytrace the scene", 2000, raytrace)
|
local Class = require("class")
local deepcopy = require("deepcopy")
local Array2D = Class.new()
function Array2D:init(rows, cols, val)
local val = val or 0
self.rows = rows
self.cols = cols
self._data = {}
for i = 1, self.rows do
local tempRow = {}
for j = 1, self.cols do
tempRow[j] = val
end
self._data[i] = tempRow
end
end
function Array2D:setValue(val)
for i = 1, self.rows do
for j = 1, self.cols do
self._data[i][j] = val
end
end
end
function Array2D:copy()
local arrayCopy = Array2D(self.rows, self.cols)
arrayCopy._data = deepcopy(self._data)
return arrayCopy
end
function Array2D:add(val)
-- scalar or element-wise addition
local outArr = Array2D(self.rows, self.cols)
if type(val) == "number" then
for i = 1, self.rows do
for j = 1, self.cols do
outArr._data[i][j] = self._data[i][j] + val
end
end
else
if self.rows ~= val.rows then
error("Number of rows dont match")
end
if self.cols ~= val.cols then
error("Number of columns dont match")
end
for i = 1, self.rows do
for j = 1, self.cols do
outArr._data[i][j] = self._data[i][j] + val._data[i][j]
end
end
end
return outArr
end
function Array2D:mult(val)
-- scalar or element-wise multiplication
local outArr = Array2D(self.rows, self.cols)
if type(val) == "number" then
for i = 1, self.rows do
for j = 1, self.cols do
outArr._data[i][j] = self._data[i][j] * val
end
end
else
if self.rows ~= val.rows then
error("Number of rows dont match")
end
if self.cols ~= val.cols then
error("Number of columns dont match")
end
for i = 1, self.rows do
for j = 1, self.cols do
outArr._data[i][j] = self._data[i][j] * val._data[i][j]
end
end
end
return outArr
end
function Array2D:dot(other)
-- matrix multiplication
if self.cols ~= other.rows then
error("First's columns dont match second's rows")
end
local newArr = Array2D(self.rows, other.cols, 0)
for i_row = 1, self.rows do
for i_col = 1, other.cols do
for ii = 1, self.cols do
newArr._data[i_row][i_col] = newArr._data[i_row][i_col] +
self._data[i_row][ii] * other._data[ii][i_col]
end
end
end
return newArr
end
function Array2D:T()
local newArr = Array2D(self.cols, self.rows)
for i = 1, self.rows do
for j = 1, self.cols do
newArr._data[j][i] = self._data[i][j]
end
end
return newArr
end
function Array2D:flatten()
local size = self.rows * self.cols
local newArr = Array2D(size, 1)
for i = 1, self.rows do
for j = 1, self.cols do
newArr._data[(i - 1) * self.cols + j][1] = self._data[i][j]
end
end
return newArr
end
function Array2D:reshape(rows, cols)
if rows * cols ~= self.rows * self.cols then
error("Number of elements must remain unchanged")
end
local outArray = Array2D(rows, cols)
for i = 1, self.rows do
for j = 1, self.cols do
local flat_index = (i - 1) * self.cols + (j - 1)
local new_i = math.floor(flat_index / cols) + 1
local new_j = (flat_index % cols) + 1
outArray._data[new_i][new_j] = self._data[i][j]
end
end
return outArray
end
function Array2D:slice(i_start, i_end, i_step, j_start, j_end, j_step)
local dataTable = {}
for i = i_start, i_end, i_step do
local newRow = {}
for j = j_start, j_end, j_step do
table.insert(newRow, self._data[i][j])
end
table.insert(dataTable, newRow)
end
local outArr = Array2D(#dataTable, #(dataTable[1]))
outArr._data = dataTable
return outArr
end
function Array2D:__tostring()
local outString = ""
for i, row in ipairs(self._data) do
outString = outString .. table.concat(row, "\t") .. "\n"
end
return outString
end
function Array2D:__unm()
return self:mult(-1)
end
function Array2D:__add(other)
if type(self) == "number" then
return other:add(self)
else
return self:add(other)
end
end
return Array2D
|
-- afk - plugin for determining the client with which the connection is lost
local M = {}
local timer_module = require "core.timer"
local api
local last_sync = {
-- client = {
-- timer_id,
-- last_time
-- }
}
local afk_sec = 30
local function check_client(client)
if last_sync[client] and socket.gettime() - last_sync[client].last_time > afk_sec and api.get_data("clients_data")[client] then
api.call_function("kick", client, { "", api.get_data("clients_data")[client].name, "lost connection"})
end
local t = {
type = "ping",
data = {}
}
api.send_data(to_json(t), client)
end
function M.init(_api)
api = _api
last_sync = {}
end
function M.on_player_registered(client)
last_sync[client] = {
timer_id = timer_module.every(afk_sec / 2, function()
check_client(client)
end),
last_time = socket.gettime()
}
end
function M.on_player_disconnected(client)
last_sync[client].timer_id:remove()
last_sync[client] = nil
end
function M.on_data(data, ip, port, client)
if data.type == "pong" then
last_sync[client].last_time = socket.gettime()
end
end
return M
|
fx_version 'bodacious'
games { 'gta5' }
description "Loading Screen"
author "brefabu"
url "https://brefabu.ro"
version "1.0"
files {
'music/*',
'scss/*',
'config.js',
'music.js',
'tilt.js',
'index.html'
}
loadscreen 'index.html'
|
------------------------------------------------------------------------------
-- hyper_paint.lua:
--
-- Functions for painting onto usage grids (for whole layouts and for
-- smaller code rooms).
--
-- TODO: Loads of this file is redundant with procedural primitives. Really
-- we just need some sensible mappings of procedurals to paint shapes and
-- it'll be a lot more flexible.
------------------------------------------------------------------------------
hyper.paint = {}
function hyper.paint.paint_grid(paint, options, usage_grid)
for i,item in ipairs(paint) do
local feature,feature_type
if item.type == "floor" then
feature_type = "floor"
elseif item.type == "wall" then
feature_type = "wall"
elseif item.type == "space" or item.type == "proc" then
feature_type = "space"
elseif item.feature ~= nil then
feature_type = item.feature
end
-- Check which shape to paint
local shape_type = "quad"
if item.shape ~= nil then shape_type = item.shape end
-- Get information about the feature
local feature,space,solid,wall = hyper.paint.feature_flags(feature_type,options)
local feature_usage = item.usage
-- These three flags are in addition to the feature and affect how the builder treats the squares during
-- placement and subsequently.
local open = (item.open ~= nil and item.open) -- Further rooms can be placed in this area. Be careful (for now) to leave a border around this so as not to block connections
local exit = (item.exit ~= nil and item.exit) -- Same as using @ in vaults, allows this square to have connections adjacent, blocks any non-exit squares from being used as such
if item.corner1 == nil then item.corner1 = { x = 0, y = 0 } end
if item.corner2 == nil then item.corner2 = { x = usage_grid.width-1, y = usage_grid.height-1 } end
-- Paint features onto grid
-- PERF: Can slightly optimise this loop (which could be important since it gets called a lot)
-- by deciding which function we're going to use first rather than have this unwieldy if statement
if shape_type == "quad" or shape_type == "ellipse" or shape_type == "trapese" or item.type == "proc" then
-- Set layout details in the painted area
for x = item.corner1.x, item.corner2.x, 1 do
for y = item.corner1.y, item.corner2.y, 1 do
if item.type == "proc" or shape_type == "quad"
or (shape_type == "ellipse" and hyper.paint.inside_oval(x,y,item))
or (shape_type == "trapese" and hyper.paint.inside_trapese(x,y,item))
or (type(shape_type) == "function" and hyper.paint.inside_custom(x,y,item)) then
-- For procedural painting we get the feature cell-by-cell
if item.type == "proc" then
local mx,my = hyper.paint.map_to_unit(x,y,item)
-- TODO: Allow proc paint to return an additional parameter containing other properties e.g. tile, monsters, clouds, items, stuff...
-- (Although often we just want to return generic floor shapes and then tile and populate them later)
feature_type,feature_usage = item.callback(x,y,mx,my)
if feature_type ~= nil then
feature,space,solid,wall = hyper.paint.feature_flags(feature_type,options)
else
feature = nil
end
end
-- Work out where to actually paint
if feature ~= nil then
local ax,ay = x,y
if item.wrap then
ax = x % usage_grid.width
ay = y % usage_grid.height
end
local usage = { solid = solid, feature = feature, space = space, open = open, wall = wall }
if feature_usage ~= nil then
hyper.merge_options(usage,feature_usage)
end
hyper.usage.set_usage(usage_grid,ax,ay, usage)
end
end
end
end
elseif shape_type == "plot" then
if item.points ~= nil then
for i,pos in ipairs(item.points) do
hyper.usage.set_usage(layout_grid, pos.x, pos.y,{ solid = solid, feature = feature, space = space, open = open, wall = wall })
end
else
hyper.usage.set_usage(layout_grid, item.x, item.y, { solid = solid, feature = feature, space = space, open = open, wall = wall })
end
end
end
end
function hyper.paint.feature_flags(feature_type,options)
local feature
if feature_type == "floor" then
feature = options.layout_floor_type
elseif feature_type == "wall" then
feature = options.layout_wall_type or "rock_wall"
elseif feature_type == "space" then
feature = "space"
end
local space = (feature == "space")
local solid = not space and not (feat.has_solid_floor(feature) or feat.is_door(feature))
local wall = feat.is_wall(feature)
return feature,space,solid,wall
end
-- Maps draw positions onto a unit square <0,0> to <1,1>
-- TODO: Something is going wrong with this algorithm because a 4x4 circle shouldn't look
-- like a square, but I don't see anything wrong with the math.
function hyper.paint.map_to_unit(x,y,item)
local sx,sy = item.corner2.x - item.corner1.x,item.corner2.y - item.corner1.y
-- Slightly scale down the input grid to add 0.5 squares padding on all sides. This should solve accuracy errors
-- we otherwise get at the edges of shapes from attempting to draw a continuous geometric shape onto a discrete grid.
local rx,ry = (x - item.corner1.x) * (sx-1)/sx + 0.5,(y - item.corner1.y) * (sy-1)/sy + 0.5
-- Finally map onto the unit square
return rx/sx,ry/sy
end
-- Determine if a point is inside an oval
-- TODO: http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
-- http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
-- Using a variant of that algorithm and adapt to ovals might give more reliable results and be quicker
function hyper.paint.inside_oval(x,y,item)
-- Circle test
local ax,ay = hyper.paint.map_to_unit(x,y,item)
return (math.pow(ax * 2 - 1,2) + math.pow(ay * 2 - 1,2)) <= 1
end
-- Determine if a point is inside a simple trapeze
-- TODO: Handle rotation and allow offsetting the top and bottom on the x axis for more complex shapes
function hyper.paint.inside_trapese(x,y,item)
local width1 = item.width1
local width2 = item.width2
if width1 == nil then width1 = 0 end
if width2 == nil then width2 = 1 end
local ax,ay = hyper.paint.map_to_unit(x,y,item)
local expected_width = ay * width2 + (1-ay) * width1
return math.abs(ax-0.5) < (expected_width / 2)
end
function hyper.paint.inside_custom(x,y,item)
local ax,ay = hyper.paint.map_to_unit(x,y,item)
return item.shape_type(x,y,ax,ay,item)
end
function hyper.paint.determine_usage_from_layout(layout_grid,options)
usage_restricted_count = 0
usage_open_count = 0
usage_eligible_count = 0
usage_none_count = 0
local gxm, gym = layout_grid.width,layout_grid.height
local usage_grid = hyper.usage.new_usage(gxm,gym)
for x = 0, gxm-1, 1 do
for y = 0, gym-1, 1 do
-- We need to know the local layout grid around this square
local local_grid = { }
-- This flag will track if there is only floor in the area
local only_floor = true
for yl = -options.min_distance_from_wall, options.min_distance_from_wall, 1 do
local_grid[yl] = { }
for xl = -options.min_distance_from_wall, options.min_distance_from_wall, 1 do
local cell = get_layout(layout_grid,x + xl,y + yl)
local_grid[yl][xl] = cell
if cell.solid then only_floor = false end
end
end
-- Completely open floor so we could place a room here
if only_floor == true then
set_usage(usage_grid,x,y, { usage = "open" })
else
-- Are we dealing with floor or wall?
if local_grid[0][0].solid then -- Wall
local function gridsum(grid,list)
local sum = 0
for i,pos in ipairs(list) do
if grid[pos.y][pos.x].solid then sum = sum + 1 end
end
return sum
end
-- A wall can either be usage "none" meaning parts of a room could later be built over it;
-- or it can be "eligible" meaning it can be used as a connecting wall/door to a room;
-- or it can be "restricted" meaning its geometry is not suited for a connecting wall or it has already been used
-- We don't need to cover all cases of complex geometry since for now the layouts will be
-- making simple large blocks. If complex geometry ever gets used it doesn't matter if we flag some squares
-- as eligible when they don't really work because room placement will still vetoe if it can't find a clear area of
-- open or none. It's more important to find all squares that *could* be eligible.
-- Sum the adjacent squares
local adjacent_sum = gridsum(local_grid, { {x=-1,y=0},{x=1,y=0},{x=0,y=-1},{x=0,y=1} })
-- Eligible squares have floor on only one side
-- This ignores diagonals (which is where complex geometry will produce some eligible squares that aren't
-- really eligible). But it's complicated because we're after diagonals only on the side where the floor is.
-- What we need to know in the usage grid is the normal, i.e. the direction in which the user will be entering
-- the room.
if adjacent_sum == 3 then
-- Floor to the north
if not local_grid[-1][0].solid then
set_usage(usage_grid,x,y, { usage = "eligible", normal = { x = 0, y = 1 }, depth = 1})
end
-- Floor to the south
if not local_grid[1][0].solid then
set_usage(usage_grid,x,y, { usage = "eligible", normal = { x = 0, y = -1 }, depth = 1})
end
-- Floor to the west
if not local_grid[0][-1].solid then
set_usage(usage_grid,x,y, { usage = "eligible", normal = { x = 1, y = 0 }, depth = 1})
end
-- Floor to the east
if not local_grid[0][1].solid then
set_usage(usage_grid,x,y, { usage = "eligible", normal = { x = -1, y = 0 }, depth = 1})
end
else
-- Wall all around?
if adjacent_sum == 4 then
local diagonal_sum = gridsum(local_grid, { {x=-1,y=-1},{x=1,y=-1},{x=-1,y=1},{x=1,y=1} })
-- Wall mostly all around? (We allow one missing corner otherwise rooms can't overlap corners
-- and logically it's fine for any wall to be placed there, other missing holes will fail the placement
-- anyway)
if diagonal_sum >= 3 then
-- Should have been set this way at initialization but let's check anyway
set_usage(usage_grid,x,y, { usage = "none" })
else
-- There are some diagonal holes so we can't use this square
set_usage(usage_grid,x,y, { usage = "restricted" })
end
end
end
else -- Floor
-- We already know there is a wall nearby, so this square is restricted
set_usage(usage_grid,x,y, { usage = "restricted", reason = "border" })
end
end
end
end
return usage_grid
end
function hyper.paint.paint_vaults_layout(paint, options, layout_grid)
-- Default options
if options == nil then options = vaults_default_options() end
-- Pick wall type from spread in config
local wall_type = "stone_wall"
if options.wall_type ~= nil then wall_type = options.wall_type end
if options.layout_wall_weights ~= nil then
local chosen = util.random_weighted_from("weight", options.layout_wall_weights)
wall_type = chosen.feature
end
-- Store it in options so it can be used for room surrounds also
options.layout_wall_type = wall_type
local gxm, gym = dgn.max_bounds()
layout_grid = new_layout(gxm,gym) -- Will contain data about how each square is used and therefore how rooms can be applied
paint_grid(paint,options,layout_grid) -- Paint fills onto the layout grid
local usage_grid = hyper.paint.determine_usage_from_layout(layout_grid,options) -- Analyse the layout to determine usage
-- Apply to the actual dungeon grid
for x = 0, gxm-1, 1 do
for y = 0, gym-1, 1 do
local cell = get_layout(layout_grid,x,y)
if cell.feature ~= nil and cell.feature ~= "space" then
dgn.grid(x,y,cell.feature)
elseif cell.feature == nil then
-- Make sure we set the right type of wall in unpainted grids
dgn.grid(x,y,wall_type)
end
end
end
return usage_grid
end
|
object_tangible_quest_legacy_valarian_pallet2_datapad = object_tangible_quest_shared_legacy_valarian_pallet2_datapad:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_legacy_valarian_pallet2_datapad, "object/tangible/quest/legacy_valarian_pallet2_datapad.iff")
|
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