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io.stdout:setvbuf('no') --console output at run love.graphics.setDefaultFilter("nearest") --no anti aliasing --[[ Love2d ZOOM and DRAG with mouse library _____________________________________________________________________________ code inspired by javidx9 (one lone coder) https://youtu.be/ZQ8qtAizis4 made by me cr1m3 for love2d in Lua _________________________________________________________________________________________________________ The symbolic concept is that you have multiple dimensions, like parallel dimensions in this program. Since we are in 2D here, i will replace the word "dimension" by "space", to avoid confusion between two dimensions (2D) and parallel dimension. Here, we have basically the screen and the world spaces, both have an horizontal x and vertical y axis (2 dimensions). We create some function to make a portal between screen and world spaces. The portal is the function and the link between spaces is the offset. --]] --VARIABLES________________________________________________________ -- background image local imgBckgd = love.graphics.newImage("Cave.png") local offsetX = 0 -- screen to world offset local offsetY = 0 local mousePosX = 0 local mousePosY = 0 local startMoveX = 0 local startMoveY = 0 local mouseWorldBeforeZoomX = 0 local mouseWorldBeforeZoomY = 0 local mouseWorldAfterZoomX = 0 local mouseWorldAfterZoomY = 0 local zoomX = 1.0 -- zoom default value local zoomY = 1.0 --OBJECTS_______________________________________________________________ local screen = {} screen.x = 0 -- screen pos (= window's up left corner) screen.y = 0 local world = {} -- grid world.x = 0 world.y = 0 world.width = 1024 world.height = 768 world.cell = 128 -- grid cell size --______________________________________________________________________ -- screen space will be converted to world space then divided by the zoom factor and add the screen to world offset function screenToWorld(screenX, screenY) worldX = (screenX / zoomX) + offsetX worldY = (screenY / zoomY) + offsetY return worldX, worldY end function catchMousePosBeforeMove() --happens only once when btn is pressed startMoveX = mousePosX -- capture mouse pos when clicking before moving startMoveY = mousePosY end function love.update() mousePosX = love.mouse.getX() mousePosY = love.mouse.getY() if love.mouse.isDown(1) then offsetX = offsetX + (mousePosX - startMoveX) / zoomX -- modify the offset while moving offsetY = offsetY + (mousePosY - startMoveY) / zoomY startMoveX = mousePosX -- capture the mouse until the end of moving startMoveY = mousePosY end end function love.draw() --add offset to objects that are a part of the world including the world grid love.graphics.push() --describe briefly love.graphics.scale(zoomX,zoomY) -- love2d zoom function --draw image background love.graphics.draw(imgBckgd, 0 + offsetX, 0 + offsetY) --draw world grid for yLines = 0, world.height, world.cell do love.graphics.line(offsetX, yLines + offsetY, world.width + offsetX, yLines + offsetY) for xLines = 0, world.width, world.cell do love.graphics.line(xLines + offsetX, offsetY, xLines + offsetX, world.height + offsetY) end end --draw rectangular object love.graphics.setColor(1,0,0.2) love.graphics.rectangle("fill", 260 + offsetX, 256 + offsetY, 30, 50) love.graphics.setColor(1,1,1) love.graphics.pop() --show zoom factor love.graphics.setColor(0,1,0.2) love.graphics.print("zoomX = " .. zoomX, 20,50) love.graphics.setColor(1,1,1) end function love.wheelmoved(x, y) --zoom in and out mouseWorldBeforeZoomX, mouseWorldBeforeZoomY = screenToWorld(mousePosX, mousePosY) -- mouse to world transformation, before zoom if y > 0 then --wheelMouseUp zoomX = zoomX * 1.101 --odd float number to prevent by zero division (multiply scale, not add to) zoomY = zoomY * 1.101 elseif y < 0 then --wheelMouseDown zoomX = zoomX * 0.901 --odd float number to prevent by zero division zoomY = zoomY * 0.901 end mouseWorldAfterZoomX, mouseWorldAfterZoomY = screenToWorld(mousePosX, mousePosY) -- mouse to world transformation, after zoom --correct offset while zooming offsetX = offsetX - (mouseWorldBeforeZoomX - mouseWorldAfterZoomX) -- minus correction offsetY = offsetY - (mouseWorldBeforeZoomY - mouseWorldAfterZoomY) end -- callback functions function love.mousepressed(x, y, button, istouch) if button == 1 then catchMousePosBeforeMove() --happens only once when btn is pressed end end --restart game function love.keypressed(key) if key == "escape" then love.event.quit("restart") end end
-- Binding for defold which includes file loading and json parsing -- Usage is the same except the load() function accepts a string file location. local Dialogger = require("dialogger") local M = {} M.TNODE_TEXT = "Text" M.TNODE_NODE = "Node" M.TNODE_CHOICE = "Choice" M.TNODE_SET = "Set" M.TNODE_BRANCH = "Branch" -- dl_save_json is a string with dialogger game save string contents function M.load(file) local data = sys.load_resource(file) if data == nil then error("The dialogue file does not exist. Is the file path correct? "..file) end local nodes = json.decode(data) return Dialogger.load(nodes) end --create a tree_execution that steps through the dialogue tree. -- parameters is the tree table from load -- game_context is the client interface for callbacks to show text, choices, and set/get variables -- game_context should have four methods, -- get(var_name) -- set(var_name, string_value) -- choice(choice_list) -- visit(node_table) -- called just before any node is executed -- text(text_node_name) function M.begin(tree, game_context) return Dialogger.begin(tree, game_context) end -- usage: do .. while not M.finished(tree_execution) function M.finished(tree_execution) return Dialogger.finished(tree_execution) end --choice_selection is an optional string if the tree is expecting a choice to be made. It is the string id or the table function M.next(tree_execution, choice_selection_idstr_or_table) return Dialogger.next(tree_execution, choice_selection_idstr_or_table) end -- Returns an empty game context with a variablestate setup and returned as second return value function M.new_game_context() return Dialogger.new_game_context() end return M
if not modules then modules = { } end modules ['meta-fnt'] = { version = 1.001, comment = "companion to meta-fnt.mkiv", author = "Hans Hagen, PRAGMA-ADE, Hasselt NL", copyright = "PRAGMA ADE / ConTeXt Development Team", license = "see context related readme files" } local next = next local concat = table.concat local format = string.format local formatters = string.formatters local chardata = characters.data local fontdata = fonts.hashes.identifiers local vffonts = fonts.handlers.vf local mpfonts = fonts.mp or { } fonts.mp = mpfonts mpfonts.version = mpfonts.version or 1.20 mpfonts.inline = true mpfonts.cache = containers.define("fonts", "mp", mpfonts.version, true) metapost.fonts = metapost.fonts or { } local function unicodetoactualtext(...) unicodetoactualtext = backends.codeinjections.unicodetoactualtext return unicodetoactualtext(...) end -- a few glocals local characters, descriptions = { }, { } local factor, code, slot, width, height, depth, total, variants, bbox, llx, lly, urx, ury = 100, { }, 0, 0, 0, 0, 0, 0, true, 0, 0, 0, 0 local flusher = { startfigure = function(_chr_,_llx_,_lly_,_urx_,_ury_) code = { } slot = _chr_ llx = _llx_ lly = _lly_ urx = _urx_ ury = _ury_ width = urx - llx height = ury depth = -lly total = total + 1 inline = mpfonts.inline end, flushfigure = function(t) for i=1,#t do code[#code+1] = t[i] end end, stopfigure = function() local cd = chardata[n] local code = unicodetoactualtext(slot,concat(code," ")) or "" descriptions[slot] = { -- unicode = slot, name = cd and cd.adobename, width = width * 100, height = height * 100, depth = depth * 100, boundingbox = { llx, lly, urx, ury }, } if inline then characters[slot] = { commands = { { "pdf", "origin", code }, } } else characters[slot] = { commands = { { "image", { stream = code, bbox = { 0, -depth * 65536, width * 65536, height * 65536 } }, }, } } end code = nil -- no need to keep that end } local function process(mpxformat,name,instances,scalefactor) local filename = resolvers.findfile(name) local attributes = filename and lfs.isfile(filename) and lfs.attributes(filename) if attributes then statistics.starttiming(metapost.fonts) scalefactor = scalefactor or 1 instances = instances or metapost.fonts.instances or 1 -- maybe store in liost too local fontname = file.removesuffix(file.basename(name)) local modification = attributes.modification local filesize = attributes.size local hash = file.robustname(formatters["%s %05i %03i"](fontname,scalefactor*1000,instances)) local lists = containers.read(mpfonts.cache,hash) if not lists or lists.modification ~= modification or lists.filesize ~= filesize or lists.instances ~= instances or lists.scalefactor ~= scalefactor then statistics.starttiming(flusher) local data = io.loaddata(filename) metapost.reset(mpxformat) metapost.setoutercolor(2) -- no outer color and no reset either lists = { } for i=1,instances do characters = { } descriptions = { } metapost.process( mpxformat, { formatters["randomseed := %s ;"](i*10), formatters["charscale := %s ;"](scalefactor), data, }, false, flusher, false, false, "all" ) lists[i] = { characters = characters, descriptions = descriptions, parameters = { designsize = 655360, slant = 0, space = 333 * scalefactor, space_stretch = 166.5 * scalefactor, space_shrink = 111 * scalefactor, x_height = 431 * scalefactor, quad = 1000 * scalefactor, extra_space = 0, }, properties = { name = formatters["%s-%03i"](hash,i), virtualized = true, spacer = "space", } } end lists.version = metapost.variables.fontversion or "1.000" lists.modification = modification lists.filesize = filesize lists.instances = instances lists.scalefactor = scalefactor metapost.reset(mpxformat) -- saves memory lists = containers.write(mpfonts.cache, hash, lists) statistics.stoptiming(flusher) end variants = variants + #lists statistics.stoptiming(metapost.fonts) return lists else return { } end end metapost.fonts.flusher = flusher metapost.fonts.instances = 1 metapost.fonts.process = process local function build(g,v) local size = g.specification.size local data = process(v[2],v[3],v[4],size/655360,v[6]) local list = { } local t = { } for d=1,#data do t = fonts.constructors.scale(data[d],-1000) local id = font.nextid() t.fonts = { { id = id } } fontdata[id] = t if v[5] then vffonts.helpers.composecharacters(t) end list[d] = font.define(t) end for k, v in next, t do -- last t g[k] = v -- kind of replace, when not present, make nil end g.properties.virtualized = true g.variants = list end vffonts.combiner.commands.metapost = build vffonts.combiner.commands.metafont = build statistics.register("metapost font generation", function() if total > 0 then local time = statistics.elapsedtime(flusher) if total > 0 then return format("%i glyphs, %.3f seconds runtime, %.1f glyphs/second", total, time, total/time) else return format("%i glyphs, %.3f seconds runtime", total, time) end end end) statistics.register("metapost font loading",function() if variants > 0 then local time = statistics.elapsedtime(metapost.fonts) if variants > 0 then return format("%.3f seconds, %i instances, %.3f instances/second", time, variants, variants/time) else return format("%.3f seconds, %i instances", time, variants) end end end) -- fonts.definers.methods.install( "bidi", { -- { -- "metapost", -- method -- "metafun", -- format -- "fontoeps.mp", -- filename -- 1, -- instances -- false, -- compose -- }, -- } ) local report = logs.reporter("metapost","fonts") function metapost.fonts.define(specification) local fontname = specification.fontname or "" local filename = specification.filename or "" local format = specification.format or "metafun" if fontname == "" then report("no fontname given") return end if filename == "" then report("no filename given for %a",fontname) return end local fullname = resolvers.findfile(filename) if fullname == "" then report("unable to locate file %a",filename) return end report("generating font %a using format %a and file %a",fontname,format,filename) fonts.definers.methods.install(fontname, { { specification.engine or "metapost", format, filename, specification.instances or 1, specification.compose or false, }, } ) end interfaces.implement { name = "definemetafont", actions = metapost.fonts.define, arguments = { { { "fontname" }, { "filename" }, } } } -- metapost.fonts.define { -- fontname = "bidi", -- filename = "bidi-symbols.mp", -- }
--- @module Event.test -- Tests for Event class local ReplicatedStorage = game:GetService("ReplicatedStorage") local Modules = ReplicatedStorage:WaitForChild("Modules") local Event = require(Modules:WaitForChild("Event")) local EventTests = {} EventTests["test_Event"] = function () -- Utility local myFunctionDidRun = false local function myFunction() myFunctionDidRun = true end -- Event.new local event = Event.new() assert(type(event) ~= "nil") -- Event:connect local connection = event:connect(myFunction) assert(type(connection) ~= "nil", "Event:connect should return a connection") -- Event:fire event:fire() assert(myFunctionDidRun, "Event:fire should run connected functions") -- Connection:disconnect() myFunctionDidRun = false connection:disconnect() connection = nil event:fire() assert(not myFunctionDidRun, "Event:fire should not run disconnected functions") -- Event:cleanup event:cleanup() event = nil end return EventTests
answ = {"on the line and show the length of it.", "on the same side as the line.", " on different sides of the line." }
--[[ ################################################################################ # # Copyright (c) 2014-2018 Ultraschall (http://ultraschall.fm) # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN # THE SOFTWARE. # ################################################################################ ]] -- little helpers -- 2. Eine Aktion “set next planned Marker” -- Sucht sich den Marker mit grünem Farbwert und kleinstem Zeitstempel, -- und setzt ihn auf die aktuelle Aufnahmezeit/Editposition und stellt den -- Farbwert auf das normale Grau. -- little helpers local info = debug.getinfo(1,'S'); script_path = info.source:match[[^@?(.*[\/])[^\/]-$]] dofile(script_path .. "ultraschall_helper_functions.lua") reaper.Undo_BeginBlock() a,A=ultraschall.GetUSExternalState("ultraschall_follow", "state") function get_position() if reaper.GetPlayState() == 0 or reaper.GetPlayState() == 2 then -- 0 = Stop, 2 = Pause current_position = reaper.GetCursorPosition() -- Position of edit-cursor else if A~="0" then -- follow mode is active current_position = reaper.GetPlayPosition() -- Position of play-cursor -- elseif reaper.GetPlayState()~=0 then -- current_position = reaper.GetCursorPosition() -- Position of play-cursor else current_position = reaper.GetCursorPosition() -- Position of edit-cursor end end return current_position end play_pos=get_position() num_markers=reaper.CountProjectMarkers(0) -- number of markers + regions! PlannedColor = ultraschall.ConvertColor(100,255,0) -- color of all planned markers for i=0, num_markers-1 do retval, isrgnOut, posOut, rgnendOut, nameOut, markrgnindexnumberOut, colorOut = reaper.EnumProjectMarkers3(0, i) if isrgnOut==false and colorOut==PlannedColor then -- green and not a region -- move to play_pos and change color to grey runcommand("_Ultraschall_Center_Arrangeview_To_Cursor") -- scroll to cursor if not visible reaper.SetProjectMarker4(0, markrgnindexnumberOut, false, play_pos, 0, nameOut, 0x666666|0x1000000, 0) break end end ultraschall.RenumerateMarkers(0x666666|0x1000000, 1) reaper.Undo_EndBlock("Ultraschall: Set next planned marker.",0)
-- scaffold geniefile for xxHash xxHash_script = path.getabsolute(path.getdirectory(_SCRIPT)) xxHash_root = path.join(xxHash_script, "xxHash") xxHash_includedirs = { path.join(xxHash_script, "config"), xxHash_root, } xxHash_libdirs = {} xxHash_links = {} xxHash_defines = {} ---- return { _add_includedirs = function() includedirs { xxHash_includedirs } end, _add_defines = function() defines { xxHash_defines } end, _add_libdirs = function() libdirs { xxHash_libdirs } end, _add_external_links = function() links { xxHash_links } end, _add_self_links = function() links { "xxHash" } end, _create_projects = function() project "xxHash" kind "StaticLib" language "C++" flags {} includedirs { xxHash_includedirs, } defines {} files { path.join(xxHash_script, "config", "**.h"), path.join(xxHash_root, "**.h"), path.join(xxHash_root, "**.cpp"), } end, -- _create_projects() } ---
return { { effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 4.5 } } } }, { effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 5.2 } } } }, { effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 6 } } } }, { effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 7 } } } }, { effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 7.7 } } } }, { effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 8.5 } } } }, { effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 9.5 } } } }, { effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 10.2 } } } }, { effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 11 } } } }, { effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 12 } } } }, time = 0, name = "水面作战", init_effect = "jinengchufablue", color = "blue", picture = "", desc = "", stack = 1, id = 3520, icon = 3520, last_effect = "", blink = { 0, 0.7, 1, 0.3, 0.3 }, effect_list = { { type = "BattleBuffAddAttr", trigger = { "onAttach" }, arg_list = { attr = "oxyAtkDuration", number = 4.5 } } } }
object_tangible_furniture_decorative_campfire = object_tangible_furniture_decorative_shared_campfire:new { } ObjectTemplates:addTemplate(object_tangible_furniture_decorative_campfire, "object/tangible/furniture/decorative/campfire.iff")
-- Copyright 2012 by Malte Skambath -- -- This file may be distributed an/or modified -- -- 1. under the LaTeX Project Public License and/or -- 2. under the GNU Public License -- -- See the file doc/generic/pgf/licenses/LICENSE for more information -- local key = require 'pgf.gd.doc'.key local documentation = require 'pgf.gd.doc'.documentation local summary = require 'pgf.gd.doc'.summary local example = require 'pgf.gd.doc'.example -------------------------------------------------------------------- key "animated tree layout" summary "This layout uses the Reingold--Tilform method for drawing trees." documentation [[ A method to create layouts for evolving graphs as an SVG animation.The Reingold--Tilford method is a standard method for drawing trees. It is described in: The algorithm, which is based on the Reingold--Tilford algorithm and its implementation in |graphdrawing.trees|, is introduced in my Masthesis: % \begin{itemize} \item M.\ Skambath, \newblock Algorithmic Drawing of Evolving Trees, Masterthesis, 2016 \end{itemize} You can use the same known graph macros as for other graph drawing algorithms in Ti\emph{k}Z. In addition all keys and features that are available for the static tree algorithm can be used: % \begin{codeexample}[animation list={1,1.5,2,2.5,3,3.5,4}] \tikz \graph[animated binary tree layout, nodes={draw,circle}, auto supernode, ] { {[when=1] 15 -> {10 -> { ,11}, 20 }}, {[when=2] 15 -> {10 -> {3,11}, 20 }}, {[when=3] 15 -> {10 -> {3, }, 20 }}, {[when=4] 15 -> {10 -> {3, }, 20 -> 18 }}, }; \end{codeexample} ]] example [[ \tikz[animated binary tree layout] \graph[nodes={draw,circle}, auto supernode] { {[when=1] 15 -> {10 -> { ,11}, 20 }}, {[when=2] 15 -> {10 -> {3,11}, 20 }}, {[when=3] 15 -> {10 -> {3, }, 20 }}, {[when=4] 15 -> {10 -> {3, }, 20 -> 18 }}, }; ]] -------------------------------------------------------------------- -------------------------------------------------------------------- -------------------------------------------------------------------- -------------------------------------------------------------------- key "animated binary tree layout" summary [[ A layout based on the Reingold--Tilford method for drawing binary trees. ]] documentation [[ This key executes: % \begin{enumerate} \item |animated tree layout|, thereby selecting the Reingold--Tilford method, \item |minimum number of children=2|, thereby ensuring the all nodes have (at least) two children or none at all, and \end{enumerate} ]] example [[ ]] example [[ ]] -------------------------------------------------------------------- -------------------------------------------------------------------- key "extended animated binary tree layout" summary [[ This algorithm is similar to |animated binary tree layout|, only the option \texttt{missing nodes get space} is executed and the \texttt{significant sep} is zero. ]] example [[ ]] --------------------------------------------------------------------
-- After the map has loaded all entities hook.Add("InitPostEntity", "Minigolf.CountHolesAndMarkPhysboxesForCustomPhys", function() NUM_HOLES = 0 Minigolf.Holes.All = Minigolf.Holes.All or {} -- Maybe we decide to have multiple starts to a single hole, anyways lets then just count the unique hole names for _, hole in ipairs(ents.FindByClass("minigolf_hole_start")) do local uniqueHoleName = hole:GetUniqueHoleName() if(not Minigolf.Holes.All[uniqueHoleName])then Minigolf.Holes.All[uniqueHoleName] = hole NUM_HOLES = NUM_HOLES + 1 end end for _, physBox in ipairs(ents.FindByClass("func_physbox")) do physBox:SetCustomCollisionCheck(true) end end)
local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end local voices = { { text = "Ahhhh!" }, { text = "Have mercy!" }, { text = "I admit! I admit!" }, { text = "I repent!" }, { text = "Noooooo!" }, { text = "Please! I beg you to stop!" }, { text = "Take it away! Please!" } } npcHandler:addModule(VoiceModule:new(voices)) npcHandler:addModule(FocusModule:new())
local i, tmpEntityNum; while true do if memory.readbyte(0x03000964) == 255 or memory.readbyte(0x03000964) == 0 then gui.text(16,0,"Running", 0xFFFF0000, topleft) else tmpEntityNum = 0 i = 0 for i=0, 64, 1 do if memory.readbyte(0x03000964 + 3 * i) == 255 then break end tmpEntityNum = tmpEntityNum + 1 end i = 0 while(i < tmpEntityNum) do local entityid = memory.readbyte(0x0300011b + i * 0x2C) if entityid == 21 then -- if this entity is a rock, perhaps I should add gem bubble into the if-statement memory.write_u8(0x03000105 + i * 0x2C, 1) end i = i + 1 end end emu.frameadvance() end
-- -- Copyright (c) 2020 Tom Hancocks -- local scene = Scene.current() -- ---------------------------------------------------------------------------- local brickSize = Size(100, 20) local gridSize = Size(10, 10) local gridWidth = (gridSize.width * brickSize.width) local gridPosition = Point(52, 50) local ballVelocity = Vec2(2, 2) local ballSprite = SpriteSheet.load(Resource.id(129)) local ball = ballSprite:spawnEntity(Vec2(520, 400)) -- ---------------------------------------------------------------------------- -- Brick Brick = {} Brick.__index = Brick setmetatable(Brick, { __call = function (cls, ...) local self = setmetatable({}, cls) self:__init(...) return self end }) function Brick:__init(brickNumber) -- Load the brick sprites local color = math.floor((brickNumber / gridSize.width) / 2.0) local sprite = MacintoshPicture.load(Resource.id(128 + color)) sprite:setSpriteSize(Size(100, 20)) local gridX = math.floor(brickNumber % gridSize.width) * (brickSize.width + 4) local gridY = math.floor(brickNumber / gridSize.width) * (brickSize.height + 4) local entity = sprite:spawnEntity(Vec2(gridPosition.x + gridX, gridPosition.y + gridY)) self.entity = entity self.destroyed = false end function Brick:draw() self.entity:draw() end function Brick:handleBallCollision() if self.entity:intersects(ball) then ballVelocity.y = -ballVelocity.y self.destroyed = true end end local bricks = {} for i = 1, 100 do bricks[i] = Brick(i - 1) end -- ---------------------------------------------------------------------------- -- Paddle Paddle = {} Paddle.__index = Paddle setmetatable(Paddle, { __call = function (cls, ...) local self = setmetatable({}, cls) self:__init(...) return self end }) function Paddle:__init() -- Load the paddle sprite local sprite = SpriteSheet.load(Resource.id(128)) self.entity = sprite:spawnEntity(Vec2(520, 760)) -- Configure self.speed = 20 end function Paddle:move(x) local x = self.entity.position.x + (x * self.speed) if x > 50 and x < 980 then self.entity.position = Vec2(x, 760) end end function Paddle:draw() self.entity:draw() end function Paddle:handleBallCollision() if self.entity:intersects(ball) then ballVelocity.y = -ballVelocity.y end end local paddle = Paddle() -- ---------------------------------------------------------------------------- scene:render(function() -- Update the game state ball.position = ball.position:add(ballVelocity) paddle:handleBallCollision() -- Draw the sprites for i = 1, 100 do if not bricks[i].destroyed then bricks[i]:draw() bricks[i]:handleBallCollision() end end paddle:draw() ball:draw() -- Edge detection if ball.position.x < 0 or ball.position.x > 1040 then ballVelocity.x = -ballVelocity.x end if ball.position.y < 0 or ball.position.y > 800 then ballVelocity.y = -ballVelocity.y end end) scene:onKeyEvent(function(event) if event.keycode == 263 or event.keycode == 65 then paddle:move(-1) elseif event.keycode == 262 or event.keycode == 68 then paddle:move(1) end end)
return function(doc, meta, to) return doc + 3 end
-- Place Bison -- Author: Neirai -- DateCreated: 5/12/2014 9:35:31 AM function buildACow(pPlayer, pCity) for pCityPlot = 1, pCity:GetNumCityPlots() - 1, 1 do local pSpecificPlot = pCity:GetCityIndexPlot(pCityPlot) if pSpecificPlot:GetTerrainType() == TerrainTypes.TERRAIN_GRASS then if pSpecificPlot:GetFeatureType() == (-1) and not pSpecificPlot:IsMountain() then if pSpecificPlot:GetResourceType(-1) == (-1) then pSpecificPlot:SetResourceType(GameInfoTypes.RESOURCE_COW, 1) pSpecificPlot:SetImprovementType(GameInfoTypes.IMPROVEMENT_PASTURE) print("Cow Placed on Grasslands") return true end end elseif pSpecificPlot:GetTerrainType() == TerrainTypes.TERRAIN_PLAINS then if pSpecificPlot:GetFeatureType() == (-1) and not pSpecificPlot:IsMountain() then if pSpecificPlot:GetResourceType(-1) == (-1) then pSpecificPlot:SetResourceType(GameInfoTypes.RESOURCE_COW, 1) pSpecificPlot:SetImprovementType(GameInfoTypes.IMPROVEMENT_PASTURE) print("Cow Placed on Plains") return true end end end end return false end function PutCowSomewhere(player, city, building) print(building) print(GameInfoTypes.BUILDING_BULLRING) if building == GameInfoTypes.BUILDING_3UC_BULLRING then local pPlayer = Players[player] local pCity = pPlayer:GetCityByID(city) if buildACow(pPlayer, pCity) == false then print("No place to place a Cow.") end end end GameEvents.CityConstructed.Add(PutCowSomewhere)
hook.Add("Initialize", "TTT Wheel i12n", function() if (GAMEMODE.Name != "Trouble in Terrorist Town") then return end; include("tttwheel/sh_init.lua") if (SERVER) then AddCSLuaFile(); AddCSLuaFile("tttwheel/cl_init.lua"); AddCSLuaFile("tttwheel/sh_init.lua"); include("tttwheel/sv_init.lua"); else include("tttwheel/cl_init.lua"); end end);
if not _ACTION then -- Docs: http://industriousone.com/command-line-arguments error("No target specified, e.g. vs2010 or xcode4") end -- -- Try to read the options user options. -- This contains a table "user". -- local user_config_options = '../user.lua' if ( io.open(user_config_options) ) then print("Reading user options") dofile(user_config_options) else print("No user options. Writing defaults.") local fh = io.open(user_config_options,'w') fh:write([[ -- User overrides. Comment in to use, otherwise ignored. user = { --- User include/lib paths. E.g. look for dependencies --- Note: Use "/" for Windows, not "\". --includes = { "/my/path" }, -- User include paths. --libs = { "/my/path" }, -- User lib paths. --- Options. These are ignored if not applicable. --macports = true, -- Use Macports on OSX. --al_monolithic = true, -- Link to monolithic lib for Alllegro5. } ]]) fh:close() dofile(user_config_options) end local c_platform = os.get() print("Platform: " .. c_platform) dofile( c_platform .. ".lua" ) function DefineRenderer( name, filetable ) project ( "Renderer-"..name ) files( filetable ) flags( { "Symbols" } ) kind( "StaticLib" ) if ( os.get() == "macosx" ) then if user.macports then includedirs { "/opt/local/include" } end end if ( user.includes ) then includedirs(user.includes) end configuration( "Release" ) targetname( "GWEN-Renderer-"..name ) configuration( "Debug" ) targetname( "GWEND-Renderer-"..name ) end function DefineSample(opt) -- options: name, files, links(d), defs local prjname = "Sample-" .. opt.name print("Adding " .. prjname) project( prjname ) targetdir ( "../bin" ) if ( debugdir ) then debugdir ( "../bin" ) end if ( opt.defs ) then defines( opt.defs ) end files { opt.files } kind "WindowedApp" if ( os.get() == "macosx" ) then -- C++11 libs linkoptions { "-stdlib=libc++" } if user.macports then -- Add Macports for dependencies includedirs { "/opt/local/include" } libdirs { "/opt/local/lib" } end end if ( user.includes ) then includedirs(user.includes) end if ( user.libs ) then libdirs(user.libs) end configuration( "Release" ) targetname( opt.name .. "Sample" ) links( opt.links ) configuration "Debug" targetname( opt.name .. "Sample_D" ) links( opt.linksd or opt.links ) end
--[[ Author: Tinywan Mail: Overcome.wan@Gmail.com Date: 2017/3/12 Github: https://github.com/Tinywan Description: 这是一个配置文件信息包 --]] local M = {} local redis = {} redis['host'] = '127.0.0.1' redis['port'] = 6379 redis['pwd'] = 'tinywanredis' redis['prefix'] = 'url_server:' redis['info'] = 'info_ad:' redis['count'] = 'count_ad:' local err_msg = {} err_msg[42] = 'URL is invalid' err_msg[51] = 'Redis is out of service' err_msg[52] = 'Getting data error' local default = {} default['url'] = 'http://127.0.0.1/url' M['redis'] = redis M['err_msg'] = err_msg M['default'] = default return M
local M = { } local T = require("PackageToolkit").module local windows = T.import(..., "_windows").windows M.path = function(env) if windows() then if env == "HOME" then return string.format("C:%s", os.getenv("HOMEPATH")) else return "" end else if env == "HOME" then return os.getenv("HOME") else return "" end end end return M
Config = {} Config.Price = 10 -- EDIT THIS ONLY IF YOU KNOW WHATE YOU ARE DOING!!! Config.Machines = { -- EDIT THIS ONLY IF YOU KNOW WHATE YOU ARE DOING!!! "prop_vend_coffe_01" -- EDIT THIS ONLY IF YOU KNOW WHATE YOU ARE DOING!!! } -- EDIT THIS ONLY IF YOU KNOW WHATE YOU ARE DOING!!! -- EDIT THIS ONLY IF YOU KNOW WHATE YOU ARE DOING!!!
if GetLocale() ~= "ptBR" then return end if not DBM_GUI_Translations then DBM_GUI_Translations = {} end local L = DBM_GUI_Translations L.MainFrame = "Deadly Boss Mods" L.TranslationBy = "GlitterStorm @ Azralon" L.OTabBosses = "Chefes" L.OTabOptions = "Opções" L.TabCategory_Options = "Opções Gerais" L.TabCategory_WOD = "Warlords of Draenor" L.TabCategory_MOP = "Mists of Pandaria" L.TabCategory_CATA = "Cataclysm" L.TabCategory_WOTLK = "Wrath of the Lich King" L.TabCategory_BC = "The Burning Crusade" L.TabCategory_CLASSIC = "Wow Vanilla" L.TabCategory_PVP = "PVP" L.TabCategory_OTHER = "Outros módulos" L.BossModLoaded = "%s estatísticas" L.BossModLoad_now = [[Esse módulo não está carregado. Ele será carregado quando você entrar na instância. Você também pode clicar no botão para carregar o módulo manualmente.]] L.PosX = 'Posição X' L.PosY = 'Posição Y' L.MoveMe = 'Mova-me' L.Button_OK = 'OK' L.Button_Cancel = 'Cancelar' L.Button_LoadMod = 'Carregar AddOn' L.Mod_Enabled = "Habilitar módulo" L.Mod_Reset = "Carregar opções padrão" L.Reset = "Resetar" L.Enable = "Habilitar" L.Disable = "Desabilitar" L.NoSound = "Sem som" L.IconsInUse = "Ícones utilizados por esse módulo" -- Tab: Boss Statistics L.BossStatistics = "Estatísticas do Chefe" L.Statistic_Kills = "Vitórias:" L.Statistic_Wipes = "Derrotas:" L.Statistic_Incompletes = "Incompletos:"--Para cenários, TODO, encontrar um jeito limpo de substituir derrotas por estatística incompleto para mods de cenário L.Statistic_BestKill = "Melhor tempo:" -- Tab: General Core Options L.General = "Opções gerais do DBM" L.EnableMiniMapIcon = "Exibir botão no mini-mapa" L.UseMasterVolume = "Utilizar canal principal de áudio para reproduzir arquivos de som." L.Latency_Text = "Definir latência máxima de sincronização: %d" -- Tab: General Timer Options L.TimerGeneral = "Opções gerais do temporizador do DBM" L.SKT_Enabled = "Sempre mostrar um temporizador de sua vitória recorde (Sobrepõe a opção do chefe específico)" L.CRT_Enabled = "Mostrar um temporizador para a próxima carga de ressureição em combate(apenas nas dificuldades 6.x)" L.ChallengeTimerOptions = "Colocar opção para temporizador de melhor tempo em modo desafio" L.ChallengeTimerPersonal = "Pessoal" L.ChallengeTimerRealm = "Reino" L.ModelOptions = "Opções do Visualizador de Modelos 3D" L.EnableModels = "Habilitar modelos 3D nas opções de chefe" L.ModelSoundOptions = "Definir opção de som para o visualizador de modelos" L.ModelSoundShort = "Curto" L.ModelSoundLong = "Longo" L.Button_RangeFrame = "Exibir/esconder quadro de distância" L.Button_RangeRadar = "Exibir/esconder radar de distância" -- Não existe no en.lua L.Button_InfoFrame = "Exibir/esconder quadro de informações" L.Button_TestBars = "Iniciar barras de teste" -- Tab: Raidwarning L.Tab_RaidWarning = "Avisos de Raid" L.RaidWarning_Header = "Opções de Avisos de Raid" L.RaidWarnColors = "Cores dos Avisos de Raid" L.RaidWarnColor_1 = "Cor 1" L.RaidWarnColor_2 = "Cor 2" L.RaidWarnColor_3 = "Cor 3" L.RaidWarnColor_4 = "Cor 4" L.InfoRaidWarning = [[Você pode especificar a cor e posição do quadro de avisos de raid. Esse quadro é utilizado para mensagens como "Jogador X está sob efeito de Y".]] L.ColorResetted = "As opções de cor desse campo foram resetadas." L.ShowWarningsInChat = "Exibir avisos na janela de chat." L.ShowFakedRaidWarnings = "Exibir avisos como mensagens falsas de aviso de raid." L.WarningIconLeft = "Mostrar ícone do lado esquerdo." L.WarningIconRight = "Mostrar ícone do lado direito." L.WarningIconChat = "Mostrar ícones no chat" -- estavam faltando as linhas abaixo L.Warn_FontType = "Escolha fonte" L.Warn_FontStyle = "Bandeira de fonte (flags)" L.Warn_FontShadow = "Sombra da fonte" L.Warn_FontSize = "Tamanho da fonte: %d" L.Warn_Duration = "duração do aviso: %d seg" L.None = "nada" L.Outline = "Contorno" L.ThickOutline = "Espessura do contorno" L.MonochromeOutline = "Contorno Monocromático" L.MonochromeThickOutline = "Espessura do contorno Monocromático" L.RaidWarnSound = "toque som no aviso de raid" -- não existem no en.lua L.RaidWarnMessage = "Obrigado por utilizar o Deadly Boss Mods" -- não existe no en.lua L.BarWhileMove = "Aviso de Raid móvel" -- não existe no en.lua L.RaidWarnSound = "Tocar som junto com o aviso na raid" -- não existe no en.lua -- Tab: Generalwarnings L.Tab_GeneralMessages = "Mensagens em geral" L.CoreMessages = "Opções de mensagens principais" L.ShowPizzaMessage = "Exibir mensagens ao receber cronógrafos no quadro de chat" L.ShowAllVersions = "exibir a versão da mod para todos os membros no chat" L.CombatMessages = "Opções de mensagens de combate" L.ShowEngageMessage = "Exibir mensagens ao iniciar combate no quadro de chat" L.ShowDefeatMessage = "Exibir mensagens ao vencer chefes no quadro de chat" L.ShowGuildMessages = "Exibir mensagens de puxada/vitória/derrota no quadro de chat" L.WhisperMessages = "Opções de mensagens de sussurro" L.AutoRespond = "Responder automaticamente a sussurros durante a luta" L.EnableStatus = "Responder a sussurros de 'status'" L.WhisperStats = "Incluir estatísticas de derrotas/vitórias nas respostas a sussurros" -- Tab: Barsetup L.BarSetup = "Configurações da barra" L.BarTexture = "Textura da barra" L.BarStyle = "Estilo da barra" L.BarDBM = "DBM" L.BarSimple = "Simple (sem animação)" L.BarStartColor = "Cor inicial" L.BarEndColor = "Cor final" L.Bar_Font = "Fonte utilizada na barra" L.Bar_FontSize = "Tamanho da fonte" L.Bar_Height = "Altura da barra: %d" L.Slider_BarOffSetX = "Deslocamento X: %d" L.Slider_BarOffSetY = "Deslocamento Y: %d" L.Slider_BarWidth = "Largura da barra: %d" L.Slider_BarScale = "Escala da barra: %0.2f" L.AreaTitle_BarSetup = "Opções gerais de barra" L.AreaTitle_BarSetupSmall = "Opções da barra pequena" L.AreaTitle_BarSetupHuge = "Opções da barra grande" L.EnableHugeBar = "Habilitar barra grande (aka Barra 2)" L.BarIconLeft = "Ícone da esq." L.BarIconRight = "Ícone da dir." L.ExpandUpwards = "Expandir para cima" L.FillUpBars = "Barras enchem" L.ClickThrough = "Desabilitar eventos de mouse (permite clicar através das barras)" L.Bar_Decimal = "Exibir porcentagens abaixo do temporizador: %d" L.Bar_DBMOnly = "As opções abaixo só funcionam com o estilo de barra \"DBM\" ." L.Bar_EnlargeTime = "Barras aumentam abaixo deste tempo: %d" L.Bar_EnlargePercent = "Barras aumentam abaixo desta porcentagem: %0.1f%%" L.BarSpark = "Barra faísca" L.BarFlash = "Barra pisca quando estiver para expirar" L.BarSort = "selecionar pelo tempo restante" -- Tab: Spec Warn Frame L.Panel_SpecWarnFrame = "Avisos Especiais" L.Area_SpecWarn = "Opções de Avisos Especiais" L.ShowSWarningsInChat = "Exibir avisos especiais no quadro de chat" L.SpecWarn_FlashFrame = "Brilhar tela em avisos especiais" L.SpecWarn_FlashFrameRepeat = "Repetir %d vezes (se habilitado)" L.SpecWarn_Font = "Fonte utilizada para avisos especiais" L.SpecWarn_FontSize = "Tamanho da fonte" L.SpecWarn_FontColor = "Cor da fonte" L.SpecWarn_FontType = "Selecionar fonte" L.SpecWarn_FlashRepeat = "Repetir piscada" L.SpecWarn_FlashColor = "Cor pisca" L.SpecWarn_FlashDur = "Duração da piscada: %0.1f" L.SpecWarn_FlashAlpha = "Alfa da piscada: %0.1f" L.SpecWarn_DemoButton = "Mostrar exemplo" L.SpecWarn_MoveMe = "Definir posição" L.SpecWarn_ResetMe = "Redefinir padrões" L.SpecialWarnSound = "Definir som para aviso especial afetando você ou sua função na raid" L.SpecialWarnSound2 = "Definir som para aviso especial afetando todos na raid" L.SpecialWarnSound3 = "Definir som para aviso especial MUITO IMPORTANTE" L.SpecialWarnSound4 = "Definir som para aviso especial se sair correndo" -- Tab: Spoken Alerts Frame L.Panel_SpokenAlerts = "Avisos falados" L.Area_VoiceSelection = "seleção de vozes" L.CountdownVoice = "Definir voz primaria para sons de contagem" L.CountdownVoice2 = "Definir voz secundaria para sons de contagem" L.CountdownVoice3 = "Definir voz terciária para sons de contagem" L.VoicePackChoice = "Definir pacote de vozes para avisos falados" L.Area_CountdownOptions = "opções de contagens" L.ShowCountdownText = "Exibir texto de contagem durante contagens primarias" L.Area_VoicePackOptions = "Opções de pacotes de vozes (Pacotes de vozes de terceiros)" L.SpecWarn_NoSoundsWVoice = "Filtrar avisos sonoros especiais para avisos que contem avisos falados ..." L.SWFNever = "Nunca" L.SWFDefaultOnly = "Quando avisos especiais usarem som padrão ( permitir que sons customizados ainda toquem)." L.SWFAll = "Quando sons especiais usarem qualquer som" L.SpecWarn_AlwaysVoice = "Sempre tocar todos os avisos falados (Substitui opções especificas dos chefes. Útil para lideres de raids)" --TODO, maybe add URLS right to GUI panel on where to acquire 3rd party voice packs? talvez ... -- Tab: HealthFrame L.Panel_HPFrame = "Quadro de Vida" L.Area_HPFrame = "Opções do Quadro de Vida" L.HP_Enabled = "Sempre exibir quadro de vida (Sobrepõe opção específica por chefe)" L.HP_GrowUpwards = "Expandir quadro de vida para cima" L.HP_ShowDemo = "Exibir quadro de vida" L.BarWidth = "Largura da barra: %d" -- Tab: Global Filter L.Panel_SpamFilter = "DBM Desligamentos globais & filtros" L.Area_SpamFilter_Outgoing = "DBM opções de desligamentos globais & filtros" L.SpamBlockNoShowAnnounce = "Não exibir anúncios ou tocar avisos sonoros" L.SpamBlockNoSetIcon = "Não marcar jogadores com ícones" L.SpamBlockNoRangeFrame = "Não exibir quadro de distancia" L.SpamBlockNoInfoFrame = "Não exibir quadro de informação" L.SpamBlockNoHudMap = "Não mostrar mapas HudMap (heads up display Map)" L.SpamBlockNoHealthFrame = "Não exibir quadros de vida" L.SpamBlockNoCountdowns = "Não tocar sons de contagem regressiva" L.SpamBlockNoIconRestore = "Não guardar estado dos ícones e restaura-los ao fim do combate" L.SpamBlockNoRangeRestore = "Não restaurar o quadro de distancia para o estado anterior ( show/hide ) quando a mod pedir hide'" -- Tab: Spam Filter L.Panel_SpamFilter = "Filtros Global e de Spam" L.Area_SpamFilter = "Opções do filtro Global" L.DontShowFarWarnings = "Não exibir anúncios/temporizadores para eventos que estão longe" L.StripServerName = "Tira com nome do reino em avisos e temporizadores" L.SpamBlockBossWhispers = "Filtra &lt;DBM&gt; avisos de sussurro enquanto estiver lutando" L.BlockVersionUpdateNotice = "Desabilitar popup de notificação de atualização (Não recomendado)" L.Area_SpecFilter = "Opções de especialização" L.FilterTankSpec = "Filtrar mensagens designadas para tank role quando não for tank. (Nota: Desabilitar esta função não é recomendado para a maioria dos usuários já que avisos de 'taunt' ( insultos ) estão habilitados por definição.)" L.FilterInterrupts = "Filtrar avisos para habilidades passivas de cortes ( interrupts ) se o alvo não for o seu target ou focus ( Não se aplica para magias criticas que resultaram em derrota caso não seja interrompida)" L.FilterDispels = "Filtrar avisos para magias dissipáveis se a seu dissipar estiver em recarga." L.FilterSelfHud = "Filtrar a si mesmo no HudMap (Exclui funções de hud baseadas na distância)" L.Area_PullTimer = "Opções de Filtros de Puxada, pausa, Combate, & Temporizador customizados" L.DontShowPTNoID = "Bloquear o temporizador de Puxada se não foi enviado na mesma zona que você" L.DontShowPT = "Não exibir a barra de puxada" L.DontShowPTText = "Não exibir texto de anúncio do temporizador de puxada" L.DontPlayPTCountdown = "Não tocar o áudio da contagem regressiva de puxada/combate/customizado" L.DontShowPTCountdownText = "Não exibir o texto da contagem regressiva de puxada/combate/customizado" L.PT_Threshold = "Não exibir o texto da contagem regressiva de puxada/combate/customizado acima de: %d" L.Panel_HideBlizzard = "Esconder Blizzard" L.Area_HideBlizzard = "Esconder Opções da Blizzard" L.HideBossEmoteFrame = "Esconder o quadro de emote do chefe de raid durante as lutas" L.HideWatchFrame = "Esconder/acompanhar quadros (de objetivos) durante as lutas contra os chefes, caso nenhuma conquista esteja sendo acompanhada. No modo desafio, cria uma medalha temporária na luta de chefes enquanto o quadro estiver escondido" L.HideGarrisonUpdates = "Esconde o quadro de missão completada da guarnição enquanto estiver lutando com algum chefe" L.HideGuildChallengeUpdates = "Esconde o quadro de desafio de guilda durante a luta contra algum chefe" L.HideTooltips = "Esconder as dicas durante as lutas contra os chefes" L.DisableSFX = "Desativa o canal de efeitos sonoros durante lutas contra chefes" L.SpamBlockSayYell = "Esconder os anúncios de balões de chat do quadro de chat" L.DisableCinematics = "Esconder as cinematics in-game" L.AfterFirst = "Depois que o vídeo for assistido uma vez" L.Panel_ExtraFeatures = "Características Extra" L.Area_ChatAlerts = "Opções de alerta do Chat" L.RoleSpecAlert = "Exibir mensagem de alerta quando sua especialização de saque não corresponder à sua especialização atual ao entrar na raid" L.CheckGear = "envia um mensagem de alerta quando o seu ilvl equipado for muito menor do que o ilvl nas bolsas(40+)" L.WorldBossAlert = "Exibir mensagem de alerta quando um chefe do mundo possivelmente for atacado no seu reino por membros da sua guilda ou amigos (inaccurate if sender is CRZed)" L.Area_SoundAlerts = "Opções de Som de Alerta" L.LFDEnhance = "Tocar o som de TodosProntos para checagem de papéis &amp; CB/LDG no canal de áudio principal(I.E. sons funcionam mesmo que os efeitos sonoros estejam desligados e são geralmente mais altos)" L.WorldBossNearAlert = "Tocar o som de TodosProntos quando chefes do mundo perto de você que você precisa estiverem sendo atacados (Sobrepõe opção específica de chefe)" L.AFKHealthWarning = "Tocar som de alerta quando você estiver perdendo vida enquanto estiver LDT" L.Area_AutoLogging = "opções de relatórios automáticos" L.AutologBosses = "Gravar automaticamente o relatório de encontro com os chefes utilizando o relatório de combate da Blizzard(Requer que seja usado /dbm pull antes do chefe <a href=\"http://www.warcraftlogs.com\">|cff3588ffwarcraftlogs.com|r</a> compatibilidade)" L.AdvancedAutologBosses = "Gravar automaticamente o encontro com o chefe utilizando o Transcritor" L.LogOnlyRaidBosses = "Só gravar encontros com chefes de raid (exclui Localizador de Raids/Grupos/Cenários)" L.Area_3rdParty = "opções de add0ns de terceiros" L.ShowBBOnCombatStart = "Fazer checagem de Buff com Big Brother no início do combate" L.BigBrotherAnnounceToRaid = "Anunciar resultados do Big Brother para a raid" L.Area_Invite = "Opções de convite" L.AutoAcceptFriendInvite = "Aceitar convites de amigos automaticamente" L.AutoAcceptGuildInvite = "Aceitar convites de membros da guilda automaticamente" L.Area_Advanced = "Opções avançadas" L.FakeBW = "Fingir ser BigWigs em checagens de versão ao invés de ser DBM ( útil para guildas que forçam o uso de BigWigs )" L.PizzaTimer_Headline = 'Criar um "Cronógrafo para Pizza"' L.PizzaTimer_Title = 'Nome (e.g. "Pizza!")' L.PizzaTimer_Hours = "Horas" L.PizzaTimer_Mins = "Min" L.PizzaTimer_Secs = "Seg" L.PizzaTimer_ButtonStart = "Iniciar cronógrafo" L.PizzaTimer_BroadCast = "Transmitir para raid" L.Panel_Profile = "Perfil" L.Area_CreateProfile = "Criação de perfil" L.EnterProfileName = "entre com o nome do perfil" L.CreateProfile = "Criar perfil para opções do núcleo do BDM" L.Area_ApplyProfile = "definir o perfil ativo para o núcleo do DBM" L.SelectProfileToApply = "selecionar o perfil a aplicar" L.Area_CopyProfile = "Copiar o perfil de opções do núcleo do DBM" L.SelectProfileToCopy = "Escolha o perfil à ser copiado" L.Area_DeleteProfile = "Remover o perfil de opções do núcleo do DBM" L.SelectProfileToDelete = "Escolha o perfil à ser removido" L.Area_DualProfile = "Opções de perfil da mod de chefes" L.DualProfile = "Habilite suporte para outras mods de chefes de acordo com a especialização. (O gerenciamento de perfis de mods de chefes é feito da tela de mods de chefes carregados)" L.Area_ModProfile = "Copia as preferencias da mod para outros personagens/ especializações ou deleta a customização efetuada" L.ModAllReset = "reseta todas as opções da mod" L.ModAllStatReset = "Reseta todos os stats da mod" L.SelectModProfileCopy = "Copia todas as preferencias de" L.SelectModProfileCopySound = "Copia apenas as preferencias sonoras de" L.SelectModProfileDelete = "apaga as opções da mod de" -- Misc L.FontHeight = 16
require "/scripts/util.lua" function update(_,_, shiftHeld) self.containerId = config.getParameter("containerId") self.swapItem = config.getParameter("swapItem") if shiftHeld and self.containerId and world.entityExists(self.containerId) then local status, result = pcall(eatItems) end if self.swapItem then player.setSwapSlotItem(self.swapItem) else item.setCount(0) end end function eatItems() local items = world.containerItems(self.containerId) if items then for offset, item in pairs(items) do lootItem(item, offset) end player.cleanupItems() end end function lootItem(item, offset) player.giveItem(item) world.containerConsumeAt(self.containerId, offset - 1, item.count) end
-- LOCAL local main = require(game.Nanoblox) local TimeService = { remotes = { grabLocalDate = main.modules.Remote.new("grabLocalDate"), grabLocalTime = main.modules.Remote.new("grabLocalTime"), } } local Promise = main.modules.Promise -- METHODS function TimeService.grabLocalDateAsync(player, dateTime) local newDateTime = dateTime or os.time() local returnDate = os.date("*t", newDateTime) local returnMonth = os.date("%B", newDateTime) local promise = TimeService.remotes.grabLocalDate:invokeClient(player, newDateTime) :timeout(3) :andThen(function(clientDate, clientMonth) returnDate = (typeof(clientDate) == "table" and clientDate) or returnDate returnMonth = tostring(clientMonth) end) promise:await() return returnDate, returnMonth end return TimeService
local LibEvent = LibStub:GetLibrary("LibEvent.7000") local AFK = AFK local DND = DND local PVP = PVP local LEVEL = LEVEL local OFFLINE = FRIENDS_LIST_OFFLINE local FACTION_HORDE = FACTION_HORDE local FACTION_ALLIANCE = FACTION_ALLIANCE local addon = TinyTooltip local function strip(text) return (text:gsub("%s+([|%x%s]+)<trim>", "%1")) end local function ColorBorder(tip, config, raw) if (config.coloredBorder and addon.colorfunc[config.coloredBorder]) then local r, g, b = addon.colorfunc[config.coloredBorder](raw) LibEvent:trigger("tooltip.style.border.color", tip, r, g, b) elseif (type(config.coloredBorder) == "string" and config.coloredBorder ~= "default") then local r, g, b = addon:GetRGBColor(config.coloredBorder) if (r and g and b) then LibEvent:trigger("tooltip.style.border.color", tip, r, g, b) end else LibEvent:trigger("tooltip.style.border.color", tip, unpack(addon.db.general.borderColor)) end end local function ColorBackground(tip, config, raw) local bg = config.background if not bg then return end if (bg.colorfunc == "default" or bg.colorfunc == "" or bg.colorfunc == "inherit") then local r, g, b, a = unpack(addon.db.general.background) a = bg.alpha or a LibEvent:trigger("tooltip.style.background", tip, r, g, b, a) return end if (addon.colorfunc[bg.colorfunc]) then local r, g, b = addon.colorfunc[bg.colorfunc](raw) local a = bg.alpha or 0.8 LibEvent:trigger("tooltip.style.background", tip, r, g, b, a) end end local function GrayForDead(tip, config, unit) if (config.grayForDead and UnitIsDeadOrGhost(unit)) then local line, text LibEvent:trigger("tooltip.style.border.color", tip, 0.6, 0.6, 0.6) LibEvent:trigger("tooltip.style.background", tip, 0.1, 0.1, 0.1) for i = 1, tip:NumLines() do line = _G[tip:GetName() .. "TextLeft" .. i] text = (line:GetText() or ""):gsub("|cff%x%x%x%x%x%x", "|cffaaaaaa") line:SetTextColor(0.7, 0.7, 0.7) line:SetText(text) end end end local function ShowBigFactionIcon(tip, config, raw) if (config.elements.factionBig and config.elements.factionBig.enable and tip.BigFactionIcon and (raw.factionGroup=="Alliance" or raw.factionGroup == "Horde")) then tip.BigFactionIcon:Show() tip.BigFactionIcon:SetTexture("Interface\\Timer\\".. raw.factionGroup .."-Logo") tip:Show() tip:SetMinimumWidth(tip:GetWidth() + 20) end end local function PlayerCharacter(tip, unit, config, raw) local data = addon:GetUnitData(unit, config.elements, raw) addon:HideLines(tip, 2, 3) addon:HideLine(tip, "^"..LEVEL) addon:HideLine(tip, "^"..FACTION_ALLIANCE) addon:HideLine(tip, "^"..FACTION_HORDE) addon:HideLine(tip, "^"..PVP) for i, v in ipairs(data) do addon:GetLine(tip,i):SetText(strip(table.concat(v, " "))) end ColorBorder(tip, config, raw) ColorBackground(tip, config, raw) GrayForDead(tip, config, unit) ShowBigFactionIcon(tip, config, raw) end local function NonPlayerCharacter(tip, unit, config, raw) local levelLine = addon:FindLine(tip, "^"..LEVEL) if (levelLine or tip:NumLines() > 1) then local data = addon:GetUnitData(unit, config.elements, raw) local titleLine = addon:GetNpcTitle(tip) local increase = 0 for i, v in ipairs(data) do if (i == 1) then addon:GetLine(tip,i):SetText(table.concat(v, " ")) end if (i == 2) then if (config.elements.npcTitle.enable and titleLine) then titleLine:SetText(addon:FormatData(titleLine:GetText(), config.elements.npcTitle, raw)) increase = 1 end i = i + increase addon:GetLine(tip,i):SetText(table.concat(v, " ")) elseif ( i > 2) then i = i + increase addon:GetLine(tip,i):SetText(table.concat(v, " ")) end end end addon:HideLine(tip, "^"..LEVEL) addon:HideLine(tip, "^"..PVP) ColorBorder(tip, config, raw) ColorBackground(tip, config, raw) GrayForDead(tip, config, unit) ShowBigFactionIcon(tip, config, raw) end LibEvent:attachTrigger("tooltip:unit", function(self, tip, unit) local raw = addon:GetUnitInfo(unit) if (UnitIsPlayer(unit)) then PlayerCharacter(tip, unit, addon.db.unit.player, raw) else NonPlayerCharacter(tip, unit, addon.db.unit.npc, raw) end end) addon.ColorUnitBorder = ColorBorder addon.ColorUnitBackground = ColorBackground
local Proxy = module("vrp", "lib/Proxy") local vRP = Proxy.getInterface("vRP") async(function() vRP.loadScript("vrp_drugstonpc", "server") end)
--*********************************************************** --** ROBERT JOHNSON ** --*********************************************************** require "TimedActions/ISBaseTimedAction" ---@class ISCutHair : ISBaseTimedAction ISCutHair = ISBaseTimedAction:derive("ISCutHair"); function ISCutHair:isValid() return true; end function ISCutHair:update() if self.item then self.item:setJobDelta(self:getJobDelta()); end end function ISCutHair:start() if self.item then self.item:setJobType(getText("ContextMenu_CutHair")); self.item:setJobDelta(0.0); end -- self:setActionAnim(CharacterActionAnims.Shave) -- self:setOverrideHandModels("DisposableRazor", nil) end function ISCutHair:stop() if self.item then self.item:setJobDelta(0.0); end ISBaseTimedAction.stop(self); end function ISCutHair:perform() if self.item then self.item:setJobDelta(0.0); end local newHairStyle = getHairStylesInstance():FindMaleStyle(self.hairStyle) if self.character:isFemale() then newHairStyle = getHairStylesInstance():FindFemaleStyle(self.hairStyle) end -- if we're attaching our hair we need to set the non attached model, or if we untie, we reset our model if newHairStyle:isAttachedHair() and not self.character:getHumanVisual():getNonAttachedHair() then self.character:getHumanVisual():setNonAttachedHair(self.character:getHumanVisual():getHairModel()); end if self.character:getHumanVisual():getNonAttachedHair() and not newHairStyle:isAttachedHair() then self.character:getHumanVisual():setNonAttachedHair(nil); end self.character:getHumanVisual():setHairModel(self.hairStyle); self.character:resetModel(); self.character:resetHairGrowingTime(); -- reduce hairgel for mohawk if newHairStyle:getName():contains("Mohawk") and newHairStyle:getName() ~= "MohawkFlat" then local hairgel = self.character:getInventory():getItemFromType("Hairgel", true, true); if hairgel then hairgel:Use(); end end triggerEvent("OnClothingUpdated", self.character) -- needed to remove from queue / start next. ISBaseTimedAction.perform(self); end function ISCutHair:new(character, hairStyle, item, time) local o = {} setmetatable(o, self) self.__index = self o.character = character; o.hairStyle = hairStyle or ""; o.stopOnWalk = true; o.stopOnRun = true; o.item = item; o.maxTime = time; if o.character:isTimedActionInstant() then o.maxTime = 1; end return o; end
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:25' 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. **************************************************************************** ]] ZO_Banking_Shared = ZO_InitializingObject:Subclass() function ZO_Banking_Shared:Initialize(control) local bankFilterTargetDescriptor = { [BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT] = { searchFilterList = { BACKGROUND_LIST_FILTER_TYPE_NAME, }, primaryKeys = { BAG_BACKPACK, BAG_BANK, BAG_SUBSCRIBER_BANK, } }, } TEXT_SEARCH_MANAGER:SetupContextTextSearch("playerBankTextSearch", bankFilterTargetDescriptor) local houseBankFilterTargetDescriptor = { [BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT] = { searchFilterList = { BACKGROUND_LIST_FILTER_TYPE_NAME, }, primaryKeys = function() local bankingBag = GetBankingBag() if IsHouseBankBag(bankingBag) then return { BAG_BACKPACK, bankingBag } end return {} end, }, } TEXT_SEARCH_MANAGER:SetupContextTextSearch("houseBankTextSearch", houseBankFilterTargetDescriptor) local guildBankFilterTargetDescriptor = { [BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT] = { searchFilterList = { BACKGROUND_LIST_FILTER_TYPE_NAME, }, primaryKeys = { BAG_BACKPACK, BAG_GUILDBANK, } }, } TEXT_SEARCH_MANAGER:SetupContextTextSearch("guildBankTextSearch", guildBankFilterTargetDescriptor) end ZO_BANKING_SHARED = ZO_Banking_Shared:New()
local guai = { Attack1 = { operation = { [15] = { move_speed = 4, }, [20] = { melee_attack = true }, [38] = { move_speed = 0 }, [40] = { melee_attack = false } }, }, } return guai
require "classes.constants.screen" require "classes.list.model.DataAllTopicList" Controller={} function Controller:new(view, model) local this = display.newGroup() local public = this local private = {} local widget = require("widget") local currentTopic local currentScreen function private.Controller() view.onRowRender = public.onRowRender view.onRowTouch = public.onRowTouch view.onButtonBack = public.onButtonBack private.showTopic() Runtime:addEventListener("key", private.onBackHardwareKey) end function public.onRowRender(event) local row = event.row local rowTitle = display.newText(row, " " .. model.getData()[row.index].title, 0, 0, "CommodorePixelized", 15) rowTitle.x = row.contentWidth*0.5 rowTitle.y = row.contentHeight*0.5 rowTitle.anchorX = 0.78 rowTitle:setFillColor(255/255, 255/255, 255/255) if currentTopic.hasBackButton then view.getButtonBack().alpha = 1 else view.getButtonBack().alpha = 0 end return true end function public.onRowTouch(event) local row = event.target if event.phase == "press" then elseif event.phase == "swipeLeft" then print("Swiped left.") elseif event.phase == "swipeRight" then print( "Swiped right." ) elseif event.phase == "tap" then print("tap") if currentTopic.isList then timer.performWithDelay(50, function() private.showTopic(currentTopic[event.target.index]) end) --trick for avoid event propagation return true end elseif event.phase == "release" then print("release") --print(event.target.index) if currentTopic.isList then timer.performWithDelay(50, function() private.showTopic(currentTopic[event.target.index]) end) --trick for avoid event propagation return true end end return true end function public.onButtonBack(event) currentTopic = currentTopic.goBack() view.getTableView():deleteAllRows() model.setData(currentTopic) for i = 1, #model.getData() do local rowColor = {28/255, 142/255, 255/255, 0.2} if i%2 == 0 then rowColor = {128/255, 255/255, 255/255, 0} end view.getTableView():insertRow({ isCategory = false, rowHeight = 49, rowColor = { default = rowColor, over = {28/255, 142/255, 255/255, 0.5}, }, lineColor = {220/255, 220/255, 220/255,0}, }) end end function private.showTopic(clickedTarget) if clickedTarget ~= nil then local goBack =currentTopic.goCurrent currentTopic = clickedTarget.execute() view.getTableView():deleteAllRows() if currentTopic.isList then model.setData(currentTopic) goBack=nil else currentTopic:addEventListener("touch", function() return true end) currentTopic:addEventListener("tap", function() return true end) currentScreen:insert(currentTopic) view.getTableView():deleteAllRows() view.getTableView().alpha=0 model.setData(currentTopic) currentTopic.hasBackButton = true currentTopic.goBack = function() view.getTableView().alpha=1 currentScreen:remove(currentTopic) currentTopic:destroy() currentTopic = nil return goBack()--> currentTopic.goCurrent()-->DataGettingStarted().goCurrent()-->DataGettingStartedList:new() end view:toFront() end else currentTopic = DataAllTopicList:new() view.getButtonBack().alpha = 0 if currentTopic.isList then view.getTableView():deleteAllRows() model.setData(currentTopic) end end for i = 1, #model.getData() do local rowColor = {28/255, 142/255, 255/255, 0.2} if i%2 == 0 then rowColor = {128/255, 255/255, 255/255, 0} end view.getTableView():insertRow({ isCategory = false, rowHeight = 49, rowColor = { default = rowColor, over = {28/255, 142/255, 255/255, 0.5}, }, lineColor = {220/255, 220/255, 220/255,0}, }) end return true end function public.setCurrentScreen(newScreen) currentScreen = newScreen end function private.onBackHardwareKey(event) if event.phase == "up" and event.keyName == "back" then if currentTopic.hasBackButton then public.onButtonBack(event) return true end end end function public:destroy() this:removeSelf() this = nil end private.Controller() return this end return Controller
local maxResults = 200 local module = {} local TweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(0.3) local ReplicatedStorage = game:GetService("ReplicatedStorage") local AuthorDirectory = require(ReplicatedStorage.AuthorDirectory) local List = require(ReplicatedStorage.Utilities.List) local ObjectList = require(ReplicatedStorage.Utilities.ObjectList) local Books = require(ReplicatedStorage.BooksClient) local books = Books:GetBooks() local gui = ReplicatedStorage.Guis.BookSearch gui.Enabled = false local Players = game:GetService("Players") local localPlayer = Players.LocalPlayer gui.Parent = localPlayer.PlayerGui local searchFrame = gui.Search local resultsFrame = searchFrame.Results local results -- list of book local entry = resultsFrame.Entry entry.Parent = nil local entries = {entry} for i = 2, maxResults do entries[i] = entry:Clone() entries[i].LayoutOrder = i end local shrunk = false local entrySizeY = entry.Size.Y.Offset local origSize = resultsFrame.Size local shrinkSize = UDim2.new(resultsFrame.Size.X, UDim.new(0, entrySizeY)) local origPos = resultsFrame.Position local shrinkPos = UDim2.new(resultsFrame.Position.X, resultsFrame.Position.Y) local tween local function newTween(props, instant) if tween then tween:Cancel() end if instant then for k, v in pairs(props) do resultsFrame[k] = v end else tween = TweenService:Create(resultsFrame, tweenInfo, props) tween:Play() end end local function shrink(toIndex) shrunk = true local targetY = (toIndex - 1) * (entrySizeY + 1) - 1 -- +1 for padding, -1 because first entry doesn't have padding newTween({ Position = shrinkPos, Size = shrinkSize, CanvasPosition = Vector2.new(0, targetY), }) coroutine.wrap(function() -- CanvasPosition doesn't end up in correct spot, so fix it when the tween finishes: if tween.Completed:Wait() == Enum.PlaybackState.Completed then resultsFrame.CanvasPosition = Vector2.new(0, targetY) end end) end local function expand(instant) shrunk = false newTween({ Position = origPos, Size = origSize, }, instant) end -- todo pathfind functions -> dif module local PathfindingService = game:GetService("PathfindingService") local reachedDist = 5 local recalcDist = 8 local nodeExtraHeight = Vector3.new(0, 2, 0) --local nodeTweenHeight = 0.5 -- todo implement --local nodeTweenTime = 1 local RunService = game:GetService("RunService") local nodeFolder = Instance.new("Folder") nodeFolder.Name = "Pathfind Nodes" nodeFolder.Parent = workspace local node = Instance.new("Part") node.Size = Vector3.new(1, 1, 1) node.TopSurface = Enum.SurfaceType.Smooth node.BottomSurface = Enum.SurfaceType.Smooth node.Shape = Enum.PartType.Ball node.Anchored = true node.CanCollide = false node.Material = Enum.Material.SmoothPlastic node.BrickColor = BrickColor.Green() local nodes = ObjectList.new(function() return node:Clone() end, 200, function(n) n.Parent = nil end) local nodeIndex = 1 local scanning = false local function setNextNodeIndex(index) for i = nodeIndex, index - 1 do nodes:Get(i).Parent = nil end nodeIndex = index end local highlightedBook local boxTweenInfo = TweenInfo.new(0.7) local boxTween local boxStartColor, boxEndColor = Color3.new(1, 1, 1), Color3.fromRGB(170, 120, 255) local boxHandles = ObjectList.new(function() local boxHandle = Instance.new("BoxHandleAdornment") boxHandle.Transparency = 0.5 boxHandle.AlwaysOnTop = false return boxHandle end):SetAdaptFunc(function(boxHandle, model) boxHandle.Color3 = boxStartColor boxHandle.Size = model.Size + Vector3.new(0, 0, 0.25) if boxTween then boxTween:Cancel() boxTween = nil end boxHandle.Adornee = model boxHandle.Parent = model end) local function highlightBook(book) if highlightedBook == book then return end boxHandles:AdaptToList(book.Models) coroutine.wrap(function() local nextColor = boxEndColor while boxHandles:Count() > 0 do boxHandles:ForEach(function(i, boxHandle) local tween = TweenService:Create(boxHandle, boxTweenInfo, {Color3 = nextColor}) if i == 1 then boxTween = tween end tween:Play() end) if boxTween.Completed:Wait() == Enum.PlaybackState.Cancelled then return end nextColor = nextColor == boxEndColor and boxStartColor or boxEndColor end end)() highlightedBook = book end local function unhighlightBook() if boxTween then boxTween:Cancel() end boxHandles:EmptyList() highlightedBook = nil end local function clearPathfind() unhighlightBook() for i = nodeIndex, nodes:Count() do nodes:Get(i).Parent = nil end nodeIndex = nodes:Count() + 1 end local pathfindTarget, pathfindTargetBook local function stopScanning() if scanning then scanning:Disconnect() scanning = false pathfindTarget, pathfindTargetBook = nil, nil end end local pathfindTo local function repathfind() local targetBook = pathfindTargetBook stopScanning() pathfindTo(targetBook) end local function startScanning() if scanning then return end scanning = RunService.Heartbeat:Connect(function() local root = localPlayer.Character and localPlayer.Character:FindFirstChild("HumanoidRootPart") if not root then return end local node1, node2 = nodes:Get(nodeIndex), nodes:Get(nodeIndex + 1) if node1 then local m1 = (node1.Position - root.Position).Magnitude if m1 <= reachedDist or (node2 and (node2.Position - root.Position).Magnitude <= m1) then setNextNodeIndex(nodeIndex + 1) elseif m1 >= recalcDist then repathfind() end elseif (pathfindTarget.Position - root.Position).Magnitude >= recalcDist then repathfind() end end) end local pathfindTargetFromBookModel do -- raycasting setup local raycastParams = RaycastParams.new() raycastParams.FilterType = Enum.RaycastFilterType.Whitelist local list = {} local function search(folder) for _, c in ipairs(folder:GetDescendants()) do if c.ClassName == "Model" and c.Name == "Floor" then list[#list + 1] = c end end end for _, obj in ipairs(workspace:GetChildren()) do if obj.Name:find("Hall") then search(obj) end end raycastParams.FilterDescendantsInstances = list pathfindTargetFromBookModel = function(bookModel) local result = workspace:Raycast(bookModel.Position, Vector3.new(0, -15, 0), raycastParams) return result and result.Position + Vector3.new(0, 2, 0) or bookModel.Position end end local path = PathfindingService:CreatePath() local function acceptableWaypoints(waypoints, targetPos) local n = waypoints and #waypoints return n and n > 0 and waypoints[n].Position.Y <= targetPos.Y + 1 -- if position.Y > targetPos.Y then pathfinding went to the floor above end local cfTranslationAttempt, numCFTranslationAttempts do local key = {"RightVector", "RightVector", "UpVector", "LookVector", "LookVector"} local dist = 4 local multiplier = {2, dist, -dist, -dist, dist} numCFTranslationAttempts = #key -- RightVector * 2 will work for books whose spine faces outward -- UpVector * -2 will work for books whose front cover faces outward -- LookVector * +/-2 will work for books that are lying down cfTranslationAttempt = function(cf, i) return cf[key[i]] * multiplier[i] end end local function getBookModelForPathfinding(book, root) -- Choose model nearest to player character position local models = book.Models local best = models[1] if #models > 1 then local bestDist = (best.Position - root.Position).Magnitude for i = 2, #models do local model = models[i] local dist = (model.Position - root.Position).Magnitude if dist < bestDist then bestDist = dist best = models[i] end end end return best end pathfindTo = function(book) pathfindTargetBook = book highlightBook(book) local root = localPlayer.Character and localPlayer.Character:FindFirstChild("HumanoidRootPart") if not root then return end local bookModel = getBookModelForPathfinding(book, root) pathfindTarget = bookModel local targetPos = pathfindTargetFromBookModel(bookModel) local waypoints local function try(pos) path:ComputeAsync(root.Position, pos) waypoints = path:GetWaypoints() return acceptableWaypoints(waypoints, targetPos) end local success = try(targetPos) if not success then -- try to get a lower down position away from the shelf local cf = bookModel.CFrame local down = targetPos - Vector3.new(0, 3.9, 0) for i = 1, numCFTranslationAttempts do local translation = cfTranslationAttempt(cf, i) success = math.abs(translation.Y) < 0.2 and try(down + translation) if success then break end end end if success then nodes:AdaptToList(waypoints, function(node, waypoint) node.Position = waypoint.Position + nodeExtraHeight node.Parent = nodeFolder end) nodeIndex = 1 startScanning() else print("Failed to find a path to", bookModel:GetFullName()) end end for i, entry in ipairs(entries) do entry.Activated:Connect(function() if shrunk then clearPathfind() expand() return end local book = results[i] if not book then return end pathfindTo(book) shrink(i) end) end local function shouldKeepResult(book) return not table.find(book.Genres, "Secret") -- todo make customizable without changing this script end local desiredResults = 200 local function titleSearch(value) value = value:lower() local results = {} for _, book in ipairs(books) do if Books:BookTitleContains(book, value) then if shouldKeepResult(book) then results[#results + 1] = book end end end return results end local function newAuthorResults() local self = {} function self:ConsiderAdd(book) if self[book] or not shouldKeepResult(book) then return end self[#self + 1] = book self[book] = true end return self end local function extendResultsAuthorIdsSearch(results, authorIds) -- results:AuthorResults for _, book in ipairs(books) do local lookup = Books:GetAuthorIdLookup(book) for _, authorId in ipairs(authorIds) do if lookup[authorId] then results:ConsiderAdd(book) break end end end end local function authorSearch(value) --[[ If 'value' refers to a player in the server, use their UserId, otherwise find all UserIds that this may refer to Go through all books and see if any of the UserIds are found After this, if insufficient results, see if any partial matches for 'value' exist in any book After this, if insufficient results, see if any partial matches for past usernames turn up any more ids. ]] value = value:lower() local results = newAuthorResults() local authorIds local authorId = tonumber(value) if not authorId then -- see if the specified username is a player in the server for _, player in ipairs(Players:GetPlayers()) do if player.Name:lower() == value then authorIds = {player.UserId} break end end end if authorId then authorIds = {authorId} else authorIds = AuthorDirectory.ExactMatches(value) end if authorIds and #authorIds > 0 then extendResultsAuthorIdsSearch(results, authorIds) end if #results >= desiredResults then return results end for _, book in ipairs(books) do if Books:AuthorNamesContainFullWord(book, value) then results:ConsiderAdd(book) end end if #results >= desiredResults then return results end for _, book in ipairs(books) do if Books:AuthorNamesContain(book, value) then results:ConsiderAdd(book) end end if #results >= desiredResults then return results end local partialAuthorIds = AuthorDirectory.PartialMatches(authorId or value) if partialAuthorIds then for i = #partialAuthorIds, 1, -1 do if authorIds and table.find(authorIds, partialAuthorIds[i]) then table.remove(partialAuthorIds, i) end end if #partialAuthorIds > 0 then extendResultsAuthorIdsSearch(results, partialAuthorIds) end end return results end local numBooks = #books local function getRandomResults() if numBooks <= desiredResults * 2 then -- easier to shuffle a larger list than to try to randomly select that many unique elements return List.Shuffle(List.Clone(books)) else local results = {} local selected = {} for i = 1, desiredResults do for attempts = 1, 3 do local new = math.random(1, numBooks) if not selected[new] then selected[new] = true results[#results + 1] = books[new] break end end end return results end end local box = searchFrame.TextBox local search = titleSearch local title = searchFrame.SortBy.Title local author = searchFrame.SortBy.Author local function showResults(results) local num = math.min(#results, desiredResults) for i = 1, num do local entry = entries[i] local book = results[i] entry.Text = ("%s by %s%s"):format(book.Title, book.AuthorLine, book.Genre and (" (%s)"):format(book.Genre) or "") entry.Parent = resultsFrame end resultsFrame.CanvasSize = UDim2.new(0, 0, 0, entry.Size.Y.Offset * num) for i = num + 1, #entries do entries[i].Parent = nil end end local showingRandom = false local function performSearch() if shrunk then expand() end if box.Text == "" then if not showingRandom then showingRandom = true results = getRandomResults() end else results = search(box.Text) showingRandom = false end showResults(results) end local lastFocusLost = 0 box.FocusLost:Connect(function() lastFocusLost = os.clock() end) local function highlight(obj) obj.TextStrokeTransparency = 0 obj.TextTransparency = 0 end local function unhighlight(obj) obj.TextStrokeTransparency = 1 obj.TextTransparency = 0.25 end local prevButton local function setSearchMode(mode) search = mode.search if prevButton then unhighlight(prevButton) end prevButton = mode.button highlight(prevButton) box.PlaceholderText = mode.placeholderText end local function activateSearchButton(mode) setSearchMode(mode) if os.clock() - lastFocusLost < 0.1 then box:CaptureFocus() end performSearch() end local titleSearchMode = { search = titleSearch, button = title, placeholderText = "Book title", } local authorSearchMode = { search = authorSearch, button = author, placeholderText = "Author username or id", } title.Activated:Connect(function() activateSearchButton(titleSearchMode) end) author.Activated:Connect(function() activateSearchButton(authorSearchMode) end) activateSearchButton(titleSearchMode) box:GetPropertyChangedSignal("Text"):Connect(performSearch) module.CloseOnCatchClick = false local open = false local hidden = false function module:Open() open = true if not hidden then gui.Enabled = true box:CaptureFocus() end end function module:Close() open = false clearPathfind() stopScanning() gui.Enabled = false if shrunk then expand(true) end end function module:Hide() gui.Enabled = false end function module:Unhide() if open then gui.Enabled = true end end localPlayer.CharacterAdded:Connect(function() if gui.Enabled then module:Close() end end) return module
function applyMods() --Car Icon Start disabledIconDFF = engineLoadDFF("mods/disabledicon.dff", 1314) engineReplaceModel(disabledIconDFF, 1314) disabledIconTXD = engineLoadTXD("mods/icons.txd") engineImportTXD(disabledIconTXD, 1314) --Car Icon End --Fix interior ID 24 Start intCOL = engineLoadCOL("mods/fixes/interior24.col") engineReplaceCOL(intCOL, 14776) --Fix interior ID 24 End --[[ --SEB Skin Start skinDFF = engineLoadDFF("mods/skins/seb.dff", 287) engineReplaceModel(skinDFF, 287) skinTXD = engineLoadTXD("mods/skins/seb.txd") engineImportTXD(skinTXD, 287) --SEB Skin End ]] --HSU Mod Start hsuDFF = engineLoadDFF("mods/hsu.dff", 494) engineReplaceModel(hsuDFF, 494) hsuTXD = engineLoadTXD("mods/hsu.txd") engineImportTXD(hsuTXD, 494) hsuDFF2 = engineLoadDFF("mods/hsu.dff", 502) engineReplaceModel(hsuDFF2, 502) hsuTXD2 = engineLoadTXD("mods/hsu.txd") engineImportTXD(hsuTXD2, 502) --HSU Mod End --Leviathan Mod Start leviDFF = engineLoadDFF("mods/levi.dff", 417) engineReplaceModel(leviDFF, 417) leviTXD = engineLoadTXD("mods/levi.txd") engineImportTXD(leviTXD, 417) --Leviathan Mod End --Raindance rainDFF = engineLoadDFF("mods/raindanc.dff", 563) engineReplaceModel(rainDFF, 563) rainTXD = engineLoadTXD("mods/raindanc.txd") engineImportTXD(rainTXD, 563) engineReplaceModel(engineLoadDFF("mods/vehicles/patriot.dff", 470), 470) engineImportTXD(engineLoadTXD("mods/vehicles/patriot.txd"), 470) -- DFT-30 mod by Adams (He has given the permission - anumaz, 13/06/2014) engineReplaceModel(engineLoadDFF("mods/vehicles/dft30.dff", 578), 578) local dftTXD = engineLoadTXD("mods/vehicles/dft30.txd") engineImportTXD(dftTXD, 578) engineReplaceModel(engineLoadDFF("mods/vehicles/trailer.dff", 611 ), 611) local trailerTXD = engineLoadTXD("mods/vehicles/trailer.txd") engineImportTXD(trailerTXD, 611) engineReplaceModel(engineLoadDFF("mods/vehicles/fbitruck.dff", 528), 528) engineImportTXD(engineLoadTXD("mods/vehicles/fbitruck.txd"), 528) engineReplaceModel(engineLoadDFF("mods/vehicles/firetruck.dff", 407), 407) engineImportTXD(engineLoadTXD("mods/vehicles/firetruck.txd"), 407) -- Enterable Mr. Whoopie engineImportTXD(engineLoadTXD("mods/vehicles/mrwhoop.txd"), 423) engineReplaceModel(engineLoadDFF("mods/vehicles/mrwhoop.dff"), 423) -- Enterable Hotdog stand engineImportTXD(engineLoadTXD("mods/vehicles/hotdog.txd"), 588) engineReplaceModel(engineLoadDFF("mods/vehicles/hotdog.dff"), 588) --Factory object engineReplaceModel(engineLoadDFF("mods/factory.dff", 14584), 14584) engineReplaceCOL(engineLoadCOL("mods/factory.col"), 14584) --[[ engineReplaceModel(engineLoadDFF("mods/maps/lsmall_shop01.dff", 6048), 6048) engineReplaceModel(engineLoadDFF("mods/maps/lsmall_window01.dff", 6048), 6048) engineReplaceModel(engineLoadDFF("mods/maps/mallb_laW02.dff", 6048), 6048) engineImportTXD(engineLoadTXD("mods/maps/lsmall_shops.txd"), 6048) ]] -- Bus stops busStop = engineLoadTXD("ls/bustopm.txd") engineImportTXD(busStop, 1257) -- Retextures a = engineLoadTXD ( "ls/barrio1_lae.txd" ) engineImportTXD ( a, 5489 ) b = engineLoadTXD ( "ls/idlewood6_detail.txd" ) engineImportTXD ( b, 5489 ) --[[ local sniper1 = engineLoadDFF("mods/weapons/sniper.dff", 358) engineReplaceModel(sniper1, 358) local sniper2 = engineLoadTXD("mods/weapons/sniper.txd") engineImportTXD(sniper2, 358) ]] --Picture Frames Collisions (Exciter) frameCol = engineLoadCOL("mods/cols/frame_4.col") engineReplaceCOL(frameCol, 2287) --[[ --Special skin for admin and supporters on-duty / MAXIME local admin1 = engineLoadDFF("mods/skins/admin.dff", 90) engineReplaceModel(admin1, 90) local admin2 = engineLoadTXD("mods/skins/admin.txd") engineImportTXD(admin2, 90) ]] -- Verona Mall engineImportTXD(engineLoadTXD("verona/lsmall_shops.txd", 2967), 2967) engineReplaceModel(engineLoadDFF("verona/lsmall_shop01.dff", 2967), 2967) engineReplaceCOL(engineLoadCOL("verona/lsmall_shop01.col"), 2967) engineImportTXD(engineLoadTXD("verona/mall_law.txd", 2036), 2036) engineReplaceModel(engineLoadDFF("verona/mallb_laW02.dff", 2036), 2036) engineReplaceCOL(engineLoadCOL("verona/mallb_laW02.col"), 2036) engineSetModelLODDistance(2036, 300) engineSetModelLODDistance(2967, 300) ------------- -- Objects -- ------------- local txd = engineLoadTXD('mods/objects/all_walls.txd',true) engineImportTXD(txd, 1008) engineImportTXD(txd, 1009) engineImportTXD(txd, 1010) engineImportTXD(txd, 3060) engineReplaceModel(engineLoadDFF("mods/objects/wall017.dff", 1008), 1008) -- Custom Wall engineReplaceCOL(engineLoadCOL("mods/objects/wall017.col"), 1008) engineReplaceModel(engineLoadDFF("mods/objects/wall045.dff", 1009), 1009) -- Custom Doorway engineReplaceCOL(engineLoadCOL("mods/objects/wall045.col"), 1009) engineReplaceModel(engineLoadDFF("mods/objects/wall063.dff", 1010), 1010) -- Custom Window engineReplaceCOL(engineLoadCOL("mods/objects/wall063.col"), 1010) engineReplaceModel(engineLoadDFF("mods/objects/wall101.dff", 3060), 3060) -- Custom Large Wall engineReplaceCOL(engineLoadCOL("mods/objects/wall101.col"), 3060) ----------- -- Items -- ----------- --iFruit by Maxime --Cola Bottle (Exciter) local txd = engineLoadTXD("items/cola.txd") engineImportTXD(txd,2880) local dff = engineLoadDFF("items/cola.dff",2880) engineReplaceModel(dff,2880) local txd = engineLoadTXD("items/Ciggy1.txd") engineImportTXD(txd,3027) local dff = engineLoadDFF("items/Ciggy1.dff",3027) engineReplaceModel(dff,3027) local txd = engineLoadTXD("items/parapakx.txd") engineImportTXD(txd,3026) local dff = engineLoadDFF("items/para_pack.dff",3026) engineReplaceModel(dff,3026) local dff = engineLoadDFF("items/safe.dff",2332) engineReplaceModel(dff,2332) --Santa Hat (Chaos) local santaSkin = engineLoadTXD("items/SantaHats.txd") engineImportTXD(santaSkin, 954) local santaSkin = engineLoadDFF("items/SantaHats.dff") engineReplaceModel(santaSkin, 954) -- Flashlight engineImportTXD( engineLoadTXD( "items/flashlight.txd" ), 15060 ) -- Replacing interior building shadow engineReplaceModel ( engineLoadDFF( "items/flashlight.dff", 0 ), 15060,true) -- Enterable Ambulance + Texturable engineImportTXD( engineLoadTXD( "mods/vehicles/ambulance.txd" ), 416 ) engineReplaceModel(engineLoadDFF("mods/vehicles/ambulance.dff", 416), 416) ---------------------------------- -- Chistmas Only Mods (Exciter) -- ---------------------------------- local txd = engineLoadTXD("xmas/artict1.txd") --Trailer: artict1 engineImportTXD(txd,591) local dff = engineLoadDFF("xmas/artict1.dff",591) --Trailer: artict1 engineReplaceModel(dff,591) local txd = engineLoadTXD("xmas/rdtrain.txd") --Roadtrain engineImportTXD(txd,515) local dff = engineLoadDFF("xmas/rdtrain.dff",515) --Roadtrain engineReplaceModel(dff,515) --Santa --[[local santaSkin = engineLoadTXD("xmas/santa.txd") engineImportTXD(santaSkin, 245) local santaSkin = engineLoadDFF("xmas/santa.dff") engineReplaceModel(santaSkin, 245)]] end addEventHandler ( "onClientResourceStart", resourceRoot, function() applyMods() setTimer (applyMods, 1000, 1) end ) local skins = {1, 2 ,7, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 54, 55, 56, 57, 58, 59, 60, 61, 62 ,63, 117, 118} function getModdedSkins() return skins or {} end
ac.FogAlgorithm = __enum({ cpp = 'fog_algorithm' }, { Original = 0, New = 1 }) ac.ShadowsState = __enum({ cpp = 'shadows_state' }, { Off = 0, On = 1, EverythingShadowed = 2 }) ac.TextureState = __enum({ cpp = 'async_texture_state' }, { Empty = 0, Loading = 1, Failed = 2, Ready = 3 }) ac.CameraMode = __enum({ cpp = 'CameraMode' }, { Cockpit = 0, -- first person view Car = 1, -- F6 camera Drivable = 2, -- chase/bonnet/bumper/dash cameras Track = 3, -- replay camera Helicopter = 4, -- moving replay camera OnBoardFree = 5, -- F5 camera Free = 6, -- F7 camera Deprecated = 7, ImageGeneratorCamera = 8, Start = 9, -- starting camera }) ac.DrivableCamera = __enum({ cpp = 'DrivableCamera' }, { Chase = 0, Chase2 = 1, Bonnet = 2, Bumper = 3, Dash = 4, }) ac.LightsDebugMode = __enum({ cpp = 'lights_debug_mode' }, { Off = 0, Outline = 1, BoundingBox = 2, BoundingSphere = 4, Text = 8, }) ac.VAODebugMode = __enum({ cpp = 'vao_mode' }, { Active = 1, Inactive = 3, VAOOnly = 4, ShowNormals = 5 }) ac.Wheel = __enum({ cpp = 'ac_wheel' }, { FrontLeft = 1, FrontRight = 2, RearLeft = 4, RearRight = 8, Front = 3, Rear = 12, Left = 5, Right = 10, All = 15 }) ac.MirrorPieceRole = __enum({ cpp = 'ac_mirrorpiece_role' }, { None = 0, Top = 1, Left = 2, Right = 4 }) ac.MirrorPieceFlip = __enum({ underlying = 'int' }, { None = 0, Horizontal = 1, Vertical = 2, Both = 3 }) ac.MirrorMonitorType = __enum({ underlying = 'int' }, { TN = 0, -- oldschool displays with a lot of color distortion VA = 2, -- medium tier, less color distortion IPS = 1, -- almost no color distortion }) ac.WeatherType = __enum({ cpp = 'weather_type', underlying = 'char' }, { LightThunderstorm = 0, Thunderstorm = 1, HeavyThunderstorm = 2, LightDrizzle = 3, Drizzle = 4, HeavyDrizzle = 5, LightRain = 6, Rain = 7, HeavyRain = 8, LightSnow = 9, Snow = 10, HeavySnow = 11, LightSleet = 12, Sleet = 13, HeavySleet = 14, Clear = 15, FewClouds = 16, ScatteredClouds = 17, BrokenClouds = 18, OvercastClouds = 19, Fog = 20, Mist = 21, Smoke = 22, Haze = 23, Sand = 24, Dust = 25, Squalls = 26, Tornado = 27, Hurricane = 28, Cold = 29, Hot = 30, Windy = 31, Hail = 32 }) ac.TonemapFunction = __enum({ cpp = 'tonemap_function' }, { Linear = 0, -- simple linear mapping. LinearClamped = 1, -- linear mapping (LDR clamp) Sensitometric = 2, -- simple simulation of response of film, CCD, etc., recommended Reinhard = 3, -- Reinhard ReinhardLum = 4, -- saturation retention type Reinhard tone map function Log = 5, -- tone map function for the logarithmic space LogLum = 6 -- saturation retention type logarithmic space tone map function }) ac.FolderID = __enum({ cpp = 'known_dir' }, { AppData = 0, -- …/AppData Documents = 1, -- …/Documents Root = 4, -- …/SteamApps/common/assettocorsa Cfg = 5, -- …/Documents/Assetto Corsa/cfg Setups = 6, -- @hidden Logs = 7, -- …/Documents/Assetto Corsa/logs Screenshots = 8, -- …/Documents/Assetto Corsa/screens Replays = 9, -- …/Documents/Assetto Corsa/replay ReplaysTemp = 10, -- …/Documents/Assetto Corsa/replay/temp UserSetups = 11, -- …/Documents/Assetto Corsa/setups PPFilters = 12, -- …/SteamApps/common/assettocorsa/system/cfg/ppfilters ContentCars = 13, -- …/SteamApps/common/assettocorsa/content/cars ContentDrivers = 14, -- …/SteamApps/common/assettocorsa/content/drivers ContentTracks = 15, -- …/SteamApps/common/assettocorsa/content/tracks ExtRoot = 16, -- …/SteamApps/common/assettocorsa/extension ExtCfgSys = 17, -- …/SteamApps/common/assettocorsa/extension/config ExtCfgUser = 18, -- …/Documents/Assetto Corsa/cfg/extension ExtTextures = 21, -- …/SteamApps/common/assettocorsa/extension/textures ACApps = 23, -- …/SteamApps/common/assettocorsa/apps ACAppsPython = 24, -- …/SteamApps/common/assettocorsa/apps/python ExtCfgState = 25, -- …/Documents/Assetto Corsa/cfg/extension/state (changing configs there does not trigger any live reloads) ContentFonts = 26, -- …/SteamApps/common/assettocorsa/content/fonts RaceResults = 27, -- …/Documents/Assetto Corsa/out AppDataLocal = 28, -- …/AppData/Local ExtFonts = 29, -- …/SteamApps/common/assettocorsa/extension/fonts ACDocuments = 31 -- …/Documents/Assetto Cors }) ac.FolderId = ac.FolderID ac.HolidayType = __enum({ cpp = 'holiday_type' }, { None = 0, NewYear = 1, Christmas = 2, VictoryDay = 3, IndependenceDay = 4, Halloween = 5, JapanFestival = 6, ChineseNewYear = 7, EidAlAdha = 8, GuyFawkesNight = 9 }) ac.SkyRegion = __enum({ cpp = 'sky_side', passThrough = true }, { None = 0, Sun = 1, Opposite = 2, All = 3 }) ac.AudioChannel = __enum({ override = 'ac.getAudioVolume/key', underlying = 'string' }, { Main = 'main', Rain = 'rain', }) ---At the moment, most of those flag types are never shown, but more flags will be added later. ac.FlagType = __enum({ cpp = 'flag_type' }, { None = 0, -- no flag, works Start = 1, -- works in race, practice or hotlap modes Caution = 2, -- yellow flag, works Slippery = 3, -- does not work yet PitLaneClosed = 4, -- does not work yet Stop = 5, -- black flag, works SlowVehicle = 6, -- does not work yet Ambulance = 7, -- does not work yet ReturnToPits = 8, -- penalty flag, works MechanicalFailure = 9, -- does not work yet Unsportsmanlike = 10, -- does not work yet StopCancel = 11, -- does not work yet FasterCar = 12, -- blue flag, works Finished = 13, -- checkered flag, works OneLapLeft = 14, -- white flag, works }) ---More types might be added later, or at least a `CustomMode` type. ac.SessionType = __enum({ cpp = 'SessionType' }, { Undefined = 0, Practice = 1, Qualify = 2, Race = 3, Hotlap = 4, TimeAttack = 5, Drift = 6, Drag = 7, })
data:extend({ { type = "recipe", name = "radioisotope-thermoelectric-generator", energy_required = 150, enabled = "false", ingredients = { {"uranium-fuel-cell", 100}, {"substation", 10}, {"rocket-control-unit", 100}, {"steel-plate", 100}, }, result = "radioisotope-thermoelectric-generator", category = "satellite-crafting", } })
local t = {something="hello", somelist={ "A", "B", "C" }, anotherlist={1,2,"z"}} --for k, v in pairs(t) do -- print("key: " .. k .. " value: ") -- pprint(v) --end --print("calling serve2 with table t") serve2("list.po2", t)
Config = {} Config.DrawDistance = 100.0 Config.MarkerColor = { r = 102, g = 0, b = 102 } Config.NPCJobEarnings = {min = 200, max = 300} Config.EnablePlayerManagement = true local second = 1000 local minute = 60 * second -- How much time before auto respawn at hospital Config.RespawnDelayAfterRPDeath = 5 * minute -- How much time before a menu opens to ask the player if he wants to respawn at hospital now -- The player is not obliged to select YES, but he will be auto respawn -- at the end of RespawnDelayAfterRPDeath just above. Config.RespawnToHospitalMenuTimer = true Config.MenuRespawnToHospitalDelay = 5 * minute Config.EnableSocietyOwnedVehicles = false Config.RemoveWeaponsAfterRPDeath = true Config.RemoveCashAfterRPDeath = true Config.RemoveItemsAfterRPDeath = true -- Will display a timer that shows RespawnDelayAfterRPDeath time remaining Config.ShowDeathTimer = true -- Will allow to respawn at any time, don't use RespawnToHospitalMenuTimer at the same time ! Config.EarlyRespawn = false -- The player can have a fine (on bank account) Config.EarlyRespawnFine = false Config.EarlyRespawnFineAmount = 100 Config.Locale = 'en' Config.JobLocations = { {x = 295.44149780273,y = -1439.6423339844,z = 28.803928375244 }, {x = 1165.1629638672,y = -1536.8948974609,z = 38.400791168213 }, {x = 1827.8881835938,y = 3693.8835449219,z = 33.224269866943 }, } Config.Blip = { Pos = { x = 1151.447, y = -1529.491, z = 34.375 }, Sprite = 61, Display = 4, Scale = 1.2, Colour = 2, } Config.HelicopterSpawner = { SpawnPoint = { x = 1151.447, y = -1529.491, z = 34.375 }, Heading = 0.0 } Config.Zones = { HospitalInteriorEntering1 = { Pos = { x = 1151.447, y = -1529.491, z = 34.375 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = 1 }, HospitalInteriorInside1 = { Pos = { x = 251.464, y = -1369.770, z = 28.648 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = -1 }, HospitalInteriorOutside1 = { Pos = { x = 1153.364, y = -1525.731, z = 33.843 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = -1 }, HospitalInteriorExit1 = { Pos = { x = 253.612, y = -1371.66, z = 28.647 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = 1 }, HospitalInteriorEntering2 = { Pos = { x = 1137.181, y = -1597.504, z = 33.692 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = 1 }, HospitalInteriorInside2 = { Pos = { x = 240.508, y = -1360.565, z = 28.647 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = -1 }, HospitalInteriorOutside2 = { Pos = { x = 1137.922, y = -1601.434, z = 33.692 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = -1 }, HospitalInteriorExit2 = { Pos = { x = 238.587, y = -1359.113, z = 28.647 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = 1 }, AmbulanceActions = { Pos = { x = 244.048, y = -1366.330, z = 28.647 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = 1 }, VehicleSpawner = { Pos = { x = 1128.290, y = -1601.451, z = 33.893 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = 1 }, VehicleSpawnPoint = { Pos = { x = 1138.061, y = -1607.882, z = 34.692 }, Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = -1 }, VehicleDeleter = { Pos = { x = 1146.143, y = -1617.472, z = 34.694 }, Size = { x = 3.0, y = 3.0, z = 2.0 }, Type = 1 }, Pharmacy = { Pos = {x = 230.38511657715,y = -1366.3583984375,z = 38.534370422363 }, Size = { x = 1.5, y = 1.5, z = 0.4 }, Type = 1 }, }
--[[ Copyright (c) 2010 Manuel "Roujin" Wolf Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --]] dofile "ui" --! Variant of UI for running games class "GameUI" (UI) ---@type GameUI local GameUI = _G["GameUI"] local TH = require "TH" local WM = require "sdl".wm local SDL = require "sdl" local lfs = require "lfs" local pathsep = package.config:sub(1, 1) function GameUI:GameUI(app, local_hospital) self:UI(app) self.hospital = local_hospital self.tutorial = { chapter = 0, phase = 0 } if _MAP_EDITOR then self:addWindow(UIMapEditor(self)) else self.adviser = UIAdviser(self) self.bottom_panel = UIBottomPanel(self) self.menu_bar = UIMenuBar(self) self.bottom_panel:addWindow(self.adviser) self:addWindow(self.bottom_panel) self:addWindow(self.menu_bar) end local scr_w = app.config.width local scr_h = app.config.height self.visible_diamond = self:makeVisibleDiamond(scr_w, scr_h) if self.visible_diamond.w <= 0 or self.visible_diamond.h <= 0 then -- For a standard 128x128 map, screen size would have to be in the -- region of 3276x2457 in order to be too large. if not _MAP_EDITOR then error "Screen size too large for the map" end end self.screen_offset_x, self.screen_offset_y = app.map:WorldToScreen( app.map.th:getCameraTile(local_hospital:getPlayerIndex())) self.zoom_factor = 1 self:scrollMap(-scr_w / 2, 16 - scr_h / 2) self.limit_to_visible_diamond = not _MAP_EDITOR self.transparent_walls = false self.do_world_hit_test = true self:setRandomAnnouncementTarget() self.ticks_since_last_announcement = 0 self.momentum = app.config.scrolling_momentum self.current_momentum = {x = 0.0, y = 0.0, z = 0.0} self.speed_up_key_pressed = false end function GameUI:setupGlobalKeyHandlers() UI.setupGlobalKeyHandlers(self) self:addKeyHandler("escape", self, self.setEditRoom, false) self:addKeyHandler("escape", self, self.showMenuBar) self:addKeyHandler("z", self, self.keySpeedUp) self:addKeyHandler("x", self, self.keyTransparent) self:addKeyHandler({"shift", "a"}, self, self.toggleAdviser) self:addKeyHandler({"ctrl", "d"}, self.app.world, self.app.world.dumpGameLog) self:addKeyHandler({"ctrl", "t"}, self.app, self.app.dumpStrings) self:addKeyHandler({"alt", "a"}, self, self.togglePlayAnnouncements) self:addKeyHandler({"alt", "s"}, self, self.togglePlaySounds) self:addKeyHandler({"alt", "m"}, self, self.togglePlayMusic) if self.app.config.debug then self:addKeyHandler("f11", self, self.showCheatsWindow) end end function GameUI:makeVisibleDiamond(scr_w, scr_h) local map_w = self.app.map.width local map_h = self.app.map.height assert(map_w == map_h, "UI limiter requires square map") -- The visible diamond is the region which the top-left corner of the screen -- is limited to, and ensures that the map always covers all of the screen. -- Its verticies are at (x + w, y), (x - w, y), (x, y + h), (x, y - h). return { x = - scr_w / 2, y = 16 * map_h - scr_h / 2, w = 32 * map_h - scr_h - scr_w / 2, h = 16 * map_h - scr_h / 2 - scr_w / 4, } end function GameUI:setZoom(factor) if factor <= 0 then return end local old_factor = self.zoom_factor if not factor or math.abs(factor - 1) < 0.001 then factor = 1 end local scr_w = self.app.config.width local scr_h = self.app.config.height local refx, refy = self.cursor_x or scr_w / 2, self.cursor_y or scr_h / 2 local cx, cy = self:ScreenToWorld(refx, refy) self.zoom_factor = factor self.visible_diamond = self:makeVisibleDiamond(scr_w / factor, scr_h / factor) if self.visible_diamond.w < 0 or self.visible_diamond.h < 0 then self:setZoom(old_factor) return false else cx, cy = self.app.map:WorldToScreen(cx, cy) self:scrollMap(cx - self.screen_offset_x - refx / factor, cy - self.screen_offset_y - refy / factor) return true end end function GameUI:draw(canvas) local app = self.app local config = app.config if _MAP_EDITOR or not self.in_visible_diamond then canvas:fillBlack() end local zoom = self.zoom_factor if canvas:scale(zoom) then app.map:draw(canvas, self.screen_offset_x, self.screen_offset_y, config.width / zoom, config.height / zoom, 0, 0) canvas:scale(1) else self:setZoom(1) app.map:draw(canvas, self.screen_offset_x, self.screen_offset_y, config.width, config.height, 0, 0) end Window.draw(self, canvas, 0, 0) -- NB: not calling UI.draw on purpose self:drawTooltip(canvas) if self.simulated_cursor then self.simulated_cursor.draw(canvas, self.cursor_x, self.cursor_y) end end function GameUI:onChangeResolution() -- Recalculate scrolling bounds local scr_w = self.app.config.width local scr_h = self.app.config.height self.visible_diamond = self:makeVisibleDiamond(scr_w / self.zoom_factor, scr_h / self.zoom_factor) self:scrollMap(0, 0) UI.onChangeResolution(self) end --! Update UI state after the UI has been depersisted --! When an UI object is depersisted, its state will reflect how the UI was at -- the moment of persistence, which may be different to the keyboard / mouse -- state at the moment of depersistence. --!param ui (UI) The previously existing UI object, from which values should be -- taken. function GameUI:resync(ui) if self.drag_mouse_move then -- Check that a window is actually being dragged. If none is found, then -- remove the drag handler. local something_being_dragged = false for _, window in ipairs(self.windows) do if window.dragging then something_being_dragged = true break end end if not something_being_dragged then self.drag_mouse_move = nil end end self.tick_scroll_amount = ui.tick_scroll_amount self.down_count = ui.down_count if ui.limit_to_visible_diamond ~= nil then self.limit_to_visible_diamond = ui.limit_to_visible_diamond end self.key_remaps = ui.key_remaps self.key_to_button_remaps = ui.key_to_button_remaps end local scroll_keys = { up = {x = 0, y = -10}, right = {x = 10, y = 0}, down = {x = 0, y = 10}, left = {x = -10, y = 0}, } function GameUI:updateKeyScroll() local dx, dy = 0, 0 for key, scr in pairs(scroll_keys) do if self.buttons_down[key] then dx = dx + scr.x dy = dy + scr.y end end if dx ~= 0 or dy ~= 0 then self.tick_scroll_amount = {x = dx, y = dy} return true else self.tick_scroll_amount = false return false end end function GameUI:keySpeedUp() self.speed_up_key_pressed = true self.app.world:speedUp() end function GameUI:keyTransparent() self:makeTransparentWalls() end function GameUI:onKeyDown(rawchar, modifiers, is_repeat) if UI.onKeyDown(self, rawchar, modifiers, is_repeat) then -- Key has been handled already return true end local key = rawchar:lower() if scroll_keys[key] then self:updateKeyScroll() return end end function GameUI:onKeyUp(rawchar) if UI.onKeyUp(self, rawchar) then return true end local key = rawchar:lower() if scroll_keys[key] then self:updateKeyScroll() return end -- Guess that the "Speed Up" key was released because the -- code parameter can't provide UTF-8 key codes: self.speed_up_key_pressed = false if self.app.world:isCurrentSpeed("Speed Up") then self.app.world:previousSpeed() end if self.transparent_walls then self:removeTransparentWalls() end end function GameUI:makeDebugFax() local message = { {text = "debug fax"}, -- no translation needed imo choices = {{text = "close debug fax", choice = "close"}}, } -- Don't use "strike" type here, as these open a different window and must have an owner local types = {"emergency", "epidemy", "personality", "information", "disease", "report"} self.bottom_panel:queueMessage(types[math.random(1, #types)], message) end function GameUI:ScreenToWorld(x, y) local zoom = self.zoom_factor return self.app.map:ScreenToWorld(self.screen_offset_x + x / zoom, self.screen_offset_y + y / zoom) end function GameUI:WorldToScreen(x, y) local zoom = self.zoom_factor x, y = self.app.map:WorldToScreen(x, y) x = x - self.screen_offset_x y = y - self.screen_offset_y return x * zoom, y * zoom end function GameUI:getScreenOffset() return self.screen_offset_x, self.screen_offset_y end --! Change if the World should be tested for entities under the cursor --!param mode (boolean or room) true to enable hit test (normal), false --! to disable, room to enable only for non-door objects in given room function GameUI:setWorldHitTest(mode) self.do_world_hit_test = mode end function GameUI:onCursorWorldPositionChange() local zoom = self.zoom_factor local x = self.screen_offset_x + self.cursor_x / zoom local y = self.screen_offset_y + self.cursor_y / zoom local entity = nil if self.do_world_hit_test and not self:hitTest(self.cursor_x, self.cursor_y) then entity = self.app.map.th:hitTestObjects(x, y) if self.do_world_hit_test ~= true then -- limit to non-door objects in room local room = self.do_world_hit_test entity = entity and class.is(entity, Object) and entity:getRoom() == room and entity ~= room.door and entity end end if entity ~= self.cursor_entity then -- Stop displaying hoverable moods for the old entity if self.cursor_entity then self.cursor_entity:setMood(nil) end -- Make the entity easily accessible when debugging, and ignore "deselecting" an entity. if entity then self.debug_cursor_entity = entity end local epidemic = self.hospital.epidemic local infected_cursor = TheApp.gfx:loadMainCursor("epidemic") local epidemic_cursor = TheApp.gfx:loadMainCursor("epidemic_hover") self.cursor_entity = entity if self.cursor ~= self.edit_room_cursor and self.cursor ~= self.waiting_cursor then local cursor = self.default_cursor if self.app.world.user_actions_allowed then --- If the patient is infected show the infected cursor if epidemic and epidemic.coverup_in_progress and entity and entity.infected and not epidemic.timer.closed then cursor = infected_cursor -- In vaccination mode display epidemic hover cursor for all entities elseif epidemic and epidemic.vaccination_mode_active then cursor = epidemic_cursor -- Otherwise just show the normal cursor and hover if appropriate else cursor = entity and entity.hover_cursor or (self.down_count ~= 0 and self.down_cursor or self.default_cursor) end end self:setCursor(cursor) end if self.bottom_panel then self.bottom_panel:setDynamicInfo(nil) end end -- Queueing icons over patients local wx, wy = self:ScreenToWorld(self.cursor_x, self.cursor_y) wx = math.floor(wx) wy = math.floor(wy) local room if wx > 0 and wy > 0 and wx < self.app.map.width and wy < self.app.map.height then room = self.app.world:getRoom(wx, wy) end if room ~= self.cursor_room then -- Unset queue mood for patients queueing the old room if self.cursor_room then local queue = self.cursor_room.door.queue if queue then for _, humanoid in ipairs(queue) do humanoid:setMood("queue", "deactivate") end end end -- Set queue mood for patients queueing the new room if room then local queue = room.door.queue if queue then for _, humanoid in ipairs(queue) do humanoid:setMood("queue", "activate") end end end self.cursor_room = room end -- Any hoverable mood should be displayed on the new entity if class.is(entity, Humanoid) then for key, value in pairs(entity.active_moods) do if value.on_hover then entity:setMoodInfo(value) break end end end -- Dynamic info if entity and self.bottom_panel then self.bottom_panel:setDynamicInfo(entity:getDynamicInfo()) end return Window.onCursorWorldPositionChange(self, self.cursor_x, self.cursor_y) end local UpdateCursorPosition = TH.cursor.setPosition local highlight_x, highlight_y --! Called when the mouse enters or leaves the game window. function GameUI:onWindowActive(gain) if gain == 0 then self.tick_scroll_amount_mouse = false end end -- TODO: try to remove duplication with UI:onMouseMove function GameUI:onMouseMove(x, y, dx, dy) local repaint = UpdateCursorPosition(self.app.video, x, y) if self.app.moviePlayer.playing then return false end self.cursor_x = x self.cursor_y = y if self:onCursorWorldPositionChange() or self.simulated_cursor then repaint = true end if self.buttons_down.mouse_middle then local zoom = self.zoom_factor self.current_momentum.x = -dx/zoom self.current_momentum.y = -dy/zoom -- Stop zooming when the middle mouse button is pressed self.current_momentum.z = 0 self:scrollMap(self.current_momentum.x, self.current_momentum.y) repaint = true end if self.drag_mouse_move then self.drag_mouse_move(x, y) return true end local scroll_region_size if self.app.config.fullscreen then -- As the mouse is locked within the window, a 1px region feels a lot -- larger than it actually is. scroll_region_size = 1 else -- In windowed mode, a reasonable size is needed, though not too large. scroll_region_size = 8 end if not self.app.config.prevent_edge_scrolling and (x < scroll_region_size or y < scroll_region_size or x >= self.app.config.width - scroll_region_size or y >= self.app.config.height - scroll_region_size) then local dx = 0 local dy = 0 local scroll_power = 7 if x < scroll_region_size then dx = -scroll_power elseif x >= self.app.config.width - scroll_region_size then dx = scroll_power end if y < scroll_region_size then dy = -scroll_power elseif y >= self.app.config.height - scroll_region_size then dy = scroll_power end if not self.tick_scroll_amount_mouse then self.tick_scroll_amount_mouse = {x = dx, y = dy} else self.tick_scroll_amount_mouse.x = dx self.tick_scroll_amount_mouse.y = dy end else self.tick_scroll_amount_mouse = false end if Window.onMouseMove(self, x, y, dx, dy) then repaint = true end self:updateTooltip() local map = self.app.map local wx, wy = self:ScreenToWorld(x, y) wx = math.floor(wx) wy = math.floor(wy) if highlight_x then --map.th:setCell(highlight_x, highlight_y, 4, 0) highlight_x = nil end if 1 <= wx and wx <= 128 and 1 <= wy and wy <= 128 then if map.th:getCellFlags(wx, wy).passable then --map.th:setCell(wx, wy, 4, 24 + 8 * 256) highlight_x = wx highlight_y = wy end end return repaint end function GameUI:onMouseUp(code, x, y) if self.app.moviePlayer.playing then return UI.onMouseUp(self, code, x, y) end local button = self.button_codes[code] if button == "right" and not _MAP_EDITOR and highlight_x then local window = self:getWindow(UIPatient) local patient = (window and window.patient.is_debug and window.patient) or self.hospital:getDebugPatient() if patient then patient:walkTo(highlight_x, highlight_y) patient:queueAction{name = "idle"} end end if self.edit_room then if class.is(self.edit_room, Room) then if button == "right" and self.cursor == self.waiting_cursor then -- Still waiting for people to leave the room, abort editing it. self:setEditRoom(false) end else -- No room chosen yet, but about to edit one. if button == "left" then -- Take the clicked one. local room = self.app.world:getRoom(self:ScreenToWorld(x, y)) if room and not room.crashed then self:setCursor(self.waiting_cursor) self.edit_room = room room:tryToEdit() end else -- right click, we don't want to edit a room after all. self:setEditRoom(false) end end end -- During vaccination mode you can only interact with -- infected patients local epidemic = self.hospital.epidemic -- infected patients local epidemic = self.hospital.epidemic if epidemic and epidemic.vaccination_mode_active then if button == "left" then if self.cursor_entity then -- Allow click behaviour for infected patients if self.cursor_entity.infected then self.cursor_entity:onClick(self,button) end end elseif button == "right" then --Right click turns vaccination mode off local watch = TheApp.ui:getWindow(UIWatch) watch:toggleVaccinationMode() end end return UI.onMouseUp(self, code, x, y) end function GameUI:onMouseWheel(x, y) local inside_window = false if self.windows then for _, window in ipairs(self.windows) do if window:hitTest(self.cursor_x - window.x, self.cursor_y - window.y) then inside_window = true break end end end if not inside_window then -- Apply momentum to the zoom if math.abs(self.current_momentum.z) < 12 then self.current_momentum.z = self.current_momentum.z + y end end return UI.onMouseWheel(self, x, y) end function GameUI:setRandomAnnouncementTarget() -- NB: Every tick is 30ms, so 2000 ticks is 1 minute self.random_announcement_ticks_target = math.random(8000, 12000) end function GameUI:playAnnouncement(name, played_callback, played_callback_delay) self.ticks_since_last_announcement = 0 if self.app.world:getLocalPlayerHospital():hasStaffedDesk() then UI.playAnnouncement(self, name, played_callback, played_callback_delay) end end function GameUI:onTick() local repaint = UI.onTick(self) if not self.buttons_down.mouse_middle then if math.abs(self.current_momentum.x) < 0.2 and math.abs(self.current_momentum.y) < 0.2 then -- Stop scrolling self.current_momentum.x = 0.0 self.current_momentum.y = 0.0 else self.current_momentum.x = self.current_momentum.x * self.momentum self.current_momentum.y = self.current_momentum.y * self.momentum self:scrollMap(self.current_momentum.x, self.current_momentum.y) end if math.abs(self.current_momentum.z) < 0.2 then self.current_momentum.z = 0.0 else self.current_momentum.z = self.current_momentum.z * self.momentum self.app.world:adjustZoom(self.current_momentum.z) end end if not self.app.world:isCurrentSpeed("Pause") then local ticks_since_last_announcement = self.ticks_since_last_announcement if ticks_since_last_announcement >= self.random_announcement_ticks_target then self:playAnnouncement("rand*.wav") self:setRandomAnnouncementTarget() else self.ticks_since_last_announcement = ticks_since_last_announcement + 1 end end if self.tick_scroll_amount or self.tick_scroll_amount_mouse then -- The scroll amount per tick gradually increases as the duration of the -- scroll increases due to this multiplier. local mult = self.tick_scroll_mult mult = mult + 0.02 if mult > 2 then mult = 2 end self.tick_scroll_mult = mult -- Combine the mouse scroll and keyboard scroll local dx, dy = 0, 0 if self.tick_scroll_amount_mouse then dx, dy = self.tick_scroll_amount_mouse.x, self.tick_scroll_amount_mouse.y -- If the middle mouse button is down, then the world is being dragged, -- and so the scroll direction due to the cursor being at the map edge -- should be opposite to normal to make it feel more natural. if self.buttons_down.mouse_middle then dx, dy = -dx, -dy end end if self.tick_scroll_amount then dx = dx + self.tick_scroll_amount.x dy = dy + self.tick_scroll_amount.y end -- Faster scrolling with shift key local factor = self.app.config.scroll_speed if self.app.key_modifiers.shift then mult = mult * factor end self:scrollMap(dx * mult, dy * mult) repaint = true else self.tick_scroll_mult = 1 end if self:onCursorWorldPositionChange() then repaint = true end return repaint end local abs, sqrt_5, floor = math.abs, math.sqrt(1 / 5), math.floor function GameUI:scrollMapTo(x, y) local zoom = 2 * self.zoom_factor local config = self.app.config return self:scrollMap(x - self.screen_offset_x - config.width / zoom, y - self.screen_offset_y - config.height / zoom) end function GameUI.limitPointToDiamond(dx, dy, visible_diamond, do_limit) -- If point outside visible diamond, then move point to the nearest position -- on the edge of the diamond (NB: relies on diamond.w == 2 * diamond.h). local rx = dx - visible_diamond.x local ry = dy - visible_diamond.y if abs(rx) + abs(ry) * 2 > visible_diamond.w then if do_limit then -- Determine the quadrant which the point lies in and accordingly set: -- (vx, vy) : a unit vector perpendicular to the diamond edge in the quadrant -- (p1x, p1y), (p2x, p2y) : the two diamond verticies in the quadrant -- d : distance from the point to the line defined by the diamond edge (not the line segment itself) local vx, vy, d local p1x, p1y, p2x, p2y = 0, 0, 0, 0 if rx >= 0 and ry >= 0 then p1x, p2y = visible_diamond.w, visible_diamond.h vx, vy = sqrt_5, 2 * sqrt_5 d = (rx * vx + ry * vy) - (p1x * vx) elseif rx >= 0 and ry < 0 then p2x, p1y = visible_diamond.w, -visible_diamond.h vx, vy = sqrt_5, -2 * sqrt_5 d = (rx * vx + ry * vy) - (p2x * vx) elseif rx < 0 and ry >= 0 then p2x, p1y = -visible_diamond.w, visible_diamond.h vx, vy = -sqrt_5, 2 * sqrt_5 d = (rx * vx + ry * vy) - (p2x * vx) else--if rx < 0 and ry < 0 then p1x, p2y = -visible_diamond.w, -visible_diamond.h vx, vy = -sqrt_5, -2 * sqrt_5 d = (rx * vx + ry * vy) - (p1x * vx) end -- In the unit vector parallel to the diamond edge, resolve the two verticies and -- the point, and either move the point to the edge or to one of the two verticies. -- NB: vx, vy, p1x, p1y, p2x, p2y are set such that p1 < p2. local p1 = vx * p1y - vy * p1x local p2 = vx * p2y - vy * p2x local pd = vx * ry - vy * rx if pd < p1 then dx, dy = p1x + visible_diamond.x, p1y + visible_diamond.y elseif pd > p2 then dx, dy = p2x + visible_diamond.x, p2y + visible_diamond.y else--if p1 <= pd and pd <= p2 then dx, dy = dx - d * vx, dy - d * vy end else return dx, dy, false end end return dx, dy, true end function GameUI:scrollMap(dx, dy) dx = dx + self.screen_offset_x dy = dy + self.screen_offset_y dx, dy, self.in_visible_diamond = self.limitPointToDiamond(dx, dy, self.visible_diamond, self.limit_to_visible_diamond) self.screen_offset_x = floor(dx + 0.5) self.screen_offset_y = floor(dy + 0.5) end function GameUI:limitCamera(mode) self.limit_to_visible_diamond = mode self:scrollMap(0, 0) end --! Applies the current setting for wall transparency to the map function GameUI:applyTransparency() self.app.map.th:setWallDrawFlags(self.transparent_walls and 4 or 0) end --! Sets wall transparency to the specified parameter --!param mode (boolean) whether to enable or disable wall transparency function GameUI:setWallsTransparent(mode) self.transparent_walls = mode self:applyTransparency() end --! Toggles transparency of walls, i.e. enables if currently disabled, and vice versa function GameUI:makeTransparentWalls() self:setWallsTransparent(true) end function GameUI:removeTransparentWalls() self:setWallsTransparent(not self.transparent_walls) end function UI:toggleAdviser() self.app.config.adviser_disabled = not self.app.config.adviser_disabled self.app:saveConfig() end function UI:togglePlaySounds() self.app.config.play_sounds = not self.app.config.play_sounds self.app.audio:playSoundEffects(self.app.config.play_sounds) self.app:saveConfig() end function UI:togglePlayAnnouncements() self.app.config.play_announcements = not self.app.config.play_announcements self.app:saveConfig() end function UI:togglePlayMusic(item) if not self.app.audio.background_music then self.app.config.play_music = true self.app.audio:playRandomBackgroundTrack() -- play else self.app.config.play_music = false self.app.audio:stopBackgroundTrack() -- stop end -- self.app.config.play_music = not self.app.config.play_music self.app:saveConfig() end local tutorial_phases local function make_tutorial_phases() tutorial_phases = { { -- 1) build reception { text = _A.tutorial.build_reception, -- 1 begin_callback = function() TheApp.ui:getWindow(UIBottomPanel):startButtonBlinking(3) end, end_callback = function() TheApp.ui:getWindow(UIBottomPanel):stopButtonBlinking() end, }, { text = _A.tutorial.order_one_reception, -- 2 begin_callback = function() TheApp.ui:getWindow(UIFurnishCorridor):startButtonBlinking(3) end, end_callback = function() TheApp.ui:getWindow(UIFurnishCorridor):stopButtonBlinking(3) end, }, { text = _A.tutorial.accept_purchase, -- 3 begin_callback = function() TheApp.ui:getWindow(UIFurnishCorridor):startButtonBlinking(2) end, end_callback = function() TheApp.ui:getWindow(UIFurnishCorridor):stopButtonBlinking(2) end, }, _A.tutorial.rotate_and_place_reception, -- 4 _A.tutorial.reception_invalid_position, -- 5 -- 6: object other than reception selected. currently no text for this phase. }, { -- 2) hire receptionist { text = _A.tutorial.hire_receptionist, -- 1 begin_callback = function() TheApp.ui:getWindow(UIBottomPanel):startButtonBlinking(5) end, end_callback = function() TheApp.ui:getWindow(UIBottomPanel):stopButtonBlinking() end, }, { text = _A.tutorial.select_receptionists, -- 2 begin_callback = function() TheApp.ui:getWindow(UIHireStaff):startButtonBlinking(4) end, end_callback = function() TheApp.ui:getWindow(UIHireStaff):stopButtonBlinking() end, }, { text = _A.tutorial.next_receptionist, -- 3 begin_callback = function() TheApp.ui:getWindow(UIHireStaff):startButtonBlinking(8) end, end_callback = function() TheApp.ui:getWindow(UIHireStaff):stopButtonBlinking() end, }, { text = _A.tutorial.prev_receptionist, -- 4 begin_callback = function() TheApp.ui:getWindow(UIHireStaff):startButtonBlinking(5) end, end_callback = function() TheApp.ui:getWindow(UIHireStaff):stopButtonBlinking() end, }, { text = _A.tutorial.choose_receptionist, -- 5 begin_callback = function() TheApp.ui:getWindow(UIHireStaff):startButtonBlinking(6) end, end_callback = function() TheApp.ui:getWindow(UIHireStaff):stopButtonBlinking() end, }, _A.tutorial.place_receptionist, -- 6 _A.tutorial.receptionist_invalid_position, -- 7 }, { -- 3) build GP's office -- 3.1) room window { text = _A.tutorial.build_gps_office, -- 1 begin_callback = function() TheApp.ui:getWindow(UIBottomPanel):startButtonBlinking(2) end, end_callback = function() TheApp.ui:getWindow(UIBottomPanel):stopButtonBlinking() end, }, { text = _A.tutorial.select_diagnosis_rooms, -- 2 begin_callback = function() TheApp.ui:getWindow(UIBuildRoom):startButtonBlinking(1) end, end_callback = function() TheApp.ui:getWindow(UIBuildRoom):stopButtonBlinking() end, }, { text = _A.tutorial.click_gps_office, -- 3 begin_callback = function() TheApp.ui:getWindow(UIBuildRoom):startButtonBlinking(5) end, end_callback = function() TheApp.ui:getWindow(UIBuildRoom):stopButtonBlinking() end, }, -- 3.2) blueprint -- [11][58] was maybe planned to be used in this place, but is not needed. _A.tutorial.click_and_drag_to_build, -- 4 _A.tutorial.room_in_invalid_position, -- 5 _A.tutorial.room_too_small, -- 6 _A.tutorial.room_too_small_and_invalid, -- 7 { text = _A.tutorial.room_big_enough, -- 8 begin_callback = function() TheApp.ui:getWindow(UIEditRoom):startButtonBlinking(4) end, end_callback = function() TheApp.ui:getWindow(UIEditRoom):stopButtonBlinking() end, }, -- 3.3) door and windows _A.tutorial.place_door, -- 9 _A.tutorial.door_in_invalid_position, -- 10 { text = _A.tutorial.place_windows, -- 11 begin_callback = function() TheApp.ui:getWindow(UIEditRoom):startButtonBlinking(4) end, end_callback = function() TheApp.ui:getWindow(UIEditRoom):stopButtonBlinking() end, }, { text = _A.tutorial.window_in_invalid_position, -- 12 begin_callback = function() TheApp.ui:getWindow(UIEditRoom):startButtonBlinking(4) end, end_callback = function() TheApp.ui:getWindow(UIEditRoom):stopButtonBlinking() end, }, -- 3.4) objects _A.tutorial.place_objects, -- 13 _A.tutorial.object_in_invalid_position, -- 14 { text = _A.tutorial.confirm_room, -- 15 begin_callback = function() TheApp.ui:getWindow(UIEditRoom):startButtonBlinking(4) end, end_callback = function() TheApp.ui:getWindow(UIEditRoom):stopButtonBlinking() end, }, { text = _A.tutorial.information_window, -- 16 begin_callback = function() TheApp.ui:getWindow(UIInformation):startButtonBlinking(1) end, end_callback = function() TheApp.ui:getWindow(UIInformation):stopButtonBlinking() end, }, }, { -- 4) hire doctor { text = _A.tutorial.hire_doctor, -- 1 begin_callback = function() TheApp.ui:getWindow(UIBottomPanel):startButtonBlinking(5) end, end_callback = function() TheApp.ui:getWindow(UIBottomPanel):stopButtonBlinking() end, }, { text = _A.tutorial.select_doctors, -- 2 begin_callback = function() TheApp.ui:getWindow(UIHireStaff):startButtonBlinking(1) end, end_callback = function() TheApp.ui:getWindow(UIHireStaff):stopButtonBlinking() end, }, { text = _A.tutorial.choose_doctor, -- 3 begin_callback = function() TheApp.ui:getWindow(UIHireStaff):startButtonBlinking(6) end, end_callback = function() TheApp.ui:getWindow(UIHireStaff):stopButtonBlinking() end, }, _A.tutorial.place_doctor, -- 4 _A.tutorial.doctor_in_invalid_position, -- 5 }, { -- 5) end of tutorial { begin_callback = function() -- The demo uses a single string for the post-tutorial info while -- the real game uses three. local texts = TheApp.using_demo_files and { _S.introduction_texts["level15"], _S.introduction_texts["demo"], } or { _S.introduction_texts["level15"], _S.introduction_texts["level16"], _S.introduction_texts["level17"], _S.introduction_texts["level1"], } TheApp.ui:addWindow(UIInformation(TheApp.ui, {texts})) TheApp.ui:addWindow(UIWatch(TheApp.ui, "initial_opening")) end, }, }, } end tutorial_phases = setmetatable({}, {__index = function(t, k) make_tutorial_phases() return tutorial_phases[k] end}) -- Called to trigger step to another part of the tutorial. -- chapter: Individual parts of the tutorial. Step will only happen if it's the current chapter. -- phase_from: Phase we need to be in for this step to happen. Multiple phases can be given here in an array. -- phase_to: Phase we want to step to or "next" to go to next chapter or "end" to end tutorial. -- returns true if we changed phase, false if we didn't function GameUI:tutorialStep(chapter, phase_from, phase_to, ...) if self.tutorial.chapter ~= chapter then return false end if type(phase_from) == "table" then local contains_current = false for _, phase in ipairs(phase_from) do if phase == self.tutorial.phase then contains_current = true break end end if not contains_current then return false end else if self.tutorial.phase ~= phase_from then return false end end local old_phase = tutorial_phases[self.tutorial.chapter][self.tutorial.phase] if old_phase and old_phase.end_callback and type(old_phase.end_callback) == "function" then old_phase.end_callback(...) end if phase_to == "end" then self.tutorial.chapter = 0 self.tutorial.phase = 0 return true elseif phase_to == "next" then self.tutorial.chapter = self.tutorial.chapter + 1 self.tutorial.phase = 1 else self.tutorial.phase = phase_to end if TheApp.config.debug then print("Tutorial: Now in " .. self.tutorial.chapter .. ", " .. self.tutorial.phase) end local new_phase = tutorial_phases[self.tutorial.chapter][self.tutorial.phase] local str, callback if (type(new_phase) == "table" and type(new_phase.text) == "table") or not new_phase.text then str = new_phase.text callback = new_phase.begin_callback else str = new_phase end if str and str.text then self.adviser:say(str, true, true) else self.adviser.stay_up = nil end if callback then callback(...) end return true end function GameUI:startTutorial(chapter) chapter = chapter or 1 self.tutorial.chapter = chapter self.tutorial.phase = 0 self:tutorialStep(chapter, 0, 1) end function GameUI:setEditRoom(enabled) -- TODO: Make the room the cursor is over flash if enabled then self:setCursor(self.edit_room_cursor) self.edit_room = true else -- If the actual editing hasn't started yet but is on its way, -- activate the room again. if class.is(self.edit_room, Room) and self.cursor == self.waiting_cursor then self.edit_room.is_active = true else -- If we are currently editing a room it may happen that we need to abort it. -- Also remove any dialog where the user is buying items. local item_window = self.app.ui:getWindow(UIFurnishCorridor) if item_window and item_window.edit_dialog then item_window:close() end local edit_window = self.app.ui:getWindow(UIEditRoom) if edit_window then edit_window:verifyOrAbortRoom() end end self:setCursor(self.default_cursor) self.edit_room = false end end function GameUI:afterLoad(old, new) if old < 16 then self.zoom_factor = 1 end if old < 23 then self.do_world_hit_test = not self:getWindow(UIPlaceObjects) end if old < 28 then self:setRandomAnnouncementTarget() self.ticks_since_last_announcement = 0 end if old < 34 then self.adviser.queued_messages = {} self.adviser.phase = 0 self.adviser.timer = nil self.adviser.frame = 1 self.adviser.number_frames = 4 end if old < 70 then self:addKeyHandler({"shift", "a"}, self, self.toggleAdviser) end if old < 75 then self.current_momentum = { x = 0, y = 0 } self.momentum = self.app.config.scrolling_momentum end if old < 78 then self.current_momentum = { x = 0, y = 0, z = 0} end if old < 81 then self:removeKeyHandler("x", self, self.toggleWallsTransparent) self:addKeyHandler("z", self, self.keySpeedUp) self:addKeyHandler("x", self, self.keyTransparent) end return UI.afterLoad(self, old, new) end function GameUI:showBriefing() local level = self.app.world.map.level_number local text = {_S.information.custom_game} if type(level) == "number" then text = _S.introduction_texts[TheApp.using_demo_files and "demo" or "level" .. level] elseif self.app.world.map.level_intro then text = {self.app.world.map.level_intro} end self:addWindow(UIInformation(self, text)) end --! Offers a confirmation window to quit the game and return to main menu -- NB: overrides UI.quit, do NOT call it from here function GameUI:quit() self:addWindow(UIConfirmDialog(self, _S.confirmation.quit, --[[persistable:gameui_confirm_quit]] function() self.app:loadMainMenu() end)) end function GameUI:showCheatsWindow() self:addWindow(UICheats(self)) end function GameUI:showMenuBar() self.menu_bar:appear() end
local Modules = script.Parent.Parent.Parent.Parent local Roact = require(Modules.Roact) local ComplexStringInput = require(script.Parent.ComplexStringInput) local function IntegerInput(props) return Roact.createElement(ComplexStringInput, { Key = props.Key, Value = props.Value, Filter = function(raw) return raw:match("%d*%.?%d*") end, Validate = function(raw) if raw == "" then raw = 0 end return true, math.floor(tonumber(raw) + 0.5) end, Parse = function(raw) return tonumber(raw) end, OnChanged = props.OnChanged, }) end return IntegerInput
function SetupWrapper(name) if not EnabledManagedProjects() then return end SetupExternalManagedTestProject(name .. ".CSharp") end group "Tests/Namespaces" SetupTestNativeProject("NamespacesBase") targetdir (path.join(gendir, "NamespacesDerived"))
-- [[ handler responders ]] function getImage( playerToReceive, id ) triggerClientEvent( playerToReceive, "onClientGotImage", resourceRoot, exports.mrp_cache:getImage(id)) end addEvent("getImage", true) addEventHandler("getImage", resourceRoot , getImage)
--[[ fs_barrel ================ Copyright (C) 2018-2019 Quentin Bazin LGPLv2.1+ See LICENSE.txt for more information ]]-- local modpath = minetest.get_modpath(minetest.get_current_modname()) fs_barrel = rawget(_G, "fs_barrel") or {} fs_barrel.modpath = modpath dofile(modpath .. "/barrel.lua") dofile(modpath .. "/crafting.lua")
--*********************************************************** --** ROBERT JOHNSON ** --*********************************************************** require "ISUI/ISPanel" ---@class ISWhitelistTable : ISPanel ISWhitelistTable = ISPanel:derive("ISWhitelistTable"); local FONT_HGT_SMALL = getTextManager():getFontHeight(UIFont.Small) local FONT_HGT_MEDIUM = getTextManager():getFontHeight(UIFont.Medium) local FONT_HGT_LARGE = getTextManager():getFontHeight(UIFont.Large) local HEADER_HGT = FONT_HGT_MEDIUM + 2 * 2 function ISWhitelistTable:initialise() ISPanel.initialise(self); end function ISWhitelistTable:render() ISPanel.render(self); -- self:drawText(self.tableName, self.width/2 - (getTextManager():MeasureStringX(UIFont.Medium, self.tableName) / 2), z, 1,1,1,1, UIFont.Medium); self:drawRectBorder(self.datas.x, self.datas.y - HEADER_HGT, self.datas:getWidth(), HEADER_HGT + 1, 1, self.borderColor.r, self.borderColor.g, self.borderColor.b); self:drawRect(self.datas.x, self.datas.y - HEADER_HGT, self.datas:getWidth(), HEADER_HGT + 1, self.listHeaderColor.a, self.listHeaderColor.r, self.listHeaderColor.g, self.listHeaderColor.b); local x = 0; for name, type in pairs(self.columns) do if type["name"] ~= "id" then self:drawRect(self.datas.x + x, 1 + self.datas.y - HEADER_HGT, 1, HEADER_HGT,1,self.borderColor.r, self.borderColor.g, self.borderColor.b); self:drawText(type["name"], self.datas.x + x + 8, self.datas.y - HEADER_HGT + 2, 1,1,1,1,UIFont.Medium); if self.columnSize[type["name"]] then x = x + self.columnSize[type["name"]]; else x = x + 100; end end end local y = self.datas.y + self.datas.height + 5 self:drawText(getText("IGUI_DbViewer_TotalResult") .. self.totalResult, 10, y, 1,1,1,1,UIFont.Small) y = y + FONT_HGT_SMALL if #self.datas.items > 0 or self.filtered then self:drawText(getText("IGUI_DbViewer_Filters"), 10, y, 1,1,1,1,UIFont.Large); y = y + FONT_HGT_LARGE end x = 10; if #self.datas.items > 0 or self.filtered then self:drawRectBorder(self.datas.x, y, self.datas:getWidth(), FONT_HGT_SMALL + 1, 1, self.borderColor.r, self.borderColor.g, self.borderColor.b); self:drawRect(self.datas.x, y, self.datas:getWidth(), FONT_HGT_SMALL + 1, self.listHeaderColor.a, self.listHeaderColor.r, self.listHeaderColor.g, self.listHeaderColor.b); end local nbr = 1; for _, v in ipairs(self.filters) do if #self.datas.items > 0 or self.filtered then v:setY(y + FONT_HGT_SMALL) v:setVisible(true); if self.columnSize[v.columnName] then local size = self.columnSize[v.columnName] + 1 if nbr >= #self.columns then size = self.width - x - 10; end self:drawText(v.columnName, x + 10, y, 1,1,1,1,UIFont.Small); self:drawRectBorder(self.datas.x + x - 10, y, 1, self.datas.itemheight + 1, 1, self.borderColor.r, self.borderColor.g, self.borderColor.b); v:setWidth(size) v:setX(x); x = x + self.columnSize[v.columnName]; nbr = nbr + 1; else x = x + 100; end else v:setVisible(false); end end if self.loading then self:drawRect(0, 0, self:getWidth(), self:getHeight(), 0.8, 0.1, 0.1, 0.1); self:drawTextCentre(getText("IGUI_DbViewer_Loading"), self:getWidth()/2, self:getHeight()/2, 1,1,1,1,UIFont.Large); end end function ISWhitelistTable:new (x, y, width, height, tableName) local o = ISPanel:new(x, y, width, height); o.tableName = tableName; setmetatable(o, self); o.schema = {}; o.pages = {}; o.fullPages = {}; o.listHeaderColor = {r=0.4, g=0.4, b=0.4, a=0.3}; o.borderColor = {r=0.4, g=0.4, b=0.4, a=0}; o.backgroundColor = {r=0, g=0, b=0, a=1}; o.columnSize = {}; o.currentPage = 1; o.buttonBorderColor = {r=0.7, g=0.7, b=0.7, a=0.5}; o.filters = {}; o.filtered = false; ISWhitelistTable.instance = o; o.totalResult = 0; o.entriesPerPages = 500; -- getTableResult(tableName); return o; end function ISWhitelistTable:createChildren() ISPanel.createChildren(self); self.datas = ISScrollingListBox:new(10, HEADER_HGT, self.width - 20, self.height - 230); self.datas:initialise(); self.datas:instantiate(); self.datas.itemheight = FONT_HGT_SMALL + 2 * 2 self.datas.selected = 0; self.datas.joypadParent = self; self.datas.font = UIFont.NewSmall; self.datas.doDrawItem = self.drawDatas; self.datas.drawBorder = true; self.datas.parent = self; self:addChild(self.datas); self.pagePanel = ISPanel:new(0, self.datas:getBottom(), 100, FONT_HGT_MEDIUM + 2 * 2) self.pagePanel:initialise() self.pagePanel:instantiate() self.pagePanel:noBackground() self:addChild(self.pagePanel) self.nbrPerPageLbl = ISLabel:new(0, 0, self.pagePanel.height, getText("IGUI_DbViewer_NbrPerPage"), 1, 1, 1, 1, UIFont.Small, true); self.nbrPerPageLbl:initialise(); self.nbrPerPageLbl:instantiate(); self.pagePanel:addChild(self.nbrPerPageLbl); local textWid = getTextManager():MeasureStringX(UIFont.Medium, "9999") self.nbrPerPages = ISTextEntryBox:new("500", self.nbrPerPageLbl:getRight() + 6, 0, textWid + 2 * 2, FONT_HGT_MEDIUM + 2 * 2); self.nbrPerPages.font = UIFont.Medium self.nbrPerPages:initialise(); self.nbrPerPages:instantiate(); self.nbrPerPages:setOnlyNumbers(true); self.nbrPerPages.onTextChange = ISWhitelistTable.onNbrPerPageChange; self.nbrPerPages.target = self; self.nbrPerPages.tableName = self.tableName; self.pagePanel:addChild(self.nbrPerPages); self.pagesLbl = ISLabel:new(self.nbrPerPages:getRight() + 6, 0, self.pagePanel.height, getText("IGUI_DbViewer_Page"), 1, 1, 1, 1, UIFont.Small, true); self.pagesLbl:initialise(); self.pagesLbl:instantiate(); self.pagePanel:addChild(self.pagesLbl); self.prePage = ISButton:new(self.pagesLbl:getRight() + 6, 0, 15, self.pagePanel.height, "<", self, ISWhitelistTable.onOptionPage); self.prePage.internal = "PREVIOUS"; self.prePage:initialise(); self.prePage:instantiate(); self.prePage.borderColor = self.buttonBorderColor; self.pagePanel:addChild(self.prePage); self.pageLbl = ISLabel:new(self.prePage:getRight() + 6, 0, self.pagePanel.height, "1/1", 1, 1, 1, 1, UIFont.Small, true); self.pageLbl:initialise(); self.pageLbl:instantiate(); self.pagePanel:addChild(self.pageLbl); self.nextPage = ISButton:new(self.pageLbl:getRight() + 6, 0, 15, self.pagePanel.height, ">", self, ISWhitelistTable.onOptionPage); self.nextPage.internal = "NEXT"; self.nextPage:initialise(); self.nextPage:instantiate(); self.nextPage.borderColor = self.buttonBorderColor; self.pagePanel:addChild(self.nextPage); self.pagePanel:setWidth(self.nextPage:getRight()) self.pagePanel:setX(self.width - self.pagePanel.width - 10) for _, type in pairs(self.columns) do local size = 100; local entryHgt = FONT_HGT_SMALL + 2 * 2 if type["name"] ~= "id" then if type["type"] == "TEXT" or type["type"] == "INTEGER" then self.entry = ISTextEntryBox:new("", 10, self.datas.x + self.datas.height + 85, size, entryHgt); self.entry.font = UIFont.Medium self.entry:initialise(); self.entry:instantiate(); self.entry.columnName = type["name"]; self.entry.type = type["type"]; self.entry.tableName = self.tableName; if type["type"] == "INTEGER" then self.entry:setOnlyNumbers(true); end self.entry.onTextChange = ISWhitelistTable.onFilterChange; self.entry.target = self; self:addChild(self.entry); table.insert(self.filters, self.entry); end if type["type"] == "BOOLEAN" then self.combo = ISComboBox:new(10, self.datas.x + self.datas.height + 85, size, entryHgt, nil,nil); self.combo:initialise(); self:addChild(self.combo); self.combo:addOption(""); self.combo:addOption("true"); self.combo:addOption("false"); self.combo.type = type["type"]; self.combo.columnName = type["name"]; self.combo.onChange = ISWhitelistTable.onFilterChange; self.combo.target = self; self.combo.tableName = self.tableName; self.combo.isComboBox = true; table.insert(self.filters, self.combo); end end end end function ISWhitelistTable.onNbrPerPageChange(entry) local view = ISWhitelistViewer.instance.panel:getView(entry.tableName); view.entriesPerPages = tonumber(entry:getInternalText()); if view.entriesPerPages == nil then view.entriesPerPages = 1; end if #view.filters > 0 then view.onFilterChange(view.filters[1]); end end function ISWhitelistTable:clearFilters() for _,v in ipairs(self.filters) do if v.type =="BOOLEAN" then v.selected = 0; elseif v.type == "INTEGER" or v.type == "TEXT" then v:setText(""); end end end function ISWhitelistTable.onFilterChange(entry, combo) local view = ISWhitelistViewer.instance.panel:getView(entry.tableName) local filterTxt = ""; local columnName = entry.columnName; if combo then if combo.selected == 2 then filterTxt = "true"; elseif combo.selected == 3 then filterTxt = "false"; end columnName = combo.columnName; else filterTxt = entry:getInternalText(); end view.datas:clear(); view.columnSize = {}; view.filtered = string.trim(filterTxt) ~= ""; local allPagesFilter = {}; local data = {}; local newPage = ArrayList.new(); view.pages = {}; local size = 0; view.totalResult = 0; for _,v in ipairs(view.fullPages) do for i=0, v:size()-1 do local dbResult = v:get(i); data.datas = {}; local add = true; for j=0, dbResult:getColumns():size() - 1 do local colName = dbResult:getColumns():get(j); local value = dbResult:getValues():get(colName); if filterTxt and filterTxt ~= "" and (colName == columnName and not luautils.stringStarts(string.lower(value), string.lower(filterTxt))) then add = false; end data.datas[colName] = value; if add then local currentSize = view.columnSize[colName]; if not currentSize then currentSize = 0; end if currentSize < getTextManager():MeasureStringX(UIFont.Large, dbResult:getValues():get(colName)) + 5 then currentSize = getTextManager():MeasureStringX(UIFont.Large, dbResult:getValues():get(colName)) + 5; end if currentSize < getTextManager():MeasureStringX(UIFont.Large, colName) + 5 then currentSize = getTextManager():MeasureStringX(UIFont.Large, colName) + 5; end if currentSize >= 200 then currentSize = 200; end view.columnSize[colName] = currentSize; else local currentSize = view.columnSize[colName]; if not currentSize then view.columnSize[colName] = 100; end end end if add then size = size + 1; view.totalResult = view.totalResult + 1; newPage:add(dbResult); if #allPagesFilter == 0 then view.datas:addItem(data.datas["username"], data); end end if size >= view.entriesPerPages then table.insert(allPagesFilter, newPage); newPage = ArrayList.new(); size = 0; end data = {}; end end if size > 0 then table.insert(allPagesFilter, newPage); end view.pages = allPagesFilter; view:doPagesButtons(); end function ISWhitelistTable:clear() self.totalResult = 0; self.datas:clear(); self.columnSize = {}; self.pages = {}; self.fullPages = {}; self.loading = true; end function ISWhitelistTable:doPagesButtons() local pagesNbr = #self.pages; if pagesNbr == 0 then pagesNbr = 1; self.nextPage.enable = false; self.prePage.enable = false; end if pagesNbr > 1 then self.nextPage.enable = true; self.prePage.enable = true; end self.currentPage = 1; self.pageLbl.name = "1/" .. pagesNbr; end function ISWhitelistTable:onOptionPage(button, x, y) if button.internal == "NEXT" then self.currentPage = self.currentPage + 1; if self.currentPage > #self.pages then self.currentPage = #self.pages; end self.pageLbl.name = self.currentPage .. "/" .. #self.pages; self.datas:clear(); self:computeResult(self.pages[self.currentPage], self); end if button.internal == "PREVIOUS" then self.currentPage = self.currentPage - 1; if self.currentPage < 1 then self.currentPage = 1; end self.pageLbl.name = self.currentPage .. "/" .. #self.pages; self.datas:clear(); self:computeResult(self.pages[self.currentPage], self); end end function ISWhitelistTable:computeResult(datas) local data = {}; self.columnSize = {}; for i=0, datas:size()-1 do local dbResult = datas:get(i); data.datas = {}; for j=0, dbResult:getColumns():size() - 1 do local colName = dbResult:getColumns():get(j); data.datas[colName] = dbResult:getValues():get(colName); local currentSize = self.columnSize[colName]; if not currentSize then currentSize = 0; end if currentSize < getTextManager():MeasureStringX(UIFont.Large, dbResult:getValues():get(colName)) + 5 then currentSize = getTextManager():MeasureStringX(UIFont.Large, dbResult:getValues():get(colName)) + 5; end if currentSize < getTextManager():MeasureStringX(UIFont.Large, colName) + 5 then currentSize = getTextManager():MeasureStringX(UIFont.Large, colName) + 5; end if currentSize >= 200 then currentSize = 200; end self.columnSize[colName] = currentSize; end self.datas:addItem(data.datas["username"], data); data = {}; end end ISWhitelistTable.getTableResult = function(datas, rowId, tableName) local view = ISWhitelistViewer.instance.panel:getView(tableName) view.loading = false; if datas:size() > 0 then if rowId == 0 then view.totalResult = 0; view.datas:clear(); view.columnSize = {}; view.pages = {}; end view.totalResult = view.totalResult + datas:size(); table.insert(view.pages, datas); table.insert(view.fullPages, datas); view.pageLbl.name = "1/" .. #view.pages; if rowId == 0 then view:computeResult(datas); end view:doPagesButtons(); end end function ISWhitelistTable:drawDatas(y, item, alt) local a = 0.9; if self.selected == item.index then self:drawRect(0, (y), self:getWidth(), self.itemheight, 0.3, 0.7, 0.35, 0.15); end if alt then self:drawRect(0, (y), self:getWidth(), self.itemheight, 0.3, 0.6, 0.5, 0.5); end self:drawRectBorder(0, (y), self:getWidth(), self.itemheight, a, self.borderColor.r, self.borderColor.g, self.borderColor.b); local x = 10; if self.parent and self.parent.columns then for name, type in pairs(self.parent.columns) do if type["name"] ~= "id" and type["name"] ~= "moderator" then self:drawText(item.item.datas[type["name"]], x, y + 2, 1, 1, 1, a, self.font); self:drawRect(x - 10, y - 1, 1, self.itemheight,1,self.borderColor.r, self.borderColor.g, self.borderColor.b); -- self:drawText(item.text, x, y + 2, 1, 1, 1, a, self.font); if self.parent.parent.activeView and self.parent.parent.activeView.columnSize[type["name"]] then x = x + self.parent.parent.activeView.columnSize[type["name"]]; else x = x + 100; end end end end return y + self.itemheight; end Events.OnGetTableResult.Add(ISWhitelistTable.getTableResult);
object_tangible_wearables_necklace_necklace_deepspace_rebel_wke_m = object_tangible_wearables_necklace_shared_necklace_deepspace_rebel_wke_m:new { } ObjectTemplates:addTemplate(object_tangible_wearables_necklace_necklace_deepspace_rebel_wke_m, "object/tangible/wearables/necklace/necklace_deepspace_rebel_wke_m.iff")
WireToolSetup.setCategory("Input, Output") WireToolSetup.open("button", "Button", "gmod_wire_button", nil, "Buttons") if CLIENT then language.Add("tool.wire_button.name", "Button Tool (Wire)") language.Add("tool.wire_button.desc", "Spawns a button for use with the wire system.") language.Add("WireButtonTool_toggle", "Toggle") language.Add("WireButtonTool_entityout", "Output Entity") language.Add("WireButtonTool_value_on", "Value On:") language.Add("WireButtonTool_value_off", "Value Off:") TOOL.Information = { { name = "left", text = "Create/Update " .. TOOL.Name } } end WireToolSetup.BaseLang() WireToolSetup.SetupMax(20) if SERVER then ModelPlug_Register("button") function TOOL:GetConVars() return self:GetClientNumber("toggle") ~= 0, self:GetClientNumber("value_off"), self:GetClientNumber("value_on"), self:GetClientInfo("description"), self:GetClientNumber("entityout") ~= 0 end -- Uses default WireToolObj:MakeEnt's WireLib.MakeWireEnt function end TOOL.ClientConVar = { model = "models/props_c17/clock01.mdl", model_category = "button", toggle = "0", value_off = "0", value_on = "1", description = "", entityout = "0" } function TOOL.BuildCPanel(panel) WireToolHelpers.MakePresetControl(panel, "wire_button") ModelPlug_AddToCPanel_Multi(panel, { button = "Normal", button_small = "Small" }, "wire_button", "#Button_Model", 6) panel:CheckBox("#WireButtonTool_toggle", "wire_button_toggle") panel:CheckBox("#WireButtonTool_entityout", "wire_button_entityout") panel:NumSlider("#WireButtonTool_value_on", "wire_button_value_on", -10, 10, 1) panel:NumSlider("#WireButtonTool_value_off", "wire_button_value_off", -10, 10, 1) end
require("pk_pills") AddCSLuaFile() if SERVER then resource.AddWorkshop("106427033") include("ppp_include/drivemodes.lua") end game.AddParticles("particles/Vortigaunt_FX.pcf") PrecacheParticleSystem("vortigaunt_beam") PrecacheParticleSystem("vortigaunt_beam_b") include("ppp_include/vox_lists.lua") pk_pills.packStart("Half-Life 2","base","games/16/hl2.png") include("ppp_include/pill_combine_soldiers.lua") include("ppp_include/pill_combine_phys_small.lua") include("ppp_include/pill_combine_phys_large.lua") include("ppp_include/pill_combine_misc.lua") include("ppp_include/pill_combine_new.lua") include("ppp_include/pill_headcrabs.lua") include("ppp_include/pill_zombies.lua") include("ppp_include/pill_antlions.lua") include("ppp_include/pill_wild.lua") include("ppp_include/pill_resistance_heros.lua") include("ppp_include/pill_resistance.lua") include("ppp_include/pill_vorts.lua") include("ppp_include/pill_birds.lua") pk_pills.packStart("Fun","fun","icon16/rainbow.png") include("ppp_include/pill_fun.lua") include("ppp_include/pill_fun2.lua") include("ppp_include/pill_fun3.lua") include("ppp_include/pill_360_noscope.lua") pk_pills.packStart("Jake","jake","icon16/box.png") include("ppp_include/pill_jake.lua")
return {'pruis','pruisen','pruisisch','pruisische','prudent','prudentie','pruderie','pruik','pruikenbol','pruikenmaker','pruikenstijl','pruikentijd','pruikerig','pruilen','pruiler','pruilerig','pruillip','pruilmond','pruim','pruimbaar','pruimedant','pruimelaar','pruimen','pruimenbomen','pruimenboom','pruimenhout','pruimenjam','pruimenmoes','pruimenmond','pruimenpit','pruimenpluk','pruimensap','pruimentaart','pruimentijd','pruimer','pruimtabak','pruimtomaat','prul','pruldichter','prullaria','prullen','prullenbak','prullenboel','prullenkraam','prullenman','prullenmand','prullenvent','prullenwerk','prullerig','prullerij','prulletje','prullig','prulpoeet','prulschrijver','prulwerk','prune','prunel','prunus','prut','prutoog','pruts','prutsding','prutsen','prutser','prutserig','prutserij','prutswerk','pruttelaar','pruttelarij','pruttelen','pruttelig','prutterig','pruikenkop','prulachtig','prudentieel','pruil','prummel','pruijssers','prudon','pruijs','pruntel','pruijn','pruiksma','pruijsen','prudentiele','pruiken','pruikenbollen','pruikenmakers','pruikerige','pruilde','pruilden','pruilend','pruilerige','pruillipje','pruilt','pruimde','pruimden','pruimedanten','pruimelaars','pruimenmondje','pruimentaarten','pruimers','pruimpje','pruimpjes','pruimt','prullenbakken','prullenmanden','prullerige','prullerigste','prullerijen','prulletjes','prullige','prulligste','prulpoeten','prutogen','prutserige','prutsers','prutst','prutste','prutsten','prutswerkje','prutswerkjes','pruttel','pruttelaars','pruttelde','pruttelden','pruttelt','prutterige','pruderieen','pruimenpitten','pruimtomaten','pruldichters','prullenkramen','prullenventen','prullenwerken','prulschrijvers','prulwerken','prunellen','prunussen','prutsdingen','pruttelarijen','pruttelend','pruttelende','pruttelige','prudente','pruilmonden','pruimbare','pruikenkoppen','pruillippen','pruimenmonden','prulachtige','pruilmondje','prullenbakje','pruillipjes','prullenmandje','prutswerken'}
package.path = './data/lua/?.lua;' .. package.path require("sgl") require("screen/attract/defs") local __aud_title_volume = 1.0 local __aud_title_loop = 0 local __fade_out_time_sec = 1.5 local __id_snd_title = SGL_SOUND_ID_INVALID local __id_mov_title = SGL_MOV_ID_INVALID local __id_sprite_title = SGL_SPRITE_ID_INVALID local __STATE_PLAYING_NONE = 0 local __STATE_PLAYING_TITLE = 1 local __state_playing = __STATE_PLAYING_TITLE local __confirmation_fade_out = false local __confirmation_fade_out_timer = 0 local function __play(state) -- stop current playing video first if __state_playing == __STATE_PLAYING_TITLE then sgl_sprite_activate(__id_sprite_title, false) sgl_mov_stop(__id_mov_title) sgl_snd_stop(__id_snd_title) end __state_playing = state if __state_playing == __STATE_PLAYING_TITLE then sgl_mov_play(__id_mov_title) sgl_sprite_activate(__id_sprite_title, true) sgl_snd_play(__id_snd_title) end end local function __load(table_resources, table_args) if not (table_args["aud_title_volume"] == nil) then __aud_title_volume = table_args["aud_title_volume"] end if not (table_args["aud_title_loop"] == nil) then __aud_title_loop = table_args["aud_title_loop"] end local res_aud_title = table_resources["aud_title"] local res_mov_title = table_resources["mov_title"] if res_aud_title == nil then print("Missing aud_title resource entry") return false end if res_mov_title == nil then print("Missing mov_title resource entry") return false end local asset_paths = sgl_asset_paths() res_aud_title = asset_paths["aud"] .. "/" .. res_aud_title res_mov_title = asset_paths["mov"] .. "/" .. res_mov_title -- load audio file __id_snd_title = sgl_snd_create(res_aud_title) sgl_snd_loop(__id_snd_title, __aud_title_loop) sgl_snd_volume(__id_snd_title, __aud_title_volume) -- load title video -- Use external sound file, not sound from video __id_mov_title = sgl_mov_create(res_mov_title, false) -- Loop endless, sound file determines loop count and end sgl_mov_loop(__id_mov_title, -1) sgl_mov_volume(__id_mov_title, 0.0) __id_sprite_title = sgl_sprite_create(sgl_mov_texture(__id_mov_title)) sgl_sprite_pos(__id_sprite_title, 0, 0) sgl_sprite_dim(__id_sprite_title, sgl_ren_screen_width(), sgl_ren_screen_height()) __play(__STATE_PLAYING_TITLE) return true end local function __unload() -- title audio sgl_snd_stop(__id_snd_title) sgl_snd_destroy(__id_snd_title) -- title video sgl_sprite_destroy(__id_sprite_title) sgl_mov_stop(__id_mov_title) sgl_mov_destroy(__id_mov_title) end local function __update(prev_delta_sec, input_state) if __confirmation_fade_out then __confirmation_fade_out_timer = __confirmation_fade_out_timer + prev_delta_sec if __confirmation_fade_out_timer > __fade_out_time_sec then -- fade out finished __confirmation_fade_out = false else local fade_perc = (__fade_out_time_sec - __confirmation_fade_out_timer) / __fade_out_time_sec -- fade out only possible when playing title sgl_snd_volume(__id_snd_title, fade_perc) sgl_sprite_alpha(__id_sprite_title, math.floor(fade_perc * 0xFF)) end else -- don't process inputs on transition if input_state.digital[SCREEN_ATTRACT_DI_DEBUG_0] then __play(__STATE_PLAYING_TITLE) end end if __state_playing == __STATE_PLAYING_TITLE and not sgl_snd_playing(__id_snd_title) then __play(__STATE_PLAYING_TITLE) end end local function __on_enable() __play(__STATE_PLAYING_TITLE) end local function __on_disable() __play(__STATE_PLAYING_NONE) end local function __on_confirm() __confirmation_fade_out = true return true end local function __on_transition() return not __confirmation_fade_out end return { f_load = __load, f_unload = __unload, f_update = __update, f_on_enable = __on_enable, f_on_disable = __on_disable, f_on_confirm = __on_confirm, f_on_transition = __on_transition, }
--[[ Name: MTA:Mario Kart Filename: CameraHandlerC.lua Author: Sam@ke --]] CameraHandlerC = {} function CameraHandlerC:constructor(parent) mainOutput("CameraHandlerC was loaded.") self.mainClass = parent self.player = getLocalPlayer() self.roll = 0 self.fov = 92 self.distance = 6.5 self.angle = 180 self.vehicleCam = "off" self.camDirection = "forward" self.camHeight = 2.6 self.maxCamHeight = 10 self.camHeightModifier = 0 self.camModifyingSpeed = 0.35 self.cprx = 0 self.cpry = 0 self.m_LookBackward = bind(self.lookBackward, self) bindKey(getKeyLookBack(), "down", self.m_LookBackward) self.m_LookForward = bind(self.lookForward, self) bindKey(getKeyLookBack(), "up", self.m_LookForward) end function CameraHandlerC:update() if (self.player:isInVehicle() == true) then setCameraClip(true, false) self.vehicleCam = "on" self.playerPos = self.player:getPosition() self.playerRot = self.player:getRotation() self.px, self.py, self.pz = self.playerPos.x, self.playerPos.y, self.playerPos.z self.prx, self.pry, self.prz = self.playerRot.x, self.playerRot.y, self.playerRot.z if (self.prx > self.cprx) then self.cprx = self.cprx + 0.1 elseif (self.prx < self.cprx) then self.cprx = self.cprx - 0.1 end if (self.pry > self.cpry) then self.cpry = self.cpry + 0.1 elseif (self.pry < self.cpry) then self.cpry = self.cpry - 0.1 end if (self.camDirection == "forward") then self.x, self.y, self.z = getAttachedPosition(self.px, self.py, self.pz, self.cprx / 25, self.cpry / 25, self.prz, self.distance, self.angle, self.camHeight) setCameraMatrix(self.x, self.y, self.z + self.camHeightModifier, self.px, self.py, self.pz + self.camHeight / 1.4, self.roll, self.fov) elseif (self.camDirection == "backward") then self.x, self.y, self.z = getAttachedPosition(self.px, self.py, self.pz, self.prx, self.pry, self.prz, self.distance / 1.2, 0, self.camHeight) setCameraMatrix(self.x, self.y, self.z + self.camHeightModifier, self.px, self.py, self.pz + self.camHeight / 1.4, self.roll, self.fov) end if (isLineOfSightClear(self.x, self.y, self.z, self.px, self.py, self.pz + self.camHeight / 2, true, true, true, true, true, false, false, nil) == false) then self.camHeightModifier = self.camHeightModifier + self.camModifyingSpeed if (self.camHeightModifier >= self.maxCamHeight) then self.camHeightModifier = self.maxCamHeight end else self.camHeightModifier = self.camHeightModifier - self.camModifyingSpeed if (self.camHeightModifier <= 0) then self.camHeightModifier = 0 end end else if (self.vehicleCam == "on") then setCameraTarget(self.player) self.vehicleCam = "off" end end end function CameraHandlerC:lookBackward() self.camDirection = "backward" end function CameraHandlerC:lookForward() self.camDirection = "forward" end function CameraHandlerC:destructor() unbindKey(getKeyLookBack(), "down", self.m_LookBackward) unbindKey(getKeyLookBack(), "up", self.m_LookForward) mainOutput("CameraHandlerC was deleted.") end
local string_value = "some value" global_string_value = string_value .. " | it`s global" local num = 4126.356 num2 = num ^ 2 for i = 0, 5 do num2 = num2 - num end print(global_string_value, "\n", num2)
local _--[[kAddonName]], addon = ... addon.tests = {} local tests = {} function addon.tests.register(name, func) table.insert(tests, {name, func}) end function addon.tests.run() addon.utils.print('Running %d tests...', #tests) local failures = 0 local realState = addon.store.getState() local blankState = { globalCooldown = '0', globalAllowedTime = 0, entries = {} } local mocks local function mock(obj, name, value) table.insert(mocks, 1, {obj, name, obj[name]}) obj[name] = value end for _, test in ipairs(tests) do addon.store.dispatch({ name = 'setState', state = blankState }) mocks = {} local name = test[1] local func = test[2] local function onError(err) _G.geterrorhandler()(('%s (in test: %s)'):format(err, name)) end local success = xpcall(func, onError, mock) if not success then failures = failures + 1 end for _, record in ipairs(mocks) do record[1][record[2]] = record[3] end end addon.utils.print('Ran %d tests with %d failures.', #tests, failures) addon.store.dispatch({ name = 'setState', state = realState }) end function addon.tests.testEvent(mock, conditionGroup, eventArgs) local callCount = 0 local function fakeRunEntry(entryIndex) callCount = callCount + 1 assert(entryIndex == 1) end mock(addon.actions, 'runEntry', fakeRunEntry) addon.store.dispatch({ name = 'createEntry', conditionGroups = {conditionGroup}, }) addon.events.trigger(unpack(eventArgs)) assert(callCount == 1) end
function guiComboBoxAdjustHeight(comboBox, itemCount) if not scheck("u:element:gui-combobox,?n") then return false end if not itemCount then itemCount = 1 end local width = guiGetSize(comboBox, false) return guiSetSize(comboBox, width, itemCount * 14 + 38, false) end
version https://git-lfs.github.com/spec/v1 oid sha256:4f341b8f8c53dfd0da805b493eb8fcf1b6873be97dda9660b451794baddcaf66 size 579
local std = require('deviant') local web = require('web') local json = require('cjson') local _M = { version = '0.1' } local defaults = { socket = '/var/run/docker.sock', APIversion = '/v1.28' } local API_URL = function (opts) local opts = std.mergeTables(defaults, opts) return "unix:" .. opts.socket .. ":" .. opts.APIversion end local API = { create = [[ { "Hostname": "", "Domainname": "", "User": "", "AttachStdin": false, "AttachStdout": true, "AttachStderr": true, "Tty": false, "OpenStdin": false, "StdinOnce": false, "Cmd": {{cmd}}, "Image": "{{image}}", "HostConfig": { "Binds": {{binds}}, "PublishAllPorts": false, "Privileged": {{privileged}}, "Dns": [ "8.8.8.8" ] } } ]] } local list = function() local url = API_URL() .. '/containers/json' local res, err = web.request(url, nil, { timeout = 90000 }) if res then if res.status == 200 then return res.body else err = res.body end end return nil, err end local create = function(containerArgsTable) local defaults = { privileged = 'false', binds = '', cmd = '', image = '' } local opts = std.mergeTables(defaults, containerArgsTable) opts.cmd = json.encode(opts.cmd) opts.binds = json.encode(opts.binds) local args = string.gsub(API.create,'{{(.-)}}', opts) local url = API_URL() .. '/containers/create' local res, err = web.request(url, { method = "POST", headers = { ['Content-Type'] = 'application/json' }, body = args }, { timeout = 90000 }) if res then if res.status == 201 then local response = json.decode(res.body) return response.Id else err = res.body end end return nil, err end local start = function(id) local url = API_URL() .. '/containers/' .. id .. '/start' local res, err = web.request(url, { method = "POST" }, { timeout = 90000 }) if res then if res.status == 204 then return true else err = res.body end end return nil, err end local wait = function(id) local url = API_URL() .. '/containers/' .. id .. '/wait' local res, err = web.request(url, { method = "POST" }, { timeout = 90000 }) if res then if res.status == 200 then return true else err = res.body end end return nil, err end local logs = function(id) local url = API_URL() .. '/containers/' .. id .. '/logs?stdout=1' local res, err = web.request(url, nil, { timeout = 90000 }) if res then if res.status == 200 then local body = string.gsub(res.body, '\1%z%z%z%z%z%z.','') return body else err = res.body end end return nil, err end local kill = function(id) local url = API_URL() .. '/containers/' .. id .. '?force=1' local res, err = web.request(url, { method = "DELETE" }, { timeout = 90000 }) if res then if res.status == 204 then return true else err = res.body end end return nil, err end _M.list = list _M.create = create _M.start = start _M.wait = wait _M.logs = logs _M.kill = kill return _M
object_draft_schematic_food_beastfood_dry_fruit_substitute = object_draft_schematic_food_shared_beastfood_dry_fruit_substitute:new { } ObjectTemplates:addTemplate(object_draft_schematic_food_beastfood_dry_fruit_substitute, "object/draft_schematic/food/beastfood_dry_fruit_substitute.iff")
--- --- math.lua --- --- Copyright (C) 2018-2019 Xrysnow. All rights reserved. --- --local math = math local pi = math.pi local pix2 = math.pi * 2 local abs = math.abs local acos = math.acos local asin = math.asin local atan = math.atan local atan2 = math.atan2 local ceil = math.ceil local cos = math.cos local cosh = math.cosh local deg = math.deg local exp = math.exp local floor = math.floor local fmod = math.fmod local frexp = math.frexp local ldexp = math.ldexp local log = math.log local log10 = math.log10 local max = math.max local min = math.min local modf = math.modf local pow = math.pow local rad = math.rad local random = math.random local randomseed = math.randomseed local sin = math.sin local sinh = math.sinh local sqrt = math.sqrt local tan = math.tan local tanh = math.tanh if not math.cbrt then ---@param v number ---@return number function math.cbrt(v) return pow(v, 1 / 3) end end if not math.clamp then ---@param v number ---@param lo number ---@param hi number ---@return number function math.clamp(v, lo, hi) return min(hi, max(v, lo)) end end if not math.hypot then ---@param v1 number ---@param v2 number ---@return number function math.hypot(v1, v2) return sqrt(v1 * v1 + v2 * v2) end end if not math.lerp then ---@param v1 number ---@param v2 number ---@param a number ---@return number function math.lerp(v1, v2, a) return v1 + (v2 - v1) * a end end if not math.remainder then ---C++ std::remainder ---C# Math.IEEERemainder ---@param v1 number ---@param v2 number ---@return number function math.remainder(v1, v2) return v1 - v2 * math.round(v1 / v2) end end if not math.round then ---@param v number ---@return number function math.round(v) local f, c = floor(v), ceil(v) if v - f < c - v then return f else return c end end end --- solve: --- a1 x + b1 y = c1 --- a2 x + b2 y = c2 ---@return number,number,boolean function math.solveLiner(a1, b1, c1, a2, b2, c2) local den = a2 * b1 - a1 * b2 return (c2 * b1 - c1 * b2) / den, (c1 * a2 - c2 * a1) / den, den == 0 end -------------------------------------------------- -- from Microsoft.Xna.Framework.MathHelper -------------------------------------------------- ---C# MathHelper.Barycentric ---@param v1 number ---@param v2 number ---@param v3 number ---@param a1 number ---@param a2 number ---@return number function math.barycentric(v1, v2, v3, a1, a2) return (v1 + (a1 * (v2 - v1))) + (a2 * (v3 - v1)) end ---C# MathHelper.SmoothStep ---@param v1 number ---@param v2 number ---@param a number ---@return number function math.smoothstep(v1, v2, a) a = math.clamp(a, 0, 1) return math.lerp(v1, v2, a * a * (3 - 2 * a)) end ---C# MathHelper.WrapAngle ---@return number ---@param v number function math.wrapangle(v) local a = math.remainder(v, pix2) if a <= -pi then return a + pix2 elseif a > pi then return a - pix2 else return a end end -------------------------------------------------- -- metrics -------------------------------------------------- function math.EuclideanDistance(v1, v2) local sum = 0 for i = 1, #v1 do local d = v1[i] - v2[i] sum = sum + d * d end return sqrt(sum) end function math.ManhattanDistance(v1, v2) local sum = 0 for i = 1, #v1 do sum = sum + abs(v1[i] - v2[i]) end return sum end function math.ChebyshevDistance(v1, v2) local ret = 0 for i = 1, #v1 do local d = abs(v1[i] - v2[i]) if d > ret then ret = d end end return ret end function math.MinkowskiDistance(v1, v2, p) local sum = 0 for i = 1, #v1 do sum = sum + pow(abs(v1[i] - v2[i]), p) end return pow(sum, 1 / p) end -------------------------------------------------- -- special number -------------------------------------------------- local inf = 1 / 0 local ninf = -1 / 0 --TODO: cdata float if not math.isinf then --- v == +/-inf function math.isinf(v) return v == inf or v == ninf end end if not math.isfinite then --- v is not positive infinity, negative infinity, or NaN function math.isfinite(v) return v ~= inf and v ~= ninf and v == v end end if not math.isnan then function math.isnan(v) return v ~= v end end
local spell, super = Class(Spell, "ultimate_heal") function spell:init() super:init(self) -- Display name self.name = "UltimatHeal" -- Name displayed when cast (optional) self.cast_name = "ULTIMATEHEAL" -- Battle description self.effect = "Best\nhealing" -- Menu description self.description = "Heals 1 party member to the\nbest of Susie's ability." -- TP cost self.cost = 100 -- Target mode (ally, party, enemy, enemies, or none) self.target = "ally" -- Tags that apply to this spell self.tags = {"heal"} end function spell:onCast(user, target) target:heal(user.chara:getStat("magic") + 1) end return spell
local SPDict = require(game.ReplicatedStorage.Shared.SPDict) local SongErrorParser = {} local __tmpctr = 4 local function track_time_to_hash(p_track,p_time) return string.format("%d_%d",p_track,p_time) end function SongErrorParser:scan_audiodata_for_errors(audio_data) local tracked_notes = SPDict:new() for i=1,#audio_data.HitObjects do local itr_hitobj = audio_data.HitObjects[i] local track = itr_hitobj.Track if track == nil then track = __tmpctr __tmpctr = __tmpctr + 1 end local itr_hitobj_hash = track_time_to_hash(itr_hitobj.Time,track) if tracked_notes:contains(itr_hitobj_hash) then error(string.format( "SongErrorParser - Likely duplicate time/track note for (%s) at note[%d](Type[%d] Time[%d] Track[%d])", audio_data.AudioFilename, i, itr_hitobj.Type, itr_hitobj.Time, track )) end tracked_notes:add(itr_hitobj_hash,true) if itr_hitobj.Type == 2 then local itr_hitobj_end_hash = track_time_to_hash(itr_hitobj.Time + itr_hitobj.Duration,track) if tracked_notes:contains(itr_hitobj_end_hash) then error(string.format( "SongErrorParser - Likely duplicate time/track (HELD NOTE END) for (%s) at note[%d](Type[%d] Time[%d] Track[%d])", audio_data.AudioFilename, i, itr_hitobj.Type, itr_hitobj.Time, track )) end tracked_notes:add(itr_hitobj_end_hash,true) end end end return SongErrorParser
AddCSLuaFile() ENT.Type = "anim" function ENT:Initialize() self:SetModel("models/props_junk/PopCan01a.mdl") if SERVER then ParticleEffect("advisor_psychic_shield_idle",self:GetPos(),Angle(0,0,0),self) self.sound = CreateSound(self,"ambient/machines/combine_shield_touch_loop1.wav") self.sound:Play() timer.Simple(2,function() if !IsValid(self) then return end self:DoDamage() end) timer.Simple(5,function() if !IsValid(self) then return end self:Remove() end) end end function ENT:DoDamage() local entsInside = ents.FindInSphere(self:GetPos(),300) local damage = DamageInfo() damage:SetDamage(50) damage:SetDamageType(DMG_DISSOLVE) damage:SetAttacker(self:GetOwner()) damage:SetInflictor(self) for k,v in pairs(entsInside) do if v.GetPillUser and v:GetPillUser()==self:GetOwner() then continue end v:TakeDamageInfo(damage) end self:EmitSound("npc/advisor/advisorheadvx04.wav") end function ENT:Think() if SERVER then local entsInside = ents.FindInSphere(self:GetPos(),300) for k,v in pairs(entsInside) do if v.GetPillUser and v:GetPillUser()==self:GetOwner() then continue end local phys = v:GetPhysicsObject() if IsValid(phys) then phys:ApplyForceCenter(phys:GetMass()*Vector(0,0,120)) end end self:NextThink(CurTime()+.1) return true end end function ENT:OnRemove() if SERVER then self.sound:Stop() self:EmitSound("npc/advisor/advisor_blast6.wav") end end function ENT:Draw() end
local SoundManager = {} SoundManager.sounds = {} function SoundManager:add(id, state) SoundManager.sounds[id] = state end function SoundManager:remove(id) SoundManager.sounds[id] = nil end function SoundManager:load() SoundManager.sounds.intro = love.audio.newSource("res/sounds/intro.mp3", "static") SoundManager.sounds.vibration = love.audio.newSource("res/sounds/vibration.mp3", "static") end function SoundManager:get(id) return SoundManager.sounds[id] end return SoundManager
local R = require "rigel" local RM = require "generators.modules" local ffi = require("ffi") local types = require("types") local S = require("systolic") --local cstdio = terralib.includec("stdio.h") --local cstring = terralib.includec("string.h") local harness = require "generators.harness" local C = require "generators.examplescommon" local f = require "fixed" local soc = require "generators.soc" local edgeTerra={} if terralib~=nil then edgeTerra=require("edge_terra") end W = 640 H = 480 T = 2 ITYPE = types.array2d( types.uint(8), 8 ) OTYPE = types.array2d( types.array2d(types.uint(8),4), 2 ) --local TTYPE = types.array2d( types.uint(32), 4 ):makeConst() local TTYPE = types.uint(32) local TAPVALUE =10 --soc.taps = R.newGlobal("taps","input",TTYPE,TAPVALUE) local taps = soc.regStub{taps={TTYPE,TAPVALUE}}:instantiate("taps") taps.extern = true TAPS = false if string.find(arg[0],"taps") then TAPS=true end -------------- -- blur kernel TConvWidth = 3 local gauss = C.gaussian(TConvWidth,3) local convolvefn = C.convolveConstant( types.uint(8), TConvWidth, TConvWidth, gauss, 6 ) -------------- -- edge local ty = types.uint(8) local inp = f.parameter("nmsinp", types.array2d(ty,3,3)) local dx = inp:index(2,1):lift(0):toSigned()-inp:index(0,1):lift(0):toSigned() dx = dx:abs() local dy = inp:index(1,2):lift(0):toSigned()-inp:index(1,0):lift(0):toSigned() dy = dy:abs() local mag = (dx+dy):truncate(8):lower() local edge = mag:toRigelModule("edgefn") -------------- -- nms local ty = types.uint(8) local nms = RM.lift("nms", types.array2d(ty,3,3),ty,10, function(inp) local nms_N = S.gt(S.index(inp,1,1),S.index(inp,1,0)) local nms_S = S.ge(S.index(inp,1,1),S.index(inp,1,2)) local nms_E = S.gt(S.index(inp,1,1),S.index(inp,2,1)) local nms_W = S.ge(S.index(inp,1,1),S.index(inp,0,1)) local nmsout = S.__and(S.__and(nms_N,nms_S),S.__and(nms_E,nms_W)) return S.select(nmsout, S.constant(255,types.uint(8)), S.constant(0,types.uint(8)) ) end, function() return edgeTerra.nms end) -------------- local function makeThresh() local inptype = types.tuple{types.uint(8),types.uint(32)} local thfn = RM.lift("thfn", inptype, types.array2d(types.uint(8),4),0, function(inp) local inpData = S.index( inp, 0 ) local inpTap = S.index( inp, 1 ) local c_one = S.constant({255,255,255,0},types.array2d(types.uint(8),4)) local c_zero = S.constant({0,0,0,0},types.array2d(types.uint(8),4)) return S.select(S.gt(inpData,inpTap), c_one, c_zero ) end, function() return edgeTerra.thresh end) if TAPS==false then local THRESH=10 local inp = R.input( types.rv(types.Par(types.uint(8))) ) local out = R.apply("rr", thfn, R.concat("rof",{inp,R.constant("Rt",THRESH,types.uint(32))})) thfn = RM.lambda("EWR",inp,out) end return RM.makeHandshake(RM.map(thfn,T)) end local thfn = makeThresh() -------------- local BW = (TConvWidth-1)/2 local blurfn = C.stencilKernelPadcrop( types.uint(8), W,H,T,BW,BW,BW,BW,0,convolvefn,false) local edgefn = C.stencilKernelPadcrop( types.uint(8), W,H,T,1,1,1,1,0,edge,false) local nmsfn = C.stencilKernelPadcrop( types.uint(8), W,H,T,1,1,1,1,0,nms,false) local FNTYPE FNTYPE = ITYPE local inp = R.input(R.Handshake(FNTYPE)) local out local inptaps out = inp local out = R.apply("incrate", RM.changeRate(types.uint(8),1,8,2), out ) local out = R.apply("bf",blurfn,out) local out = R.apply("ef",edgefn,out) if TAPS then out = R.apply("oack",RM.makeHandshake(C.packTapBroad(types.array2d(types.uint(8),T),TTYPE,taps.taps,T)),out) out = R.apply("SOS",RM.makeHandshake(RM.SoAtoAoS(2,1,{types.uint(8),TTYPE})),out) end local out = R.apply("nf",thfn,out) local hsfn = RM.lambda("hsfn",inp,out) if TAPS then harness{ outFile="edge_taps", fn=hsfn, inFile="ov7660_1chan.raw", tapType=TTYPE, tapValue=TAPVALUE, inSize={W,H}, outSize={W,H} } else harness{ outFile="edge", fn=hsfn, inFile="ov7660_1chan.raw", inSize={W,H}, outSize={W,H} } end
--------------------------------------------------------------------------------------------------- -- -= Grid =- --------------------------------------------------------------------------------------------------- local Grid = {} Grid.__index = Grid -- Creates and returns a new grid function Grid:new() local grid = {} grid.cells = {} grid.cells.mt = {__mode = ""} return setmetatable(grid, Grid) end -- Weakens the grid's cells so the garbage collecter can delete their contents if they have no -- other references. function Grid:weaken() self.cells.mt.__mode = "v" for key,row in pairs(self.cells) do setmetatable(row,self.cells.mt) end end -- Unweakens the grid function Grid:unweaken() self.cells.mt.__mode = "" for key,row in pairs(self.cells) do setmetatable(row,self.cells.mt) end end -- Gets the value of a single cell function Grid:get(x,y) return self.cells[x] and self.cells[x][y] or nil end -- Sets the value of a single cell function Grid:set(x,y,value) if not self.cells[x] then self.cells[x] = setmetatable({}, self.cells.mt) end self.cells[x][y] = value end -- Sets all of the cells in an area to the same value function Grid:setArea(startX, startY, endX, endY, value) for x = startX,endX do for y = startY,endY do self:set(x,y,value) end end end -- Iterate over all values function Grid:iterate() local x, row = next(self.cells) local y, val return function() repeat y,val = next(row,y) if y == nil then x,row = next(self.cells, x) end until (val and x and y and type(x)=="number") or (not val and not x and not y) return x,y,val end end -- Iterate over a rectangle shape function Grid:rectangle(startX, startY, endX, endY, includeNil) local x, y = startX, startY return function() while y <= endY do while x <=endX do x = x+1 if self(x-1,y) ~= nil or includeNil then return x-1, y, self(x-1,y) end end x = startX y = y+1 end return nil end end -- Iterate over a line. Set noDiag to true to keep from traversing diagonally. function Grid:line(startX, startY, endX, endY, noDiag, includeNil) local dx = math.abs(endX - startX) local dy = math.abs(endY - startY) local x = startX local y = startY local incrX = endX > startX and 1 or -1 local incrY = endY > startY and 1 or -1 local err = dx - dy local err2 = err*2 local i = 1+dx+dy local rx,ry,rv local checkX = false return function() while i>0 do rx,ry,rv = x,y,self(x,y) err2 = err*2 while true do checkX = not checkX if checkX == true or not noDiag then if err2 > -dy then err = err - dy x = x + incrX i = i-1 if noDiag then break end end end if checkX == false or not noDiag then if err2 < dx then err = err + dx y = y + incrY i = i-1 if noDiag then break end end end if not noDiag then break end end if rx == endX and ry == endY then i = 0 end if rv ~= nil or includeNil then return rx,ry,rv end end return nil end end -- Iterates over a circle of cells function Grid:circle(cx, cy, r, includeNil) local x,y x = x or cx-r return function() repeat y = y == nil and cy or y <= cy and y-1 or y+1 while ((cx-x)*(cx-x)+(cy-y)*(cy-y)) >= r*r do if x > cx+r then return nil end x = x + (y < cy and 0 or 1) y = cy + (y < cy and 1 or 0) end until self(x,y) ~= nil or includeNil return x,y,self(x,y) end end -- Cleans the grid of empty rows. function Grid:clean() for key,row in pairs(self.cells) do if not next(row) then self.cells[key] = nil end end end -- This makes calling the grid as a function act like Grid.get. Grid.__call = Grid.get -- Returns the grid class return Grid -------------------------------------------------------------------------------------- -- Copyright (c) 2011 Casey Baxter -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- The above copyright notice and this permission notice shall be included in -- all copies or substantial portions of the Software. -- Except as contained in this notice, the name(s) of the above copyright holders -- shall not be used in advertising or otherwise to promote the sale, use or -- other dealings in this Software without prior written authorization. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -- THE SOFTWARE.
------------------------------------------------- -- Civilopedia screen ------------------------------------------------- include( "InstanceManager" ); include( "IconSupport" ); -- table.sort method for sorting alphabetically. function Alphabetically(a, b) return Locale.Compare(a.entryName, b.entryName) == -1; end local portraitSize = 256; local buttonSize = 64; -- MOD - Advanced Civilopedia local smallbuttonSize = 48; -- various sizes of elements local wideOuterFrameWidth = 436; local wideInnerFrameWidth = 440; local superWideOuterFrameWidth = 636; local superWideInnerFrameWidth = 640; local narrowOuterFrameWidth = 204; local narrowInnerFrameWidth = 208; local textPaddingFromInnerFrame = 34; local offsetsBetweenFrames = 4; local quoteButtonOffset = 60; local numberOfButtonsPerRow = 3; local numberOfButtonsPerRowWide = 6; local buttonPadding = 8; local buttonPaddingTimesTwo = 16; -- textures that will be used a lot local defaultErrorTextureSheet = "TechAtlasSmall.dds"; local addToList = 1; local dontAddToList = 0; -- defines for the various categories of topics local CategoryHomePage = 1; local CategoryGameConcepts = 2; local CategoryTech = 3; local CategoryUnits = 4; local CategoryPromotions = 5; local CategoryBuildings = 6; local CategoryWonders = 7; local CategoryPolicies = 8; local CategoryPeople = 9; local CategoryCivilizations = 10; local CategoryCityStates = 11; local CategoryTerrain = 12; local CategoryResources = 13; local CategoryImprovements = 14; local CategoryBeliefs = 15; local CategoryWorldCongress = 16; local numCategories = 16; local selectedCategory = CategoryHomePage; local CivilopediaCategory = {}; local currentTopic = 0; local endTopic = 0; local listOfTopicsViewed = {}; local sortedList = {}; local otherSortedList = {}; local searchableTextKeyList = {}; local searchableList = {}; local categorizedList = {}; local absurdlyLargeNumTopicsInCategory = 10000; local homePageOfCategoryID = 9999; -- MOD - Advanced Civilopedia local colorWhite = {x=1, y=1, z=1, w=1 }; local colorBlack = {x=0, y=0, z=0, w=1 }; local colorRed = {x=1, y=0, z=0, w=1 }; local colorSkyBlue = {x=0, y=0.25, z=0.95, w=1 }; -- MOD - Advanced Civilopedia -- This list is for the order of leader flavors, if you change it, make sure that there being no nil value in the corresponding table! local flavorList = { 17, 18, 19, 20, 1, 2, 3, 4, 5, 6, 7, 8, 9, 12, 29, 32, 38, 14, 13, 16, 15, 11, 10, 21, 22, 23, 24, 27, 35, 26, 25, 31, 28, 30, 33, 34, 36, 37 }; -- These projects were more of an implementation detail and not explicit projects -- that the user can build. So to avoid confusion, we shall ignore them from the pedia. local projectsToIgnore = { PROJECT_SS_COCKPIT = true, PROJECT_SS_STASIS_CHAMBER = true, PROJECT_SS_ENGINE = true, PROJECT_SS_BOOSTER = true }; -- the instance managers local g_ListItemManager = InstanceManager:new( "ListItemInstance", "ListItemButton", Controls.ListOfArticles ); local g_ListHeadingManager = InstanceManager:new( "ListHeadingInstance", "ListHeadingButton", Controls.ListOfArticles ); local g_PrereqTechManager = InstanceManager:new( "PrereqTechInstance", "PrereqTechButton", Controls.PrereqTechInnerFrame ); local g_GreatWorksManager = InstanceManager:new( "GreatWorksInstance", "GreatWorksButton", Controls.GreatWorksInnerFrame ); local g_ObsoleteTechManager = InstanceManager:new( "ObsoleteTechInstance", "ObsoleteTechButton", Controls.ObsoleteTechInnerFrame ); local g_UpgradeManager = InstanceManager:new( "UpgradeInstance", "UpgradeButton", Controls.UpgradeInnerFrame ); local g_LeadsToTechManager = InstanceManager:new( "LeadsToTechInstance", "LeadsToTechButton", Controls.LeadsToTechInnerFrame ); local g_UnlockedUnitsManager = InstanceManager:new( "UnlockedUnitInstance", "UnlockedUnitButton", Controls.UnlockedUnitsInnerFrame ); local g_UnlockedBuildingsManager = InstanceManager:new( "UnlockedBuildingInstance", "UnlockedBuildingButton", Controls.UnlockedBuildingsInnerFrame ); local g_RevealedResourcesManager = InstanceManager:new( "RevealedResourceInstance", "RevealedResourceButton", Controls.RevealedResourcesInnerFrame ); local g_RequiredResourcesManager = InstanceManager:new( "RequiredResourceInstance", "RequiredResourceButton", Controls.RequiredResourcesInnerFrame ); local g_WorkerActionsManager = InstanceManager:new( "WorkerActionInstance", "WorkerActionButton", Controls.WorkerActionsInnerFrame ); local g_UnlockedProjectsManager = InstanceManager:new( "UnlockedProjectInstance", "UnlockedProjectButton", Controls.UnlockedProjectsInnerFrame ); local g_PromotionsManager = InstanceManager:new( "PromotionInstance", "PromotionButton", Controls.FreePromotionsInnerFrame ); local g_SpecialistsManager = InstanceManager:new( "SpecialistInstance", "SpecialistButton", Controls.SpecialistsInnerFrame ); local g_RequiredBuildingsManager = InstanceManager:new( "RequiredBuildingInstance", "RequiredBuildingButton", Controls.RequiredBuildingsInnerFrame ); local g_LocalResourcesManager = InstanceManager:new( "LocalResourceInstance", "LocalResourceButton", Controls.LocalResourcesInnerFrame ); local g_RequiredPromotionsManager = InstanceManager:new( "RequiredPromotionInstance", "RequiredPromotionButton", Controls.RequiredPromotionsInnerFrame ); local g_RequiredPoliciesManager = InstanceManager:new( "RequiredPolicyInstance", "RequiredPolicyButton", Controls.RequiredPoliciesInnerFrame ); local g_FreeFormTextManager = InstanceManager:new( "FreeFormTextInstance", "FFTextFrame", Controls.FFTextStack ); local g_BBTextManager = InstanceManager:new( "BBTextInstance", "BBTextFrame", Controls.BBTextStack ); local g_LeadersManager = InstanceManager:new( "LeaderInstance", "LeaderButton", Controls.LeadersInnerFrame ); local g_UniqueUnitsManager = InstanceManager:new( "UniqueUnitInstance", "UniqueUnitButton", Controls.UniqueUnitsInnerFrame ); local g_UniqueBuildingsManager = InstanceManager:new( "UniqueBuildingInstance", "UniqueBuildingButton", Controls.UniqueBuildingsInnerFrame ); local g_UniqueImprovementsManager = InstanceManager:new( "UniqueImprovementInstance", "UniqueImprovementButton", Controls.UniqueImprovementsInnerFrame ); local g_CivilizationsManager = InstanceManager:new( "CivilizationInstance", "CivilizationButton", Controls.CivilizationsInnerFrame ); local g_TraitsManager = InstanceManager:new( "TraitInstance", "TraitButton", Controls.TraitsInnerFrame ); local g_FeaturesManager = InstanceManager:new( "FeatureInstance", "FeatureButton", Controls.FeaturesInnerFrame ); local g_ResourcesFoundManager = InstanceManager:new( "ResourceFoundInstance", "ResourceFoundButton", Controls.ResourcesFoundInnerFrame ); local g_TerrainsManager = InstanceManager:new( "TerrainInstance", "TerrainButton", Controls.TerrainsInnerFrame ); local g_ReplacesManager = InstanceManager:new( "ReplaceInstance", "ReplaceButton", Controls.ReplacesInnerFrame ); local g_RevealTechsManager = InstanceManager:new( "RevealTechInstance", "RevealTechButton", Controls.RevealTechsInnerFrame ); local g_ImprovementsManager = InstanceManager:new( "ImprovementInstance", "ImprovementButton", Controls.ImprovementsInnerFrame ); -- MOD - Advanced Civilopedia local g_UnitFlagAtlasManager = InstanceManager:new( "UnitFlagAtlasInstance", "UnitFlagAtlasButton", Controls.UnitFlagAtlasInnerFrame ); local g_PrereqProjectManager = InstanceManager:new( "PrereqProjectInstance", "PrereqProjectButton", Controls.PrereqProjectInnerFrame ); local g_CivLeaderInfoTextManager = InstanceManager:new( "CivLeaderInfoTextInstance", "CivLeaderInfoTextFrame", Controls.CivLeaderInfoTextStack ); local g_ObsoleteUnitManager = InstanceManager:new( "ObsoleteUnitInstance", "ObsoleteUnitButton", Controls.ObsoleteUnitInnerFrame ); local g_ObsoleteBuildingManager = InstanceManager:new( "ObsoleteBuildingInstance", "ObsoleteBuildingButton", Controls.ObsoleteBuildingInnerFrame ); local g_UnlockedPromotionsManager = InstanceManager:new( "UnlockedPromotionInstance", "UnlockedPromotionButton", Controls.UnlockedPromotionsInnerFrame ); local g_ReplacedByManager = InstanceManager:new( "ReplacedByInstance", "ReplacedByButton", Controls.ReplacedByInnerFrame ); local g_ResourcesProvidedManager = InstanceManager:new( "ResourcesProvidedInstance", "ResourcesProvidedButton", Controls.ResourcesProvidedInnerFrame ); local g_SupportingTechManager = InstanceManager:new( "SupportingTechInstance", "SupportingTechButton", Controls.SupportingTechInnerFrame ); local g_SupportingBuildingManager = InstanceManager:new( "SupportingBuildingInstance", "SupportingBuildingButton", Controls.SupportingBuildingInnerFrame ); local g_SupportingPolicyManager = InstanceManager:new( "SupportingPolicyInstance", "SupportingPolicyButton", Controls.SupportingPolicyInnerFrame ); -- adjust the various parts to fit the screen size local _, screenSizeY = UIManager:GetScreenSizeVal(); -- Controls.BackDrop:GetSize(); local scrollBarWidth = Controls.ScrollBar:GetSize().x; local scrollPanelSize = Controls.ScrollPanel:GetSize(); local scrollBarSize = { x = scrollBarWidth; y = screenSizeY - 172; }; Controls.ScrollBar:SetSize( scrollBarSize ); Controls.LeftScrollBar:SetSize( scrollBarSize ); Controls.ScrollBar:SetOffsetVal( 0, 18 ); Controls.LeftScrollBar:SetOffsetVal( 0, 18 ); Controls.DownButton:SetOffsetVal( 0, screenSizeY - 126 - 18 ); Controls.LeftDownButton:SetOffsetVal( 0, screenSizeY - 126 - 18 ); Controls.LeftUpButton:SetOffsetVal( 0, 0 ); scrollPanelSize.y = screenSizeY - 126; Controls.ScrollPanel:SetSize( scrollPanelSize ); local leftScrollPanelSize = Controls.LeftScrollPanel:GetSize(); leftScrollPanelSize.y = screenSizeY - 126; Controls.LeftScrollPanel:SetSize( leftScrollPanelSize ); Controls.ScrollPanel:CalculateInternalSize(); Controls.LeftScrollPanel:CalculateInternalSize(); function SetSelectedCategory( thisCategory ) print("SetSelectedCategory("..tostring(thisCategory)..")"); if selectedCategory ~= thisCategory then selectedCategory = thisCategory; -- set up tab Controls.SelectedCategoryTab:SetOffsetVal(47 * (selectedCategory - 1), -10); Controls.SelectedCategoryTab:SetTexture( CivilopediaCategory[selectedCategory].buttonTexture ); -- set up label for category Controls.CategoryLabel:SetText( CivilopediaCategory[selectedCategory].labelString ); -- populate the list of entries if CivilopediaCategory[selectedCategory].DisplayList then CivilopediaCategory[selectedCategory].DisplayList(); else g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); end Controls.ListOfArticles:CalculateSize(); Controls.ListOfArticles:ReprocessAnchoring(); end -- get first entry from list (this will be a special page) if CivilopediaCategory[selectedCategory].DisplayHomePage then CivilopediaCategory[selectedCategory].DisplayHomePage(); end Controls.ScrollPanel:CalculateInternalSize(); Controls.LeftScrollPanel:CalculateInternalSize(); end ------------------------------------------------------------------------------- -- setup generic stuff for each category ------------------------------------------------------------------------------- for i = 1, numCategories, 1 do CivilopediaCategory[i] = {}; CivilopediaCategory[i].tag = i; CivilopediaCategory[i].buttonClicked = function() SetSelectedCategory(CivilopediaCategory[i].tag); end local buttonName = "CategoryButton"..tostring(i); Controls[buttonName]:RegisterCallback( Mouse.eLClick, CivilopediaCategory[i].buttonClicked ); end ------------------------------------------------------------------------------- -- setup the special case stuff for each category ------------------------------------------------------------------------------- CivilopediaCategory[CategoryHomePage].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsHome.dds"; CivilopediaCategory[CategoryGameConcepts].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsGameplay.dds"; CivilopediaCategory[CategoryTech].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsTechnology.dds"; CivilopediaCategory[CategoryUnits].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsUnit.dds"; CivilopediaCategory[CategoryPromotions].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsPromotions.dds"; CivilopediaCategory[CategoryBuildings].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsBuildings.dds"; CivilopediaCategory[CategoryWonders].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsWonders.dds"; CivilopediaCategory[CategoryPolicies].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsSocialPolicy.dds"; CivilopediaCategory[CategoryPeople].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsGreatPersons.dds"; CivilopediaCategory[CategoryCivilizations].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsCivsCityStates.dds"; CivilopediaCategory[CategoryCityStates].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsCities.dds"; CivilopediaCategory[CategoryTerrain].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsTerrian.dds"; CivilopediaCategory[CategoryResources].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsResourcesImprovements.dds"; CivilopediaCategory[CategoryImprovements].buttonTexture = "Assets/UI/Art/Civilopedia/CivilopediaTopButtonsImprovements.dds"; CivilopediaCategory[CategoryBeliefs].buttonTexture = "CivilopediaTopButtonsReligion.dds"; CivilopediaCategory[CategoryWorldCongress].buttonTexture = "CivilopediaTopButtonsWorldCongress.dds"; CivilopediaCategory[CategoryHomePage].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_1_LABEL" ); CivilopediaCategory[CategoryGameConcepts].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_2_LABEL" ); CivilopediaCategory[CategoryTech].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_3_LABEL" ); CivilopediaCategory[CategoryUnits].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_4_LABEL" ); CivilopediaCategory[CategoryPromotions].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_5_LABEL" ); CivilopediaCategory[CategoryBuildings].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_6_LABEL" ); CivilopediaCategory[CategoryWonders].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_7_LABEL" ); CivilopediaCategory[CategoryPolicies].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_8_LABEL" ); CivilopediaCategory[CategoryPeople].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_9_LABEL" ); CivilopediaCategory[CategoryCivilizations].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_10_LABEL" ); CivilopediaCategory[CategoryCityStates].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_11_LABEL" ); CivilopediaCategory[CategoryTerrain].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_12_LABEL" ); CivilopediaCategory[CategoryResources].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_13_LABEL" ); CivilopediaCategory[CategoryImprovements].labelString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CATEGORY_14_LABEL" ); CivilopediaCategory[CategoryBeliefs].labelString = Locale.Lookup("TXT_KEY_PEDIA_CATEGORY_15_LABEL"); CivilopediaCategory[CategoryWorldCongress].labelString = Locale.Lookup("TXT_KEY_PEDIA_CATEGORY_16_LABEL"); CivilopediaCategory[CategoryHomePage].PopulateList = function() sortedList[CategoryHomePage] = {}; sortedList[CategoryHomePage][1] = {}; -- there is only one section local tableid = 1; -- for each major category for i=1, numCategories,1 do -- add an entry to a list (localized name, tag, etc.) local article = {}; local compoundName = "TXT_KEY_PEDIA_CATEGORY_" .. tostring(i) .. "_LABEL" ; local name = Locale.ConvertTextKey( compoundName ); article.entryName = name; article.entryID = i; article.entryCategory = CategoryHomePage; sortedList[CategoryHomePage][1][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[compoundName] = article; categorizedList[(CategoryHomePage * absurdlyLargeNumTopicsInCategory) + i] = article; end end CivilopediaCategory[CategoryGameConcepts].PopulateList = function() sortedList[CategoryGameConcepts] = {}; local GameConceptsList = sortedList[CategoryGameConcepts]; local conceptSections = { HEADER_CITIES = 1, HEADER_COMBAT = 2, HEADER_TERRAIN = 3, HEADER_RESOURCES = 4, HEADER_IMPROVEMENTS = 5, HEADER_CITYGROWTH = 6, HEADER_TECHNOLOGY = 7, HEADER_CULTURE = 8, HEADER_DIPLOMACY = 9, HEADER_HAPPINESS = 10, HEADER_FOW = 11, HEADER_POLICIES = 12, HEADER_GOLD = 13, HEADER_ADVISORS = 14, HEADER_PEOPLE = 15, HEADER_CITYSTATE = 16, HEADER_MOVEMENT = 17, HEADER_AIRCOMBAT = 18, HEADER_RUBARB = 19, HEADER_UNITS = 20, HEADER_VICTORY = 21, HEADER_ESPIONAGE = 22, HEADER_RELIGION = 23, HEADER_TRADE = 24, HEADER_WORLDCONGRESS = 25, } -- Create table. for i,v in pairs(conceptSections) do GameConceptsList[v] = { headingOpen = false, }; end -- for each concept for thisConcept in GameInfo.Concepts() do local sectionID = conceptSections[thisConcept.CivilopediaHeaderType]; if(sectionID ~= nil) then -- add an article to the list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( thisConcept.Description ) article.entryName = name; article.entryID = thisConcept.ID; article.entryCategory = CategoryGameConcepts; article.InsertBefore = thisConcept.InsertBefore; article.InsertAfter = thisConcept.InsertAfter; article.Type = thisConcept.Type; table.insert(GameConceptsList[sectionID], article); -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[thisConcept.Description] = article; categorizedList[(CategoryGameConcepts * absurdlyLargeNumTopicsInCategory) + thisConcept.ID] = article; end end -- In order to maintain the original order as best as possible, -- we assign "InsertBefore" values to all items that lack any insert. for _, conceptList in ipairs(GameConceptsList) do for i = #conceptList, 1, -1 do local concept = conceptList[i]; if(concept.InsertBefore == nil and concept.InsertAfter == nil) then for ii = i - 1, 1, -1 do local previousConcept = conceptList[ii]; if(previousConcept.InsertBefore == nil and previousConcept.InsertAfter == nil) then concept.InsertAfter = previousConcept.Type; break; end end end end end -- sort the articles by their dependencies. function DependencySort(articles) -- index articles by Topic local articlesByType= {}; local dependencies = {}; for i,v in ipairs(articles) do articlesByType[v.Type] = v; dependencies[v] = {}; end for i,v in ipairs(articles) do local insertBefore = v.InsertBefore; if(insertBefore ~= nil) then local article = articlesByType[insertBefore]; dependencies[article][v] = true; end local insertAfter = v.InsertAfter; if(insertAfter ~= nil) then local article = articlesByType[insertAfter]; dependencies[v][article] = true; end end local sortedList = {}; local articleCount = #articles; while(#sortedList < articleCount) do -- Attempt to find a node with 0 dependencies local article; for i,a in ipairs(articles) do if(dependencies[a] ~= nil and table.count(dependencies[a]) == 0) then article = a; break; end end if(article == nil) then print("Failed to sort articles topologically!! There are dependency cycles."); return nil; else -- Insert Node table.insert(sortedList, article); -- Remove node dependencies[article] = nil; for a,d in pairs(dependencies) do d[article] = nil; end end end return sortedList; end for i,v in ipairs(GameConceptsList) do local oldList = v; local newList = DependencySort(v); if(newList == nil) then newList = oldList; else newList.headingOpen = false; end GameConceptsList[i] = newList; end end CivilopediaCategory[CategoryTech].PopulateList = function() -- add the instances of the tech entries sortedList[CategoryTech] = {}; -- for each era for era in GameInfo.Eras() do local eraID = era.ID; sortedList[CategoryTech][eraID] = {}; local tableid = 1; -- for each tech in this era for tech in GameInfo.Technologies("Era = '" .. era.Type .. "'") do -- add a tech entry to a list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( tech.Description ) article.entryName = name; article.entryID = tech.ID; article.entryCategory = CategoryTech; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( tech.PortraitIndex, buttonSize, tech.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryTech][eraID][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[tech.Description] = article; categorizedList[(CategoryTech * absurdlyLargeNumTopicsInCategory) + tech.ID] = article; end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryTech][eraID], Alphabetically); end end CivilopediaCategory[CategoryUnits].PopulateList = function() -- add the instances of the unit entries sortedList[CategoryUnits] = {}; function AddArticle(categoryID, entryID, unit) local article = {}; local name = Locale.ConvertTextKey( unit.Description ) article.entryName = name; article.entryID = unit.ID; article.entryCategory = CategoryUnits; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( unit.PortraitIndex, buttonSize, unit.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryUnits][categoryID][entryID] = article; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[unit.Description] = article; categorizedList[(CategoryUnits * absurdlyLargeNumTopicsInCategory) + unit.ID] = article; end local sectionID = 0; -- Add units which cost faith to a "Faith" category first. if(Game == nil or not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_RELIGION)) then local faithUnits = {}; sortedList[CategoryUnits][0] = {}; local tableid = 1; for unit in DB.Query("SELECT Units.ID, Units.Description, Units.PortraitIndex, Units.IconAtlas From Units where Units.FaithCost > 0 and Units.Cost == -1 and not RequiresFaithPurchaseEnabled and ShowInPedia == 1") do AddArticle(0, tableid, unit); tableid = tableid + 1; end sectionID = sectionID + 1; end -- for each era local sql = [[ SELECT Units.ID, Units.Description, Units.PortraitIndex, Units.IconAtlas FROM Units INNER JOIN Technologies on PreReqTech = Technologies.Type WHERE (Units.FaithCost = 0 or RequiresFaithPurchaseEnabled or Units.Cost >= 0) and Units.ShowInPedia = 1 and Technologies.Era = ?;]]; local UnitsByEra = DB.CreateQuery(sql); local bFirstEra = true; for era in GameInfo.Eras() do local eraID = era.ID + sectionID; sortedList[CategoryUnits][eraID] = {}; local tableid = 1; for unit in UnitsByEra(era.Type) do AddArticle(eraID, tableid, unit); tableid = tableid + 1; end -- put in all of the units that do not have tech requirements in the Ancient Era for lack of a better place if(bFirstEra == true) then for unit in DB.Query("SELECT Units.ID, Units.Description, Units.PortraitIndex, Units.IconAtlas From Units where PreReqTech is NULL and Special is NULL and (Units.FaithCost = 0 or RequiresFaithPurchaseEnabled or Units.Cost >= 0) and Units.ShowInPedia = 1") do AddArticle(eraID, tableid, unit); tableid = tableid + 1; end end bFirstEra = false; end -- sort this list alphabetically by localized name for k,v in pairs(sortedList[CategoryUnits]) do table.sort(v, Alphabetically); end end CivilopediaCategory[CategoryPromotions].PopulateList = function() -- add the instances of the promotion entries sortedList[CategoryPromotions] = {}; sortedList[CategoryPromotions][1] = {}; local tableid = 1; -- for each promotion for thisPromotion in GameInfo.UnitPromotions() do if thisPromotion.PediaType == "PEDIA_MELEE" then -- add an article to the list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( thisPromotion.PediaEntry ) article.entryName = name; article.entryID = thisPromotion.ID; article.entryCategory = CategoryPromotions; sortedList[CategoryPromotions][1][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[thisPromotion.Description] = article; categorizedList[(CategoryPromotions * absurdlyLargeNumTopicsInCategory) + thisPromotion.ID] = article; end end sortedList[CategoryPromotions][2] = {}; local tableid = 1; for thisPromotion in GameInfo.UnitPromotions() do if thisPromotion.PediaType == "PEDIA_RANGED" then -- add an article to the list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( thisPromotion.PediaEntry ) article.entryName = name; article.entryID = thisPromotion.ID; article.entryCategory = CategoryPromotions; sortedList[CategoryPromotions][2][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[thisPromotion.Description] = article; categorizedList[(CategoryPromotions * absurdlyLargeNumTopicsInCategory) + thisPromotion.ID] = article; end end sortedList[CategoryPromotions][3] = {}; local tableid = 1; for thisPromotion in GameInfo.UnitPromotions() do if thisPromotion.PediaType == "PEDIA_NAVAL" then -- add an article to the list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( thisPromotion.PediaEntry ) article.entryName = name; article.entryID = thisPromotion.ID; article.entryCategory = CategoryPromotions; sortedList[CategoryPromotions][3][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[thisPromotion.Description] = article; categorizedList[(CategoryPromotions * absurdlyLargeNumTopicsInCategory) + thisPromotion.ID] = article; end end sortedList[CategoryPromotions][4] = {}; local tableid = 1; for thisPromotion in GameInfo.UnitPromotions() do if thisPromotion.PediaType == "PEDIA_HEAL" then -- add an article to the list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( thisPromotion.PediaEntry ) article.entryName = name; article.entryID = thisPromotion.ID; article.entryCategory = CategoryPromotions; sortedList[CategoryPromotions][4][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[thisPromotion.Description] = article; categorizedList[(CategoryPromotions * absurdlyLargeNumTopicsInCategory) + thisPromotion.ID] = article; end end sortedList[CategoryPromotions][5] = {}; local tableid = 1; for thisPromotion in GameInfo.UnitPromotions() do if thisPromotion.PediaType == "PEDIA_SCOUTING" then -- add an article to the list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( thisPromotion.PediaEntry ) article.entryName = name; article.entryID = thisPromotion.ID; article.entryCategory = CategoryPromotions; sortedList[CategoryPromotions][5][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[thisPromotion.Description] = article; categorizedList[(CategoryPromotions * absurdlyLargeNumTopicsInCategory) + thisPromotion.ID] = article; end end sortedList[CategoryPromotions][6] = {}; local tableid = 1; for thisPromotion in GameInfo.UnitPromotions() do if thisPromotion.PediaType == "PEDIA_AIR" then -- add an article to the list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( thisPromotion.PediaEntry ) article.entryName = name; article.entryID = thisPromotion.ID; article.entryCategory = CategoryPromotions; sortedList[CategoryPromotions][6][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[thisPromotion.Description] = article; categorizedList[(CategoryPromotions * absurdlyLargeNumTopicsInCategory) + thisPromotion.ID] = article; end end sortedList[CategoryPromotions][7] = {}; local tableid = 1; for thisPromotion in GameInfo.UnitPromotions() do if thisPromotion.PediaType == "PEDIA_SHARED" then -- add an article to the list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( thisPromotion.PediaEntry ) article.entryName = name; article.entryID = thisPromotion.ID; article.entryCategory = CategoryPromotions; sortedList[CategoryPromotions][7][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[thisPromotion.Description] = article; categorizedList[(CategoryPromotions * absurdlyLargeNumTopicsInCategory) + thisPromotion.ID] = article; end end sortedList[CategoryPromotions][8] = {}; local tableid = 1; for thisPromotion in GameInfo.UnitPromotions() do if thisPromotion.PediaType == "PEDIA_ATTRIBUTES" then -- add an article to the list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( thisPromotion.PediaEntry ) article.entryName = name; article.entryID = thisPromotion.ID; article.entryCategory = CategoryPromotions; sortedList[CategoryPromotions][8][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[thisPromotion.Description] = article; categorizedList[(CategoryPromotions * absurdlyLargeNumTopicsInCategory) + thisPromotion.ID] = article; end end -- sort this list alphabetically by localized name for section = 1,8,1 do table.sort(sortedList[CategoryPromotions][section], Alphabetically); end end CivilopediaCategory[CategoryBuildings].PopulateList = function() -- add the instances of the building entries sortedList[CategoryBuildings] = {}; function AddArticle(categoryID, entryID, building) local article = {}; local name = Locale.ConvertTextKey( building.Description ) article.entryName = name; article.entryID = building.ID; article.entryCategory = CategoryBuildings; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryBuildings][categoryID][entryID] = article; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[building.Description] = article; categorizedList[(CategoryBuildings * absurdlyLargeNumTopicsInCategory) + building.ID] = article; end local sectionID = 0; if(Game == nil or not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_RELIGION)) then --Add Faith Buildings first sortedList[CategoryBuildings][sectionID] = {}; local tableid = 1; for building in DB.Query("SELECT Buildings.ID, Buildings.Description, Buildings.PortraitIndex, Buildings.IconAtlas from Buildings inner join BuildingClasses on Buildings.BuildingClass = BuildingClasses.Type where Buildings.FaithCost > 0 and Buildings.Cost > 0 and BuildingClasses.MaxGlobalInstances < 0 and (BuildingClasses.MaxPlayerInstances <> 1 or Buildings.SpecialistCount > 0) and BuildingClasses.MaxTeamInstances < 0 and Buildings.GreatWorkCount >= 0") do AddArticle(0, tableid, building); tableid = tableid + 1; end sectionID = sectionID + 1; end local sql = [[ SELECT Buildings.ID, Buildings.Description, Buildings.PortraitIndex, Buildings.IconAtlas FROM Buildings INNER JOIN BuildingClasses ON Buildings.BuildingClass = BuildingClasses.Type INNER JOIN Technologies ON Buildings.PrereqTech = Technologies.Type WHERE (FaithCost == 0 or Buildings.Cost >= 0) AND BuildingClasses.MaxGlobalInstances < 0 AND (BuildingClasses.MaxPlayerInstances <> 1 or Buildings.SpecialistCount > 0) AND BuildingClasses.MaxTeamInstances < 0 AND Buildings.GreatWorkCount >= 0 AND Technologies.Era = ?;]]; local BuildingsByEra = DB.CreateQuery(sql); -- for each era local bFirstEra = true; for era in GameInfo.Eras() do local eraID = era.ID + sectionID; sortedList[CategoryBuildings][eraID] = {}; local tableid = 1; for building in BuildingsByEra(era.Type) do AddArticle(eraID, tableid, building); tableid = tableid + 1; end -- put in all of the buildings that do not have tech requirements in the first Era for lack of a better place if(bFirstEra) then local sql = [[ SELECT Buildings.ID, Buildings.Description, Buildings.PortraitIndex, Buildings.IconAtlas FROM Buildings INNER JOIN BuildingClasses ON Buildings.BuildingClass = BuildingClasses.Type WHERE Buildings.PrereqTech IS NULL AND (Buildings.FaithCost == 0 or Buildings.Cost >= 0) AND BuildingClasses.MaxGlobalInstances < 0 AND (BuildingClasses.MaxPlayerInstances <> 1 or Buildings.SpecialistCount > 0) AND BuildingClasses.MaxTeamInstances < 0 AND Buildings.GreatWorkCount >= 0;]]; for building in DB.Query(sql) do AddArticle(eraID, tableid, building); tableid = tableid + 1; end end bFirstEra = false; end for k,v in pairs(sortedList[CategoryBuildings]) do table.sort(v, Alphabetically); end end CivilopediaCategory[CategoryWonders].PopulateList = function() -- add the instances of the Wonder, National Wonder, Team Wonder, and Project entries sortedList[CategoryWonders] = {}; -- first Wonders sortedList[CategoryWonders][1] = {}; local tableid = 1; for building in GameInfo.Buildings() do -- exclude wonders etc. local thisBuildingClass = GameInfo.BuildingClasses[building.BuildingClass]; if thisBuildingClass.MaxGlobalInstances > 0 then local article = {}; local name = Locale.ConvertTextKey( building.Description ) article.entryName = name; article.entryID = building.ID; article.entryCategory = CategoryWonders; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryWonders][1][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[building.Description] = article; categorizedList[(CategoryWonders * absurdlyLargeNumTopicsInCategory) + building.ID] = article; end end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryWonders][1], Alphabetically); -- next National Wonders sortedList[CategoryWonders][2] = {}; tableid = 1; for building in GameInfo.Buildings() do local thisBuildingClass = GameInfo.BuildingClasses[building.BuildingClass]; if thisBuildingClass.MaxPlayerInstances == 1 and building.SpecialistCount == 0 then local article = {}; local name = Locale.ConvertTextKey( building.Description ) article.entryName = name; article.entryID = building.ID; article.entryCategory = CategoryWonders; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryWonders][2][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[building.Description] = article; categorizedList[(CategoryWonders * absurdlyLargeNumTopicsInCategory) + building.ID] = article; end end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryWonders][2], Alphabetically); -- finally Projects sortedList[CategoryWonders][3] = {}; tableid = 1; for building in GameInfo.Projects() do local bIgnore = projectsToIgnore[building.Type]; if(bIgnore ~= true) then local article = {}; local name = Locale.ConvertTextKey( building.Description ) article.entryName = name; article.entryID = building.ID + 1000; article.entryCategory = CategoryWonders; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryWonders][3][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[building.Description] = article; categorizedList[(CategoryWonders * absurdlyLargeNumTopicsInCategory) + building.ID + 1000] = article; end end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryWonders][3], Alphabetically); end CivilopediaCategory[CategoryPolicies].PopulateList = function() -- add the instances of the policy entries sortedList[CategoryPolicies] = {}; -- for each policy branch for branch in GameInfo.PolicyBranchTypes() do local branchID = branch.ID; sortedList[CategoryPolicies][branchID] = {}; local tableid = 1; -- for each policy in this branch for policy in GameInfo.Policies("PolicyBranchType = '" .. branch.Type .. "'") do local article = {}; local name = Locale.ConvertTextKey( policy.Description ) article.entryName = name; article.entryID = policy.ID; article.entryCategory = CategoryPolicies; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( policy.PortraitIndex, buttonSize, policy.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryPolicies][branchID][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[policy.Description] = article; categorizedList[(CategoryPolicies * absurdlyLargeNumTopicsInCategory) + policy.ID] = article; end -- put in free policies that belong to this branch in here if (branch.FreePolicy ~= nil) then local freePolicy = GameInfo.Policies[branch.FreePolicy]; local article = {}; local name = Locale.ConvertTextKey( freePolicy.Description ) article.entryName = name; article.entryID = freePolicy.ID; article.entryCategory = CategoryPolicies; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( freePolicy.PortraitIndex, buttonSize, freePolicy.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryPolicies][branchID][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[freePolicy.Description] = article; categorizedList[(CategoryPolicies * absurdlyLargeNumTopicsInCategory) + freePolicy.ID] = article; end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryPolicies][branchID], Alphabetically); end end CivilopediaCategory[CategoryPeople].PopulateList = function() -- add the instances of the Specialists and Great People entries sortedList[CategoryPeople] = {}; -- first Specialists sortedList[CategoryPeople][1] = {}; local tableid = 1; for person in GameInfo.Specialists() do local article = {}; local name = Locale.ConvertTextKey( person.Description ) article.entryName = name; article.entryID = person.ID; article.entryCategory = CategoryPeople; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( person.PortraitIndex, buttonSize, person.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryPeople][1][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[person.Description] = article; categorizedList[(CategoryPeople * absurdlyLargeNumTopicsInCategory) + person.ID] = article; -- add a fudge factor end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryPeople][1], Alphabetically); -- next Great People sortedList[CategoryPeople][2] = {}; tableid = 1; for unit in GameInfo.Units() do if unit.PrereqTech == nil and unit.Special ~= nil then local article = {}; local name = Locale.ConvertTextKey( unit.Description ) article.entryName = name; article.entryID = unit.ID + 1000; article.entryCategory = CategoryPeople; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( unit.PortraitIndex, buttonSize, unit.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryPeople][2][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[unit.Description] = article; categorizedList[(CategoryPeople * absurdlyLargeNumTopicsInCategory) + unit.ID + 1000] = article; -- todo: add fudge factor end end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryPeople][2], Alphabetically); end CivilopediaCategory[CategoryCivilizations].PopulateList = function() -- add the instances of the Civilization and Leader entries sortedList[CategoryCivilizations] = {}; -- first Civilizations sortedList[CategoryCivilizations][1] = {}; local tableid = 1; for row in GameInfo.Civilizations() do if row.Type ~= "CIVILIZATION_MINOR" and row.Type ~= "CIVILIZATION_BARBARIAN" then local article = {}; local name = Locale.ConvertTextKey( row.ShortDescription ) article.entryName = name; article.entryID = row.ID; article.entryCategory = CategoryCivilizations; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( row.PortraitIndex, buttonSize, row.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryCivilizations][1][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[row.ShortDescription] = article; categorizedList[(CategoryCivilizations * absurdlyLargeNumTopicsInCategory) + row.ID] = article; end end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryCivilizations][1], Alphabetically); -- next Leaders sortedList[CategoryCivilizations][2] = {}; local tableid = 1; for row in GameInfo.Civilizations() do if row.Type ~= "CIVILIZATION_MINOR" and row.Type ~= "CIVILIZATION_BARBARIAN" then local leader = GameInfo.Leaders[GameInfo.Civilization_Leaders( "CivilizationType = '" .. row.Type .. "'" )().LeaderheadType]; local article = {}; local name = Locale.ConvertTextKey( leader.Description ) article.entryName = name; article.entryID = row.ID + 1000; article.entryCategory = CategoryCivilizations; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( leader.PortraitIndex, buttonSize, leader.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryCivilizations][2][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[leader.Description] = article; categorizedList[(CategoryCivilizations * absurdlyLargeNumTopicsInCategory) + row.ID + 1000] = article; end end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryCivilizations][2], Alphabetically); end CivilopediaCategory[CategoryCityStates].PopulateList = function() -- add the instances of the City States entries sortedList[CategoryCityStates] = {}; -- for each trait for trait in GameInfo.MinorCivTraits() do local traitID = trait.ID; sortedList[CategoryCityStates][traitID] = {}; local tableid = 1; -- for each city state that has this trait for cityState in GameInfo.MinorCivilizations("MinorCivTrait = '" .. trait.Type .. "'") do -- add a tech entry to a list (localized name, tag, etc.) local article = {}; local name = Locale.ConvertTextKey( cityState.Description ) article.entryName = name; article.entryID = cityState.ID; article.entryCategory = CategoryCityStates; sortedList[CategoryCityStates][traitID][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[cityState.Description] = article; categorizedList[(CategoryCityStates * absurdlyLargeNumTopicsInCategory) + cityState.ID] = article; end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryCityStates][traitID], Alphabetically); end end CivilopediaCategory[CategoryTerrain].PopulateList = function() -- add the instances of the Terrain and Features entries sortedList[CategoryTerrain] = {}; -- first Specialists sortedList[CategoryTerrain][1] = {}; local tableid = 1; for row in GameInfo.Terrains() do local article = {}; local name = Locale.ConvertTextKey( row.Description ) article.entryName = name; article.entryID = row.ID; article.entryCategory = CategoryTerrain; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( row.PortraitIndex, buttonSize, row.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryTerrain][1][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[row.Description] = article; categorizedList[(CategoryTerrain * absurdlyLargeNumTopicsInCategory) + row.ID] = article; -- add a fudge factor end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryTerrain][1], Alphabetically); -- next Features sortedList[CategoryTerrain][2] = {}; tableid = 1; for row in GameInfo.Features() do local article = {}; local name = Locale.ConvertTextKey( row.Description ) article.entryName = name; article.entryID = row.ID + 1000; article.entryCategory = CategoryTerrain; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( row.PortraitIndex, buttonSize, row.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryTerrain][2][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[row.Description] = article; categorizedList[(CategoryTerrain * absurdlyLargeNumTopicsInCategory) + row.ID + 1000] = article; -- add a fudge factor end -- now for the fake features (river and lake) for row in GameInfo.FakeFeatures() do local article = {}; local name = Locale.ConvertTextKey( row.Description ) article.entryName = name; article.entryID = row.ID + 2000; article.entryCategory = CategoryTerrain; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( row.PortraitIndex, buttonSize, row.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryTerrain][2][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[row.Description] = article; categorizedList[(CategoryTerrain * absurdlyLargeNumTopicsInCategory) + row.ID + 2000] = article; -- add a fudge factor end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryTerrain][2], Alphabetically); end CivilopediaCategory[CategoryResources].PopulateList = function() -- add the instances of the resource entries sortedList[CategoryResources] = {}; -- for each type of resource for resourceType = 0, 2, 1 do sortedList[CategoryResources][resourceType] = {}; local tableid = 1; -- for each type of resource for resource in GameInfo.Resources( "ResourceUsage = '" .. resourceType .. "'" ) do -- add a tech entry to a list (localized name, tag, etc.) local article = {}; local name = Locale.ConvertTextKey( resource.Description ) article.entryName = name; article.entryID = resource.ID; article.entryCategory = CategoryResources; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( resource.PortraitIndex, buttonSize, resource.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryResources][resourceType][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[resource.Description] = article; categorizedList[(CategoryResources * absurdlyLargeNumTopicsInCategory) + resource.ID] = article; end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryResources][resourceType], Alphabetically); end end CivilopediaCategory[CategoryImprovements].PopulateList = function() -- add the instances of the improvement entries sortedList[CategoryImprovements] = {}; sortedList[CategoryImprovements][1] = {}; -- there is only one section (for now) local tableid = 1; -- for each improvement for row in GameInfo.Improvements() do if not row.GraphicalOnly then -- add an article to the list (localized name, unit tag, etc.) local article = {}; local name = Locale.ConvertTextKey( row.Description ); article.entryName = name; article.entryID = row.ID; article.entryCategory = CategoryImprovements; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( row.PortraitIndex, buttonSize, row.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryImprovements][1][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[row.Description] = article; categorizedList[(CategoryImprovements * absurdlyLargeNumTopicsInCategory) + row.ID] = article; end end --add railroads and roads for row in GameInfo.Routes() do local article = {}; local name = Locale.ConvertTextKey( row.Description ); article.entryName = name; article.entryID = row.ID + 1000; article.entryCategory = CategoryImprovements; article.tooltipTextureOffset, article.tooltipTexture = IconLookup( row.PortraitIndex, buttonSize, row.IconAtlas ); if not article.tooltipTextureOffset then article.tooltipTexture = defaultErrorTextureSheet; article.tooltipTextureOffset = nullOffset; end sortedList[CategoryImprovements][1][tableid] = article; tableid = tableid + 1; -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[row.Description] = article; categorizedList[(CategoryImprovements * absurdlyLargeNumTopicsInCategory) + 1000 + row.ID] = article; end -- sort this list alphabetically by localized name table.sort(sortedList[CategoryImprovements][1], Alphabetically); end CivilopediaCategory[CategoryBeliefs].PopulateList = function() sortedList[CategoryBeliefs] = {}; do local section = {}; for religion in GameInfo.Religions("Type <> 'RELIGION_PANTHEON'") do -- add a tech entry to a list (localized name, tag, etc.) local article = {}; local name = Locale.ConvertTextKey(religion.Description) article.entryName = name; article.entryID = {"Religions", religion.ID}; article.entryCategory = CategoryBeliefs; table.insert(section, article); -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[religion.Description] = article; categorizedList[(CategoryBeliefs * absurdlyLargeNumTopicsInCategory) + religion.ID] = article; end -- sort this list alphabetically by localized name table.sort(section, Alphabetically); table.insert(sortedList[CategoryBeliefs], section); end -- for each type of resource local sectionConditions = { "Pantheon = 1", "Founder = 1", "Follower = 1", "Enhancer = 1", "Reformation = 1" }; local numReligions = #GameInfo.Religions; for i,condition in ipairs(sectionConditions) do local section = {}; for belief in GameInfo.Beliefs(condition) do -- add a tech entry to a list (localized name, tag, etc.) local article = {}; local name = Locale.ConvertTextKey( belief.ShortDescription ) article.entryName = name; article.entryID = {"Beliefs", belief.ID}; article.entryCategory = CategoryBeliefs; table.insert(section, article); -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[belief.ShortDescription] = article; categorizedList[(CategoryBeliefs * absurdlyLargeNumTopicsInCategory) + numReligions + belief.ID] = article; end -- sort this list alphabetically by localized name table.sort(section, Alphabetically); table.insert(sortedList[CategoryBeliefs], section); end end CivilopediaCategory[CategoryWorldCongress].PopulateList = function() sortedList[CategoryWorldCongress] = {}; do local section = {}; for resolution in GameInfo.Resolutions() do -- add a resolution entry to a list (localized name, tag, etc.) local article = {}; local name = Locale.ConvertTextKey(resolution.Description) article.entryName = name; article.entryID = {"Resolutions", resolution.ID}; article.entryCategory = CategoryWorldCongress; table.insert(section, article); -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[resolution.Description] = article; categorizedList[(CategoryWorldCongress * absurdlyLargeNumTopicsInCategory) + resolution.ID] = article; end -- sort this list alphabetically by localized name table.sort(section, Alphabetically); table.insert(sortedList[CategoryWorldCongress], section); end do local section = {}; for leagueProject in GameInfo.LeagueProjects() do -- add a league project entry to a list (localized name, tag, etc.) local article = {}; local name = Locale.ConvertTextKey(leagueProject.Description) article.entryName = name; article.entryID = {"LeagueProjects", leagueProject.ID}; article.entryCategory = CategoryWorldCongress; table.insert(section, article); -- index by various keys searchableList[Locale.ToLower(name)] = article; searchableTextKeyList[leagueProject.Description] = article; categorizedList[(CategoryWorldCongress * absurdlyLargeNumTopicsInCategory) + leagueProject.ID] = article; end -- sort this list alphabetically by localized name table.sort(section, Alphabetically); table.insert(sortedList[CategoryWorldCongress], section); end end ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- function ResizeEtc() Controls.ListOfArticles:CalculateSize(); Controls.WideStack:CalculateSize(); Controls.FFTextStack:CalculateSize(); Controls.NarrowStack:CalculateSize(); Controls.BBTextStack:CalculateSize(); Controls.SuperWideStack:CalculateSize(); Controls.BBTextStack:ReprocessAnchoring(); Controls.WideStack:ReprocessAnchoring(); Controls.FFTextStack:ReprocessAnchoring(); Controls.NarrowStack:ReprocessAnchoring(); Controls.ListOfArticles:ReprocessAnchoring(); Controls.SuperWideStack:ReprocessAnchoring(); Controls.ScrollPanel:CalculateInternalSize(); Controls.LeftScrollPanel:CalculateInternalSize(); end -------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------- CivilopediaCategory[CategoryHomePage].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey("TXT_KEY_PEDIA_HOME_PAGE_LABEL") ); -- Update some circle logo if IconHookup( 20, portraitSize, "TERRAIN_ATLAS", Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end g_BBTextManager:ResetInstances(); --Welcome and insert 1st manual paragraph UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_HOME_PAGE_BLURB_TEXT" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); --How to use the Pedia local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_HOME_PAGE_HELP_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_HOME_PAGE_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryGameConcepts].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_GAME_CONCEPT_PAGE_LABEL" )); -- Update Some kind of circle logo if IconHookup( 47, portraitSize, "TECH_ATLAS_1", Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_GCONCEPTS" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_GAME_CONCEPT_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_GAME_CONCEPT_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); --Did you know fact/tip of the day? Can be taken from rando advisor text. Or link to random page or modding ResizeEtc(); end; CivilopediaCategory[CategoryTech].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TECH_PAGE_LABEL" )); local portraitIndex = 48; local portraitAtlas = "TECH_ATLAS_1"; for row in DB.Query("SELECT PortraitIndex, IconAtlas from Technologies ORDER By Random() LIMIT 1") do portraitIndex = row.PortraitIndex; portraitAtlas = row.IconAtlas; end if IconHookup( portraitIndex, portraitSize, portraitAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_TECHS" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TECH_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TECHNOLOGIES_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryUnits].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_UNITS_PAGE_LABEL" )); local portraitIndex = 26; local portraitAtlas = "UNIT_ATLAS_1"; for row in DB.Query("SELECT PortraitIndex, IconAtlas from Units ORDER By Random() LIMIT 1") do portraitIndex = row.PortraitIndex; portraitAtlas = row.IconAtlas; end if IconHookup( portraitIndex, portraitSize, portraitAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_UNITS" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_UNITS_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_UNITS_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryPromotions].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_PROMOTIONS_PAGE_LABEL" )); local portraitIndex = 16; local portraitAtlas = "PROMOTION_ATLAS"; for row in DB.Query("SELECT PortraitIndex, IconAtlas from UnitPromotions ORDER By Random() LIMIT 1") do portraitIndex = row.PortraitIndex; portraitAtlas = row.IconAtlas; end if IconHookup( portraitIndex, portraitSize, portraitAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_PROMOTIONS" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_PROMOTIONS_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_PROMOTIONS_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryBuildings].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BUILDINGS_PAGE_LABEL" )); local portraitIndex = 24; local portraitAtlas = "BW_ATLAS_1"; for row in DB.Query("SELECT PortraitIndex, IconAtlas from Buildings where WonderSplashImage IS NULL ORDER By Random() LIMIT 1") do portraitIndex = row.PortraitIndex; portraitAtlas = row.IconAtlas; end if IconHookup( portraitIndex, portraitSize, portraitAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_BUILDINGS" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BUILDINGS_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BUILDINGS_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryWonders].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WONDERS_PAGE_LABEL" )); local portraitIndex = 2; local portraitAtlas = "BW_ATLAS_2"; for row in DB.Query("SELECT PortraitIndex, IconAtlas from Buildings Where WonderSplashImage IS NOT NULL ORDER By Random() LIMIT 1") do portraitIndex = row.PortraitIndex; portraitAtlas = row.IconAtlas; end if IconHookup( portraitIndex, portraitSize, portraitAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_WONDERS" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WONDERS_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WONDERS_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryPolicies].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_POLICIES_PAGE_LABEL" )); local portraitIndex = 25; local portraitAtlas = "POLICY_ATLAS"; for row in DB.Query("SELECT PortraitIndex, IconAtlas from Policies Where IconAtlas IS NOT NULL ORDER By Random() LIMIT 1") do portraitIndex = row.PortraitIndex; portraitAtlas = row.IconAtlas; end if IconHookup( portraitIndex, portraitSize, portraitAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_POLICIES" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_POLICIES_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_SOCIAL_POL_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryPeople].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_PEOPLE_PAGE_LABEL" )); if IconHookup( 47, portraitSize, "UNIT_ATLAS_2", Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_PEOPLE" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_PEOPLE_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_SPEC_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryCivilizations].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_CIVILIZATIONS_PAGE_LABEL" )); local portraitIndex = 7; local portraitAtlas = "LEADER_ATLAS"; for row in DB.Query("SELECT PortraitIndex, IconAtlas from Leaders where Type <> \"LEADER_BARBARIAN\" ORDER By Random() LIMIT 1") do portraitIndex = row.PortraitIndex; portraitAtlas = row.IconAtlas; end if IconHookup( portraitIndex, portraitSize, portraitAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_CIVS" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_CIVILIZATIONS_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_CIVS_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryCityStates].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_CITY_STATES_PAGE_LABEL" )); if IconHookup( 44, portraitSize, "UNIT_ATLAS_2", Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_CITYSTATES" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_CITY_STATES_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_CSTATES_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryTerrain].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TERRAIN_PAGE_LABEL" )); local portraitIndex = 9; local portraitAtlas = "TERRAIN_ATLAS"; for row in DB.Query("SELECT PortraitIndex, IconAtlas from Terrains ORDER By Random() LIMIT 1") do portraitIndex = row.PortraitIndex; portraitAtlas = row.IconAtlas; end if IconHookup( portraitIndex, portraitSize, portraitAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_TERRAIN" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TERRAIN_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TERRAIN_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TERRAIN_FEATURES_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TERRAIN_FEATURES_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end ResizeEtc(); end; CivilopediaCategory[CategoryResources].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_RESOURCES_PAGE_LABEL" )); local portraitIndex = 6; local portraitAtlas = "RESOURCE_ATLAS"; for row in DB.Query("SELECT PortraitIndex, IconAtlas from Resources ORDER By Random() LIMIT 1") do portraitIndex = row.PortraitIndex; portraitAtlas = row.IconAtlas; end if IconHookup( portraitIndex, portraitSize, portraitAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_RESOURCES" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_RESOURCES_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_RESOURCES_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryImprovements].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_IMPROVEMENTS_PAGE_LABEL" )); --eventually make random? local portraitIndex = 1; local portraitAtlas = "BW_ATLAS_1"; for row in DB.Query("SELECT PortraitIndex, IconAtlas from Improvements ORDER By Random() LIMIT 1") do portraitIndex = row.PortraitIndex; portraitAtlas = row.IconAtlas; end if IconHookup( portraitIndex, portraitSize, portraitAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_QUOTE_BLOCK_IMPROVEMENTS" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_IMPROVEMENTS_PAGE_LABEL" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_IMPROVEMENT_HELP_TEXT" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryBeliefs].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BELIEFS_PAGE_LABEL" )); Controls.Portrait:SetTexture("Religion256.dds"); Controls.Portrait:SetTextureOffsetVal(0,0); Controls.Portrait:SetHide(false); Controls.PortraitFrame:SetHide(false); UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BELIEFS_HOMEPAGE_BLURB" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BELIEFS_HOMEPAGE_LABEL1" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BELIEFS_HOMEPAGE_TEXT1" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; CivilopediaCategory[CategoryWorldCongress].DisplayHomePage = function() ClearArticle(); Controls.ArticleID:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WORLD_CONGRESS_PAGE_LABEL" )); Controls.Portrait:SetTexture("WorldCongressPortrait256_EXP2.dds"); Controls.Portrait:SetTextureOffsetVal(0,0); Controls.Portrait:SetHide(false); Controls.PortraitFrame:SetHide(false); UpdateTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WORLD_CONGRESS_HOMEPAGE_BLURB" ), Controls.HomePageBlurbLabel, Controls.HomePageBlurbInnerFrame, Controls.HomePageBlurbFrame ); g_BBTextManager:ResetInstances(); --Basic Sectional Infos local thisBBTextInstance = g_BBTextManager:GetInstance(); if thisBBTextInstance then thisBBTextInstance.BBTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WORLD_CONGRESS_HOMEPAGE_LABEL1" )); UpdateSuperWideTextBlock( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WORLD_CONGRESS_HOMEPAGE_TEXT1" ), thisBBTextInstance.BBTextLabel, thisBBTextInstance.BBTextInnerFrame, thisBBTextInstance.BBTextFrame ); end Controls.BBTextStack:SetHide( false ); ResizeEtc(); end; -------------------------------------------------------------------------------------------------------- -- a few handy-dandy helper functions -------------------------------------------------------------------------------------------------------- -- put text into a text block and resize the block function UpdateTextBlock( localizedString, label, innerFrame, outerFrame ) local contentSize; local frameSize = {}; label:SetText( localizedString ); contentSize = label:GetSize(); frameSize.x = wideInnerFrameWidth; frameSize.y = contentSize.y + textPaddingFromInnerFrame; innerFrame:SetSize( frameSize ); frameSize.x = wideOuterFrameWidth; frameSize.y = contentSize.y + textPaddingFromInnerFrame - offsetsBetweenFrames; outerFrame:SetSize( frameSize ); outerFrame:SetHide( false ); end function UpdateNarrowTextBlock( localizedString, label, innerFrame, outerFrame ) local contentSize; local frameSize = {}; label:SetText( localizedString ); contentSize = label:GetSize(); frameSize.x = narrowInnerFrameWidth; frameSize.y = contentSize.y + textPaddingFromInnerFrame; innerFrame:SetSize( frameSize ); frameSize.x = narrowOuterFrameWidth; frameSize.y = contentSize.y + textPaddingFromInnerFrame - offsetsBetweenFrames; outerFrame:SetSize( frameSize ); outerFrame:SetHide( false ); end function UpdateSuperWideTextBlock( localizedString, label, innerFrame, outerFrame ) local contentSize; local frameSize = {}; label:SetText( localizedString ); contentSize = label:GetSize(); frameSize.x = superWideInnerFrameWidth; frameSize.y = contentSize.y + textPaddingFromInnerFrame; innerFrame:SetSize( frameSize ); frameSize.x = superWideOuterFrameWidth; frameSize.y = contentSize.y + textPaddingFromInnerFrame - offsetsBetweenFrames; outerFrame:SetSize( frameSize ); outerFrame:SetHide( false ); end function UpdateButtonFrame( numButtonsAdded, innerFrame, outerFrame ) if numButtonsAdded > 0 then local frameSize = {}; local h = (math.floor((numButtonsAdded - 1) / numberOfButtonsPerRow) + 1) * buttonSize + buttonPaddingTimesTwo; frameSize.x = narrowInnerFrameWidth; frameSize.y = h; innerFrame:SetSize( frameSize ); frameSize.x = narrowOuterFrameWidth; frameSize.y = h - offsetsBetweenFrames; outerFrame:SetSize( frameSize ); outerFrame:SetHide( false ); end end -- MOD - Advanced Civilopedia function UpdateWideButtonFrame( numButtonsAdded, innerFrame, outerFrame ) if numButtonsAdded > 0 then local frameSize = {}; local h = (math.floor((numButtonsAdded - 1) / numberOfButtonsPerRowWide) + 1) * buttonSize + buttonPaddingTimesTwo; frameSize.x = wideInnerFrameWidth; frameSize.y = h; innerFrame:SetSize( frameSize ); frameSize.x = wideOuterFrameWidth; frameSize.y = h - offsetsBetweenFrames; outerFrame:SetSize( frameSize ); outerFrame:SetHide( false ); end end -- MOD - Advanced Civilopedia function UpdateSmallButtonFrame( numButtonsAdded, innerFrame, outerFrame ) if numButtonsAdded > 0 then local frameSize = {}; local h = (math.floor((numButtonsAdded - 1) / numberOfButtonsPerRow) + 1) * smallbuttonSize + buttonPaddingTimesTwo; frameSize.x = narrowInnerFrameWidth; frameSize.y = h; innerFrame:SetSize( frameSize ); frameSize.x = narrowOuterFrameWidth; frameSize.y = h - offsetsBetweenFrames; outerFrame:SetSize( frameSize ); outerFrame:SetHide( false ); end end function UpdateSmallButton( buttonAdded, image, button, textureSheet, textureOffset, category, localizedText, buttonId ) if(textureSheet ~= nil) then image:SetTexture( textureSheet ); end if(textureOffset ~= nil) then image:SetTextureOffset( textureOffset ); end button:SetOffsetVal( (buttonAdded % numberOfButtonsPerRow) * buttonSize + buttonPadding, math.floor(buttonAdded / numberOfButtonsPerRow) * buttonSize + buttonPadding ); button:SetToolTipString( localizedText ); if(category ~= nil) then button:SetVoids( buttonId, addToList ); button:RegisterCallback( Mouse.eLClick, CivilopediaCategory[category].SelectArticle ); end end -- MOD - Advanced Civilopedia function UpdateSmallButtonWide( buttonAdded, image, button, textureSheet, textureOffset, category, localizedText, buttonId ) if(textureSheet ~= nil) then image:SetTexture( textureSheet ); end if(textureOffset ~= nil) then image:SetTextureOffset( textureOffset ); end button:SetOffsetVal( (buttonAdded % numberOfButtonsPerRowWide) * (buttonSize + buttonPadding) + buttonPadding, math.floor(buttonAdded / numberOfButtonsPerRowWide) * buttonSize + buttonPadding ); button:SetToolTipString( localizedText ); if(category ~= nil) then button:SetVoids( buttonId, addToList ); button:RegisterCallback( Mouse.eLClick, CivilopediaCategory[category].SelectArticle ); end end -- MOD - Advanced Civilopedia function UpdateSmallButtonAlpha( buttonAdded, image, shadow, button, textureSheet, textureOffset, category, localizedText, buttonId ) if(textureSheet ~= nil) then image:SetTexture( textureSheet ); shadow:SetTexture( textureSheet ); end if(textureOffset ~= nil) then image:SetTextureOffset( textureOffset ); shadow:SetTextureOffset( textureOffset ); end button:SetOffsetVal( (buttonAdded % numberOfButtonsPerRow) * buttonSize + buttonPadding, math.floor(buttonAdded / numberOfButtonsPerRow) * buttonSize + buttonPadding ); button:SetToolTipString( localizedText ); if(category ~= nil) then button:SetVoids( buttonId, addToList ); button:RegisterCallback( Mouse.eLClick, CivilopediaCategory[category].SelectArticle ); end end -- MOD - Advanced Civilopedia function SearchForEliteUnitOwner( unitID, pProject ) for playerID = 0, GameDefines.MAX_CIV_PLAYERS - 1 do if Players ~= nil then local pPlayer = Players[playerID]; if (pPlayer) and (pPlayer:IsAlive()) then if pPlayer:IsMinorCiv() then return nil; end if pPlayer:IsBarbarian() then return nil; end -- if (pPlayer:CanTrain(unitID, true, true, true, false)) then -- return pPlayer; -- end if ( Teams[pPlayer:GetTeam()]:GetProjectCount( pProject.ID ) > 0 ) then -- if ( Teams[Players[pPlayer]:GetTeam()]:GetProjectCount( 0 ) > 0 ) then return pPlayer; end end end end return nil; end -- this will need to be enhanced to look at the current language function TagExists( tag ) return Locale.HasTextKey(tag); end -------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------- CivilopediaCategory[CategoryHomePage].SelectArticle = function( pageID, shouldAddToList ) ClearArticle(); if pageID == 1 then if selectedCategory ~= CategoryHomePage then SetSelectedCategory(CategoryHomePage); end CivilopediaCategory[CategoryHomePage].DisplayHomePage(); elseif pageID == 2 then if selectedCategory ~= CategoryGameConcepts then SetSelectedCategory(CategoryGameConcepts); end CivilopediaCategory[CategoryGameConcepts].DisplayHomePage(); elseif pageID == 3 then if selectedCategory ~= CategoryTech then SetSelectedCategory(CategoryTech); end CivilopediaCategory[CategoryTech].DisplayHomePage(); elseif pageID == 4 then if selectedCategory ~= CategoryUnits then SetSelectedCategory(CategoryUnits); end CivilopediaCategory[CategoryUnits].DisplayHomePage(); elseif pageID == 5 then if selectedCategory ~= CategoryPromotions then SetSelectedCategory(CategoryPromotions); end CivilopediaCategory[CategoryPromotions].DisplayHomePage() ; elseif pageID == 6 then if selectedCategory ~= CategoryBuildings then SetSelectedCategory(CategoryBuildings); end CivilopediaCategory[CategoryBuildings].DisplayHomePage(); elseif pageID == 7 then if selectedCategory ~= CategoryWonders then SetSelectedCategory(CategoryWonders); end CivilopediaCategory[CategoryWonders].DisplayHomePage(); elseif pageID == 8 then if selectedCategory ~= CategoryPolicies then SetSelectedCategory(CategoryPolicies); end CivilopediaCategory[CategoryPolicies].DisplayHomePage() ; elseif pageID == 9 then if selectedCategory ~= CategoryPeople then SetSelectedCategory(CategoryPeople); end CivilopediaCategory[CategoryPeople].DisplayHomePage() ; elseif pageID == 10 then if selectedCategory ~= CategoryCivilizations then SetSelectedCategory(CategoryCivilizations); end CivilopediaCategory[CategoryCivilizations].DisplayHomePage() ; elseif pageID == 11 then if selectedCategory ~= CategoryCityStates then SetSelectedCategory(CategoryCityStates); end CivilopediaCategory[CategoryCityStates].DisplayHomePage() ; elseif pageID == 12 then if selectedCategory ~= CategoryTerrain then SetSelectedCategory(CategoryTerrain); end CivilopediaCategory[CategoryTerrain].DisplayHomePage(); elseif pageID == 13 then if selectedCategory ~= CategoryResources then SetSelectedCategory(CategoryResources); end CivilopediaCategory[CategoryResources].DisplayHomePage() ; elseif pageID == 14 then if selectedCategory ~= CategoryImprovements then SetSelectedCategory(CategoryImprovements); end CivilopediaCategory[CategoryImprovements].DisplayHomePage() ; elseif pageID == CategoryBeliefs then if selectedCategory ~= pageID then SetSelectedCategory(pageID); end CivilopediaCategory[pageID].DisplayHomePage(); elseif pageID == CategoryWorldCongress then if selectedCategory ~= pageID then SetSelectedCategory(pageID); end CivilopediaCategory[pageID].DisplayHomePage(); else print("couldn't find category home page"); end ResizeEtc(); end CivilopediaCategory[CategoryGameConcepts].SelectArticle = function( conceptID, shouldAddToList ) print("CivilopediaCategory[CategoryGameConcepts].SelectArticle"); if selectedCategory ~= CategoryGameConcepts then SetSelectedCategory(CategoryGameConcepts); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryGameConcepts * absurdlyLargeNumTopicsInCategory) + conceptID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if conceptID ~= -1 then local thisConcept = GameInfo.Concepts[conceptID]; if thisConcept then -- update the name local name = Locale.ConvertTextKey( thisConcept.Description ); Controls.ArticleID:SetText( name ); -- portrait -- update the summary if thisConcept.Summary then UpdateTextBlock( Locale.ConvertTextKey( thisConcept.Summary ), Controls.SummaryLabel, Controls.SummaryInnerFrame, Controls.SummaryFrame ); end -- update the extended article if thisConcept.Extended then UpdateTextBlock( Locale.ConvertTextKey( thisConcept.Extended ), Controls.ExtendedLabel, Controls.ExtendedInnerFrame, Controls.ExtendedFrame ); end -- update the Designer's Notes if thisConcept.DesignNotes then UpdateTextBlock( Locale.ConvertTextKey( thisConcept.DesignNotes ), Controls.DNotesLabel, Controls.DNotesInnerFrame, Controls.DNotesFrame ); end -- related images -- related concepts end end ResizeEtc(); end CivilopediaCategory[CategoryTech].SelectArticle = function( techID, shouldAddToList ) print("CivilopediaCategory[CategoryTech].SelectArticle"); if selectedCategory ~= CategoryTech then SetSelectedCategory(CategoryTech); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryTech * absurdlyLargeNumTopicsInCategory) + techID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if techID ~= -1 then local thisTech = GameInfo.Technologies[techID]; local name = Locale.ConvertTextKey( thisTech.Description ); Controls.ArticleID:SetText( name ); -- if we have one, update the tech picture if IconHookup( thisTech.PortraitIndex, portraitSize, thisTech.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end -- update the cost Controls.CostFrame:SetHide( false ); local cost = thisTech.Cost; if(Game ~= nil) then local pPlayer = Players[Game.GetActivePlayer()]; local pTeam = Teams[pPlayer:GetTeam()]; local pTeamTechs = pTeam:GetTeamTechs(); cost = pTeamTechs:GetResearchCost(techID); end if (cost > 0) then Controls.CostLabel:SetText( tostring(cost).." [ICON_RESEARCH]" ); else Controls.CostLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_FREE" ) ); end local contentSize; local frameSize = {}; local buttonAdded = 0; local techType = thisTech.Type; local condition = "TechType = '" .. techType .. "'"; local prereqCondition = "PrereqTech = '" .. techType .. "'"; local otherPrereqCondition = "TechPrereq = '" .. techType .. "'"; local revealCondition = "TechReveal = '" .. techType .. "'"; -- update the prereq techs g_PrereqTechManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Technology_PrereqTechs( condition ) do local prereq = GameInfo.Technologies[row.PrereqTech]; local thisPrereqInstance = g_PrereqTechManager:GetInstance(); if thisPrereqInstance then local textureOffset, textureSheet = IconLookup( prereq.PortraitIndex, buttonSize, prereq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisPrereqInstance.PrereqTechImage, thisPrereqInstance.PrereqTechButton, textureSheet, textureOffset, CategoryTech, Locale.ConvertTextKey( prereq.Description ), prereq.ID ); buttonAdded = buttonAdded + 1; end end UpdateButtonFrame( buttonAdded, Controls.PrereqTechInnerFrame, Controls.PrereqTechFrame ); -- update the leads to techs g_LeadsToTechManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Technology_PrereqTechs( prereqCondition ) do local leadsTo = GameInfo.Technologies[row.TechType]; local thisLeadsToInstance = g_LeadsToTechManager:GetInstance(); if thisLeadsToInstance then local textureOffset, textureSheet = IconLookup( leadsTo.PortraitIndex, buttonSize, leadsTo.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisLeadsToInstance.LeadsToTechImage, thisLeadsToInstance.LeadsToTechButton, textureSheet, textureOffset, CategoryTech, Locale.ConvertTextKey( leadsTo.Description ), leadsTo.ID ); buttonAdded = buttonAdded + 1; end end UpdateButtonFrame( buttonAdded, Controls.LeadsToTechInnerFrame, Controls.LeadsToTechFrame ); -- update the units unlocked g_UnlockedUnitsManager:ResetInstances(); buttonAdded = 0; for thisUnitInfo in GameInfo.Units( prereqCondition ) do if thisUnitInfo.ShowInPedia then local thisUnitInstance = g_UnlockedUnitsManager:GetInstance(); if thisUnitInstance then local textureOffset, textureSheet = IconLookup( thisUnitInfo.PortraitIndex, buttonSize, thisUnitInfo.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnitInstance.UnlockedUnitImage, thisUnitInstance.UnlockedUnitButton, textureSheet, textureOffset, CategoryUnits, Locale.ConvertTextKey( thisUnitInfo.Description ), thisUnitInfo.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.UnlockedUnitsInnerFrame, Controls.UnlockedUnitsFrame ); -- update the buildings unlocked g_UnlockedBuildingsManager:ResetInstances(); buttonAdded = 0; for thisBuildingInfo in GameInfo.Buildings( prereqCondition ) do local thisBuildingInstance = g_UnlockedBuildingsManager:GetInstance(); if thisBuildingInstance then if not IconHookup( thisBuildingInfo.PortraitIndex, buttonSize, thisBuildingInfo.IconAtlas, thisBuildingInstance.UnlockedBuildingImage ) then thisBuildingInstance.UnlockedBuildingImage:SetTexture( defaultErrorTextureSheet ); thisBuildingInstance.UnlockedBuildingImage:SetTextureOffset( nullOffset ); end --move this button thisBuildingInstance.UnlockedBuildingButton:SetOffsetVal( (buttonAdded % numberOfButtonsPerRow) * buttonSize + buttonPadding, math.floor(buttonAdded / numberOfButtonsPerRow) * buttonSize + buttonPadding ); thisBuildingInstance.UnlockedBuildingButton:SetToolTipString( Locale.ConvertTextKey( thisBuildingInfo.Description ) ); thisBuildingInstance.UnlockedBuildingButton:SetVoids( thisBuildingInfo.ID, addToList ); local thisBuildingClass = GameInfo.BuildingClasses[thisBuildingInfo.BuildingClass]; if thisBuildingClass.MaxGlobalInstances > 0 or (thisBuildingClass.MaxPlayerInstances == 1 and thisBuildingInfo.SpecialistCount == 0) or thisBuildingClass.MaxTeamInstances > 0 then thisBuildingInstance.UnlockedBuildingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWonders].SelectArticle ); else thisBuildingInstance.UnlockedBuildingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBuildings].SelectArticle ); end buttonAdded = buttonAdded + 1; end end UpdateButtonFrame( buttonAdded, Controls.UnlockedBuildingsInnerFrame, Controls.UnlockedBuildingsFrame ); -- update the projects unlocked g_UnlockedProjectsManager:ResetInstances(); buttonAdded = 0; for thisProjectInfo in GameInfo.Projects( otherPrereqCondition ) do local bIgnore = projectsToIgnore[thisProjectInfo.Type]; if(bIgnore ~= true) then local thisProjectInstance = g_UnlockedProjectsManager:GetInstance(); if thisProjectInstance then local textureOffset, textureSheet = IconLookup( thisProjectInfo.PortraitIndex, buttonSize, thisProjectInfo.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisProjectInstance.UnlockedProjectImage, thisProjectInstance.UnlockedProjectButton, textureSheet, textureOffset, CategoryWonders, Locale.ConvertTextKey( thisProjectInfo.Description ), thisProjectInfo.ID + 1000); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.UnlockedProjectsInnerFrame, Controls.UnlockedProjectsFrame ); -- update the resources revealed g_RevealedResourcesManager:ResetInstances(); buttonAdded = 0; for revealedResource in GameInfo.Resources( revealCondition ) do local thisRevealedResourceInstance = g_RevealedResourcesManager:GetInstance(); if thisRevealedResourceInstance then local textureOffset, textureSheet = IconLookup( revealedResource.PortraitIndex, buttonSize, revealedResource.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRevealedResourceInstance.RevealedResourceImage, thisRevealedResourceInstance.RevealedResourceButton, textureSheet, textureOffset, CategoryResources, Locale.ConvertTextKey( revealedResource.Description ), revealedResource.ID ); buttonAdded = buttonAdded + 1; end end UpdateButtonFrame( buttonAdded, Controls.RevealedResourcesInnerFrame, Controls.RevealedResourcesFrame ); -- update the build actions unlocked g_WorkerActionsManager:ResetInstances(); buttonAdded = 0; for thisBuildInfo in GameInfo.Builds{PrereqTech = techType, ShowInPedia = 1} do local thisWorkerActionInstance = g_WorkerActionsManager:GetInstance(); if thisWorkerActionInstance then local textureOffset, textureSheet = IconLookup( thisBuildInfo.IconIndex, buttonSize, thisBuildInfo.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end if thisBuildInfo.RouteType then UpdateSmallButton( buttonAdded, thisWorkerActionInstance.WorkerActionImage, thisWorkerActionInstance.WorkerActionButton, textureSheet, textureOffset, CategoryImprovements, Locale.ConvertTextKey( thisBuildInfo.Description ), GameInfo.Routes[thisBuildInfo.RouteType].ID + 1000 ); elseif thisBuildInfo.ImprovementType then UpdateSmallButton( buttonAdded, thisWorkerActionInstance.WorkerActionImage, thisWorkerActionInstance.WorkerActionButton, textureSheet, textureOffset, CategoryImprovements, Locale.ConvertTextKey( thisBuildInfo.Description ), GameInfo.Improvements[thisBuildInfo.ImprovementType].ID );-- add fudge factor else -- we are a choppy thing UpdateSmallButton( buttonAdded, thisWorkerActionInstance.WorkerActionImage, thisWorkerActionInstance.WorkerActionButton, textureSheet, textureOffset, CategoryGameConcepts, Locale.ConvertTextKey( thisBuildInfo.Description ), GameInfo.Concepts["CONCEPT_WORKERS_CLEARINGLAND"].ID );-- add fudge factor end buttonAdded = buttonAdded + 1; end end UpdateButtonFrame( buttonAdded, Controls.WorkerActionsInnerFrame, Controls.WorkerActionsFrame ); local obsoleteCondition = "ObsoleteTech = '" .. techType .. "'"; -- MOD - Advanced Civilopedia -- update the units obsolete g_ObsoleteUnitManager:ResetInstances(); buttonAdded = 0; for thisUnitInfo in GameInfo.Units( obsoleteCondition ) do if thisUnitInfo.ShowInPedia then local thisUnitInstance = g_ObsoleteUnitManager:GetInstance(); if thisUnitInstance then local textureOffset, textureSheet = IconLookup( thisUnitInfo.PortraitIndex, buttonSize, thisUnitInfo.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnitInstance.ObsoleteUnitImage, thisUnitInstance.ObsoleteUnitButton, textureSheet, textureOffset, CategoryUnits, Locale.ConvertTextKey( thisUnitInfo.Description ), thisUnitInfo.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.ObsoleteUnitInnerFrame, Controls.ObsoleteUnitFrame ); -- update the buildings obsolete g_ObsoleteBuildingManager:ResetInstances(); buttonAdded = 0; for thisBuildingInfo in GameInfo.Buildings( obsoleteCondition ) do local thisBuildingInstance = g_ObsoleteBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( thisBuildingInfo.PortraitIndex, buttonSize, thisBuildingInfo.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisBuildingInstance.ObsoleteBuildingImage, thisBuildingInstance.ObsoleteBuildingButton, textureSheet, textureOffset, CategoryBuildings, Locale.ConvertTextKey( thisBuildingInfo.Description ), thisBuildingInfo.ID ); buttonAdded = buttonAdded + 1; end end UpdateButtonFrame( buttonAdded, Controls.ObsoleteBuildingInnerFrame, Controls.ObsoleteBuildingFrame ); -- update the related articles Controls.RelatedArticlesFrame:SetHide( true ); -- todo: figure out how this should be implemented -- update the game info if (thisTech.Help) then UpdateTextBlock( Locale.ConvertTextKey( thisTech.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- update the quote if thisTech.Quote then UpdateTextBlock( Locale.ConvertTextKey( thisTech.Quote ), Controls.SilentQuoteLabel, Controls.SilentQuoteInnerFrame, Controls.SilentQuoteFrame ); end --Controls.QuoteLabel:SetText( Locale.ConvertTextKey( thisTech.Quote ) ); --contentSize = Controls.QuoteLabel:GetSize(); --frameSize.x = wideInnerFrameWidth; --frameSize.y = contentSize.y + textPaddingFromInnerFrame + quoteButtonOffset; --Controls.QuoteInnerFrame:SetSize( frameSize ); --frameSize.x = wideOuterFrameWidth; --frameSize.y = contentSize.y + textPaddingFromInnerFrame - offsetsBetweenFrames + quoteButtonOffset; --Controls.QuoteFrame:SetSize( frameSize ); --Controls.QuoteFrame:SetHide( false ); -- update the special abilites local abilitiesString = ""; local numAbilities = 0; for row in GameInfo.Route_TechMovementChanges( condition ) do if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey("TXT_KEY_CIVILOPEDIA_SPECIALABILITIES_MOVEMENT", GameInfo.Routes[row.RouteType].Description); numAbilities = numAbilities + 1; end for row in GameInfo.Improvement_TechYieldChanges( condition ) do if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey("TXT_KEY_CIVILOPEDIA_SPECIALABILITIES_YIELDCHANGES", GameInfo.Improvements[row.ImprovementType].Description, GameInfo.Yields[row.YieldType].Description, row.Yield); numAbilities = numAbilities + 1; end for row in GameInfo.Improvement_TechNoFreshWaterYieldChanges( condition ) do if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey("TXT_KEY_CIVILOPEDIA_SPECIALABILITIES_NOFRESHWATERYIELDCHANGES", GameInfo.Improvements[row.ImprovementType].Description, GameInfo.Yields[row.YieldType].Description, row.Yield ); numAbilities = numAbilities + 1; end for row in GameInfo.Improvement_TechFreshWaterYieldChanges( condition ) do if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey("TXT_KEY_CIVILOPEDIA_SPECIALABILITIES_FRESHWATERYIELDCHANGES", GameInfo.Improvements[row.ImprovementType].Description, GameInfo.Yields[row.YieldType].Description, row.Yield ); numAbilities = numAbilities + 1; end if thisTech.EmbarkedMoveChange > 0 then if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_FAST_EMBARK_STRING" ); numAbilities = numAbilities + 1; end if thisTech.AllowsEmbarking then if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ALLOWS_EMBARKING" ); numAbilities = numAbilities + 1; end if thisTech.AllowsDefensiveEmbarking then if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_DEFENSIVE_EMBARK_STRING" ); numAbilities = numAbilities + 1; end if thisTech.EmbarkedAllWaterPassage then if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_OCEAN_EMBARK_STRING" ); numAbilities = numAbilities + 1; end if thisTech.AllowEmbassyTradingAllowed then if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_ALLOW_EMBASSY_STRING" ); numAbilities = numAbilities + 1; end if thisTech.OpenBordersTradingAllowed then if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_OPEN_BORDER_STRING" ); numAbilities = numAbilities + 1; end if thisTech.DefensivePactTradingAllowed then if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_D_PACT_STRING" ); numAbilities = numAbilities + 1; end if thisTech.ResearchAgreementTradingAllowed then if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_R_PACT_STRING" ); numAbilities = numAbilities + 1; end if thisTech.TradeAgreementTradingAllowed then if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_T_PACT_STRING" ); numAbilities = numAbilities + 1; end if thisTech.BridgeBuilding then if numAbilities > 0 then abilitiesString = abilitiesString .. "[NEWLINE]"; end abilitiesString = abilitiesString .. Locale.ConvertTextKey( "TXT_KEY_ABLTY_BRIDGE_STRING" ); numAbilities = numAbilities + 1; end if numAbilities > 0 then UpdateTextBlock( Locale.ConvertTextKey( abilitiesString ), Controls.AbilitiesLabel, Controls.AbilitiesInnerFrame, Controls.AbilitiesFrame ); else Controls.AbilitiesFrame:SetHide( true ); end -- update the historical info if (thisTech.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisTech.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end ResizeEtc(); end CivilopediaCategory[CategoryUnits].SelectArticle = function( unitID, shouldAddToList ) print("CivilopediaCategory[CategoryUnits].SelectArticle"); if selectedCategory ~= CategoryUnits then SetSelectedCategory(CategoryUnits); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryUnits * absurdlyLargeNumTopicsInCategory) + unitID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if unitID ~= -1 then local thisUnit = GameInfo.Units[unitID]; -- update the name local name = Locale.ConvertTextKey( thisUnit.Description ); Controls.ArticleID:SetText( name ); -- update the portrait if IconHookup( thisUnit.PortraitIndex, portraitSize, thisUnit.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end -- MOD - update the flag atlas g_UnitFlagAtlasManager:ResetInstances(); buttonAdded = 0; local thisUnitFlagAtlasInstance = g_UnitFlagAtlasManager:GetInstance(); if thisUnitFlagAtlasInstance then local textureOffset, textureSheet = IconLookup( thisUnit.UnitFlagIconOffset, 32, thisUnit.UnitFlagAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local bColorChanged = false; for row in GameInfo.Civilization_UnitClassOverrides{UnitType = thisUnit.Type} do local thisCivilization = GameInfo.Civilizations[row.CivilizationType]; local thisColorSet = GameInfo.PlayerColors[thisCivilization.DefaultPlayerColor]; if (thisColorSet) then local primaryColor = GameInfo.Colors[thisColorSet.PrimaryColor]; local secondaryColor = GameInfo.Colors[thisColorSet.SecondaryColor]; local iconColor = {x = primaryColor.Red, y = primaryColor.Green, z = primaryColor.Blue, w = primaryColor.Alpha}; local backColor = {x = secondaryColor.Red, y = secondaryColor.Green, z = secondaryColor.Blue, w = secondaryColor.Alpha}; bColorChanged = true; thisUnitFlagAtlasInstance.UnitFlagAtlasImage:SetColor( iconColor ); thisUnitFlagAtlasInstance.UnitFlagAtlasImageBackground:SetColor( backColor ); end end if (not bColorChanged) then if (thisUnit.ProjectPrereq) then bColorChanged = true; local prereqProject = GameInfo.Projects[thisUnit.ProjectPrereq]; local iMaxInstances = prereqProject.MaxGlobalInstances; if (iMaxInstances == 1) then local pPlayer = SearchForEliteUnitOwner( unitID, prereqProject ); if (pPlayer ~= nil) then local iconColor, backColor = pPlayer:GetPlayerColors(); thisUnitFlagAtlasInstance.UnitFlagAtlasImage:SetColor( iconColor ); thisUnitFlagAtlasInstance.UnitFlagAtlasImageBackground:SetColor( backColor ); else -- set it to a certain color thisUnitFlagAtlasInstance.UnitFlagAtlasImage:SetColor( colorRed ); thisUnitFlagAtlasInstance.UnitFlagAtlasImageBackground:SetColor( colorWhite ); end else local bFinished = false; if ( Game ~= nil ) then local pPlayer = Players[Game.GetActivePlayer()]; if ((Teams[pPlayer:GetTeam()]:GetProjectCount( prereqProject.ID ) > 0)) then bFinished = true; end end if bFinished then if pPlayer == nil then return end local iconColor, backColor = pPlayer:GetPlayerColors(); thisUnitFlagAtlasInstance.UnitFlagAtlasImage:SetColor( iconColor ); thisUnitFlagAtlasInstance.UnitFlagAtlasImageBackground:SetColor( backColor ); else thisUnitFlagAtlasInstance.UnitFlagAtlasImage:SetColor( colorSkyBlue ); thisUnitFlagAtlasInstance.UnitFlagAtlasImageBackground:SetColor( colorWhite ); end end end end if (thisUnit.Trade) then thisUnitFlagAtlasInstance.UnitFlagAtlasImageShadow:SetOffsetVal( -1, -3 ); else thisUnitFlagAtlasInstance.UnitFlagAtlasImageShadow:SetOffsetVal( -1, 1 ); end if (not bColorChanged) then thisUnitFlagAtlasInstance.UnitFlagAtlasImage:SetColor( colorWhite ); thisUnitFlagAtlasInstance.UnitFlagAtlasImageBackground:SetColor( colorBlack ); end UpdateSmallButtonAlpha( buttonAdded, thisUnitFlagAtlasInstance.UnitFlagAtlasImage, thisUnitFlagAtlasInstance.UnitFlagAtlasImageShadow, thisUnitFlagAtlasInstance.UnitFlagAtlasButton, textureSheet, textureOffset, CategoryUnits, Locale.ConvertTextKey( thisUnit.Description ), thisUnit.ID ); buttonAdded = buttonAdded + 1; end UpdateSmallButtonFrame( buttonAdded, Controls.UnitFlagAtlasInnerFrame, Controls.UnitFlagAtlasFrame ); -- MOD - update the max instances local thisUnitClass = GameInfo.UnitClasses[thisUnit.Class]; local bMaxInstance = false; local instanceString = ""; if thisUnitClass then local bMaxPlayerInstance = false; if (thisUnitClass.MaxPlayerInstances ~= -1) then instanceString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_MAX_PLAYER_INSTANCES", thisUnitClass.MaxPlayerInstances ); bMaxPlayerInstance = true; bMaxInstance = true; end if (thisUnitClass.MaxGlobalInstances ~= -1) then instanceString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_MAX_GLOBAL_INSTANCES", thisUnitClass.MaxGlobalInstances ); bMaxInstance = true; end end if bMaxInstance then UpdateNarrowTextBlock( instanceString, Controls.MaxInstancesLabel, Controls.MaxInstancesInnerFrame, Controls.MaxInstancesFrame ) end -- update the cost Controls.CostFrame:SetHide( false ); local costString = ""; local cost = thisUnit.Cost; local faithCost = thisUnit.FaithCost; if(Game and not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_RELIGION)) then faithCost = Game.GetFaithCost(unitID); end if(Game ~= nil) then cost = Players[Game.GetActivePlayer()]:GetUnitProductionNeeded( unitID ); end if(cost == 1 and faithCost > 0) then costString = tostring(faithCost) .. " [ICON_PEACE]"; elseif(cost > 0 and faithCost > 0) then costString = Locale.Lookup("TXT_KEY_PEDIA_A_OR_B", tostring(cost) .. " [ICON_PRODUCTION]", tostring(faithCost) .. " [ICON_PEACE"); else if(cost > 0) then costString = tostring(cost) .. " [ICON_PRODUCTION]"; elseif(faithCost > 0) then costString = tostring(faithCost) .. " [ICON_PEACE]"; else costString = Locale.Lookup("TXT_KEY_FREE"); if(thisUnit.Type == "UNIT_SETTLER") then Controls.CostFrame:SetHide(true); end end end Controls.CostLabel:SetText(costString); -- update the Combat value local combat = thisUnit.Combat; if combat > 0 then Controls.CombatLabel:SetText( tostring(combat).." [ICON_STRENGTH]" ); Controls.CombatFrame:SetHide( false ); end -- update the Ranged Combat value local rangedCombat = thisUnit.RangedCombat; if rangedCombat > 0 then Controls.RangedCombatLabel:SetText( tostring(rangedCombat).." [ICON_RANGE_STRENGTH]" ); Controls.RangedCombatFrame:SetHide( false ); end -- update the Ranged Combat value local rangedCombatRange = thisUnit.Range; if rangedCombatRange > 0 then Controls.RangedCombatRangeLabel:SetText( tostring(rangedCombatRange) ); Controls.RangedCombatRangeFrame:SetHide( false ); end -- MOD - update the Combat Type value if thisUnit.CombatClass then local texts = "[ICON_BULLET]" .. Locale.ConvertTextKey( GameInfo.UnitCombatInfos[thisUnit.CombatClass].Description ); UpdateNarrowTextBlock( texts, Controls.CombatTypeLabel, Controls.CombatTypeInnerFrame, Controls.CombatTypeFrame ); end -- update the Movement value local movementRange = thisUnit.Moves; if movementRange > 0 then if thisUnit.Domain ~= "DOMAIN_AIR" then Controls.MovementLabel:SetText( tostring(movementRange).." [ICON_MOVES]" ); Controls.MovementFrame:SetHide( false ); end end local contentSize; local frameSize = {}; local buttonAdded = 0; -- update the free promotions g_PromotionsManager:ResetInstances(); buttonAdded = 0; local condition = "UnitType = '" .. thisUnit.Type .. "'"; for row in GameInfo.Unit_FreePromotions( condition ) do local promotion = GameInfo.UnitPromotions[row.PromotionType]; if promotion then local thisPromotionInstance = g_PromotionsManager:GetInstance(); if thisPromotionInstance then local textureOffset, textureSheet = IconLookup( promotion.PortraitIndex, buttonSize, promotion.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisPromotionInstance.PromotionImage, thisPromotionInstance.PromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( promotion.Description ), promotion.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.FreePromotionsInnerFrame, Controls.FreePromotionsFrame ); -- MOD - update the required resources Controls.RequiredResourcesLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_REQ_RESRC_LABEL" ) ); g_RequiredResourcesManager:ResetInstances(); buttonAdded = 0; local condition = "UnitType = '" .. thisUnit.Type .. "'"; for row in GameInfo.Unit_ResourceQuantityRequirements( condition ) do local requiredResource = GameInfo.Resources[row.ResourceType]; if requiredResource then local thisRequiredResourceInstance = g_RequiredResourcesManager:GetInstance(); if thisRequiredResourceInstance then local textureOffset, textureSheet = IconLookup( requiredResource.PortraitIndex, buttonSize, requiredResource.IconAtlas ); local description = row.Cost .. " " .. Locale.ConvertTextKey( requiredResource.Description ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredResourceInstance.RequiredResourceImage, thisRequiredResourceInstance.RequiredResourceButton, textureSheet, textureOffset, CategoryResources, description, requiredResource.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.RequiredResourcesInnerFrame, Controls.RequiredResourcesFrame ); -- update the prereq techs g_PrereqTechManager:ResetInstances(); buttonAdded = 0; if thisUnit.PrereqTech then local prereq = GameInfo.Technologies[thisUnit.PrereqTech]; if prereq then local thisPrereqInstance = g_PrereqTechManager:GetInstance(); if thisPrereqInstance then local textureOffset, textureSheet = IconLookup( prereq.PortraitIndex, buttonSize, prereq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisPrereqInstance.PrereqTechImage, thisPrereqInstance.PrereqTechButton, textureSheet, textureOffset, CategoryTech, Locale.ConvertTextKey( prereq.Description ), prereq.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.PrereqTechInnerFrame, Controls.PrereqTechFrame ); -- update the obsolete techs g_ObsoleteTechManager:ResetInstances(); buttonAdded = 0; if thisUnit.ObsoleteTech then local obs = GameInfo.Technologies[thisUnit.ObsoleteTech]; if obs then local thisTechInstance = g_ObsoleteTechManager:GetInstance(); if thisTechInstance then local textureOffset, textureSheet = IconLookup( obs.PortraitIndex, buttonSize, obs.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisTechInstance.ObsoleteTechImage, thisTechInstance.ObsoleteTechButton, textureSheet, textureOffset, CategoryTech, Locale.ConvertTextKey( obs.Description ), obs.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.ObsoleteTechInnerFrame, Controls.ObsoleteTechFrame ); -- update the Upgrade units g_UpgradeManager:ResetInstances(); buttonAdded = 0; if(Game ~= nil) then local iUnitUpgrade = Game.GetUnitUpgradesTo(unitID); if iUnitUpgrade ~= nil and iUnitUpgrade ~= -1 then local obs = GameInfo.Units[iUnitUpgrade]; if obs then local thisUpgradeInstance = g_UpgradeManager:GetInstance(); if thisUpgradeInstance then local textureOffset, textureSheet = IconLookup( obs.PortraitIndex, buttonSize, obs.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUpgradeInstance.UpgradeImage, thisUpgradeInstance.UpgradeButton, textureSheet, textureOffset, CategoryUnits, Locale.ConvertTextKey( obs.Description ), obs.ID ); buttonAdded = buttonAdded + 1; end end end else for row in GameInfo.Unit_ClassUpgrades{UnitType = thisUnit.Type} do local unitClass = GameInfo.UnitClasses[row.UnitClassType]; local upgradeUnit = GameInfo.Units[unitClass.DefaultUnit]; if (upgradeUnit) then local thisUpgradeInstance = g_UpgradeManager:GetInstance(); if thisUpgradeInstance then local textureOffset, textureSheet = IconLookup( upgradeUnit.PortraitIndex, buttonSize, upgradeUnit.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUpgradeInstance.UpgradeImage, thisUpgradeInstance.UpgradeButton, textureSheet, textureOffset, CategoryUnits, Locale.ConvertTextKey( upgradeUnit.Description ), upgradeUnit.ID ); buttonAdded = buttonAdded + 1; end end end end UpdateButtonFrame( buttonAdded, Controls.UpgradeInnerFrame, Controls.UpgradeFrame ); -- Are we a unique unit? If so, who do I replace? local replacesUnitClass = {}; local specificCivs = {}; local classOverrideCondition = string.format("UnitType='%s' and CivilizationType <> 'CIVILIZATION_BARBARIAN' and CivilizationType <> 'CIVILIZATION_MINOR'", thisUnit.Type); for row in GameInfo.Civilization_UnitClassOverrides(classOverrideCondition) do specificCivs[row.CivilizationType] = 1; replacesUnitClass[row.UnitClassType] = 1; end g_ReplacesManager:ResetInstances(); buttonAdded = 0; for unitClassType, _ in pairs(replacesUnitClass) do for replacedUnit in DB.Query("SELECT u.ID, u.Description, u.PortraitIndex, u.IconAtlas from Units as u inner join UnitClasses as uc on u.Type = uc.DefaultUnit where uc.Type = ?", unitClassType) do local thisUnitInstance = g_ReplacesManager:GetInstance(); if thisUnitInstance then local textureOffset, textureSheet = IconLookup( replacedUnit.PortraitIndex, buttonSize, replacedUnit.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnitInstance.ReplaceImage, thisUnitInstance.ReplaceButton, textureSheet, textureOffset, CategoryUnits, Locale.ConvertTextKey( replacedUnit.Description ), replacedUnit.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.ReplacesInnerFrame, Controls.ReplacesFrame ); g_CivilizationsManager:ResetInstances(); buttonAdded = 0; for civilizationType, _ in pairs(specificCivs) do local civ = GameInfo.Civilizations[civilizationType]; if(civ ~= nil) then local thisCivInstance = g_CivilizationsManager:GetInstance(); if thisCivInstance then local textureOffset, textureSheet = IconLookup( civ.PortraitIndex, buttonSize, civ.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisCivInstance.CivilizationImage, thisCivInstance.CivilizationButton, textureSheet, textureOffset, CategoryCivilizations, Locale.ConvertTextKey( civ.ShortDescription ), civ.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.CivilizationsInnerFrame, Controls.CivilizationsFrame ); -- MOD - If not, which units replaced us? g_ReplacedByManager:ResetInstances(); buttonAdded = 0; local bReplacedBy = false; local replacedCondition = string.format("UnitClassType='%s' and CivilizationType <> 'CIVILIZATION_BARBARIAN' and CivilizationType <> 'CIVILIZATION_MINOR'", thisUnit.Class) for row in GameInfo.Civilization_UnitClassOverrides( replacedCondition ) do if ( row.UnitType ~= nil ) then local thatUnit = GameInfo.Units[row.UnitType]; if ( thatUnit ~= thisUnit ) then local thisReplacedByInstance = g_ReplacedByManager:GetInstance(); if thisReplacedByInstance then local textureOffset, textureSheet = IconLookup( thatUnit.PortraitIndex, buttonSize, thatUnit.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisReplacedByInstance.ReplacedByImage, thisReplacedByInstance.ReplacedByButton, textureSheet, textureOffset, CategoryUnits, Locale.ConvertTextKey( thatUnit.Description ), thatUnit.ID ); buttonAdded = buttonAdded + 1; end end end end if (buttonAdded ~= 0) then UpdateButtonFrame( buttonAdded, Controls.ReplacedByInnerFrame, Controls.ReplacedByFrame ); end -- MOD - update the prereq projects g_PrereqProjectManager:ResetInstances(); buttonAdded = 0; if thisUnit.ProjectPrereq then local prereq = GameInfo.Projects[thisUnit.ProjectPrereq]; if prereq then local thisPrereqInstance = g_PrereqProjectManager:GetInstance(); if thisPrereqInstance then local textureOffset, textureSheet = IconLookup( prereq.PortraitIndex, buttonSize, prereq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisPrereqInstance.PrereqProjectImage, thisPrereqInstance.PrereqProjectButton, textureSheet, textureOffset, CategoryWonders, Locale.ConvertTextKey( prereq.Description ), prereq.ID + 1000 ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.PrereqProjectInnerFrame, Controls.PrereqProjectFrame ); -- update the game info if thisUnit.Help then UpdateTextBlock( Locale.ConvertTextKey( thisUnit.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- update the strategy info if thisUnit.Strategy then UpdateTextBlock( Locale.ConvertTextKey( thisUnit.Strategy ), Controls.StrategyLabel, Controls.StrategyInnerFrame, Controls.StrategyFrame ); end -- update the historical info if thisUnit.Civilopedia then UpdateTextBlock( Locale.ConvertTextKey( thisUnit.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end ResizeEtc(); end local defaultPromotionPortraitOffset = Vector2( 256, 256 ); CivilopediaCategory[CategoryPromotions].SelectArticle = function( promotionID, shouldAddToList ) print("CivilopediaCategory[CategoryPromotions].SelectArticle"); if selectedCategory ~= CategoryPromotions then SetSelectedCategory(CategoryPromotions); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryPromotions * absurdlyLargeNumTopicsInCategory) + promotionID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if promotionID ~= -1 then local thisPromotion = GameInfo.UnitPromotions[promotionID]; -- update the name local name = Locale.ConvertTextKey( thisPromotion.Description ); Controls.ArticleID:SetText( name ); -- portrait if IconHookup( thisPromotion.PortraitIndex, portraitSize, thisPromotion.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end local contentSize; local frameSize = {}; local buttonAdded = 0; -- required promotions g_RequiredPromotionsManager:ResetInstances(); if thisPromotion.PromotionPrereq then local thisReq = GameInfo.UnitPromotions[thisPromotion.PromotionPrereq]; if thisReq then local thisRequiredPromotionInstance = g_RequiredPromotionsManager:GetInstance(); if thisRequiredPromotionInstance then local textureOffset, textureSheet = IconLookup( thisReq.PortraitIndex, buttonSize, thisReq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPromotionInstance.RequiredPromotionImage, thisRequiredPromotionInstance.RequiredPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( thisReq.Description ), thisReq.ID ); buttonAdded = buttonAdded + 1; end end else if thisPromotion.PromotionPrereqOr1 then local thisReq = GameInfo.UnitPromotions[thisPromotion.PromotionPrereqOr1]; if thisReq then local thisRequiredPromotionInstance = g_RequiredPromotionsManager:GetInstance(); if thisRequiredPromotionInstance then local textureOffset, textureSheet = IconLookup( thisReq.PortraitIndex, buttonSize, thisReq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPromotionInstance.RequiredPromotionImage, thisRequiredPromotionInstance.RequiredPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( thisReq.Description ), thisReq.ID ); buttonAdded = buttonAdded + 1; end end end if thisPromotion.PromotionPrereqOr2 then local thisReq = GameInfo.UnitPromotions[thisPromotion.PromotionPrereqOr2]; if thisReq then local thisRequiredPromotionInstance = g_RequiredPromotionsManager:GetInstance(); if thisRequiredPromotionInstance then local textureOffset, textureSheet = IconLookup( thisReq.PortraitIndex, buttonSize, thisReq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPromotionInstance.RequiredPromotionImage, thisRequiredPromotionInstance.RequiredPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( thisReq.Description ), thisReq.ID ); buttonAdded = buttonAdded + 1; end end end if thisPromotion.PromotionPrereqOr3 then local thisReq = GameInfo.UnitPromotions[thisPromotion.PromotionPrereqOr3]; if thisReq then local thisRequiredPromotionInstance = g_RequiredPromotionsManager:GetInstance(); if thisRequiredPromotionInstance then local textureOffset, textureSheet = IconLookup( thisReq.PortraitIndex, buttonSize, thisReq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPromotionInstance.RequiredPromotionImage, thisRequiredPromotionInstance.RequiredPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( thisReq.Description ), thisReq.ID ); buttonAdded = buttonAdded + 1; end end end if thisPromotion.PromotionPrereqOr4 then local thisReq = GameInfo.UnitPromotions[thisPromotion.PromotionPrereqOr4]; if thisReq then local thisRequiredPromotionInstance = g_RequiredPromotionsManager:GetInstance(); if thisRequiredPromotionInstance then local textureOffset, textureSheet = IconLookup( thisReq.PortraitIndex, buttonSize, thisReq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPromotionInstance.RequiredPromotionImage, thisRequiredPromotionInstance.RequiredPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( thisReq.Description ), thisReq.ID ); buttonAdded = buttonAdded + 1; end end end if thisPromotion.PromotionPrereqOr5 then local thisReq = GameInfo.UnitPromotions[thisPromotion.PromotionPrereqOr5]; if thisReq then local thisRequiredPromotionInstance = g_RequiredPromotionsManager:GetInstance(); if thisRequiredPromotionInstance then local textureOffset, textureSheet = IconLookup( thisReq.PortraitIndex, buttonSize, thisReq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPromotionInstance.RequiredPromotionImage, thisRequiredPromotionInstance.RequiredPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( thisReq.Description ), thisReq.ID ); buttonAdded = buttonAdded + 1; end end end if thisPromotion.PromotionPrereqOr6 then local thisReq = GameInfo.UnitPromotions[thisPromotion.PromotionPrereqOr6]; if thisReq then local thisRequiredPromotionInstance = g_RequiredPromotionsManager:GetInstance(); if thisRequiredPromotionInstance then local textureOffset, textureSheet = IconLookup( thisReq.PortraitIndex, buttonSize, thisReq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPromotionInstance.RequiredPromotionImage, thisRequiredPromotionInstance.RequiredPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( thisReq.Description ), thisReq.ID ); buttonAdded = buttonAdded + 1; end end end if thisPromotion.PromotionPrereqOr7 then local thisReq = GameInfo.UnitPromotions[thisPromotion.PromotionPrereqOr7]; if thisReq then local thisRequiredPromotionInstance = g_RequiredPromotionsManager:GetInstance(); if thisRequiredPromotionInstance then local textureOffset, textureSheet = IconLookup( thisReq.PortraitIndex, buttonSize, thisReq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPromotionInstance.RequiredPromotionImage, thisRequiredPromotionInstance.RequiredPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( thisReq.Description ), thisReq.ID ); buttonAdded = buttonAdded + 1; end end end if thisPromotion.PromotionPrereqOr8 then local thisReq = GameInfo.UnitPromotions[thisPromotion.PromotionPrereqOr8]; if thisReq then local thisRequiredPromotionInstance = g_RequiredPromotionsManager:GetInstance(); if thisRequiredPromotionInstance then local textureOffset, textureSheet = IconLookup( thisReq.PortraitIndex, buttonSize, thisReq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPromotionInstance.RequiredPromotionImage, thisRequiredPromotionInstance.RequiredPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( thisReq.Description ), thisReq.ID ); buttonAdded = buttonAdded + 1; end end end if thisPromotion.PromotionPrereqOr9 then local thisReq = GameInfo.UnitPromotions[thisPromotion.PromotionPrereqOr9]; if thisReq then local thisRequiredPromotionInstance = g_RequiredPromotionsManager:GetInstance(); if thisRequiredPromotionInstance then local textureOffset, textureSheet = IconLookup( thisReq.PortraitIndex, buttonSize, thisReq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPromotionInstance.RequiredPromotionImage, thisRequiredPromotionInstance.RequiredPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( thisReq.Description ), thisReq.ID ); buttonAdded = buttonAdded + 1; end end end end UpdateButtonFrame( buttonAdded, Controls.RequiredPromotionsInnerFrame, Controls.RequiredPromotionsFrame ); -- MOD - Advanced Civilopedia -- unlocked promotions g_UnlockedPromotionsManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.UnitPromotions{PromotionPrereq = thisPromotion.Type} do local unlocked = GameInfo.UnitPromotions[row.Type]; if unlocked then local thisUnlockedInstance = g_UnlockedPromotionsManager:GetInstance(); if thisUnlockedInstance then local textureOffset, textureSheet = IconLookup( unlocked.PortraitIndex, buttonSize, unlocked.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnlockedInstance.UnlockedPromotionImage, thisUnlockedInstance.UnlockedPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( unlocked.Description ), unlocked.ID ); buttonAdded = buttonAdded + 1; end end end for row in GameInfo.UnitPromotions{PromotionPrereqOr1 = thisPromotion.Type} do local unlocked = GameInfo.UnitPromotions[row.Type]; if unlocked then local thisUnlockedInstance = g_UnlockedPromotionsManager:GetInstance(); if thisUnlockedInstance then local textureOffset, textureSheet = IconLookup( unlocked.PortraitIndex, buttonSize, unlocked.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnlockedInstance.UnlockedPromotionImage, thisUnlockedInstance.UnlockedPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( unlocked.Description ), unlocked.ID ); buttonAdded = buttonAdded + 1; end end end for row in GameInfo.UnitPromotions{PromotionPrereqOr2 = thisPromotion.Type} do local unlocked = GameInfo.UnitPromotions[row.Type]; if unlocked then local thisUnlockedInstance = g_UnlockedPromotionsManager:GetInstance(); if thisUnlockedInstance then local textureOffset, textureSheet = IconLookup( unlocked.PortraitIndex, buttonSize, unlocked.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnlockedInstance.UnlockedPromotionImage, thisUnlockedInstance.UnlockedPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( unlocked.Description ), unlocked.ID ); buttonAdded = buttonAdded + 1; end end end for row in GameInfo.UnitPromotions{PromotionPrereqOr3 = thisPromotion.Type} do local unlocked = GameInfo.UnitPromotions[row.Type]; if unlocked then local thisUnlockedInstance = g_UnlockedPromotionsManager:GetInstance(); if thisUnlockedInstance then local textureOffset, textureSheet = IconLookup( unlocked.PortraitIndex, buttonSize, unlocked.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnlockedInstance.UnlockedPromotionImage, thisUnlockedInstance.UnlockedPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( unlocked.Description ), unlocked.ID ); buttonAdded = buttonAdded + 1; end end end for row in GameInfo.UnitPromotions{PromotionPrereqOr4 = thisPromotion.Type} do local unlocked = GameInfo.UnitPromotions[row.Type]; if unlocked then local thisUnlockedInstance = g_UnlockedPromotionsManager:GetInstance(); if thisUnlockedInstance then local textureOffset, textureSheet = IconLookup( unlocked.PortraitIndex, buttonSize, unlocked.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnlockedInstance.UnlockedPromotionImage, thisUnlockedInstance.UnlockedPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( unlocked.Description ), unlocked.ID ); buttonAdded = buttonAdded + 1; end end end for row in GameInfo.UnitPromotions{PromotionPrereqOr5 = thisPromotion.Type} do local unlocked = GameInfo.UnitPromotions[row.Type]; if unlocked then local thisUnlockedInstance = g_UnlockedPromotionsManager:GetInstance(); if thisUnlockedInstance then local textureOffset, textureSheet = IconLookup( unlocked.PortraitIndex, buttonSize, unlocked.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnlockedInstance.UnlockedPromotionImage, thisUnlockedInstance.UnlockedPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( unlocked.Description ), unlocked.ID ); buttonAdded = buttonAdded + 1; end end end for row in GameInfo.UnitPromotions{PromotionPrereqOr6 = thisPromotion.Type} do local unlocked = GameInfo.UnitPromotions[row.Type]; if unlocked then local thisUnlockedInstance = g_UnlockedPromotionsManager:GetInstance(); if thisUnlockedInstance then local textureOffset, textureSheet = IconLookup( unlocked.PortraitIndex, buttonSize, unlocked.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnlockedInstance.UnlockedPromotionImage, thisUnlockedInstance.UnlockedPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( unlocked.Description ), unlocked.ID ); buttonAdded = buttonAdded + 1; end end end for row in GameInfo.UnitPromotions{PromotionPrereqOr7 = thisPromotion.Type} do local unlocked = GameInfo.UnitPromotions[row.Type]; if unlocked then local thisUnlockedInstance = g_UnlockedPromotionsManager:GetInstance(); if thisUnlockedInstance then local textureOffset, textureSheet = IconLookup( unlocked.PortraitIndex, buttonSize, unlocked.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnlockedInstance.UnlockedPromotionImage, thisUnlockedInstance.UnlockedPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( unlocked.Description ), unlocked.ID ); buttonAdded = buttonAdded + 1; end end end for row in GameInfo.UnitPromotions{PromotionPrereqOr8 = thisPromotion.Type} do local unlocked = GameInfo.UnitPromotions[row.Type]; if unlocked then local thisUnlockedInstance = g_UnlockedPromotionsManager:GetInstance(); if thisUnlockedInstance then local textureOffset, textureSheet = IconLookup( unlocked.PortraitIndex, buttonSize, unlocked.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnlockedInstance.UnlockedPromotionImage, thisUnlockedInstance.UnlockedPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( unlocked.Description ), unlocked.ID ); buttonAdded = buttonAdded + 1; end end end for row in GameInfo.UnitPromotions{PromotionPrereqOr9 = thisPromotion.Type} do local unlocked = GameInfo.UnitPromotions[row.Type]; if unlocked then local thisUnlockedInstance = g_UnlockedPromotionsManager:GetInstance(); if thisUnlockedInstance then local textureOffset, textureSheet = IconLookup( unlocked.PortraitIndex, buttonSize, unlocked.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnlockedInstance.UnlockedPromotionImage, thisUnlockedInstance.UnlockedPromotionButton, textureSheet, textureOffset, CategoryPromotions, Locale.ConvertTextKey( unlocked.Description ), unlocked.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.UnlockedPromotionsInnerFrame, Controls.UnlockedPromotionsFrame ); -- promoted units g_UniqueUnitsManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Unit_FreePromotions{PromotionType = thisPromotion.Type} do local thisUnitInfo = GameInfo.Units[row.UnitType]; if thisUnitInfo then local thisUnitInstance = g_UniqueUnitsManager:GetInstance(); if thisUnitInstance then local textureOffset, textureSheet = IconLookup( thisUnitInfo.PortraitIndex, buttonSize, thisUnitInfo.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local unitCategory = CategoryUnits; local unitEntryID = thisUnitInfo.ID; UpdateSmallButton( buttonAdded, thisUnitInstance.UniqueUnitImage, thisUnitInstance.UniqueUnitButton, textureSheet, textureOffset, unitCategory, Locale.ConvertTextKey( thisUnitInfo.Description ), unitEntryID); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.UniqueUnitsInnerFrame, Controls.UniqueUnitsFrame ); -- update the Combat Type value local texts = ""; local bNewBlock = true; for row in GameInfo.UnitPromotions_UnitCombats{PromotionType = thisPromotion.Type} do local thisCombatClass = GameInfo.UnitCombatInfos[row.UnitCombatType]; if thisCombatClass then if bNewBlock then bNewBlock = false; else texts = texts .. "[NEWLINE]"; end texts = texts .. "[ICON_BULLET]" .. Locale.ConvertTextKey( thisCombatClass.Description ); end end if texts ~= "" then UpdateNarrowTextBlock( texts, Controls.CombatTypeLabel, Controls.CombatTypeInnerFrame, Controls.CombatTypeFrame ); end -- update the game info if thisPromotion.Help then UpdateTextBlock( Locale.ConvertTextKey( thisPromotion.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end end ResizeEtc(); end function SelectBuildingOrWonderArticle( buildingID ) if buildingID ~= -1 then local thisBuilding = GameInfo.Buildings[buildingID]; -- update the name local name = Locale.ConvertTextKey( thisBuilding.Description ); Controls.ArticleID:SetText( name ); -- update the portrait if IconHookup( thisBuilding.PortraitIndex, portraitSize, thisBuilding.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end -- update the cost Controls.CostFrame:SetHide( false ); local costString = ""; local cost = thisBuilding.Cost; if(Game ~= nil) then cost = Players[Game.GetActivePlayer()]:GetBuildingProductionNeeded( buildingID ); end local faithCost = thisBuilding.FaithCost; if(Game and Game.IsOption(GameOptionTypes.GAMEOPTION_NO_RELIGION)) then faithCost = 0; end local costPerPlayer = 0; for tLeagueProject in GameInfo.LeagueProjects() do if (tLeagueProject ~= nil) then for iTier = 1, 3, 1 do if (tLeagueProject["RewardTier" .. iTier] ~= nil) then local tReward = GameInfo.LeagueProjectRewards[tLeagueProject["RewardTier" .. iTier]]; if (tReward ~= nil and tReward.Building ~= nil) then if (GameInfo.Buildings[tReward.Building] ~= nil and GameInfo.Buildings[tReward.Building].ID == buildingID) then costPerPlayer = tLeagueProject.CostPerPlayer; if (Game ~= nil and Game.GetNumActiveLeagues() > 0) then local pLeague = Game.GetActiveLeague(); if (pLeague ~= nil) then costPerPlayer = pLeague:GetProjectCostPerPlayer(tLeagueProject.ID) / 100; end end end end end end end end if(costPerPlayer > 0) then costString = Locale.ConvertTextKey("TXT_KEY_LEAGUE_PROJECT_COST_PER_PLAYER", costPerPlayer); elseif(cost == 1 and faithCost > 0) then costString = tostring(faithCost) .. " [ICON_PEACE]"; elseif(cost > 0 and faithCost > 0) then costString = Locale.Lookup("TXT_KEY_PEDIA_A_OR_B", tostring(cost) .. " [ICON_PRODUCTION]", tostring(faithCost) .. " [ICON_PEACE"); else if(cost > 0) then costString = tostring(cost).. " [ICON_PRODUCTION]"; elseif(faithCost > 0) then costString = tostring(faithCost) .. " [ICON_PEACE]"; else costString = Locale.Lookup("TXT_KEY_FREE"); end end Controls.CostLabel:SetText(costString); -- update the maintenance local perTurnCost = thisBuilding.GoldMaintenance; if perTurnCost > 0 then Controls.MaintenanceLabel:SetText( tostring(perTurnCost).." [ICON_GOLD]" ); Controls.MaintenanceFrame:SetHide( false ); end -- update the Happiness local iHappiness = thisBuilding.Happiness; if iHappiness > 0 then Controls.HappinessLabel:SetText( "+" .. tostring(iHappiness).." [ICON_HAPPINESS_1]" ); Controls.HappinessFrame:SetHide( false ); end -- Unmodded Happiness iHappiness = thisBuilding.UnmoddedHappiness; if iHappiness > 0 then Controls.UnmoddedHappinessLabel:SetText( "+" .. tostring(iHappiness).." [ICON_HAPPINESS_1]" ); Controls.UnmoddedHappinessFrame:SetHide( false ); end local GetBuildingYieldChange = function(buildingID, yieldType) if(Game ~= nil) then return Game.GetBuildingYieldChange(buildingID, YieldTypes[yieldType]); else local yieldModifier = 0; local buildingType = GameInfo.Buildings[buildingID].Type; for row in GameInfo.Building_YieldChanges{BuildingType = buildingType, YieldType = yieldType} do yieldModifier = yieldModifier + row.Yield; end return yieldModifier; end end -- update the Culture local iCulture = GetBuildingYieldChange(buildingID, "YIELD_CULTURE"); if iCulture > 0 then Controls.CultureLabel:SetText( "+" .. tostring(iCulture).." [ICON_CULTURE]" ); Controls.CultureFrame:SetHide( false ); end -- update the Faith local iFaith = GetBuildingYieldChange(buildingID, "YIELD_FAITH"); if iFaith > 0 then Controls.FaithLabel:SetText( "+" .. tostring(iFaith).." [ICON_PEACE]" ); Controls.FaithFrame:SetHide( false ); end -- update the Defense local defenseEntries = {}; local iDefense = thisBuilding.Defense; if iDefense > 0 then table.insert(defenseEntries, tostring(iDefense / 100).." [ICON_STRENGTH]"); end local iExtraHitPoints = thisBuilding.ExtraCityHitPoints; if(iExtraHitPoints > 0) then table.insert(defenseEntries, Locale.Lookup("TXT_KEY_PEDIA_DEFENSE_HITPOINTS", iExtraHitPoints)); end if(#defenseEntries > 0) then Controls.DefenseLabel:SetText(table.concat(defenseEntries, ", ")); Controls.DefenseFrame:SetHide(false); else Controls.DefenseFrame:SetHide(true); end local GetBuildingYieldModifier = function(buildingID, yieldType) if(Game ~= nil) then return Game.GetBuildingYieldModifier(buildingID, YieldTypes[yieldType]); else local yieldModifier = 0; local buildingType = GameInfo.Buildings[buildingID].Type; for row in GameInfo.Building_YieldModifiers{BuildingType = buildingType, YieldType = yieldType} do yieldModifier = yieldModifier + row.Yield; end return yieldModifier; end end -- Use Game to calculate Yield Changes and modifiers. -- update the Food Change local iFood = GetBuildingYieldChange(buildingID, "YIELD_FOOD"); if (iFood > 0) then Controls.FoodLabel:SetText( "+" .. tostring(iFood).." [ICON_FOOD]" ); Controls.FoodFrame:SetHide( false ); end -- update the Gold Change local iGold = GetBuildingYieldChange(buildingID, "YIELD_GOLD"); if (iGold > 0) then Controls.GoldChangeLabel:SetText( "+" .. tostring(iGold).." [ICON_GOLD]" ); Controls.GoldChangeFrame:SetHide( false ); end -- update the Gold local iGold = GetBuildingYieldModifier(buildingID, "YIELD_GOLD"); if (iGold > 0) then Controls.GoldLabel:SetText( "+" .. tostring(iGold).."% [ICON_GOLD]" ); Controls.GoldFrame:SetHide( false ); end -- update the Science local scienceItems = {}; local iScience = GetBuildingYieldModifier(buildingID, "YIELD_SCIENCE"); if(iScience > 0) then table.insert(scienceItems, "+" .. tostring(iScience).."% [ICON_RESEARCH]" ); end -- update the Science Change local iScience = GetBuildingYieldChange(buildingID, "YIELD_SCIENCE"); if(iScience > 0) then table.insert(scienceItems, "+" .. tostring(iScience).." [ICON_RESEARCH]" ); end if(#scienceItems > 0) then Controls.ScienceLabel:SetText( table.concat(scienceItems, ", ") ); Controls.ScienceFrame:SetHide( false ); end -- update the Production % mods local productionItems = {}; local iProduction = GetBuildingYieldModifier(buildingID, "YIELD_PRODUCTION"); if(iProduction > 0) then table.insert(productionItems, "+" .. tostring(iProduction).."% [ICON_PRODUCTION]"); end -- update the Production local iProduction = GetBuildingYieldChange(buildingID, "YIELD_PRODUCTION"); if(iProduction > 0) then table.insert(productionItems, "+" .. tostring(iProduction).." [ICON_PRODUCTION]"); end if(#productionItems > 0) then Controls.ProductionLabel:SetText( table.concat(productionItems, ", ") ); Controls.ProductionFrame:SetHide( false ); end -- update the Great People local iGPType = thisBuilding.SpecialistType; if iGPType ~= nil then local iNumPoints = thisBuilding.GreatPeopleRateChange; if (iNumPoints > 0) then local strLabel = Locale.ConvertTextKey(GameInfo.Specialists[iGPType].GreatPeopleTitle); Controls.GPTitle:SetText( strLabel ); Controls.GreatPeopleLabel:SetText( "+" .. tostring(iNumPoints).." [ICON_GREAT_PEOPLE]" ); Controls.GreatPeopleFrame:SetHide( false ); end end -- MOD - update construction restrictions local condition = "BuildingType = '" .. thisBuilding.Type .. "'"; local bRestriction = false; local strRestriction = ""; if thisBuilding.Water then if (not bRestriction) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_WATER" ); else strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_WATER" ); end end if thisBuilding.River then if (not bRestriction) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_RIVER" ); else strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_RIVER" ); end end if thisBuilding.FreshWater then if (not bRestriction) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_FRESH_WATER" ); else strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_FRESH_WATER" ); end end if thisBuilding.Mountain then if (not bRestriction) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_FRESH_MOUNTAIN" ); else strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_FRESH_MOUNTAIN" ); end end if thisBuilding.NearbyMountainRequired then if (not bRestriction) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_NEAR_MOUNTAIN" ); else strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_NEAR_MOUNTAIN" ); end end if thisBuilding.Hill then if (not bRestriction) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_HILL" ); else strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_HILL" ); end end if thisBuilding.Flat then if (not bRestriction) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_FLAT" ); else strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_FLAT" ); end end if thisBuilding.FoundsReligion then if (not bRestriction) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_RELIGION" ); else strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_RELIGION" ); end end if (thisBuilding.NearbyTerrainRequired ~= nil) then local description = Locale.ConvertTextKey( GameInfo.Terrains[thisBuilding.NearbyTerrainRequired].Description ); if (not bRestriction) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_REQUIRE_TERRAIN", description ); else strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_REQUIRE_TERRAIN", description ); end end if (thisBuilding.ProhibitedCityTerrain ~= nil) then local description = Locale.ConvertTextKey( GameInfo.Terrains[thisBuilding.ProhibitedCityTerrain].Description ); if (not bRestriction) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_PROHIBIT_TERRAIN", description ); else strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_PROHIBIT_TERRAIN", description ); end end local bResource = false for row in GameInfo.Building_LocalResourceAnds( condition ) do if (not bRestriction) and (not bResource) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_RESOURCE_AND" ); bResource = true; elseif (not bResource) then strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_RESOURCE_AND" ); bResource = true; end strRestriction = strRestriction .. "[NEWLINE] [ICON_BULLET]" .. Locale.ConvertTextKey( GameInfo.Resources[row.ResourceType].Description ); end bResource = false for row in GameInfo.Building_LocalResourceOrs( condition ) do if (not bRestriction) and (not bResource) then bRestriction = true; strRestriction = Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_RESOURCE_OR" ); bResource = true; elseif (not bResource) then strRestriction = strRestriction .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_CONSTRUCTION_RESOURCE_OR" ); bResource = true; end strRestriction = strRestriction .. "[NEWLINE] [ICON_BULLET]" .. Locale.ConvertTextKey( GameInfo.Resources[row.ResourceType].Description ); end if bRestriction then UpdateNarrowTextBlock( strRestriction, Controls.ConstructionRestrictionsLabel, Controls.ConstructionResInnerFrame, Controls.ConstructionRestrictionsFrame ); end local contentSize; local frameSize = {}; local buttonAdded = 0; -- update the prereq techs g_PrereqTechManager:ResetInstances(); if thisBuilding.PrereqTech then local prereq = GameInfo.Technologies[thisBuilding.PrereqTech]; if prereq then local thisPrereqInstance = g_PrereqTechManager:GetInstance(); if thisPrereqInstance then local textureOffset, textureSheet = IconLookup( prereq.PortraitIndex, buttonSize, prereq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisPrereqInstance.PrereqTechImage, thisPrereqInstance.PrereqTechButton, textureSheet, textureOffset, CategoryTech, Locale.ConvertTextKey( prereq.Description ), prereq.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.PrereqTechInnerFrame, Controls.PrereqTechFrame ); -- MOD - update the obsolete techs g_ObsoleteTechManager:ResetInstances(); buttonAdded = 0; if thisBuilding.ObsoleteTech then local obs = GameInfo.Technologies[thisBuilding.ObsoleteTech]; if obs then local thisTechInstance = g_ObsoleteTechManager:GetInstance(); if thisTechInstance then local textureOffset, textureSheet = IconLookup( obs.PortraitIndex, buttonSize, obs.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisTechInstance.ObsoleteTechImage, thisTechInstance.ObsoleteTechButton, textureSheet, textureOffset, CategoryTech, Locale.ConvertTextKey( obs.Description ), obs.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.ObsoleteTechInnerFrame, Controls.ObsoleteTechFrame ); -- SpecialistType g_SpecialistsManager:ResetInstances(); buttonAdded = 0; if (thisBuilding.SpecialistCount > 0 and thisBuilding.SpecialistType) then local thisSpec = GameInfo.Specialists[thisBuilding.SpecialistType]; if(thisSpec) then for i = 1, thisBuilding.SpecialistCount, 1 do local thisSpecialistInstance = g_SpecialistsManager:GetInstance(); if thisSpecialistInstance then local textureOffset, textureSheet = IconLookup( thisSpec.PortraitIndex, buttonSize, thisSpec.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisSpecialistInstance.SpecialistImage, thisSpecialistInstance.SpecialistButton, textureSheet, textureOffset, CategoryPeople, Locale.ConvertTextKey( thisSpec.Description ), thisSpec.ID ); buttonAdded = buttonAdded + 1; end end end end UpdateButtonFrame( buttonAdded, Controls.SpecialistsInnerFrame, Controls.SpecialistsFrame ); -- required buildings g_RequiredBuildingsManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Building_ClassesNeededInCity( condition ) do local buildingClass = GameInfo.BuildingClasses[row.BuildingClassType]; if(buildingClass) then local thisBuildingInfo = GameInfo.Buildings[buildingClass.DefaultBuilding]; if (thisBuildingInfo) then local thisBuildingInstance = g_RequiredBuildingsManager:GetInstance(); if thisBuildingInstance then if not IconHookup( thisBuildingInfo.PortraitIndex, buttonSize, thisBuildingInfo.IconAtlas, thisBuildingInstance.RequiredBuildingImage ) then thisBuildingInstance.RequiredBuildingImage:SetTexture( defaultErrorTextureSheet ); thisBuildingInstance.RequiredBuildingImage:SetTextureOffset( nullOffset ); end --move this button thisBuildingInstance.RequiredBuildingButton:SetOffsetVal( (buttonAdded % numberOfButtonsPerRow) * buttonSize + buttonPadding, math.floor(buttonAdded / numberOfButtonsPerRow) * buttonSize + buttonPadding ); thisBuildingInstance.RequiredBuildingButton:SetToolTipString( Locale.ConvertTextKey( thisBuildingInfo.Description ) ); thisBuildingInstance.RequiredBuildingButton:SetVoids( thisBuildingInfo.ID, addToList ); local thisBuildingClass = GameInfo.BuildingClasses[thisBuildingInfo.BuildingClass]; if thisBuildingClass.MaxGlobalInstances > 0 or (thisBuildingClass.MaxPlayerInstances == 1 and thisBuildingInfo.SpecialistCount == 0) or thisBuildingClass.MaxTeamInstances > 0 then thisBuildingInstance.RequiredBuildingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWonders].SelectArticle ); else thisBuildingInstance.RequiredBuildingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBuildings].SelectArticle ); end buttonAdded = buttonAdded + 1; end end end end UpdateButtonFrame( buttonAdded, Controls.RequiredBuildingsInnerFrame, Controls.RequiredBuildingsFrame ); -- MOD - needed local resources g_LocalResourcesManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Building_LocalResourceAnds( condition ) do local requiredResource = GameInfo.Resources[row.ResourceType]; if requiredResource then local thisLocalResourceInstance = g_LocalResourcesManager:GetInstance(); if thisLocalResourceInstance then local textureOffset, textureSheet = IconLookup( requiredResource.PortraitIndex, buttonSize, requiredResource.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisLocalResourceInstance.LocalResourceImage, thisLocalResourceInstance.LocalResourceButton, textureSheet, textureOffset, CategoryResources, Locale.ConvertTextKey( requiredResource.Description ), requiredResource.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.LocalResourcesInnerFrame, Controls.LocalResourcesFrame ); -- MOD - update the required resources Controls.RequiredResourcesLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_REQ_RESRC_LABEL" ) ); g_RequiredResourcesManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Building_ResourceQuantityRequirements( condition ) do local requiredResource = GameInfo.Resources[row.ResourceType]; if requiredResource then local thisRequiredResourceInstance = g_RequiredResourcesManager:GetInstance(); if thisRequiredResourceInstance then local textureOffset, textureSheet = IconLookup( requiredResource.PortraitIndex, buttonSize, requiredResource.IconAtlas ); local description = row.Cost .. " " .. Locale.ConvertTextKey( requiredResource.Description ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredResourceInstance.RequiredResourceImage, thisRequiredResourceInstance.RequiredResourceButton, textureSheet, textureOffset, CategoryResources, description, requiredResource.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.RequiredResourcesInnerFrame, Controls.RequiredResourcesFrame ); -- MOD - update the provided resources g_ResourcesProvidedManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Building_ResourceQuantity( condition ) do local providedResource = GameInfo.Resources[row.ResourceType]; if providedResource then local thisProvidedResourceInstance = g_ResourcesProvidedManager:GetInstance(); if thisProvidedResourceInstance then local textureOffset, textureSheet = IconLookup( providedResource.PortraitIndex, buttonSize, providedResource.IconAtlas ); local description = row.Quantity .. " " .. Locale.ConvertTextKey( providedResource.Description ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisProvidedResourceInstance.ResourcesProvidedImage, thisProvidedResourceInstance.ResourcesProvidedButton, textureSheet, textureOffset, CategoryResources, description, providedResource.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.ResourcesProvidedInnerFrame, Controls.ResourcesProvidedFrame ); -- Are we a unique building? If so, who do I replace? g_ReplacesManager:ResetInstances(); buttonAdded = 0; local defaultBuilding = nil; local thisCiv = nil; for row in GameInfo.Civilization_BuildingClassOverrides( condition ) do if row.CivilizationType ~= "CIVILIZATION_BARBARIAN" and row.CivilizationType ~= "CIVILIZATION_MINOR" then local otherCondition = "Type = '" .. row.BuildingClassType .. "'"; for classrow in GameInfo.BuildingClasses( otherCondition ) do defaultBuilding = GameInfo.Buildings[classrow.DefaultBuilding]; end if defaultBuilding then thisCiv = GameInfo.Civilizations[row.CivilizationType]; break; end end end if defaultBuilding then local thisBuildingInstance = g_ReplacesManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( defaultBuilding.PortraitIndex, buttonSize, defaultBuilding.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisBuildingInstance.ReplaceImage, thisBuildingInstance.ReplaceButton, textureSheet, textureOffset, CategoryBuildings, Locale.ConvertTextKey( defaultBuilding.Description ), defaultBuilding.ID ); buttonAdded = buttonAdded + 1; end end UpdateButtonFrame( buttonAdded, Controls.ReplacesInnerFrame, Controls.ReplacesFrame ); buttonAdded = 0; if thisCiv then g_CivilizationsManager:ResetInstances(); local thisCivInstance = g_CivilizationsManager:GetInstance(); if thisCivInstance then local textureOffset, textureSheet = IconLookup( thisCiv.PortraitIndex, buttonSize, thisCiv.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisCivInstance.CivilizationImage, thisCivInstance.CivilizationButton, textureSheet, textureOffset, CategoryCivilizations, Locale.ConvertTextKey( thisCiv.ShortDescription ), thisCiv.ID ); buttonAdded = buttonAdded + 1; end end UpdateButtonFrame( buttonAdded, Controls.CivilizationsInnerFrame, Controls.CivilizationsFrame ); -- MOD - If not, which buildings replaced us? g_ReplacedByManager:ResetInstances(); buttonAdded = 0; local bReplacedBy = false; local replacedCondition = string.format("BuildingClassType='%s' and CivilizationType <> 'CIVILIZATION_BARBARIAN' and CivilizationType <> 'CIVILIZATION_MINOR'", thisBuilding.BuildingClass) for row in GameInfo.Civilization_BuildingClassOverrides( replacedCondition ) do if ( row.BuildingType ~= nil ) then local thatBuilding = GameInfo.Buildings[row.BuildingType]; if ( thatBuilding ~= thisBuilding ) then local thisReplacedByInstance = g_ReplacedByManager:GetInstance(); if thisReplacedByInstance then local textureOffset, textureSheet = IconLookup( thatBuilding.PortraitIndex, buttonSize, thatBuilding.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisReplacedByInstance.ReplacedByImage, thisReplacedByInstance.ReplacedByButton, textureSheet, textureOffset, CategoryBuildings, Locale.ConvertTextKey( thatBuilding.Description ), thatBuilding.ID ); buttonAdded = buttonAdded + 1; end end end end if (buttonAdded ~= 0) then UpdateButtonFrame( buttonAdded, Controls.ReplacedByInnerFrame, Controls.ReplacedByFrame ); end -- update the great works box buttonAdded = 0; g_GreatWorksManager:ResetInstances(); if(thisBuilding.GreatWorkCount > 0) then for i = 1, thisBuilding.GreatWorkCount, 1 do local greatWorkSlot = GameInfo.GreatWorkSlots[thisBuilding.GreatWorkSlotType]; local emptyTexture = greatWorkSlot.EmptyIcon; local thisGreatWorksInstance = g_GreatWorksManager:GetInstance(); UpdateSmallButton( buttonAdded, thisGreatWorksInstance.GreatWorksImage, thisGreatWorksInstance.GreatWorksButton, emptyTexture, nil, nil, Locale.Lookup(greatWorkSlot.EmptyToolTipText), nil); buttonAdded = buttonAdded + 1; end end UpdateButtonFrame( buttonAdded, Controls.GreatWorksInnerFrame, Controls.GreatWorksFrame ); -- update the game info if thisBuilding.Help then -- Don't add text if it's the same as the strategy text if (thisBuilding.Help ~= thisBuilding.Strategy) then UpdateTextBlock( Locale.ConvertTextKey( thisBuilding.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end end -- update the strategy info if thisBuilding.Strategy then UpdateTextBlock( Locale.ConvertTextKey( thisBuilding.Strategy ), Controls.StrategyLabel, Controls.StrategyInnerFrame, Controls.StrategyFrame ); end -- update the historical info if thisBuilding.Civilopedia then UpdateTextBlock( Locale.ConvertTextKey( thisBuilding.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame ); end if thisBuilding.Quote then UpdateTextBlock( Locale.ConvertTextKey( thisBuilding.Quote ), Controls.SilentQuoteLabel, Controls.SilentQuoteInnerFrame, Controls.SilentQuoteFrame ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end end CivilopediaCategory[CategoryBuildings].SelectArticle = function( buildingID, shouldAddToList ) print("CivilopediaCategory[CategoryBuildings].SelectArticle"); if selectedCategory ~= CategoryBuildings then SetSelectedCategory(CategoryBuildings); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryBuildings * absurdlyLargeNumTopicsInCategory) + buildingID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end SelectBuildingOrWonderArticle( buildingID ); ResizeEtc(); end CivilopediaCategory[CategoryWonders].SelectArticle = function( wonderID, shouldAddToList ) print("CivilopediaCategory[CategoryWonders].SelectArticle"); if selectedCategory ~= CategoryWonders then SetSelectedCategory(CategoryWonders); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryWonders * absurdlyLargeNumTopicsInCategory) + wonderID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if wonderID < 1000 then SelectBuildingOrWonderArticle( wonderID ); else local projectID = wonderID - 1000; if projectID ~= -1 then local thisProject = GameInfo.Projects[projectID]; -- update the name local name = Locale.ConvertTextKey( thisProject.Description ); Controls.ArticleID:SetText( name ); -- update the portrait if IconHookup( thisProject.PortraitIndex, portraitSize, thisProject.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end -- update the cost Controls.CostFrame:SetHide( false ); local cost = thisProject.Cost; if(cost > 0 and Game ~= nil) then cost = Players[Game.GetActivePlayer()]:GetProjectProductionNeeded( projectID ); end if(cost > 0) then Controls.CostLabel:SetText( tostring(cost).." [ICON_PRODUCTION]" ); elseif(cost == 0) then Controls.CostLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_FREE" ) ); else Controls.CostFrame:SetHide(true); end local contentSize; local frameSize = {}; local buttonAdded = 0; -- update the prereq techs g_PrereqTechManager:ResetInstances(); buttonAdded = 0; if thisProject.TechPrereq then local prereq = GameInfo.Technologies[thisProject.TechPrereq]; if prereq then local thisPrereqInstance = g_PrereqTechManager:GetInstance(); if thisPrereqInstance then local textureOffset, textureSheet = IconLookup( prereq.PortraitIndex, buttonSize, prereq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisPrereqInstance.PrereqTechImage, thisPrereqInstance.PrereqTechButton, textureSheet, textureOffset, CategoryTech, Locale.ConvertTextKey( prereq.Description ), prereq.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.PrereqTechInnerFrame, Controls.PrereqTechFrame ); local condition = "BuildingType = '" .. thisProject.Type .. "'"; -- required buildings g_RequiredBuildingsManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Building_ClassesNeededInCity( condition ) do local buildingClass = GameInfo.BuildingClasses[row.BuildingClassType]; if(buildingClass ~= nil) then local thisBuildingInfo = GameInfo.Buildings[buildingClass.DefaultBuilding]; if(thisBuildingInfo ~= nil) then local thisBuildingInstance = g_RequiredBuildingsManager:GetInstance(); if thisBuildingInstance then if not IconHookup( thisBuildingInfo.PortraitIndex, buttonSize, thisBuildingInfo.IconAtlas, thisBuildingInstance.RequiredBuildingImage ) then thisBuildingInstance.RequiredBuildingImage:SetTexture( defaultErrorTextureSheet ); thisBuildingInstance.RequiredBuildingImage:SetTextureOffset( nullOffset ); end --move this button thisBuildingInstance.RequiredBuildingButton:SetOffsetVal( (buttonAdded % numberOfButtonsPerRow) * buttonSize + buttonPadding, math.floor(buttonAdded / numberOfButtonsPerRow) * buttonSize + buttonPadding ); thisBuildingInstance.RequiredBuildingButton:SetToolTipString( Locale.ConvertTextKey( thisBuildingInfo.Description ) ); thisBuildingInstance.RequiredBuildingButton:SetVoids( thisBuildingInfo.ID, addToList ); local thisBuildingClass = GameInfo.BuildingClasses[thisBuildingInfo.BuildingClass]; if thisBuildingClass.MaxGlobalInstances > 0 or (thisBuildingClass.MaxPlayerInstances == 1 and thisBuildingInfo.SpecialistCount == 0) or thisBuildingClass.MaxTeamInstances > 0 then thisBuildingInstance.RequiredBuildingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWonders].SelectArticle ); else thisBuildingInstance.RequiredBuildingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBuildings].SelectArticle ); end buttonAdded = buttonAdded + 1; end end end end UpdateButtonFrame( buttonAdded, Controls.RequiredBuildingsInnerFrame, Controls.RequiredBuildingsFrame ); -- MOD - Advanced Civilopedia local prereqCondition = "ProjectPrereq = '" .. thisProject.Type .. "'"; -- update the units unlocked g_UnlockedUnitsManager:ResetInstances(); buttonAdded = 0; for thisUnitInfo in GameInfo.Units( prereqCondition ) do if thisUnitInfo.ShowInPedia then local thisUnitInstance = g_UnlockedUnitsManager:GetInstance(); if thisUnitInstance then local textureOffset, textureSheet = IconLookup( thisUnitInfo.PortraitIndex, buttonSize, thisUnitInfo.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisUnitInstance.UnlockedUnitImage, thisUnitInstance.UnlockedUnitButton, textureSheet, textureOffset, CategoryUnits, Locale.ConvertTextKey( thisUnitInfo.Description ), thisUnitInfo.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.UnlockedUnitsInnerFrame, Controls.UnlockedUnitsFrame ); -- MOD - Advanced Civilopedia local thisCondition = "PrereqProjectType = '" .. thisProject.Type .. "'"; -- update the projects unlocked g_UnlockedProjectsManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Project_Prereqs( thisCondition ) do local otherProject = GameInfo.Projects[row.ProjectType]; if (otherProject) then local bIgnore = projectsToIgnore[otherProject.Type]; if(bIgnore ~= true) then local thisProjectInstance = g_UnlockedProjectsManager:GetInstance(); if thisProjectInstance then local textureOffset, textureSheet = IconLookup( otherProject.PortraitIndex, buttonSize, otherProject.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisProjectInstance.UnlockedProjectImage, thisProjectInstance.UnlockedProjectButton, textureSheet, textureOffset, CategoryWonders, Locale.ConvertTextKey( otherProject.Description ), otherProject.ID + 1000); buttonAdded = buttonAdded + 1; end end end end UpdateButtonFrame( buttonAdded, Controls.UnlockedProjectsInnerFrame, Controls.UnlockedProjectsFrame ); thisCondition = "ProjectType = '" .. thisProject.Type .. "'"; -- update the prereq projects g_PrereqProjectManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Project_Prereqs( thisCondition ) do local otherProject = GameInfo.Projects[row.PrereqProjectType]; if (otherProject) then local bIgnore = projectsToIgnore[otherProject.Type]; if(bIgnore ~= true) then local thisProjectInstance = g_PrereqProjectManager:GetInstance(); if thisProjectInstance then local textureOffset, textureSheet = IconLookup( otherProject.PortraitIndex, buttonSize, otherProject.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisProjectInstance.PrereqProjectImage, thisProjectInstance.PrereqProjectButton, textureSheet, textureOffset, CategoryWonders, Locale.ConvertTextKey( otherProject.Description ), otherProject.ID + 1000); buttonAdded = buttonAdded + 1; end end end end UpdateButtonFrame( buttonAdded, Controls.PrereqProjectInnerFrame, Controls.PrereqProjectFrame ); -- update the game info if thisProject.Help then UpdateTextBlock( Locale.ConvertTextKey( thisProject.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- update the strategy info if (thisProject.Strategy) then UpdateTextBlock( Locale.ConvertTextKey( thisProject.Strategy ), Controls.StrategyLabel, Controls.StrategyInnerFrame, Controls.StrategyFrame ); end -- update the historical info if (thisProject.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisProject.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end end ResizeEtc(); end CivilopediaCategory[CategoryPolicies].SelectArticle = function( policyID, shouldAddToList ) print("CivilopediaCategory[CategoryPolicies].SelectArticle"); if selectedCategory ~= CategoryPolicies then SetSelectedCategory(CategoryPolicies); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryPolicies * absurdlyLargeNumTopicsInCategory) + policyID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if policyID ~= -1 then local thisPolicy = GameInfo.Policies[policyID]; -- update the name local name = Locale.ConvertTextKey( thisPolicy.Description ); Controls.ArticleID:SetText( name ); -- update the portrait if IconHookup( thisPolicy.PortraitIndex, portraitSize, thisPolicy.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end -- update the policy branch if thisPolicy.PolicyBranchType then local branch = GameInfo.PolicyBranchTypes[thisPolicy.PolicyBranchType]; if branch then local branchName = Locale.ConvertTextKey( branch.Description ); Controls.PolicyBranchLabel:SetText( branchName ); Controls.PolicyBranchFrame:SetHide( false ); -- update the prereq era if branch.EraPrereq then local era = GameInfo.Eras[branch.EraPrereq]; if era then local eraName = Locale.ConvertTextKey( era.Description ); Controls.PrereqEraLabel:SetText( eraName ); Controls.PrereqEraFrame:SetHide( false ); end end end end local contentSize; local frameSize = {}; local buttonAdded = 0; -- update the prereq policies g_RequiredPoliciesManager:ResetInstances(); buttonAdded = 0; local condition = "PolicyType = '" .. thisPolicy.Type .. "'"; for row in GameInfo.Policy_PrereqPolicies( condition ) do local requiredPolicy = GameInfo.Policies[row.PrereqPolicy]; if requiredPolicy then local thisRequiredPolicyInstance = g_RequiredPoliciesManager:GetInstance(); if thisRequiredPolicyInstance then local textureOffset, textureSheet = IconLookup( requiredPolicy.PortraitIndex, buttonSize, requiredPolicy.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredPolicyInstance.RequiredPolicyImage, thisRequiredPolicyInstance.RequiredPolicyButton, textureSheet, textureOffset, CategoryPolicies, Locale.ConvertTextKey( requiredPolicy.Description ), requiredPolicy.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.RequiredPoliciesInnerFrame, Controls.RequiredPoliciesFrame ); local tenetLevelLabels = { "TXT_KEY_POLICYSCREEN_L1_TENET", "TXT_KEY_POLICYSCREEN_L2_TENET", "TXT_KEY_POLICYSCREEN_L3_TENET", } local tenetLevel = tonumber(thisPolicy.Level); if(tenetLevel ~= nil and tenetLevel > 0) then Controls.TenetLevelLabel:LocalizeAndSetText(tenetLevelLabels[tenetLevel]); Controls.TenetLevelFrame:SetHide(false); else Controls.TenetLevelFrame:SetHide(true); end -- update the game info if thisPolicy.Help then UpdateTextBlock( Locale.ConvertTextKey( thisPolicy.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- update the strategy info --UpdateTextBlock( Locale.ConvertTextKey( thisPolicy.Strategy ), Controls.StrategyLabel, Controls.StrategyInnerFrame, Controls.StrategyFrame ); -- update the historical info if (thisPolicy.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisPolicy.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end ResizeEtc(); end CivilopediaCategory[CategoryPeople].SelectArticle = function( rawPeopleID, shouldAddToList ) print("CivilopediaCategory[CategoryPeople].SelectArticle"); if selectedCategory ~= CategoryPeople then SetSelectedCategory(CategoryPeople); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryPeople * absurdlyLargeNumTopicsInCategory) + rawPeopleID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if rawPeopleID < 1000 then if rawPeopleID ~= -1 then local thisPerson = GameInfo.Specialists[rawPeopleID]; -- update the name local name = Locale.ConvertTextKey( thisPerson.Description ); Controls.ArticleID:SetText( name ); if IconHookup( thisPerson.PortraitIndex, portraitSize, thisPerson.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end local buttonAdded = 0; -- list the buildings that this can work in -- update the game info if thisPerson.Help then UpdateTextBlock( Locale.ConvertTextKey( thisPerson.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- update the strategy info if thisPerson.Strategy then UpdateTextBlock( Locale.ConvertTextKey( thisPerson.Strategy ), Controls.StrategyLabel, Controls.StrategyInnerFrame, Controls.StrategyFrame ); end -- update the historical info if thisPerson.Civilopedia then UpdateTextBlock( Locale.ConvertTextKey( thisPerson.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end else local greatPersonID = rawPeopleID - 1000; if greatPersonID ~= -1 then local thisPerson = GameInfo.Units[greatPersonID]; -- update the name local name = Locale.ConvertTextKey( thisPerson.Description ); Controls.ArticleID:SetText( name ); -- update the portrait if IconHookup( thisPerson.PortraitIndex, portraitSize, thisPerson.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end local buttonAdded = 0; -- list the buildings that can spawn this unit -- update the game info if thisPerson.Help then UpdateTextBlock( Locale.ConvertTextKey( thisPerson.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- update the strategy info if (thisPerson.Strategy) then UpdateTextBlock( Locale.ConvertTextKey( thisPerson.Strategy ), Controls.StrategyLabel, Controls.StrategyInnerFrame, Controls.StrategyFrame ); end -- update the historical info if (thisPerson.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisPerson.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end end ResizeEtc(); end -- MOD - Advanced Civilopedia function SelectStartRegionPriorityArticle( condition, civilizationType ) local textKey = "TXT_KEY_PEDIA_CIVILIZATIONS_START_PRIORITY_NULL"; for row in GameInfo.Civilization_Start_Along_Ocean( condition ) do -- if row.StartAlongOcean then textKey = "TXT_KEY_PEDIA_CIVILIZATIONS_START_PRIORITY_OCEAN"; return textKey; -- end end for row in GameInfo.Civilization_Start_Along_River( condition ) do textKey = "TXT_KEY_PEDIA_CIVILIZATIONS_START_PRIORITY_RIVER"; return textKey; end for row in GameInfo.Civilization_Start_Region_Priority( condition ) do textKey = "TXT_KEY_PEDIA_CIVILIZATIONS_START_PRIORITY_" .. row.RegionType; return textKey; end for row in GameInfo.Civilization_Start_Region_Avoid( condition ) do textKey = "TXT_KEY_PEDIA_CIVILIZATIONS_START_AVOID_" .. row.RegionType; return textKey; end return textKey; end CivilopediaCategory[CategoryCivilizations].SelectArticle = function( rawCivID, shouldAddToList ) print("CivilopediaCategory[CategoryCivilizations].SelectArticle"); if selectedCategory ~= CategoryCivilizations then SetSelectedCategory(CategoryCivilizations); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryCivilizations * absurdlyLargeNumTopicsInCategory) + rawCivID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if rawCivID < 1000 then if rawCivID ~= -1 then local thisCiv = GameInfo.Civilizations[rawCivID]; if thisCiv and thisCiv.Type ~= "CIVILIZATION_MINOR" and thisCiv.Type ~= "CIVILIZATION_BARBARIAN" then -- update the name local name = Locale.ConvertTextKey( thisCiv.ShortDescription ) Controls.ArticleID:SetText( name ); -- update the portrait if IconHookup( thisCiv.PortraitIndex, portraitSize, thisCiv.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end local buttonAdded = 0; local condition = "CivilizationType = '" .. thisCiv.Type .. "'"; -- add a list of leaders g_LeadersManager:ResetInstances(); buttonAdded = 0; local leader = GameInfo.Leaders[GameInfo.Civilization_Leaders( "CivilizationType = '" .. thisCiv.Type .. "'" )().LeaderheadType]; -- todo: add support for multiple leaders local thisLeaderInstance = g_LeadersManager:GetInstance(); if thisLeaderInstance then local textureOffset, textureSheet = IconLookup( leader.PortraitIndex, buttonSize, leader.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisLeaderInstance.LeaderImage, thisLeaderInstance.LeaderButton, textureSheet, textureOffset, CategoryCivilizations, Locale.ConvertTextKey( leader.Description ), thisCiv.ID + 1000 ); buttonAdded = buttonAdded + 1; end UpdateButtonFrame( buttonAdded, Controls.LeadersInnerFrame, Controls.LeadersFrame ); -- list of UUs g_UniqueUnitsManager:ResetInstances(); buttonAdded = 0; for thisOverride in GameInfo.Civilization_UnitClassOverrides( condition ) do if thisOverride.UnitType ~= nil then local thisUnitInfo = GameInfo.Units[thisOverride.UnitType]; if thisUnitInfo then local thisUnitInstance = g_UniqueUnitsManager:GetInstance(); if thisUnitInstance then local textureOffset, textureSheet = IconLookup( thisUnitInfo.PortraitIndex, buttonSize, thisUnitInfo.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local unitCategory = CategoryUnits; local unitEntryID = thisUnitInfo.ID; --if(thisUnitInfo.Special == "SPECIALUNIT_PEOPLE") then ---- Either a great person or specialist. --unitCategory = CategoryPeople; -- ---- Figure out which one it is! --local bIsSpecialist = false; --for row in GameInfo.Specialists{GreatPeopleUnitClass = thisUnitInfo.Class} do --bIsSpecialist = true; --break; --end -- --if(bIsSpecialist == false) then --unitEntryID = unitEntryID + 1000; --end --end UpdateSmallButton( buttonAdded, thisUnitInstance.UniqueUnitImage, thisUnitInstance.UniqueUnitButton, textureSheet, textureOffset, unitCategory, Locale.ConvertTextKey( thisUnitInfo.Description ), unitEntryID); buttonAdded = buttonAdded + 1; end end end end UpdateButtonFrame( buttonAdded, Controls.UniqueUnitsInnerFrame, Controls.UniqueUnitsFrame ); -- list of UBs g_UniqueBuildingsManager:ResetInstances(); buttonAdded = 0; for thisOverride in GameInfo.Civilization_BuildingClassOverrides( condition ) do if(thisOverride.BuildingType ~= nil) then local thisBuildingInfo = GameInfo.Buildings[thisOverride.BuildingType]; if thisBuildingInfo then local thisBuildingInstance = g_UniqueBuildingsManager:GetInstance(); if thisBuildingInstance then if not IconHookup( thisBuildingInfo.PortraitIndex, buttonSize, thisBuildingInfo.IconAtlas, thisBuildingInstance.UniqueBuildingImage ) then thisBuildingInstance.UniqueBuildingImage:SetTexture( defaultErrorTextureSheet ); thisBuildingInstance.UniqueBuildingImage:SetTextureOffset( nullOffset ); end --move this button thisBuildingInstance.UniqueBuildingButton:SetOffsetVal( (buttonAdded % numberOfButtonsPerRow) * buttonSize + buttonPadding, math.floor(buttonAdded / numberOfButtonsPerRow) * buttonSize + buttonPadding ); thisBuildingInstance.UniqueBuildingButton:SetToolTipString( Locale.ConvertTextKey( thisBuildingInfo.Description ) ); thisBuildingInstance.UniqueBuildingButton:SetVoids( thisBuildingInfo.ID, addToList ); local thisBuildingClass = GameInfo.BuildingClasses[thisBuildingInfo.BuildingClass]; if thisBuildingClass.MaxGlobalInstances > 0 or (thisBuildingClass.MaxPlayerInstances == 1 and thisBuildingInfo.SpecialistCount == 0) or thisBuildingClass.MaxTeamInstances > 0 then thisBuildingInstance.UniqueBuildingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWonders].SelectArticle ); else thisBuildingInstance.UniqueBuildingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBuildings].SelectArticle ); end buttonAdded = buttonAdded + 1; end end end end UpdateButtonFrame( buttonAdded, Controls.UniqueBuildingsInnerFrame, Controls.UniqueBuildingsFrame ); -- list of unique improvements g_UniqueImprovementsManager:ResetInstances(); buttonAdded = 0; for thisImprovement in GameInfo.Improvements( condition ) do local thisImprovementInstance = g_UniqueImprovementsManager:GetInstance(); if thisImprovementInstance then if not IconHookup( thisImprovement.PortraitIndex, buttonSize, thisImprovement.IconAtlas, thisImprovementInstance.UniqueImprovementImage ) then thisImprovementInstance.UniqueImprovementImage:SetTexture( defaultErrorTextureSheet ); thisImprovementInstance.UniqueImprovementImage:SetTextureOffset( nullOffset ); end --move this button thisImprovementInstance.UniqueImprovementButton:SetOffsetVal( (buttonAdded % numberOfButtonsPerRow) * buttonSize + buttonPadding, math.floor(buttonAdded / numberOfButtonsPerRow) * buttonSize + buttonPadding ); thisImprovementInstance.UniqueImprovementButton:SetToolTipString( Locale.ConvertTextKey( thisImprovement.Description ) ); thisImprovementInstance.UniqueImprovementButton:SetVoids( thisImprovement.ID, addToList ); thisImprovementInstance.UniqueImprovementButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryImprovements].SelectArticle ); buttonAdded = buttonAdded + 1; end end UpdateButtonFrame( buttonAdded, Controls.UniqueImprovementsInnerFrame, Controls.UniqueImprovementsFrame ); -- list of special abilities buttonAdded = 0; -- MOD - Advanced Civilopedia -- add start region priority g_CivLeaderInfoTextManager:ResetInstances(); if thisCiv then local bNewBlock = true; local headerTag = Locale.ConvertTextKey("TXT_KEY_PEDIA_CIVILIZATIONS_START_PRIORITY"); local bodyString = SelectStartRegionPriorityArticle( condition, thisCiv.Type ); -- for row in GameInfo.Leader_MajorCivApproachBiases( condition ) do -- local approachTag = "TXT_KEY_PEDIA_LEADER_" .. row.MajorCivApproachType; -- local iBias = row.Bias; -- if (not bNewBlock) then -- bodyString = bodyString .. "[NEWLINE]"; -- else -- bNewBlock = false; -- end -- bodyString = bodyString .. Locale.ConvertTextKey(approachTag) .. " " .. tostring(iBias); -- end local thisFreeFormTextInstance = g_CivLeaderInfoTextManager:GetInstance(); if thisFreeFormTextInstance then thisFreeFormTextInstance.CivLeaderInfoTextHeader:SetText( Locale.ConvertTextKey( headerTag )); UpdateNarrowTextBlock( Locale.ConvertTextKey( bodyString ), thisFreeFormTextInstance.CivLeaderInfoTextLabel, thisFreeFormTextInstance.CivLeaderInfoTextInnerFrame, thisFreeFormTextInstance.CivLeaderInfoTextFrame ); end Controls.CivLeaderInfoTextStack:SetHide( false ); end -- add the free form text g_FreeFormTextManager:ResetInstances(); local tagString = thisCiv.CivilopediaTag; if tagString then local headerString = tagString .. "_HEADING_"; local bodyString = tagString .. "_TEXT_"; local notFound = false; local i = 1; repeat local headerTag = headerString .. tostring( i ); local bodyTag = bodyString .. tostring( i ); if TagExists( headerTag ) and TagExists( bodyTag ) then local thisFreeFormTextInstance = g_FreeFormTextManager:GetInstance(); if thisFreeFormTextInstance then thisFreeFormTextInstance.FFTextHeader:SetText( Locale.ConvertTextKey( headerTag )); UpdateTextBlock( Locale.ConvertTextKey( bodyTag ), thisFreeFormTextInstance.FFTextLabel, thisFreeFormTextInstance.FFTextInnerFrame, thisFreeFormTextInstance.FFTextFrame ); end else notFound = true; end i = i + 1; until notFound; local factoidHeaderString = tagString .. "_FACTOID_HEADING"; local factoidBodyString = tagString .. "_FACTOID_TEXT"; if TagExists( factoidHeaderString ) and TagExists( factoidBodyString ) then local thisFreeFormTextInstance = g_FreeFormTextManager:GetInstance(); if thisFreeFormTextInstance then thisFreeFormTextInstance.FFTextHeader:SetText( Locale.ConvertTextKey( factoidHeaderString )); UpdateTextBlock( Locale.ConvertTextKey( factoidBodyString ), thisFreeFormTextInstance.FFTextLabel, thisFreeFormTextInstance.FFTextInnerFrame, thisFreeFormTextInstance.FFTextFrame ); end end Controls.FFTextStack:SetHide( false ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end end else local civID = rawCivID - 1000; if civID ~= -1 then local thisCiv = GameInfo.Civilizations[civID]; if thisCiv and thisCiv.Type ~= "CIVILIZATION_MINOR" and thisCiv.Type ~= "CIVILIZATION_BARBARIAN" then local leader = GameInfo.Leaders[GameInfo.Civilization_Leaders( "CivilizationType = '" .. thisCiv.Type .. "'" )().LeaderheadType]; -- update the name local tagString = leader.CivilopediaTag; if tagString then local name = Locale.ConvertTextKey( tagString.."_NAME" ); Controls.ArticleID:SetText( name ); Controls.SubtitleLabel:SetText( Locale.ConvertTextKey( tagString.."_SUBTITLE" ) ); Controls.SubtitleID:SetHide( false ); else local name = Locale.ConvertTextKey( leader.Description ) Controls.ArticleID:SetText( name ); end -- update the portrait if IconHookup( leader.PortraitIndex, portraitSize, leader.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end local buttonAdded = 0; -- add titles etc. if tagString then Controls.LivedLabel:SetText( Locale.ConvertTextKey( tagString.."_LIVED" ) ); Controls.LivedFrame:SetHide( false ); local titlesString = tagString .. "_TITLES_"; local notFound = false; local i = 1; local titles = ""; local numTitles = 0; repeat local titlesTag = titlesString .. tostring( i ); if TagExists( titlesTag ) then if numTitles > 0 then titles = titles .. "[NEWLINE][NEWLINE]"; end numTitles = numTitles + 1; titles = titles .. Locale.ConvertTextKey( titlesTag ); else notFound = true; end i = i + 1; until notFound; if numTitles > 0 then UpdateNarrowTextBlock( Locale.ConvertTextKey( titles ), Controls.TitlesLabel, Controls.TitlesInnerFrame, Controls.TitlesFrame ); end end local condition = "LeaderType = '" .. leader.Type .. "'"; -- list of traits --g_TraitsManager:ResetInstances(); --buttonAdded = 0; --for row in GameInfo.Leader_Traits( condition ) do --local thisTrait = GameInfo.Traits[row.TraitType]; --if thisTrait then --local thisTraitInstance = g_TraitsManager:GetInstance(); --if thisTraitInstance then --local textureSheet; --local textureOffset; --textureSheet = defaultErrorTextureSheet; --textureOffset = nullOffset; --UpdateSmallButton( buttonAdded, thisTraitInstance.TraitImage, thisTraitInstance.TraitButton, textureSheet, textureOffset, CategoryGameConcepts, Locale.ConvertTextKey( thisTrait.ShortDescription ), thisTrait.ID ); -- todo: add a fudge factor --buttonAdded = buttonAdded + 1; --end --end --end --UpdateButtonFrame( buttonAdded, Controls.TraitsInnerFrame, Controls.TraitsFrame ); -- -- add the civ icon g_CivilizationsManager:ResetInstances(); buttonAdded = 0; local thisCivInstance = g_CivilizationsManager:GetInstance(); if thisCivInstance then local textureOffset, textureSheet = IconLookup( thisCiv.PortraitIndex, buttonSize, thisCiv.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisCivInstance.CivilizationImage, thisCivInstance.CivilizationButton, textureSheet, textureOffset, CategoryCivilizations, Locale.ConvertTextKey( thisCiv.ShortDescription ), thisCiv.ID ); buttonAdded = buttonAdded + 1; end UpdateButtonFrame( buttonAdded, Controls.CivilizationsInnerFrame, Controls.CivilizationsFrame ); -- update the game info local leaderTrait = GameInfo.Leader_Traits(condition)(); if leaderTrait then local trait = leaderTrait.TraitType; local traitString = Locale.ConvertTextKey( GameInfo.Traits[trait].ShortDescription ).."[NEWLINE][NEWLINE]"..Locale.ConvertTextKey( GameInfo.Traits[trait].Description ); UpdateTextBlock( traitString, Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- MOD - Advanced Civilopedia g_CivLeaderInfoTextManager:ResetInstances(); if tagString then local bNewBlock = true; -- add leader's biases towards Majors local headerTag = Locale.ConvertTextKey("TXT_KEY_PEDIA_LEADER_APPROACH_BIASES_MAJOR"); local bodyString = ""; for row in GameInfo.Leader_MajorCivApproachBiases( condition ) do local approachTag = "TXT_KEY_PEDIA_LEADER_" .. row.MajorCivApproachType; local iBias = row.Bias; if (not bNewBlock) then bodyString = bodyString .. "[NEWLINE]"; else bNewBlock = false; end bodyString = bodyString .. Locale.ConvertTextKey(approachTag) .. " " .. tostring(iBias); end local thisFreeFormTextInstance = g_CivLeaderInfoTextManager:GetInstance(); if thisFreeFormTextInstance then thisFreeFormTextInstance.CivLeaderInfoTextHeader:SetText( Locale.ConvertTextKey( headerTag )); UpdateNarrowTextBlock( bodyString, thisFreeFormTextInstance.CivLeaderInfoTextLabel, thisFreeFormTextInstance.CivLeaderInfoTextInnerFrame, thisFreeFormTextInstance.CivLeaderInfoTextFrame ); end -- add leader's biases towards Minors bNewBlock = true; headerTag = Locale.ConvertTextKey("TXT_KEY_PEDIA_LEADER_APPROACH_BIASES_MINOR"); bodyString = ""; for row in GameInfo.Leader_MinorCivApproachBiases( condition ) do local approachTag = "TXT_KEY_PEDIA_LEADER_" .. row.MinorCivApproachType; local iBias = row.Bias; if (not bNewBlock) then bodyString = bodyString .. "[NEWLINE]"; else bNewBlock = false; end bodyString = bodyString .. Locale.ConvertTextKey(approachTag) .. " " .. tostring(iBias); end local thisFreeFormTextInstance = g_CivLeaderInfoTextManager:GetInstance(); if thisFreeFormTextInstance then thisFreeFormTextInstance.CivLeaderInfoTextHeader:SetText( Locale.ConvertTextKey( headerTag )); UpdateNarrowTextBlock( bodyString, thisFreeFormTextInstance.CivLeaderInfoTextLabel, thisFreeFormTextInstance.CivLeaderInfoTextInnerFrame, thisFreeFormTextInstance.CivLeaderInfoTextFrame ); end -- add leader's flavors bNewBlock = true; headerTag = Locale.ConvertTextKey("TXT_KEY_PEDIA_LEADER_FLAVORS"); bodyString = ""; local iCount = 1; local stringTable = {}; for row in GameInfo.Leader_Flavors( condition ) do local flavorTag = "TXT_KEY_PEDIA_LEADER_" .. row.FlavorType; local rowID = GameInfo.Flavors[row.FlavorType].ID; local rowTag = Locale.ConvertTextKey(flavorTag) .. " " .. tostring( row.Flavor ); table.insert(stringTable, { ID=rowID, strTag=rowTag }); iCount = iCount + 1; end -- sort the table print("Sorting the table..."); table.sort(stringTable, function(a, b) return a.ID < b.ID; end); if (iCount ~= 39) then print("Ur-oh, there seems to be an error, or player added more entries to this table!"); iCount = 39; end for i = 1, iCount-1, 1 do if (not bNewBlock) then bodyString = bodyString .. "[NEWLINE]"; else bNewBlock = false; end if (i == 1) or (i == 5) or (i == 9) or (i == 18) or (i == 31) or (i == 35) then local titleTag = "TXT_KEY_PEDIA_LEADER_FLAVORS_TITLE_" .. tostring(i); bodyString = bodyString .. Locale.ConvertTextKey(titleTag); end local iNumber = flavorList[i]; if (stringTable[iNumber] ~= nil) then bodyString = bodyString .. stringTable[iNumber].strTag; else bodyString = bodyString .. "???"; end end local thisFreeFormTextInstance = g_CivLeaderInfoTextManager:GetInstance(); if thisFreeFormTextInstance then thisFreeFormTextInstance.CivLeaderInfoTextHeader:SetText( Locale.ConvertTextKey( headerTag )); UpdateNarrowTextBlock( bodyString, thisFreeFormTextInstance.CivLeaderInfoTextLabel, thisFreeFormTextInstance.CivLeaderInfoTextInnerFrame, thisFreeFormTextInstance.CivLeaderInfoTextFrame ); end Controls.CivLeaderInfoTextStack:SetHide( false ); end -- add the free form text g_FreeFormTextManager:ResetInstances(); if tagString then local headerString = tagString .. "_HEADING_"; local bodyString = tagString .. "_TEXT_"; local notFound = false; local i = 1; repeat local headerTag = headerString .. tostring( i ); local bodyTag = bodyString .. tostring( i ); if TagExists( headerTag ) and TagExists( bodyTag ) then local thisFreeFormTextInstance = g_FreeFormTextManager:GetInstance(); if thisFreeFormTextInstance then thisFreeFormTextInstance.FFTextHeader:SetText( Locale.ConvertTextKey( headerTag )); UpdateTextBlock( Locale.ConvertTextKey( bodyTag ), thisFreeFormTextInstance.FFTextLabel, thisFreeFormTextInstance.FFTextInnerFrame, thisFreeFormTextInstance.FFTextFrame ); end else notFound = true; end i = i + 1; until notFound; notFound = false; i = 1; repeat local bodyString = tagString .. "_FACT_"; local bodyTag = bodyString .. tostring( i ); if TagExists( bodyTag ) then local thisFreeFormTextInstance = g_FreeFormTextManager:GetInstance(); if thisFreeFormTextInstance then thisFreeFormTextInstance.FFTextHeader:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_FACTOID" )); UpdateTextBlock( Locale.ConvertTextKey( bodyTag ), thisFreeFormTextInstance.FFTextLabel, thisFreeFormTextInstance.FFTextInnerFrame, thisFreeFormTextInstance.FFTextFrame ); end else notFound = true; end i = i + 1; until notFound; Controls.FFTextStack:SetHide( false ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end end end ResizeEtc(); end CivilopediaCategory[CategoryCityStates].SelectArticle = function( cityStateID, shouldAddToList ) print("CivilopediaCategory[CategoryCityStates].SelectArticle"); if selectedCategory ~= CategoryCityStates then SetSelectedCategory(CategoryCityStates); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryCityStates * absurdlyLargeNumTopicsInCategory) + cityStateID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if cityStateID ~= -1 then local thisCityState = GameInfo.MinorCivilizations[cityStateID]; -- update the name local name = Locale.ConvertTextKey( thisCityState.Description ); Controls.ArticleID:SetText( name ); -- portrait -- need to update this once they're in. --Controls.PortraitFrame:SetHide( false ); local contentSize; local frameSize = {}; local buttonAdded = 0; local condition = "MinorCivType = '" .. thisCityState.Type .. "'"; -- update the game info -- MOD - update Minor Civ bonuses g_FreeFormTextManager:ResetInstances(); local traitType = GameInfo.MinorCivTraits[thisCityState.MinorCivTrait]; local bodyString = ""; local headString = ""; if (traitType == GameInfo.MinorCivTraits.MINOR_TRAIT_CULTURED) then headString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_CULTURED" ); local nNum = {}; nNum[1] = GameInfo.Defines( "Name='FRIENDS_CULTURE_BONUS_AMOUNT_ANCIENT'" )().Value; nNum[2] = GameInfo.Defines( "Name='FRIENDS_CULTURE_BONUS_AMOUNT_MEDIEVAL'" )().Value; nNum[3] = GameInfo.Defines( "Name='FRIENDS_CULTURE_BONUS_AMOUNT_INDUSTRIAL'" )().Value; nNum[4] = nNum[1] + GameInfo.Defines( "Name='ALLIES_CULTURE_BONUS_AMOUNT_ANCIENT'" )().Value; nNum[5] = nNum[2] + GameInfo.Defines( "Name='ALLIES_CULTURE_BONUS_AMOUNT_MEDIEVAL'" )().Value; nNum[6] = nNum[3] + GameInfo.Defines( "Name='ALLIES_CULTURE_BONUS_AMOUNT_INDUSTRIAL'" )().Value; bodyString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_FRIEND" ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_CULTURED_ANCIENT", nNum[1] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_CULTURED_MEDIEVAL", nNum[2] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_CULTURED_INDUSTRIAL", nNum[3] ); bodyString = bodyString .. "[NEWLINE][NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_ALLY" ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_CULTURED_ANCIENT", nNum[4] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_CULTURED_MEDIEVAL", nNum[5] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_CULTURED_INDUSTRIAL", nNum[6] ); elseif (traitType == GameInfo.MinorCivTraits.MINOR_TRAIT_MARITIME) then headString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MARITIME" ); local nNum = {}; nNum[1] = GameInfo.Defines( "Name='FRIENDS_CAPITAL_FOOD_BONUS_AMOUNT_PRE_RENAISSANCE'" )().Value / 100; nNum[2] = GameInfo.Defines( "Name='FRIENDS_CAPITAL_FOOD_BONUS_AMOUNT_POST_RENAISSANCE'" )().Value / 100; nNum[3] = GameInfo.Defines( "Name='FRIENDS_OTHER_CITIES_FOOD_BONUS_AMOUNT_PRE_RENAISSANCE'" )().Value / 100; nNum[4] = GameInfo.Defines( "Name='FRIENDS_OTHER_CITIES_FOOD_BONUS_AMOUNT_POST_RENAISSANCE'" )().Value / 100; nNum[5] = GameInfo.Defines( "Name='ALLIES_CAPITAL_FOOD_BONUS_AMOUNT'" )().Value / 100; nNum[6] = GameInfo.Defines( "Name='ALLIES_OTHER_CITIES_FOOD_BONUS_AMOUNT'" )().Value / 100; bodyString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_FRIEND" ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MARITIME_CAPITAL_PRE_RENAISSANCE", nNum[1] + nNum[3] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MARITIME_CAPITAL_POST_RENAISSANCE", nNum[2] + nNum[4] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MARITIME_OTHER_PRE_RENAISSANCE", nNum[3] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MARITIME_OTHER_POST_RENAISSANCE", nNum[4] ); bodyString = bodyString .. "[NEWLINE][NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_ALLY" ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MARITIME_CAPITAL_PRE_RENAISSANCE", nNum[1] + nNum[3] + nNum[5] + nNum[6] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MARITIME_CAPITAL_POST_RENAISSANCE", nNum[2] + nNum[4] + nNum[5] + nNum[6] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MARITIME_OTHER_PRE_RENAISSANCE", nNum[3] + nNum[6] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MARITIME_OTHER_POST_RENAISSANCE", nNum[4] + nNum[6] ); elseif (traitType == GameInfo.MinorCivTraits.MINOR_TRAIT_MILITARISTIC) then headString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MILITARISTIC" ); local nNum = {}; if ( Game ~= nil) then nNum[0] = GameInfo.GameSpeeds[Game.GetGameSpeedType()].GreatPeoplePercent / 100; else nNum[0] = 1; end nNum[1] = GameInfo.Defines( "Name='FRIENDS_BASE_TURNS_UNIT_SPAWN'" )().Value * nNum[0] ; nNum[2] = GameInfo.Defines( "Name='FRIENDS_RAND_TURNS_UNIT_SPAWN'" )().Value * nNum[0]; nNum[3] = GameInfo.Defines( "Name='ALLIES_EXTRA_TURNS_UNIT_SPAWN'" )().Value * nNum[0]; nNum[4] = GameInfo.Defines( "Name='UNIT_SPAWN_BIAS_MULTIPLIER'" )().Value / 100; if Game and ( Game.IsGameMultiPlayer() ) then nNum[1] = nNum[1] * nNum[4]; nNum[2] = nNum[2] * nNum[4]; nNum[3] = nNum[3] * nNum[4]; end bodyString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_FRIEND" ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MILITARISTIC_FRIENDS", nNum[1], nNum[2] ); bodyString = bodyString .. "[NEWLINE][NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_ALLY" ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MILITARISTIC_ALLIES", nNum[1] + nNum[3], nNum[2] ); elseif (traitType == GameInfo.MinorCivTraits.MINOR_TRAIT_MERCANTILE) then headString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE" ); local nNum = {}; nNum[1] = GameInfo.Defines( "Name='FRIENDS_HAPPINESS_FLAT_BONUS_AMOUNT_ANCIENT'" )().Value; nNum[2] = GameInfo.Defines( "Name='FRIENDS_HAPPINESS_FLAT_BONUS_AMOUNT_MEDIEVAL'" )().Value; nNum[3] = GameInfo.Defines( "Name='FRIENDS_HAPPINESS_FLAT_BONUS_AMOUNT_INDUSTRIAL'" )().Value; nNum[4] = GameInfo.Defines( "Name='ALLIES_HAPPINESS_FLAT_BONUS_AMOUNT_ANCIENT'" )().Value; nNum[5] = GameInfo.Defines( "Name='ALLIES_HAPPINESS_FLAT_BONUS_AMOUNT_MEDIEVAL'" )().Value; nNum[6] = GameInfo.Defines( "Name='ALLIES_HAPPINESS_FLAT_BONUS_AMOUNT_INDUSTRIAL'" )().Value; nNum[7] = GameInfo.Defines( "Name='FRIENDS_HAPPINESS_PER_LUXURY_BONUS_AMOUNT_ANCIENT'" )().Value; nNum[8] = GameInfo.Defines( "Name='FRIENDS_HAPPINESS_PER_LUXURY_BONUS_AMOUNT_MEDIEVAL'" )().Value; nNum[9] = GameInfo.Defines( "Name='FRIENDS_HAPPINESS_PER_LUXURY_BONUS_AMOUNT_INDUSTRIAL'" )().Value; nNum[10] = GameInfo.Defines( "Name='ALLIES_HAPPINESS_PER_LUXURY_BONUS_AMOUNT_ANCIENT'" )().Value; nNum[11] = GameInfo.Defines( "Name='ALLIES_HAPPINESS_PER_LUXURY_BONUS_AMOUNT_MEDIEVAL'" )().Value; nNum[12] = GameInfo.Defines( "Name='ALLIES_HAPPINESS_PER_LUXURY_BONUS_AMOUNT_INDUSTRIAL'" )().Value; bodyString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_FRIEND" ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_ANCIENT", nNum[1] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_MEDIEVAL", nNum[2] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_INDUSTRIAL", nNum[3] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_ANCIENT_LUXURY", nNum[7] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_MEDIEVAL_LUXURY", nNum[8] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_INDUSTRIAL_LUXURY", nNum[9] ); bodyString = bodyString .. "[NEWLINE][NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_ALLY" ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_ANCIENT", nNum[1] + nNum[4] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_MEDIEVAL", nNum[2] + nNum[5] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_INDUSTRIAL", nNum[3] + nNum[6] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_ANCIENT_LUXURY", nNum[7] + nNum[10] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_MEDIEVAL_LUXURY", nNum[8] + nNum[11] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_MERCANTILE_INDUSTRIAL_LUXURY", nNum[9] + nNum[12] ); elseif (traitType == GameInfo.MinorCivTraits.MINOR_TRAIT_RELIGIOUS) then headString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS" ); local nNum = {}; nNum[1] = GameInfo.Defines( "Name='FRIENDS_FAITH_FLAT_BONUS_AMOUNT_ANCIENT'" )().Value; nNum[2] = GameInfo.Defines( "Name='FRIENDS_FAITH_FLAT_BONUS_AMOUNT_CLASSICAL'" )().Value; nNum[3] = GameInfo.Defines( "Name='FRIENDS_FAITH_FLAT_BONUS_AMOUNT_MEDIEVAL'" )().Value; nNum[4] = GameInfo.Defines( "Name='FRIENDS_FAITH_FLAT_BONUS_AMOUNT_RENAISSANCE'" )().Value; nNum[5] = GameInfo.Defines( "Name='FRIENDS_FAITH_FLAT_BONUS_AMOUNT_INDUSTRIAL'" )().Value; nNum[6] = GameInfo.Defines( "Name='ALLIES_FAITH_FLAT_BONUS_AMOUNT_ANCIENT'" )().Value; nNum[7] = GameInfo.Defines( "Name='ALLIES_FAITH_FLAT_BONUS_AMOUNT_CLASSICAL'" )().Value; nNum[8] = GameInfo.Defines( "Name='ALLIES_FAITH_FLAT_BONUS_AMOUNT_MEDIEVAL'" )().Value; nNum[9] = GameInfo.Defines( "Name='ALLIES_FAITH_FLAT_BONUS_AMOUNT_RENAISSANCE'" )().Value; nNum[10]= GameInfo.Defines( "Name='ALLIES_FAITH_FLAT_BONUS_AMOUNT_INDUSTRIAL'" )().Value; bodyString = Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_FRIEND" ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS_ANCIENT", nNum[1] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS_CLASSICAL", nNum[2] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS_MEDIEVAL", nNum[3] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS_RENAISSANCE", nNum[4] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS_INDUSTRIAL", nNum[5] ); bodyString = bodyString .. "[NEWLINE][NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_ALLY" ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS_ANCIENT", nNum[1] + nNum[6] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS_CLASSICAL", nNum[2] + nNum[7] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS_MEDIEVAL", nNum[3] + nNum[8] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS_RENAISSANCE", nNum[4] + nNum[9] ); bodyString = bodyString .. "[NEWLINE]" .. Locale.ConvertTextKey( "TXT_KEY_PEDIA_CONSTRUCTION_MINORBONUS_RELIGIOUS_INDUSTRIAL", nNum[5] + nNum[10] ); end if ( headString ~= "" ) then local thisFreeFormTextInstance = g_FreeFormTextManager:GetInstance(); if thisFreeFormTextInstance then thisFreeFormTextInstance.FFTextHeader:SetText( headString ); UpdateTextBlock( bodyString, thisFreeFormTextInstance.FFTextLabel, thisFreeFormTextInstance.FFTextInnerFrame, thisFreeFormTextInstance.FFTextFrame ); end end -- MOD - Advanced Civilopedia headString = Locale.ConvertTextKey("TXT_KEY_PEDIA_MINOR_FLAVORS"); bodyString = ""; local bNewBlock = true; for row in GameInfo.MinorCivilization_Flavors( condition ) do local flavorTag = "TXT_KEY_PEDIA_LEADER_" .. row.FlavorType; local rowID = GameInfo.Flavors[row.FlavorType].ID; if (row.Flavor > 0) then local rowTag = Locale.ConvertTextKey(flavorTag) .. " " .. tostring( row.Flavor ); if (bNewBlock) then bodyString = bodyString .. rowTag; bNewBlock = false; else bodyString = bodyString .. "[NEWLINE]" .. rowTag; end end end if ( bodyString ~= "" ) then local thisFreeFormTextInstance = g_FreeFormTextManager:GetInstance(); if thisFreeFormTextInstance then thisFreeFormTextInstance.FFTextHeader:SetText( Locale.ConvertTextKey( headString )); UpdateTextBlock( bodyString, thisFreeFormTextInstance.FFTextLabel, thisFreeFormTextInstance.FFTextInnerFrame, thisFreeFormTextInstance.FFTextFrame ); end end Controls.FFTextStack:SetHide( false ); -- update the historical info if (thisCityState.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisCityState.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame ); end end ResizeEtc(); end CivilopediaCategory[CategoryTerrain].SelectArticle = function( rawTerrainID, shouldAddToList ) print("CivilopediaCategory[CategoryTerrain].SelectArticle"); if selectedCategory ~= CategoryTerrain then SetSelectedCategory(CategoryTerrain); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryTerrain * absurdlyLargeNumTopicsInCategory) + rawTerrainID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if rawTerrainID < 1000 then local terrainId = rawTerrainID; if terrainId ~= -1 then local thisTerrain = GameInfo.Terrains[terrainId]; if thisTerrain then -- update the name local name = Locale.ConvertTextKey( thisTerrain.Description ) Controls.ArticleID:SetText( name ); -- update the portrait if IconHookup( thisTerrain.PortraitIndex, portraitSize, thisTerrain.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end local buttonAdded = 0; local condition = "TerrainType = '" .. thisTerrain.Type .. "'"; -- City Yield Controls.YieldFrame:SetHide( false ); local numYields = 0; local yieldString = ""; for row in GameInfo.Terrain_Yields( condition ) do numYields = numYields + 1; yieldString = yieldString..tostring(row.Yield).." "; yieldString = yieldString..GameInfo.Yields[row.YieldType].IconString.." "; end -- special case hackery for hills if thisTerrain.Type == "TERRAIN_HILL" then --for row in GameInfo.Yields() do --if row.HillsChange ~= 0 then --numYields = numYields + 1; --if row.HillsChange > 0 then --yieldString = yieldString.."+"; --end --yieldString = yieldString..tostring(row.HillsChange).." "; --yieldString = yieldString..row.IconString.." "; --end --end numYields = 1; yieldString = "2 [ICON_PRODUCTION]" end if numYields == 0 then Controls.YieldLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_NO_YIELD" ) ); else Controls.YieldLabel:SetText( Locale.ConvertTextKey( yieldString ) ); end -- Movement Controls.MovementCostFrame:SetHide( false ); local moveCost = thisTerrain.Movement; -- special case hackery for hills if thisTerrain.Type == "TERRAIN_HILL" then moveCost = moveCost + GameDefines.HILLS_EXTRA_MOVEMENT; end if thisTerrain.Type == "TERRAIN_MOUNTAIN" then Controls.MovementCostLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_IMPASSABLE" ) ); else Controls.MovementCostLabel:SetText( Locale.ConvertTextKey( moveCost ).."[ICON_MOVES]" ); end -- Combat Modifier Controls.CombatModFrame:SetHide( false ); local combatModifier = 0; local combatModString = ""; if thisTerrain.Type == "TERRAIN_HILL" or thisTerrain.Type == "TERRAIN_MOUNTAIN" then combatModifier = GameDefines.HILLS_EXTRA_DEFENSE; elseif thisTerrain.Water then combatModifier = 0; else combatModifier = GameDefines.FLAT_LAND_EXTRA_DEFENSE; end if combatModifier > 0 then combatModString = "+"; end combatModString = combatModString..tostring(combatModifier).."%"; Controls.CombatModLabel:SetText( combatModString ); -- Features that can exist on this terrain g_FeaturesManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Feature_TerrainBooleans( condition ) do local thisFeature = GameInfo.Features[row.FeatureType]; if thisFeature then local thisFeatureInstance = g_FeaturesManager:GetInstance(); if thisFeatureInstance then local textureOffset, textureSheet = IconLookup( thisFeature.PortraitIndex, buttonSize, thisFeature.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisFeatureInstance.FeatureImage, thisFeatureInstance.FeatureButton, textureSheet, textureOffset, CategoryTerrain, Locale.ConvertTextKey( thisFeature.Description ), thisFeature.ID + 1000 ); -- todo: add a fudge factor buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.FeaturesInnerFrame, Controls.FeaturesFrame ); -- MOD - Resources that can exist on this terrain Controls.ResourcesFoundLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_RESOURCESFOUND_LABEL" ) ); g_ResourcesFoundManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Resource_TerrainBooleans( condition ) do local thisResource = GameInfo.Resources[row.ResourceType]; if thisResource then local thisResourceInstance = g_ResourcesFoundManager:GetInstance(); if thisResourceInstance then local textureOffset, textureSheet = IconLookup( thisResource.PortraitIndex, buttonSize, thisResource.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButtonWide( buttonAdded, thisResourceInstance.ResourceFoundImage, thisResourceInstance.ResourceFoundButton, textureSheet, textureOffset, CategoryResources, Locale.ConvertTextKey( thisResource.Description ), thisResource.ID ); buttonAdded = buttonAdded + 1; end end end -- special case hackery for hills if thisTerrain.Type == "TERRAIN_HILL" then for thisResource in GameInfo.Resources() do if thisResource and thisResource.Hills then local thisResourceInstance = g_ResourcesFoundManager:GetInstance(); if thisResourceInstance then local textureOffset, textureSheet = IconLookup( thisResource.PortraitIndex, buttonSize, thisResource.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButtonWide( buttonAdded, thisResourceInstance.ResourceFoundImage, thisResourceInstance.ResourceFoundButton, textureSheet, textureOffset, CategoryResources, Locale.ConvertTextKey( thisResource.Description ), thisResource.ID ); buttonAdded = buttonAdded + 1; end end end end UpdateWideButtonFrame( buttonAdded, Controls.ResourcesFoundInnerFrame, Controls.ResourcesFoundFrame ); -- generic text if (thisTerrain.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisTerrain.Civilopedia ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- MOD - update supporting buildings g_SupportingBuildingManager:ResetInstances(); buttonAdded = 0; local supportingBuilding = {}; local debugTable = {}; -- I bet in some certain solutions this is not useful... well, who knows? local iDebug = 0; for row in GameInfo.Building_TerrainYieldChanges( condition ) do local building = GameInfo.Buildings[row.BuildingType]; if (building) and (building.Civilopedia ~= nil) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingBuilding[i] then if (supportingBuilding[i].ID == building.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == building.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.Yield > 0) then description = supportingBuilding[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = supportingBuilding[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[iAlready].Text = description; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisBuildingInstance = g_SupportingBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.Yield > 0) then description = Locale.ConvertTextKey( building.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = Locale.ConvertTextKey( building.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[buttonAdded] = { Num=buttonAdded, Image=thisBuildingInstance.SupportingBuildingImage, Button=thisBuildingInstance.SupportingBuildingButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryBuildings, Text=description, ID=building.ID}; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end -- for sea plots if (thisTerrain.Type == "TERRAIN_COAST") or (thisTerrain.Type == "TERRAIN_OCEAN") then for row in GameInfo.Building_SeaPlotYieldChanges() do local building = GameInfo.Buildings[row.BuildingType]; if (building) and (building.Civilopedia ~= nil) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingBuilding[i] then if (supportingBuilding[i].ID == building.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == building.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.Yield > 0) then description = supportingBuilding[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = supportingBuilding[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[iAlready].Text = description; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisBuildingInstance = g_SupportingBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.Yield > 0) then description = Locale.ConvertTextKey( building.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = Locale.ConvertTextKey( building.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[buttonAdded] = { Num=buttonAdded, Image=thisBuildingInstance.SupportingBuildingImage, Button=thisBuildingInstance.SupportingBuildingButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryBuildings, Text=description, ID=building.ID}; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end end if (buttonAdded ~= 0) then for i = 0, buttonAdded-1, 1 do UpdateSmallButtonWide( supportingBuilding[i].Num, supportingBuilding[i].Image, supportingBuilding[i].Button, supportingBuilding[i].Icon, supportingBuilding[i].Offset, supportingBuilding[i].Category, supportingBuilding[i].Text, supportingBuilding[i].ID ); end end UpdateWideButtonFrame( buttonAdded, Controls.SupportingBuildingInnerFrame, Controls.SupportingBuildingFrame ); -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end end else local featureID = rawTerrainID - 1000; if featureID ~= -1 then local thisFeature; if featureID < 1000 then thisFeature = GameInfo.Features[featureID]; else thisFeature = GameInfo.FakeFeatures[featureID-1000]; end if thisFeature then -- update the name local name = Locale.ConvertTextKey( thisFeature.Description ) Controls.ArticleID:SetText( name ); -- update the portrait if IconHookup( thisFeature.PortraitIndex, portraitSize, thisFeature.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end local buttonAdded = 0; local condition = "FeatureType = '" .. thisFeature.Type .. "'"; -- City Yield Controls.YieldFrame:SetHide( false ); local numYields = 0; local yieldString = ""; for row in GameInfo.Feature_YieldChanges( condition ) do numYields = numYields + 1; yieldString = yieldString..tostring(row.Yield).." "; yieldString = yieldString..GameInfo.Yields[row.YieldType].IconString.." "; end -- add happiness since it is a quasi-yield if thisFeature.InBorderHappiness and thisFeature.InBorderHappiness ~= 0 then numYields = numYields + 1; yieldString = yieldString.." "; yieldString = yieldString..tostring(thisFeature.InBorderHappiness).."[ICON_HAPPINESS_1]".." "; end if numYields == 0 then Controls.YieldLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_NO_YIELD" ) ); else Controls.YieldLabel:SetText( Locale.ConvertTextKey( yieldString ) ); end -- Movement Controls.MovementCostFrame:SetHide( false ); local moveCost = thisFeature.Movement; if thisFeature.Impassable then Controls.MovementCostLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_IMPASSABLE" ) ); else Controls.MovementCostLabel:SetText( Locale.ConvertTextKey( moveCost ).."[ICON_MOVES]" ); end -- Combat Modifier Controls.CombatModFrame:SetHide( false ); local combatModifier = thisFeature.Defense; local combatModString = ""; if combatModifier > 0 then combatModString = "+"; end combatModString = combatModString..tostring(combatModifier).."%"; Controls.CombatModLabel:SetText( combatModString ); -- Features that can exist on this terrain g_FeaturesManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Feature_TerrainBooleans( condition ) do local thisTerrain = GameInfo.Features[row.TerrainType]; if thisTerrain then local thisTerrainInstance = g_FeaturesManager:GetInstance(); if thisTerrainInstance then local textureOffset, textureSheet = IconLookup( thisTerrain.PortraitIndex, buttonSize, thisTerrain.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisTerrainInstance.FeatureImage, thisTerrainInstance.FeatureButton, textureSheet, textureOffset, CategoryTerrain, Locale.ConvertTextKey( thisTerrain.Description ), thisTerrain.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.TerrainsInnerFrame, Controls.TerrainsFrame ); -- MOD - Resources that can exist on this feature Controls.ResourcesFoundLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_RESOURCESFOUND_LABEL" ) ); g_ResourcesFoundManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Resource_FeatureBooleans( condition ) do local thisResource = GameInfo.Resources[row.ResourceType]; if thisResource then local thisResourceInstance = g_ResourcesFoundManager:GetInstance(); if thisResourceInstance then local textureOffset, textureSheet = IconLookup( thisResource.PortraitIndex, buttonSize, thisResource.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButtonWide( buttonAdded, thisResourceInstance.ResourceFoundImage, thisResourceInstance.ResourceFoundButton, textureSheet, textureOffset, CategoryResources, Locale.ConvertTextKey( thisResource.Description ), thisResource.ID ); buttonAdded = buttonAdded + 1; end end end UpdateWideButtonFrame( buttonAdded, Controls.ResourcesFoundInnerFrame, Controls.ResourcesFoundFrame ); if(featureID < 1000) then -- generic text if (thisFeature.Help) then UpdateTextBlock( Locale.ConvertTextKey( thisFeature.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end if (thisFeature.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisFeature.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame ); end else if (thisFeature.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisFeature.Civilopedia ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end end -- MOD - update supporting buildings g_SupportingBuildingManager:ResetInstances(); buttonAdded = 0; local supportingBuilding = {}; local debugTable = {}; -- I bet in some certain solutions this is not useful... well, who knows? local iDebug = 0; for row in GameInfo.Building_FeatureYieldChanges( condition ) do local building = GameInfo.Buildings[row.BuildingType]; if (building) and (building.Civilopedia ~= nil) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingBuilding[i] then if (supportingBuilding[i].ID == building.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == building.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.Yield > 0) then description = supportingBuilding[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = supportingBuilding[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[iAlready].Text = description; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisBuildingInstance = g_SupportingBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.Yield > 0) then description = Locale.ConvertTextKey( building.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = Locale.ConvertTextKey( building.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[buttonAdded] = { Num=buttonAdded, Image=thisBuildingInstance.SupportingBuildingImage, Button=thisBuildingInstance.SupportingBuildingButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryBuildings, Text=description, ID=building.ID}; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end -- for rivers and lakes if (thisFeature.Type == "FEATURE_RIVER") then for row in GameInfo.Building_RiverPlotYieldChanges() do local building = GameInfo.Buildings[row.BuildingType]; if (building) and (building.Civilopedia ~= nil) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingBuilding[i] then if (supportingBuilding[i].ID == building.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == building.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.Yield > 0) then description = supportingBuilding[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = supportingBuilding[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[iAlready].Text = description; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisBuildingInstance = g_SupportingBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.Yield > 0) then description = Locale.ConvertTextKey( building.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = Locale.ConvertTextKey( building.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[buttonAdded] = { Num=buttonAdded, Image=thisBuildingInstance.SupportingBuildingImage, Button=thisBuildingInstance.SupportingBuildingButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryBuildings, Text=description, ID=building.ID}; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end end if (thisFeature.Type == "FEATURE_LAKE") then for row in GameInfo.Building_LakePlotYieldChanges() do local building = GameInfo.Buildings[row.BuildingType]; if (building) and (building.Civilopedia ~= nil) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingBuilding[i] then if (supportingBuilding[i].ID == building.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == building.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.Yield > 0) then description = supportingBuilding[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = supportingBuilding[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[iAlready].Text = description; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisBuildingInstance = g_SupportingBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.Yield > 0) then description = Locale.ConvertTextKey( building.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = Locale.ConvertTextKey( building.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[buttonAdded] = { Num=buttonAdded, Image=thisBuildingInstance.SupportingBuildingImage, Button=thisBuildingInstance.SupportingBuildingButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryBuildings, Text=description, ID=building.ID}; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end end if (buttonAdded ~= 0) then for i = 0, buttonAdded-1, 1 do UpdateSmallButtonWide( supportingBuilding[i].Num, supportingBuilding[i].Image, supportingBuilding[i].Button, supportingBuilding[i].Icon, supportingBuilding[i].Offset, supportingBuilding[i].Category, supportingBuilding[i].Text, supportingBuilding[i].ID ); end end UpdateWideButtonFrame( buttonAdded, Controls.SupportingBuildingInnerFrame, Controls.SupportingBuildingFrame ); -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end end end ResizeEtc(); end CivilopediaCategory[CategoryResources].SelectArticle = function( resourceID, shouldAddToList ) print("CivilopediaCategory[CategoryResources].SelectArticle"); if selectedCategory ~= CategoryResources then SetSelectedCategory(CategoryResources); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryResources * absurdlyLargeNumTopicsInCategory) + resourceID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if resourceID ~= -1 then local thisResource = GameInfo.Resources[resourceID]; if thisResource then -- update the name local name = Locale.ConvertTextKey( thisResource.Description ) Controls.ArticleID:SetText( name ); -- update the portrait if IconHookup( thisResource.PortraitIndex, portraitSize, thisResource.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end local buttonAdded = 0; local condition = "ResourceType = '" .. thisResource.Type .. "'"; -- tech visibility g_RevealTechsManager:ResetInstances(); buttonAdded = 0; if thisResource.TechReveal then local prereq = GameInfo.Technologies[thisResource.TechReveal]; local thisPrereqInstance = g_RevealTechsManager:GetInstance(); if thisPrereqInstance then local textureOffset, textureSheet = IconLookup( prereq.PortraitIndex, buttonSize, prereq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisPrereqInstance.RevealTechImage, thisPrereqInstance.RevealTechButton, textureSheet, textureOffset, CategoryTech, Locale.ConvertTextKey( prereq.Description ), prereq.ID ); buttonAdded = buttonAdded + 1; end UpdateButtonFrame( buttonAdded, Controls.RevealTechsInnerFrame, Controls.RevealTechsFrame ); end -- City Yield Controls.YieldFrame:SetHide( false ); local numYields = 0; local yieldString = ""; for row in GameInfo.Resource_YieldChanges( condition ) do numYields = numYields + 1; if row.Yield > 0 then yieldString = yieldString.."+"; end yieldString = yieldString..tostring(row.Yield)..GameInfo.Yields[row.YieldType].IconString.." "; end if numYields == 0 then Controls.YieldLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_NO_YIELD" ) ); else Controls.YieldLabel:SetText( Locale.ConvertTextKey( yieldString ) ); end -- found on Controls.ResourcesFoundLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TERRAINS_LABEL" ) ); g_ResourcesFoundManager:ResetInstances(); -- okay, this is supposed to be a resource, but for now a round button is a round button buttonAdded = 0; for row in GameInfo.Resource_FeatureBooleans( condition ) do local thisFeature = GameInfo.Features[row.FeatureType]; if thisFeature then local thisFeatureInstance = g_ResourcesFoundManager:GetInstance(); if thisFeatureInstance then local textureOffset, textureSheet = IconLookup( thisFeature.PortraitIndex, buttonSize, thisFeature.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButtonWide( buttonAdded, thisFeatureInstance.ResourceFoundImage, thisFeatureInstance.ResourceFoundButton, textureSheet, textureOffset, CategoryTerrain, Locale.ConvertTextKey( thisFeature.Description ), thisFeature.ID + 1000 ); -- todo: add a fudge factor buttonAdded = buttonAdded + 1; end end end local bAlreadyShowingHills = false; for row in GameInfo.Resource_TerrainBooleans( condition ) do local thisTerrain = GameInfo.Terrains[row.TerrainType]; if thisTerrain then local thisTerrainInstance = g_ResourcesFoundManager:GetInstance(); if thisTerrainInstance then if(row.TerrainType == "TERRAIN_HILL") then bAlreadyShowingHills = true; end local textureOffset, textureSheet = IconLookup( thisTerrain.PortraitIndex, buttonSize, thisTerrain.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButtonWide( buttonAdded, thisTerrainInstance.ResourceFoundImage, thisTerrainInstance.ResourceFoundButton, textureSheet, textureOffset, CategoryTerrain, Locale.ConvertTextKey( thisTerrain.Description ), thisTerrain.ID ); buttonAdded = buttonAdded + 1; end end end -- hackery for hills if thisResource and thisResource.Hills and not bAlreadyShowingHills then local thisTerrain = GameInfo.Terrains["TERRAIN_HILL"]; local thisTerrainInstance = g_ResourcesFoundManager:GetInstance(); if thisTerrainInstance then local textureOffset, textureSheet = IconLookup( thisTerrain.PortraitIndex, buttonSize, thisTerrain.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButtonWide( buttonAdded, thisTerrainInstance.ResourceFoundImage, thisTerrainInstance.ResourceFoundButton, textureSheet, textureOffset, CategoryTerrain, Locale.ConvertTextKey( thisTerrain.Description ), thisTerrain.ID ); buttonAdded = buttonAdded + 1; end end UpdateWideButtonFrame( buttonAdded, Controls.ResourcesFoundInnerFrame, Controls.ResourcesFoundFrame ); -- MOD - improvement g_ImprovementsManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Improvement_ResourceTypes( condition ) do local thisImprovement = GameInfo.Improvements[row.ImprovementType]; if thisImprovement then local thisImprovementInstance = g_ImprovementsManager:GetInstance(); if thisImprovementInstance then local textureOffset, textureSheet = IconLookup( thisImprovement.PortraitIndex, buttonSize, thisImprovement.IconAtlas ); local description = Locale.ConvertTextKey( thisImprovement.Description ); local bNew = true; for row2 in GameInfo.Improvement_ResourceType_Yields( "ResourceType = '" .. thisResource.Type .. "' and ImprovementType = '" .. row.ImprovementType .."'" ) do if bNew then if (row2.Yield > 0) then description = description .. ": +" .. tostring(row2.Yield) .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_ADDITIONAL" ) .. GameInfo.Yields[row2.YieldType].IconString; else description = description .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row2.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row2.YieldType].IconString; end bNew = false; else if (row2.Yield > 0) then description = description .. ", +" .. tostring(row2.Yield) .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_ADDITIONAL" ) .. GameInfo.Yields[row2.YieldType].IconString; else description = description .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row2.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row2.YieldType].IconString; end end end if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisImprovementInstance.ImprovementImage, thisImprovementInstance.ImprovementButton, textureSheet, textureOffset, CategoryImprovements, description, thisImprovement.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.ImprovementsInnerFrame, Controls.ImprovementsFrame ); -- game info if (thisResource.Help) then UpdateTextBlock( Locale.ConvertTextKey( thisResource.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- MOD - update supporting buildings g_SupportingBuildingManager:ResetInstances(); buttonAdded = 0; local supportingBuilding = {}; local debugTable = {}; -- I bet in some certain solutions this is not useful... well, who knows? local iDebug = 0; for row in GameInfo.Building_ResourceYieldChanges( condition ) do local building = GameInfo.Buildings[row.BuildingType]; if (building) and (building.Civilopedia ~= nil) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingBuilding[i] then if (supportingBuilding[i].ID == building.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == building.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.Yield > 0) then description = supportingBuilding[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = supportingBuilding[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[iAlready].Text = description; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisBuildingInstance = g_SupportingBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.Yield > 0) then description = Locale.ConvertTextKey( building.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = Locale.ConvertTextKey( building.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[buttonAdded] = { Num=buttonAdded, Image=thisBuildingInstance.SupportingBuildingImage, Button=thisBuildingInstance.SupportingBuildingButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryBuildings, Text=description, ID=building.ID}; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end -- for culture and faith for row in GameInfo.Building_ResourceCultureChanges( condition ) do local building = GameInfo.Buildings[row.BuildingType]; if (building) and (building.Civilopedia ~= nil) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingBuilding[i] then if (supportingBuilding[i].ID == building.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == building.ID) and (debugTable[j].Yield == YieldTypes.YIELD_CULTURE) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.CultureChange > 0) then description = supportingBuilding[iAlready].Text .. ", +" .. tostring(row.CultureChange) .. GameInfo.Yields[YieldTypes.YIELD_CULTURE].IconString; else description = supportingBuilding[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.CultureChange) .. "[ENDCOLOR]" .. GameInfo.Yields[YieldTypes.YIELD_CULTURE].IconString; end supportingBuilding[iAlready].Text = description; debugTable[iDebug] = { ID=building.ID, Yield=YieldTypes.YIELD_CULTURE }; iDebug = iDebug + 1; else local thisBuildingInstance = g_SupportingBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.CultureChange > 0) then description = Locale.ConvertTextKey( building.Description ) .. ": +" .. tostring(row.CultureChange) .. GameInfo.Yields[YieldTypes.YIELD_CULTURE].IconString; else description = Locale.ConvertTextKey( building.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.CultureChange) .. "[ENDCOLOR]" .. GameInfo.Yields[YieldTypes.YIELD_CULTURE].IconString; end supportingBuilding[buttonAdded] = { Num=buttonAdded, Image=thisBuildingInstance.SupportingBuildingImage, Button=thisBuildingInstance.SupportingBuildingButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryBuildings, Text=description, ID=building.ID}; debugTable[iDebug] = { ID=building.ID, Yield=YieldTypes.YIELD_CULTURE }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end for row in GameInfo.Building_ResourceFaithChanges( condition ) do local building = GameInfo.Buildings[row.BuildingType]; if (building) and (building.Civilopedia ~= nil) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingBuilding[i] then if (supportingBuilding[i].ID == building.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == building.ID) and (debugTable[j].Yield == YieldTypes.YIELD_FAITH) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.FaithChange > 0) then description = supportingBuilding[iAlready].Text .. ", +" .. tostring(row.FaithChange) .. GameInfo.Yields[YieldTypes.YIELD_FAITH].IconString; else description = supportingBuilding[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.FaithChange) .. "[ENDCOLOR]" .. GameInfo.Yields[YieldTypes.YIELD_FAITH].IconString; end supportingBuilding[iAlready].Text = description; debugTable[iDebug] = { ID=building.ID, Yield=YieldTypes.YIELD_FAITH }; iDebug = iDebug + 1; else local thisBuildingInstance = g_SupportingBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.FaithChange > 0) then description = Locale.ConvertTextKey( building.Description ) .. ": +" .. tostring(row.FaithChange) .. GameInfo.Yields[YieldTypes.YIELD_FAITH].IconString; else description = Locale.ConvertTextKey( building.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.FaithChange) .. "[ENDCOLOR]" .. GameInfo.Yields[YieldTypes.YIELD_FAITH].IconString; end supportingBuilding[buttonAdded] = { Num=buttonAdded, Image=thisBuildingInstance.SupportingBuildingImage, Button=thisBuildingInstance.SupportingBuildingButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryBuildings, Text=description, ID=building.ID}; debugTable[iDebug] = { ID=building.ID, Yield=YieldTypes.YIELD_FAITH }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end -- for sea resources local bSea = false; for row in GameInfo.Improvement_ResourceTypes( condition ) do local thisImprovement = GameInfo.Improvements[row.ImprovementType]; if (thisImprovement) and (thisImprovement.Water == true) then bSea = true; break; end end if (bSea) then for row in GameInfo.Building_SeaResourceYieldChanges() do local building = GameInfo.Buildings[row.BuildingType]; if (building) and (building.Civilopedia ~= nil) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingBuilding[i] then if (supportingBuilding[i].ID == building.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == building.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.Yield > 0) then description = supportingBuilding[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_IN_SEA" ); else description = supportingBuilding[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_IN_SEA" ); end supportingBuilding[iAlready].Text = description; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisBuildingInstance = g_SupportingBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.Yield > 0) then description = Locale.ConvertTextKey( building.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_IN_SEA" ); else description = Locale.ConvertTextKey( building.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_IN_SEA" ); end supportingBuilding[buttonAdded] = { Num=buttonAdded, Image=thisBuildingInstance.SupportingBuildingImage, Button=thisBuildingInstance.SupportingBuildingButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryBuildings, Text=description, ID=building.ID}; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end end -- for modifired rate, though it is not being used debugTable = {}; iDebug = 0; for row in GameInfo.Building_ResourceYieldModifiers( condition ) do local building = GameInfo.Buildings[row.BuildingType]; if (building) and (building.Civilopedia ~= nil) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingBuilding[i] then if (supportingBuilding[i].ID == building.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == building.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.Yield > 0) then description = supportingBuilding[iAlready].Text .. ", +" .. tostring(row.Yield) .. "%" .. GameInfo.Yields[row.YieldType].IconString; else description = supportingBuilding[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "%" .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[iAlready].Text = description; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisBuildingInstance = g_SupportingBuildingManager:GetInstance(); if thisBuildingInstance then local textureOffset, textureSheet = IconLookup( building.PortraitIndex, buttonSize, building.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.Yield > 0) then description = Locale.ConvertTextKey( building.Description ) .. ": +" .. tostring(row.Yield) .. "%" .. GameInfo.Yields[row.YieldType].IconString; else description = Locale.ConvertTextKey( building.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "%" .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingBuilding[buttonAdded] = { Num=buttonAdded, Image=thisBuildingInstance.SupportingBuildingImage, Button=thisBuildingInstance.SupportingBuildingButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryBuildings, Text=description, ID=building.ID}; debugTable[iDebug] = { ID=building.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end if (buttonAdded ~= 0) then for i = 0, buttonAdded-1, 1 do UpdateSmallButtonWide( supportingBuilding[i].Num, supportingBuilding[i].Image, supportingBuilding[i].Button, supportingBuilding[i].Icon, supportingBuilding[i].Offset, supportingBuilding[i].Category, supportingBuilding[i].Text, supportingBuilding[i].ID ); end end UpdateWideButtonFrame( buttonAdded, Controls.SupportingBuildingInnerFrame, Controls.SupportingBuildingFrame ); -- generic text if (thisResource.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisResource.Civilopedia ), Controls.HistoryLabel, Controls.HistoryInnerFrame, Controls.HistoryFrame ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end end ResizeEtc(); end CivilopediaCategory[CategoryImprovements].SelectArticle = function( improvementID, shouldAddToList ) print("CivilopediaCategory[CategoryImprovements].SelectArticle"); if selectedCategory ~= CategoryImprovements then SetSelectedCategory(CategoryImprovements); end ClearArticle(); if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryImprovements * absurdlyLargeNumTopicsInCategory) + improvementID]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if improvementID ~= -1 and improvementID < 1000 then local thisImprovement = GameInfo.Improvements[improvementID]; if thisImprovement then -- update the name local name = Locale.ConvertTextKey( thisImprovement.Description ) Controls.ArticleID:SetText( name ); -- update the portrait if IconHookup( thisImprovement.PortraitIndex, portraitSize, thisImprovement.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end local buttonAdded = 0; local condition = "ImprovementType = '" .. thisImprovement.Type .. "'"; -- tech visibility g_PrereqTechManager:ResetInstances(); buttonAdded = 0; local prereq = nil; for row in GameInfo.Builds( condition ) do if row.PrereqTech then prereq = GameInfo.Technologies[row.PrereqTech]; end end if prereq then local thisPrereqInstance = g_PrereqTechManager:GetInstance(); if thisPrereqInstance then local textureOffset, textureSheet = IconLookup( prereq.PortraitIndex, buttonSize, prereq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisPrereqInstance.PrereqTechImage, thisPrereqInstance.PrereqTechButton, textureSheet, textureOffset, CategoryTech, Locale.ConvertTextKey( prereq.Description ), prereq.ID ); buttonAdded = buttonAdded + 1; UpdateButtonFrame( buttonAdded, Controls.PrereqTechInnerFrame, Controls.PrereqTechFrame ); end end -- City Yield local numYields = 0; local yieldString = ""; for row in GameInfo.Improvement_Yields( condition ) do numYields = numYields + 1; if row.Yield > 0 then yieldString = yieldString.."+"; end yieldString = yieldString..tostring(row.Yield)..GameInfo.Yields[row.YieldType].IconString.." "; end if numYields == 0 then Controls.YieldLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_NO_YIELD" ) ); else Controls.YieldLabel:SetText( Locale.ConvertTextKey( yieldString ) ); Controls.YieldFrame:SetHide( false ); end -- add in mountain adjacency yield numYields = 0; yieldString = ""; for row in GameInfo.Improvement_AdjacentMountainYieldChanges( condition ) do numYields = numYields + 1; if row.Yield > 0 then yieldString = yieldString.."+"; end yieldString = yieldString..tostring(row.Yield)..GameInfo.Yields[row.YieldType].IconString.." "; end if numYields == 0 then Controls.MountainYieldFrame:SetHide( true ); else Controls.MountainYieldLabel:SetText( Locale.ConvertTextKey( yieldString ) ); Controls.MountainYieldFrame:SetHide( false ); end buttonAdded = 0; if thisImprovement.CivilizationType then local thisCiv = GameInfo.Civilizations[thisImprovement.CivilizationType]; if thisCiv then g_CivilizationsManager:ResetInstances(); local thisCivInstance = g_CivilizationsManager:GetInstance(); if thisCivInstance then local textureOffset, textureSheet = IconLookup( thisCiv.PortraitIndex, buttonSize, thisCiv.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisCivInstance.CivilizationImage, thisCivInstance.CivilizationButton, textureSheet, textureOffset, CategoryCivilizations, Locale.ConvertTextKey( thisCiv.ShortDescription ), thisCiv.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.CivilizationsInnerFrame, Controls.CivilizationsFrame ); -- found on Controls.ResourcesFoundLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_FOUNDON_LABEL" ) ); g_ResourcesFoundManager:ResetInstances(); -- okay, this is supposed to be a resource, but for now a round button is a round button buttonAdded = 0; for row in GameInfo.Improvement_ValidFeatures( condition ) do local thisFeature = GameInfo.Features[row.FeatureType]; if thisFeature then local thisFeatureInstance = g_ResourcesFoundManager:GetInstance(); if thisFeatureInstance then local textureOffset, textureSheet = IconLookup( thisFeature.PortraitIndex, buttonSize, thisFeature.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButtonWide( buttonAdded, thisFeatureInstance.ResourceFoundImage, thisFeatureInstance.ResourceFoundButton, textureSheet, textureOffset, CategoryTerrain, Locale.ConvertTextKey( thisFeature.Description ), thisFeature.ID + 1000 ); -- todo: add a fudge factor buttonAdded = buttonAdded + 1; end end end for row in GameInfo.Improvement_ValidTerrains( condition ) do local thisTerrain = GameInfo.Terrains[row.TerrainType]; if thisTerrain then local thisTerrainInstance = g_ResourcesFoundManager:GetInstance(); if thisTerrainInstance then local textureOffset, textureSheet = IconLookup( thisTerrain.PortraitIndex, buttonSize, thisTerrain.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButtonWide( buttonAdded, thisTerrainInstance.ResourceFoundImage, thisTerrainInstance.ResourceFoundButton, textureSheet, textureOffset, CategoryTerrain, Locale.ConvertTextKey( thisTerrain.Description ), thisTerrain.ID ); buttonAdded = buttonAdded + 1; end end end -- hackery for hills --if thisImprovement and thisImprovement.HillsMakesValid then --local thisTerrain = GameInfo.Terrains["TERRAIN_HILL"]; --local thisTerrainInstance = g_ResourcesFoundManager:GetInstance(); --if thisTerrainInstance then --local textureSheet; --local textureOffset; --textureSheet = defaultErrorTextureSheet; --textureOffset = nullOffset; --UpdateSmallButton( buttonAdded, thisTerrainInstance.ResourceFoundImage, thisTerrainInstance.ResourceFoundButton, textureSheet, textureOffset, CategoryTerrain, Locale.ConvertTextKey( thisTerrain.Description ), thisTerrain.ID ); --buttonAdded = buttonAdded + 1; --end --end UpdateWideButtonFrame( buttonAdded, Controls.ResourcesFoundInnerFrame, Controls.ResourcesFoundFrame ); -- MOD - found on resources Controls.RequiredResourcesLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_IMPROVES_RESRC_LABEL" ) ); g_RequiredResourcesManager:ResetInstances(); buttonAdded = 0; for row in GameInfo.Improvement_ResourceTypes( condition ) do local requiredResource = GameInfo.Resources[row.ResourceType]; if requiredResource then local thisRequiredResourceInstance = g_RequiredResourcesManager:GetInstance(); if thisRequiredResourceInstance then local textureOffset, textureSheet = IconLookup( requiredResource.PortraitIndex, buttonSize, requiredResource.IconAtlas ); local description = Locale.ConvertTextKey( requiredResource.Description ); local bNew = true; for row2 in GameInfo.Improvement_ResourceType_Yields( "ResourceType = '" .. row.ResourceType .. "' and ImprovementType = '" .. thisImprovement.Type .."'" ) do if bNew then if (row2.Yield > 0) then description = description .. ": +" .. tostring(row2.Yield) .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_ADDITIONAL" ) .. GameInfo.Yields[row2.YieldType].IconString; else description = description .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row2.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row2.YieldType].IconString; end bNew = false; else if (row2.Yield > 0) then description = description .. ", +" .. tostring(row2.Yield) .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_ADDITIONAL" ) .. GameInfo.Yields[row2.YieldType].IconString; else description = description .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row2.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row2.YieldType].IconString; end end end if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisRequiredResourceInstance.RequiredResourceImage, thisRequiredResourceInstance.RequiredResourceButton, textureSheet, textureOffset, CategoryResources, description, requiredResource.ID ); buttonAdded = buttonAdded + 1; end end end UpdateButtonFrame( buttonAdded, Controls.RequiredResourcesInnerFrame, Controls.RequiredResourcesFrame ); -- update the game info if (thisImprovement.Help) then UpdateTextBlock( Locale.ConvertTextKey( thisImprovement.Help ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- generic text if (thisImprovement.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisImprovement.Civilopedia ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- MOD - update supporting techs g_SupportingTechManager:ResetInstances(); buttonAdded = 0; local supportingTech = {}; local debugTable = {}; -- I bet in some certain solutions this is not useful... well, who knows? local iDebug = 0; for row in GameInfo.Improvement_TechYieldChanges( condition ) do local tech = GameInfo.Technologies[row.TechType]; if tech then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingTech[i] then if (supportingTech[i].ID == tech.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == tech.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.Yield > 0) then description = supportingTech[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = supportingTech[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingTech[iAlready].Text = description; debugTable[iDebug] = { ID=tech.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisTechInstance = g_SupportingTechManager:GetInstance(); if thisTechInstance then local textureOffset, textureSheet = IconLookup( tech.PortraitIndex, buttonSize, tech.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.Yield > 0) then description = Locale.ConvertTextKey( tech.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = Locale.ConvertTextKey( tech.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingTech[buttonAdded] = { Num=buttonAdded, Image=thisTechInstance.SupportingTechImage, Button=thisTechInstance.SupportingTechButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryTech, Text=description, ID=tech.ID}; debugTable[iDebug] = { ID=tech.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end -- for fresh water and non-fresh water tiles for row in GameInfo.Improvement_TechFreshWaterYieldChanges( condition ) do local tech = GameInfo.Technologies[row.TechType]; if tech then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingTech[i] then if (supportingTech[i].ID == tech.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == tech.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = supportingTech[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_WITH_FRESH_WATER" ); supportingTech[iAlready].Text = description; debugTable[iDebug] = { ID=tech.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisTechInstance = g_SupportingTechManager:GetInstance(); if thisTechInstance then local textureOffset, textureSheet = IconLookup( tech.PortraitIndex, buttonSize, tech.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = Locale.ConvertTextKey( tech.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_WITH_FRESH_WATER" ); supportingTech[buttonAdded] = { Num=buttonAdded, Image=thisTechInstance.SupportingTechImage, Button=thisTechInstance.SupportingTechButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryTech, Text=description, ID=tech.ID}; debugTable[iDebug] = { ID=tech.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end for row in GameInfo.Improvement_TechNoFreshWaterYieldChanges( condition ) do local tech = GameInfo.Technologies[row.TechType]; if tech then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingTech[i] then if (supportingTech[i].ID == tech.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == tech.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = supportingTech[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_WITHOUT_FRESH_WATER" ); supportingTech[iAlready].Text = description; debugTable[iDebug] = { ID=tech.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisTechInstance = g_SupportingTechManager:GetInstance(); if thisTechInstance then local textureOffset, textureSheet = IconLookup( tech.PortraitIndex, buttonSize, tech.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = Locale.ConvertTextKey( tech.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString .. Locale.ConvertTextKey( "TXT_KEY_CIVILOPEDIA_WITHOUT_FRESH_WATER" ); supportingTech[buttonAdded] = { Num=buttonAdded, Image=thisTechInstance.SupportingTechImage, Button=thisTechInstance.SupportingTechButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryTech, Text=description, ID=tech.ID}; debugTable[iDebug] = { ID=tech.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end if (buttonAdded ~= 0) then for i = 0, buttonAdded-1, 1 do UpdateSmallButtonWide( supportingTech[i].Num, supportingTech[i].Image, supportingTech[i].Button, supportingTech[i].Icon, supportingTech[i].Offset, supportingTech[i].Category, supportingTech[i].Text, supportingTech[i].ID ); end end UpdateWideButtonFrame( buttonAdded, Controls.SupportingTechInnerFrame, Controls.SupportingTechFrame ); -- MOD - update supporting policies g_SupportingPolicyManager:ResetInstances(); buttonAdded = 0; local supportingPolicy = {}; debugTable = {}; iDebug = 0; for row in GameInfo.Policy_ImprovementYieldChanges( condition ) do local policy = GameInfo.Policies[row.PolicyType]; if (policy) and (policy.Civilopedia) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingPolicy[i] then if (supportingPolicy[i].ID == policy.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == policy.ID) and (debugTable[j].Yield == row.YieldType) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.Yield > 0) then description = supportingPolicy[iAlready].Text .. ", +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = supportingPolicy[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingPolicy[iAlready].Text = description; debugTable[iDebug] = { ID=policy.ID, Yield=row.YieldType }; iDebug = iDebug + 1; else local thisPolicyInstance = g_SupportingPolicyManager:GetInstance(); if thisPolicyInstance then local textureOffset, textureSheet = IconLookup( policy.PortraitIndex, buttonSize, policy.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; if (row.Yield > 0) then description = Locale.ConvertTextKey( policy.Description ) .. ": +" .. tostring(row.Yield) .. GameInfo.Yields[row.YieldType].IconString; else description = Locale.ConvertTextKey( policy.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.Yield) .. "[ENDCOLOR]" .. GameInfo.Yields[row.YieldType].IconString; end supportingPolicy[buttonAdded] = { Num=buttonAdded, Image=thisPolicyInstance.SupportingPolicyImage, Button=thisPolicyInstance.SupportingPolicyButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryPolicies, Text=description, ID=policy.ID}; debugTable[iDebug] = { ID=policy.ID, Yield=row.YieldType }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end -- for culture for row in GameInfo.Policy_ImprovementCultureChanges( condition ) do local policy = GameInfo.Policies[row.PolicyType]; if (policy) and (policy.Civilopedia) then local iAlready = -1; local bDebug = false; for i = 0, buttonAdded-1, 1 do if supportingPolicy[i] then if (supportingPolicy[i].ID == policy.ID) then for j = 0, iDebug-1, 1 do if ( (debugTable[j].ID == policy.ID) and (debugTable[j].Yield == YieldTypes.YIELD_CULTURE) ) then bDebug = true; break; end end if (not bDebug) then iAlready = i; end break; end end end if (not bDebug) then if (iAlready ~= -1) then local description = ""; if (row.CultureChange > 0) then description = supportingPolicy[iAlready].Text .. ", +" .. tostring(row.CultureChange) .. GameInfo.Yields[YieldTypes.YIELD_CULTURE].IconString; else description = supportingPolicy[iAlready].Text .. ", [COLOR_NEGATIVE_TEXT]" .. tostring(row.CultureChange) .. "[ENDCOLOR]" .. GameInfo.Yields[YieldTypes.YIELD_CULTURE].IconString; end supportingPolicy[iAlready].Text = description; debugTable[iDebug] = { ID=policy.ID, Yield=YieldTypes.YIELD_CULTURE }; iDebug = iDebug + 1; else local thisPolicyInstance = g_SupportingPolicyManager:GetInstance(); if thisPolicyInstance then local textureOffset, textureSheet = IconLookup( policy.PortraitIndex, buttonSize, policy.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end local description = ""; -------BUG fix--------- if YieldTypes == nil then return end -------BUG fix END--------- if (row.CultureChange > 0) then description = Locale.ConvertTextKey( policy.Description ) .. ": +" .. tostring(row.CultureChange) .. GameInfo.Yields[YieldTypes.YIELD_CULTURE].IconString; else description = Locale.ConvertTextKey( policy.Description ) .. ": [COLOR_NEGATIVE_TEXT]" .. tostring(row.CultureChange) .. "[ENDCOLOR]" .. GameInfo.Yields[YieldTypes.YIELD_CULTURE].IconString; end supportingPolicy[buttonAdded] = { Num=buttonAdded, Image=thisPolicyInstance.SupportingPolicyImage, Button=thisPolicyInstance.SupportingPolicyButton, Icon=textureSheet, Offset=textureOffset, Category=CategoryPolicies, Text=description, ID=policy.ID}; debugTable[iDebug] = { ID=policy.ID, Yield=YieldTypes.YIELD_CULTURE }; buttonAdded = buttonAdded + 1; iDebug = iDebug + 1; end end end end end if (buttonAdded ~= 0) then for i = 0, buttonAdded-1, 1 do UpdateSmallButtonWide( supportingPolicy[i].Num, supportingPolicy[i].Image, supportingPolicy[i].Button, supportingPolicy[i].Icon, supportingPolicy[i].Offset, supportingPolicy[i].Category, supportingPolicy[i].Text, supportingPolicy[i].ID ); end end UpdateWideButtonFrame( buttonAdded, Controls.SupportingPolicyInnerFrame, Controls.SupportingPolicyFrame ); -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end --Roads and Railroads elseif improvementID ~= -1 then improvementID = improvementID - 1000; local thisImprovement = GameInfo.Routes[improvementID]; if thisImprovement then -- update the name local name = Locale.ConvertTextKey( thisImprovement.Description ) Controls.ArticleID:SetText( name ); if IconHookup( thisImprovement.PortraitIndex, portraitSize, thisImprovement.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end local buttonAdded = 0; local condition = "RouteType = '" .. thisImprovement.Type .. "'"; -- tech visibility g_PrereqTechManager:ResetInstances(); buttonAdded = 0; local prereq = nil; for row in GameInfo.Builds( condition ) do if row.PrereqTech then prereq = GameInfo.Technologies[row.PrereqTech]; end end if prereq then local thisPrereqInstance = g_PrereqTechManager:GetInstance(); if thisPrereqInstance then local textureOffset, textureSheet = IconLookup( prereq.PortraitIndex, buttonSize, prereq.IconAtlas ); if textureOffset == nil then textureSheet = defaultErrorTextureSheet; textureOffset = nullOffset; end UpdateSmallButton( buttonAdded, thisPrereqInstance.PrereqTechImage, thisPrereqInstance.PrereqTechButton, textureSheet, textureOffset, CategoryTech, Locale.ConvertTextKey( prereq.Description ), prereq.ID ); buttonAdded = buttonAdded + 1; UpdateButtonFrame( buttonAdded, Controls.PrereqTechInnerFrame, Controls.PrereqTechFrame ); end end -- generic text if (thisImprovement.Civilopedia) then UpdateTextBlock( Locale.ConvertTextKey( thisImprovement.Civilopedia ), Controls.GameInfoLabel, Controls.GameInfoInnerFrame, Controls.GameInfoFrame ); end -- update the related images Controls.RelatedImagesFrame:SetHide( true ); end end ResizeEtc(); end CivilopediaCategory[CategoryBeliefs].SelectArticle = function(entryID, shouldAddToList) if selectedCategory ~= CategoryBeliefs then SetSelectedCategory(CategoryBeliefs); end ClearArticle(); local offset = 0; if(entryID[1] == "Beliefs") then offset = #GameInfo.Religions; end offset = offset + entryID[2]; if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryBeliefs * absurdlyLargeNumTopicsInCategory) + offset]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if (entryID ~= nil) then local t = entryID[1]; local id = entryID[2]; if(t == "Religions") then local thisReligion = GameInfo[t][id]; if (thisReligion ~= nil) then -- update the name Controls.ArticleID:LocalizeAndSetText(thisReligion.Description); -- update the summary if (thisReligion.Civilopedia ~= nil) then UpdateTextBlock( Locale.ConvertTextKey( thisReligion.Civilopedia ), Controls.SummaryLabel, Controls.SummaryInnerFrame, Controls.SummaryFrame ); end end else local thisBelief = GameInfo[t][id]; if (thisBelief ~= nil) then -- update the name Controls.ArticleID:LocalizeAndSetText(thisBelief.ShortDescription); -- update the summary if (thisBelief.Description ~= nil) then UpdateTextBlock( Locale.ConvertTextKey( thisBelief.Description ), Controls.SummaryLabel, Controls.SummaryInnerFrame, Controls.SummaryFrame ); end end end end ResizeEtc(); end CivilopediaCategory[CategoryWorldCongress].SelectArticle = function(entryID, shouldAddToList) if selectedCategory ~= CategoryWorldCongress then SetSelectedCategory(CategoryWorldCongress); end ClearArticle(); local offset = 0; offset = offset + entryID[2]; if shouldAddToList == addToList then currentTopic = currentTopic + 1; listOfTopicsViewed[currentTopic] = categorizedList[(CategoryWorldCongress * absurdlyLargeNumTopicsInCategory) + offset]; for i = currentTopic + 1, endTopic, 1 do listOfTopicsViewed[i] = nil; end endTopic = currentTopic; end if (entryID ~= nil) then local t = entryID[1]; local id = entryID[2]; if(t == "Resolutions") then local thisResolution = GameInfo[t][id]; if (thisResolution ~= nil) then Controls.Portrait:SetTexture("WorldCongressPortrait256_EXP2.dds"); Controls.Portrait:SetTextureOffsetVal(0,0); Controls.PortraitFrame:SetHide(false); -- update the name Controls.ArticleID:LocalizeAndSetText(thisResolution.Description); -- update the summary if (thisResolution.Help ~= nil) then UpdateTextBlock( Locale.ConvertTextKey( thisResolution.Help ), Controls.SummaryLabel, Controls.SummaryInnerFrame, Controls.SummaryFrame ); end end elseif(t == "LeagueProjects") then local thisLeagueProject = GameInfo[t][id]; if (thisLeagueProject ~= nil) then -- update the portrait if IconHookup( thisLeagueProject.PortraitIndex, portraitSize, thisLeagueProject.IconAtlas, Controls.Portrait ) then Controls.PortraitFrame:SetHide( false ); else Controls.PortraitFrame:SetHide( true ); end -- update the name Controls.ArticleID:LocalizeAndSetText(thisLeagueProject.Description); -- update the summary local sSummary = GetLeagueProjectPediaText(id); if (sSummary ~= nil and sSummary ~= "") then UpdateTextBlock( sSummary , Controls.SummaryLabel, Controls.SummaryInnerFrame, Controls.SummaryFrame ); end -- update the cost local cost = thisLeagueProject.CostPerPlayer; if(Game ~= nil and Game.GetNumActiveLeagues() > 0) then local pLeague = Game.GetActiveLeague(); if (pLeague ~= nil) then cost = pLeague:GetProjectCostPerPlayer(id) / 100; end end if (cost > 0) then Controls.CostFrame:SetHide( false ); Controls.CostLabel:SetText( Locale.ConvertTextKey("TXT_KEY_LEAGUE_PROJECT_COST_PER_PLAYER", cost)); end end end end ResizeEtc(); end function GetLeagueProjectPediaText(iLeagueProjectID) local s = ""; local TrophyIcons = { "[ICON_TROPHY_BRONZE]", "[ICON_TROPHY_SILVER]", "[ICON_TROPHY_GOLD]", }; local tProject = GameInfo.LeagueProjects[iLeagueProjectID]; if (tProject ~= nil) then for i = 3, 1, -1 do local reward = tProject["RewardTier" .. i]; if (reward ~= nil) then local tReward = GameInfo.LeagueProjectRewards[reward]; if (tReward ~= nil) then if (tReward.Description ~= nil and tReward.Help ~= nil) then s = s .. Locale.Lookup("TXT_KEY_PEDIA_LEAGUE_PROJECT_REWARD", TrophyIcons[i], tReward.Description, tReward.Help); end end end if (i > 1) then s = s .. "[NEWLINE][NEWLINE]"; end end end return s; end --------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------- function SortFunction( a, b ) local aVal = otherSortedList[ tostring( a ) ]; local bVal = otherSortedList[ tostring( b ) ]; if (aVal == nil) or (bVal == nil) then --print("nil : "..tostring( a ).." = "..tostring(aVal).." : "..tostring( b ).." = "..tostring(bVal)) if aVal and (bVal == nil) then return false; elseif (aVal == nil) and bVal then return true; else return tostring(a) < tostring(b); -- gotta do something deterministic end; else return aVal < bVal; end end --------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------- CivilopediaCategory[CategoryHomePage].SelectHeading = function( selectedEraID, dummy ) print("CivilopediaCategory[CategoryHomePage].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first era --local thisListInstance = g_ListItemManager:GetInstance(); --if thisListInstance then -- sortOrder = sortOrder + 1; -- thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_HOME_PAGE_LABEL" )); -- thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); -- thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryHomePage].buttonClicked ); -- thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); -- otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; --end Controls.ListOfArticles:CalculateSize(); Controls.ScrollPanel:CalculateInternalSize(); end CivilopediaCategory[CategoryGameConcepts].SelectHeading = function( selectedEraID, dummy ) g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryGameConcepts][selectedEraID].headingOpen = not sortedList[CategoryGameConcepts][selectedEraID].headingOpen; -- ain't lua great --start working here on making the display not f up when closes local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first era local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_GAME_CONCEPT_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryGameConcepts].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end local numConcepts = #sortedList[CategoryGameConcepts]; for section = 1, numConcepts, 1 do -- add a section header local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortOrder = sortOrder + 1; if sortedList[CategoryGameConcepts][section].headingOpen then local textString = "TXT_KEY_GAME_CONCEPT_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = "TXT_KEY_GAME_CONCEPT_SECTION_"..tostring( section ); local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryGameConcepts].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryGameConcepts][section].headingOpen then for i, v in ipairs(sortedList[CategoryGameConcepts][section]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryGameConcepts].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryTech].SelectHeading = function( selectedEraID, dummy ) print("CivilopediaCategory[CategoryTech].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryTech][selectedEraID].headingOpen = not sortedList[CategoryTech][selectedEraID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first era local thisTechInstance = g_ListItemManager:GetInstance(); if thisTechInstance then sortOrder = sortOrder + 1; thisTechInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TECH_PAGE_LABEL" )); thisTechInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisTechInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTech].buttonClicked ); thisTechInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisTechInstance.ListItemButton )] = sortOrder; end for era in GameInfo.Eras() do local eraID = era.ID; -- add an era header local thisEraInstance = g_ListHeadingManager:GetInstance(); if thisEraInstance then sortOrder = sortOrder + 1; if sortedList[CategoryTech][eraID].headingOpen then local textString = era.Description; local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisEraInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = era.Description; local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisEraInstance.ListHeadingLabel:SetText( localizedLabel ); end thisEraInstance.ListHeadingButton:SetVoids( eraID, 0 ); thisEraInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTech].SelectHeading ); otherSortedList[tostring( thisEraInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryTech][eraID].headingOpen then for i, v in ipairs(sortedList[CategoryTech][eraID]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTech].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryUnits].SelectHeading = function( selectedEraID, dummy ) print("CivilopediaCategory[CategoryUnits].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryUnits][selectedEraID].headingOpen = not sortedList[CategoryUnits][selectedEraID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first era local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_UNITS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryUnits].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end function PopulateHeaderAndItems(categoryID, headingName) local thisEraInstance = g_ListHeadingManager:GetInstance(); if thisEraInstance then sortOrder = sortOrder + 1; if sortedList[CategoryUnits][categoryID].headingOpen then local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( headingName ); thisEraInstance.ListHeadingLabel:SetText( localizedLabel ); else local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( headingName ); thisEraInstance.ListHeadingLabel:SetText( localizedLabel ); end thisEraInstance.ListHeadingButton:SetVoids( categoryID, 0 ); thisEraInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryUnits].SelectHeading ); otherSortedList[tostring( thisEraInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryUnits][categoryID].headingOpen then for i, v in ipairs(sortedList[CategoryUnits][categoryID]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryUnits].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end local sectionID = 0; if(Game == nil or not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_RELIGION)) then PopulateHeaderAndItems(sectionID, "TXT_KEY_PEDIA_RELIGIOUS"); sectionID = sectionID + 1; end for era in GameInfo.Eras() do local eraID = era.ID; local headingName = era.Description; PopulateHeaderAndItems(sectionID, headingName); sectionID = sectionID + 1; end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryPromotions].SelectHeading = function( selectedSection, dummy ) print("CivilopediaCategory[CategoryPromotions].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryPromotions][selectedSection].headingOpen = not sortedList[CategoryPromotions][selectedSection].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first era local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_PROMOTIONS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPromotions].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 8, 1 do -- add a section header local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortOrder = sortOrder + 1; if sortedList[CategoryPromotions][section].headingOpen then local textString = "TXT_KEY_PROMOTIONS_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = "TXT_KEY_PROMOTIONS_SECTION_"..tostring( section ); local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPromotions].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryPromotions][section].headingOpen then for i, v in ipairs(sortedList[CategoryPromotions][section]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPromotions].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryBuildings].SelectHeading = function( selectedEraID, dummy ) print("CivilopediaCategory[CategoryBuildings].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryBuildings][selectedEraID].headingOpen = not sortedList[CategoryBuildings][selectedEraID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first era local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BUILDINGS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBuildings].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end function PopulateAndAdd(categoryID, headingName) -- add an era header local thisEraInstance = g_ListHeadingManager:GetInstance(); if thisEraInstance then sortOrder = sortOrder + 1; if sortedList[CategoryBuildings][categoryID].headingOpen then local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey(headingName); thisEraInstance.ListHeadingLabel:SetText( localizedLabel ); else local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey(headingName); thisEraInstance.ListHeadingLabel:SetText( localizedLabel ); end thisEraInstance.ListHeadingButton:SetVoids( categoryID, 0 ); thisEraInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBuildings].SelectHeading ); otherSortedList[tostring( thisEraInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryBuildings][categoryID].headingOpen then for i, v in ipairs(sortedList[CategoryBuildings][categoryID]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBuildings].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end local sectionID = 0; if(Game == nil or not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_RELIGION)) then PopulateAndAdd(sectionID, "TXT_KEY_PEDIA_RELIGIOUS"); sectionID = sectionID + 1; end for era in GameInfo.Eras() do local eraID = era.ID; local headingName = era.Description; PopulateAndAdd(sectionID, headingName); sectionID = sectionID + 1; end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryWonders].SelectHeading = function( selectedSectionID, dummy ) print("CivilopediaCategory[CategoryWonders].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryWonders][selectedSectionID].headingOpen = not sortedList[CategoryWonders][selectedSectionID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WONDERS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWonders].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 3, 1 do -- add a section header local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortOrder = sortOrder + 1; if sortedList[CategoryWonders][section].headingOpen then local textString = "TXT_KEY_WONDER_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = "TXT_KEY_WONDER_SECTION_"..tostring( section ); local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWonders].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryWonders][section].headingOpen then for i, v in ipairs(sortedList[CategoryWonders][section]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWonders].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryPolicies].SelectHeading = function( selectedBranchID, dummy ) print("CivilopediaCategory[CategoryPolicies].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryPolicies][selectedBranchID].headingOpen = not sortedList[CategoryPolicies][selectedBranchID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first branch local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_POLICIES_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPolicies].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for branch in GameInfo.PolicyBranchTypes() do local branchID = branch.ID; -- add a branch header local thisHeadingInstance = g_ListHeadingManager:GetInstance(); if thisHeadingInstance then sortOrder = sortOrder + 1; if sortedList[CategoryPolicies][branchID].headingOpen then local textString = branch.Description; local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeadingInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = branch.Description; local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeadingInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeadingInstance.ListHeadingButton:SetVoids( branchID, 0 ); thisHeadingInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPolicies].SelectHeading ); otherSortedList[tostring( thisHeadingInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryPolicies][branchID].headingOpen then for i, v in ipairs(sortedList[CategoryPolicies][branchID]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPolicies].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryPeople].SelectHeading = function( selectedSectionID, dummy ) print("CivilopediaCategory[CategoryPeople].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryPeople][selectedSectionID].headingOpen = not sortedList[CategoryPeople][selectedSectionID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_PEOPLE_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPeople].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 2, 1 do -- add a section header local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortOrder = sortOrder + 1; if sortedList[CategoryPeople][section].headingOpen then local textString = "TXT_KEY_PEOPLE_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = "TXT_KEY_PEOPLE_SECTION_"..tostring( section ); local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPeople].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryPeople][section].headingOpen then for i, v in ipairs(sortedList[CategoryPeople][section]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPeople].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryCivilizations].SelectHeading = function( selectedSectionID, dummy ) print("CivilopediaCategory[CategoryCivilizations].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryCivilizations][selectedSectionID].headingOpen = not sortedList[CategoryCivilizations][selectedSectionID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_CIVILIZATIONS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCivilizations].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 2, 1 do -- add a section header local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortOrder = sortOrder + 1; if sortedList[CategoryCivilizations][section].headingOpen then local textString = "TXT_KEY_CIVILIZATION_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = "TXT_KEY_CIVILIZATION_SECTION_"..tostring( section ); local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCivilizations].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryCivilizations][section].headingOpen then for i, v in ipairs(sortedList[CategoryCivilizations][section]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCivilizations].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryCityStates].SelectHeading = function( selectedSectionID, dummy ) print("CivilopediaCategory[CategoryCityStates].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryCityStates][selectedSectionID].headingOpen = not sortedList[CategoryCityStates][selectedSectionID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_CITY_STATES_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCityStates].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end -- for each trait for trait in GameInfo.MinorCivTraits() do local traitID = trait.ID; local thisHeadingInstance = g_ListHeadingManager:GetInstance(); if thisHeadingInstance then sortOrder = sortOrder + 1; if sortedList[CategoryCityStates][traitID].headingOpen then local textString = trait.Description; local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeadingInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = trait.Description; local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeadingInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeadingInstance.ListHeadingButton:SetVoids( traitID, 0 ); thisHeadingInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCityStates].SelectHeading ); otherSortedList[tostring( thisHeadingInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryCityStates][traitID].headingOpen then for i, v in ipairs(sortedList[CategoryCityStates][traitID]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCityStates].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryTerrain].SelectHeading = function( selectedSectionID, dummy ) print("CivilopediaCategory[CategoryTerrain].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryTerrain][selectedSectionID].headingOpen = not sortedList[CategoryTerrain][selectedSectionID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TERRAIN_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTerrain].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 2, 1 do -- add a section header local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortOrder = sortOrder + 1; if sortedList[CategoryTerrain][section].headingOpen then local textString = "TXT_KEY_TERRAIN_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = "TXT_KEY_TERRAIN_SECTION_"..tostring( section ); local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTerrain].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryTerrain][section].headingOpen then for i, v in ipairs(sortedList[CategoryTerrain][section]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTerrain].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryResources].SelectHeading = function( selectedSectionID, dummy ) print("CivilopediaCategory[CategoryResources].SelectHeading"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryResources][selectedSectionID].headingOpen = not sortedList[CategoryResources][selectedSectionID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_RESOURCES_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryResources].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 0, 2, 1 do -- add a section header local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortOrder = sortOrder + 1; if sortedList[CategoryResources][section].headingOpen then local textString = "TXT_KEY_RESOURCES_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = "TXT_KEY_RESOURCES_SECTION_"..tostring( section ); local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryResources].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryResources][section].headingOpen then for i, v in ipairs(sortedList[CategoryResources][section]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryResources].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryImprovements].SelectHeading = function( selectedSection, dummy ) print("CivilopediaCategory[CategoryImprovements].SelectHeading"); -- todo: implement if there are ever sections in the Improvements page print("I should never get here"); ResizeEtc(); end CivilopediaCategory[CategoryBeliefs].SelectHeading = function( selectedSectionID, dummy ) g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryBeliefs][selectedSectionID].headingOpen = not sortedList[CategoryBeliefs][selectedSectionID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BELIEFS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBeliefs].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 6, 1 do -- add a section header local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortOrder = sortOrder + 1; if sortedList[CategoryBeliefs][section].headingOpen then local textString = "TXT_KEY_PEDIA_BELIEFS_CATEGORY_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = "TXT_KEY_PEDIA_BELIEFS_CATEGORY_"..tostring( section ); local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBeliefs].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryBeliefs][section].headingOpen then for i, v in ipairs(sortedList[CategoryBeliefs][section]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids(0, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, function(dummy, shouldAddToList) CivilopediaCategory[CategoryBeliefs].SelectArticle(v.entryID, shouldAddToList); end); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryWorldCongress].SelectHeading = function( selectedSectionID, dummy ) g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); sortedList[CategoryWorldCongress][selectedSectionID].headingOpen = not sortedList[CategoryWorldCongress][selectedSectionID].headingOpen; -- ain't lua great local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WORLD_CONGRESS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWorldCongress].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 2, 1 do -- add a section header local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortOrder = sortOrder + 1; if sortedList[CategoryWorldCongress][section].headingOpen then local textString = "TXT_KEY_PEDIA_WORLD_CONGRESS_CATEGORY_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); else local textString = "TXT_KEY_PEDIA_WORLD_CONGRESS_CATEGORY_"..tostring( section ); local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); end thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWorldCongress].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list if sortedList[CategoryWorldCongress][section].headingOpen then for i, v in ipairs(sortedList[CategoryWorldCongress][section]) do local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids(0, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, function(dummy, shouldAddToList) CivilopediaCategory[CategoryWorldCongress].SelectArticle(v.entryID, shouldAddToList); end); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end ---------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------- CivilopediaCategory[CategoryHomePage].DisplayList = function( selectedSection, dummy ) print("CivilopediaCategory[CategoryHomePage].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the rest of the stuff --local thisListInstance = g_ListItemManager:GetInstance(); --if thisListInstance then -- sortOrder = sortOrder + 1; -- thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_HOME_PAGE_LABEL" )); -- thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); -- thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryHomePage].buttonClicked ); -- thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); -- otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; --end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryHomePage][1]) do -- add an entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryHomePage].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryGameConcepts].DisplayList = function( selectedSection, dummy ) print("CivilopediaCategory[CategoryGameConcepts].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the rest of the stuff local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_GAME_CONCEPT_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryGameConcepts].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end -- for each element of the sorted list local numSections = #sortedList[CategoryGameConcepts]; local GameConceptsList = sortedList[CategoryGameConcepts]; for section = 1,numSections,1 do local headingOpen = GameConceptsList[section].headingOpen; if(headingOpen == nil) then headingOpen = true; GameConceptsList[section].headingOpen = true; end local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortOrder = sortOrder + 1; local textString = "TXT_KEY_GAME_CONCEPT_SECTION_"..tostring( section ); thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryGameConcepts].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; if(headingOpen == true) then local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); else local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); end end if(headingOpen == true) then for i, v in ipairs(sortedList[CategoryGameConcepts][section]) do -- add an entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryGameConcepts].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); Controls.ScrollPanel:CalculateInternalSize(); end CivilopediaCategory[CategoryTech].DisplayList = function() print("CivilopediaCategory[CategoryTech].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first era local thisTechInstance = g_ListItemManager:GetInstance(); if thisTechInstance then sortOrder = sortOrder + 1; thisTechInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TECH_PAGE_LABEL" )); thisTechInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisTechInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTech].buttonClicked ); thisTechInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisTechInstance.ListItemButton )] = sortOrder; end for era in GameInfo.Eras() do local eraID = era.ID; -- add an era header local thisEraInstance = g_ListHeadingManager:GetInstance(); if thisEraInstance then sortedList[CategoryTech][eraID].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = era.Description; local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisEraInstance.ListHeadingLabel:SetText( localizedLabel ); thisEraInstance.ListHeadingButton:SetVoids( eraID, 0 ); thisEraInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTech].SelectHeading ); otherSortedList[tostring( thisEraInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryTech][eraID]) do -- add a tech entry local thisTechInstance = g_ListItemManager:GetInstance(); if thisTechInstance then sortOrder = sortOrder + 1; thisTechInstance.ListItemLabel:SetText( v.entryName ); thisTechInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisTechInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTech].SelectArticle ); thisTechInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisTechInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryUnits].DisplayList = function() print("CivilopediaCategory[CategoryUnits].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first era local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_UNITS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryUnits].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end function PopulateAndAdd(categoryID, headingName) -- add an era header local thisEraInstance = g_ListHeadingManager:GetInstance(); if thisEraInstance then sortedList[CategoryUnits][categoryID].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey(headingName); thisEraInstance.ListHeadingLabel:SetText( localizedLabel ); thisEraInstance.ListHeadingButton:SetVoids( categoryID, 0 ); thisEraInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryUnits].SelectHeading ); otherSortedList[tostring( thisEraInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryUnits][categoryID]) do -- add a unit entry local thisUnitInstance = g_ListItemManager:GetInstance(); if thisUnitInstance then sortOrder = sortOrder + 1; thisUnitInstance.ListItemLabel:SetText( v.entryName ); thisUnitInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisUnitInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryUnits].SelectArticle ); thisUnitInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisUnitInstance.ListItemButton )] = sortOrder; end end end local sectionID = 0; if(Game == nil or not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_RELIGION)) then PopulateAndAdd(0, "TXT_KEY_PEDIA_RELIGIOUS"); sectionID = sectionID + 1; end for era in GameInfo.Eras() do local eraID = era.ID; local headingName = era.Description; PopulateAndAdd(eraID + sectionID, headingName); end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryPromotions].DisplayList = function() print("start CivilopediaCategory[CategoryPromotions].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the rest of the stuff local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_PROMOTIONS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPromotions].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end -- for each element of the sorted list for section = 1,8,1 do local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortedList[CategoryPromotions][section].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = "TXT_KEY_PROMOTIONS_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPromotions].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end for i, v in ipairs(sortedList[CategoryPromotions][section]) do -- add an entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPromotions].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); Controls.ScrollPanel:CalculateInternalSize(); end CivilopediaCategory[CategoryBuildings].DisplayList = function() print("CivilopediaCategory[CategoryBuildings].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first era local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BUILDINGS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBuildings].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end function PopulateAndAdd(categoryID, headingName) local thisEraInstance = g_ListHeadingManager:GetInstance(); if thisEraInstance then sortedList[CategoryBuildings][categoryID].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey(headingName); thisEraInstance.ListHeadingLabel:SetText( localizedLabel ); thisEraInstance.ListHeadingButton:SetVoids( categoryID, 0 ); thisEraInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBuildings].SelectHeading ); otherSortedList[tostring( thisEraInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryBuildings][categoryID]) do -- add an entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBuildings].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end local sectionID = 0; if(Game == nil or not Game.IsOption(GameOptionTypes.GAMEOPTION_NO_RELIGION)) then PopulateAndAdd(0, "TXT_KEY_PEDIA_RELIGIOUS"); sectionID = sectionID + 1; end for era in GameInfo.Eras() do local eraID = era.ID; local headingName = era.Description; PopulateAndAdd(eraID + sectionID, headingName); end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryWonders].DisplayList = function() print("CivilopediaCategory[CategoryWonders].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WONDERS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWonders].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 3, 1 do local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortedList[CategoryWonders][section].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = "TXT_KEY_WONDER_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWonders].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryWonders][section]) do -- add a unit entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWonders].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); Controls.ScrollPanel:CalculateInternalSize(); end CivilopediaCategory[CategoryPolicies].DisplayList = function() print("CivilopediaCategory[CategoryPolicies].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first branch local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_POLICIES_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPolicies].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for branch in GameInfo.PolicyBranchTypes() do local branchID = branch.ID; -- add a branch header local thisHeadingInstance = g_ListHeadingManager:GetInstance(); if thisHeadingInstance then sortedList[CategoryPolicies][branchID].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = branch.Description; local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeadingInstance.ListHeadingLabel:SetText( localizedLabel ); thisHeadingInstance.ListHeadingButton:SetVoids( branchID, 0 ); thisHeadingInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPolicies].SelectHeading ); otherSortedList[tostring( thisHeadingInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryPolicies][branchID]) do -- add an entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPolicies].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryPeople].DisplayList = function() print("CivilopediaCategory[CategoryPeople].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_PEOPLE_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPeople].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 2, 1 do local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortedList[CategoryPeople][section].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = "TXT_KEY_PEOPLE_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPeople].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryPeople][section]) do -- add a unit entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryPeople].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryCivilizations].DisplayList = function() print("CivilopediaCategory[CategoryCivilizations].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_CIVILIZATIONS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCivilizations].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 2, 1 do local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortedList[CategoryCivilizations][section].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = "TXT_KEY_CIVILIZATIONS_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCivilizations].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryCivilizations][section]) do -- add a unit entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCivilizations].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryCityStates].DisplayList = function() print("CivilopediaCategory[CategoryCityStates].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first trait local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_CITY_STATES_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCityStates].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for trait in GameInfo.MinorCivTraits() do local traitID = trait.ID; -- add a header local thisHeadingInstance = g_ListHeadingManager:GetInstance(); if thisHeadingInstance then sortedList[CategoryCityStates][traitID].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = trait.Description; local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeadingInstance.ListHeadingLabel:SetText( localizedLabel ); thisHeadingInstance.ListHeadingButton:SetVoids( traitID, 0 ); thisHeadingInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCityStates].SelectHeading ); otherSortedList[tostring( thisHeadingInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryCityStates][traitID]) do -- add an entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryCityStates].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryTerrain].DisplayList = function() print("CivilopediaCategory[CategoryTerrain].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_TERRAIN_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTerrain].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 2, 1 do local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortedList[CategoryTerrain][section].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = "TXT_KEY_TERRAIN_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTerrain].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryTerrain][section]) do -- add a unit entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryTerrain].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryResources].DisplayList = function() print("CivilopediaCategory[CategoryResources].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_RESOURCES_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryResources].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 0, 2, 1 do local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortedList[CategoryResources][section].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = "TXT_KEY_RESOURCES_SECTION_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryResources].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryResources][section]) do -- add a unit entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryResources].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryImprovements].DisplayList = function() print("start CivilopediaCategory[CategoryImprovements].DisplayList"); g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the rest of the stuff local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_IMPROVEMENTS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryImprovements].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryImprovements][1]) do -- add an entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryImprovements].SelectArticle ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryBeliefs].DisplayList = function() g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_BELIEFS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBeliefs].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 6, 1 do local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortedList[CategoryBeliefs][section].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = "TXT_KEY_PEDIA_BELIEFS_CATEGORY_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryBeliefs].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryBeliefs][section]) do -- add a unit entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID[2], addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, function(dummy, shouldAddToList) CivilopediaCategory[CategoryBeliefs].SelectArticle(v.entryID, shouldAddToList); end); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end CivilopediaCategory[CategoryWorldCongress].DisplayList = function() g_ListHeadingManager:ResetInstances(); g_ListItemManager:ResetInstances(); local sortOrder = 0; otherSortedList = {}; -- put in a home page before the first section local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( Locale.ConvertTextKey( "TXT_KEY_PEDIA_WORLD_CONGRESS_PAGE_LABEL" )); thisListInstance.ListItemButton:SetVoids( homePageOfCategoryID, addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWorldCongress].buttonClicked ); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ); otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end for section = 1, 2, 1 do local thisHeaderInstance = g_ListHeadingManager:GetInstance(); if thisHeaderInstance then sortedList[CategoryWorldCongress][section].headingOpen = true; -- ain't lua great sortOrder = sortOrder + 1; local textString = "TXT_KEY_PEDIA_WORLD_CONGRESS_CATEGORY_"..tostring( section ); local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( textString ); thisHeaderInstance.ListHeadingLabel:SetText( localizedLabel ); thisHeaderInstance.ListHeadingButton:SetVoids( section, 0 ); thisHeaderInstance.ListHeadingButton:RegisterCallback( Mouse.eLClick, CivilopediaCategory[CategoryWorldCongress].SelectHeading ); otherSortedList[tostring( thisHeaderInstance.ListHeadingButton )] = sortOrder; end -- for each element of the sorted list for i, v in ipairs(sortedList[CategoryWorldCongress][section]) do -- add a unit entry local thisListInstance = g_ListItemManager:GetInstance(); if thisListInstance then sortOrder = sortOrder + 1; thisListInstance.ListItemLabel:SetText( v.entryName ); thisListInstance.ListItemButton:SetVoids( v.entryID[2], addToList ); thisListInstance.ListItemButton:RegisterCallback( Mouse.eLClick, function(dummy, shouldAddToList) CivilopediaCategory[CategoryWorldCongress].SelectArticle(v.entryID, shouldAddToList); end); thisListInstance.ListItemButton:SetToolTipCallback( TipHandler ) otherSortedList[tostring( thisListInstance.ListItemButton )] = sortOrder; end end end Controls.ListOfArticles:SortChildren( SortFunction ); ResizeEtc(); end ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- function ClearArticle() Controls.ScrollPanel:SetScrollValue( 0 ); Controls.PortraitFrame:SetHide( true ); Controls.CostFrame:SetHide( true ); Controls.MaintenanceFrame:SetHide( true ); Controls.HappinessFrame:SetHide( true ); Controls.UnmoddedHappinessFrame:SetHide( true ); Controls.CultureFrame:SetHide( true ); Controls.FaithFrame:SetHide( true ); Controls.DefenseFrame:SetHide( true ); Controls.FoodFrame:SetHide( true ); Controls.GoldChangeFrame:SetHide( true ); Controls.GoldFrame:SetHide( true ); Controls.ScienceFrame:SetHide( true ); Controls.ProductionFrame:SetHide( true ); Controls.GreatPeopleFrame:SetHide( true ); Controls.CombatFrame:SetHide( true ); Controls.RangedCombatFrame:SetHide( true ); Controls.RangedCombatRangeFrame:SetHide( true ); Controls.MovementFrame:SetHide( true ); Controls.FreePromotionsFrame:SetHide( true ); Controls.PrereqTechFrame:SetHide( true ); Controls.GreatWorksFrame:SetHide( true ); Controls.LeadsToTechFrame:SetHide( true ); Controls.ObsoleteTechFrame:SetHide( true ); Controls.UpgradeFrame:SetHide( true ); Controls.UnlockedUnitsFrame:SetHide( true ); Controls.UnlockedBuildingsFrame:SetHide( true ); Controls.RequiredBuildingsFrame:SetHide( true ); Controls.RevealedResourcesFrame:SetHide( true ); Controls.RequiredResourcesFrame:SetHide( true ); Controls.RequiredPromotionsFrame:SetHide( true ); Controls.LocalResourcesFrame:SetHide( true ); Controls.WorkerActionsFrame:SetHide( true ); Controls.UnlockedProjectsFrame:SetHide( true ); Controls.SpecialistsFrame:SetHide( true ); Controls.RelatedArticlesFrame:SetHide( true ); Controls.GameInfoFrame:SetHide( true ); Controls.QuoteFrame:SetHide( true ); Controls.SilentQuoteFrame:SetHide( true ); Controls.AbilitiesFrame:SetHide( true ); Controls.HistoryFrame:SetHide( true ); Controls.StrategyFrame:SetHide( true ); Controls.RelatedImagesFrame:SetHide( true ); Controls.SummaryFrame:SetHide( true ); Controls.ExtendedFrame:SetHide( true ); Controls.DNotesFrame:SetHide( true ); Controls.RequiredPoliciesFrame:SetHide( true ); Controls.PrereqEraFrame:SetHide( true ); Controls.PolicyBranchFrame:SetHide( true ); Controls.TenetLevelFrame:SetHide(true); Controls.LeadersFrame:SetHide( true ); Controls.UniqueUnitsFrame:SetHide( true ); Controls.UniqueBuildingsFrame:SetHide( true ); Controls.UniqueImprovementsFrame:SetHide( true ); Controls.CivilizationsFrame:SetHide ( true ); Controls.TraitsFrame:SetHide( true ); Controls.LivedFrame:SetHide( true ); Controls.TitlesFrame:SetHide( true ); Controls.SubtitleID:SetHide( true ); Controls.YieldFrame:SetHide( true ); Controls.MountainYieldFrame:SetHide( true ); Controls.MovementCostFrame:SetHide( true ); Controls.CombatModFrame:SetHide( true ); Controls.FeaturesFrame:SetHide( true ); Controls.ResourcesFoundFrame:SetHide( true ); Controls.TerrainsFrame:SetHide( true ); Controls.CombatTypeFrame:SetHide( true ); Controls.ReplacesFrame:SetHide( true ); Controls.RevealTechsFrame:SetHide( true ); Controls.ImprovementsFrame:SetHide( true ); Controls.HomePageBlurbFrame:SetHide( true ); Controls.WideTextBlockFrame:SetHide( true ); -- MOD - Advanced Civilopedia Controls.UnitFlagAtlasFrame:SetHide( true ); Controls.PrereqProjectFrame:SetHide( true ); Controls.CivLeaderInfoTextStack:SetHide( true ); Controls.ObsoleteUnitFrame:SetHide( true ); Controls.ObsoleteBuildingFrame:SetHide( true ); Controls.UnlockedPromotionsFrame:SetHide( true ); Controls.MaxInstancesFrame:SetHide( true ); Controls.ReplacedByFrame:SetHide( true ); Controls.ResourcesProvidedFrame:SetHide( true ); Controls.SupportingTechFrame:SetHide( true ); Controls.SupportingBuildingFrame:SetHide( true ); Controls.SupportingPolicyFrame:SetHide( true ); Controls.ConstructionRestrictionsFrame:SetHide( true ); Controls.FFTextStack:SetHide( true ); Controls.BBTextStack:SetHide ( true ); Controls.PartialMatchPullDown:SetHide( true ); Controls.SearchButton:SetHide( false ); Controls.Portrait:UnloadTexture(); Controls.Portrait:SetTexture("256x256Frame.dds"); end ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- function OnClose() Controls.Portrait:UnloadTexture(); UIManager:DequeuePopup( ContextPtr ); end Controls.CloseButton:RegisterCallback( Mouse.eLClick, OnClose ); ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- function OnBackButtonClicked() if currentTopic > 1 then currentTopic = currentTopic - 1; local article = listOfTopicsViewed[currentTopic]; if article then SetSelectedCategory( article.entryCategory ); CivilopediaCategory[article.entryCategory].SelectArticle( article.entryID, dontAddToList ); end end end Controls.BackButton:RegisterCallback( Mouse.eLClick, OnBackButtonClicked ); ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- function OnForwardButtonClicked() if currentTopic < endTopic then currentTopic = currentTopic + 1; local article = listOfTopicsViewed[currentTopic]; if article then SetSelectedCategory( article.entryCategory ); CivilopediaCategory[article.entryCategory].SelectArticle( article.entryID, dontAddToList ); end end end Controls.ForwardButton:RegisterCallback( Mouse.eLClick, OnForwardButtonClicked ); ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- function SearchForPediaEntry( searchString ) UIManager:SetUICursor( 1 ); if( searchString ~= nil and searchString ~= "" ) then local article = searchableTextKeyList[searchString]; if article == nil then article = searchableList[Locale.ToLower(searchString)]; end if article then SetSelectedCategory( article.entryCategory ); CivilopediaCategory[article.entryCategory].SelectArticle( article.entryID, addToList ); else SetSelectedCategory( CategoryGameConcepts ); end end if( searchString == "OPEN_VIA_HOTKEY" ) then if( ContextPtr:IsHidden() == false ) then OnClose(); else UIManager:QueuePopup( ContextPtr, PopupPriority.eUtmost ); end else UIManager:QueuePopup( ContextPtr, PopupPriority.eUtmost ); end UIManager:SetUICursor( 0 ); end Events.SearchForPediaEntry.Add( SearchForPediaEntry ); ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- function GoToPediaHomePage ( iHomePage ) UIManager:SetUICursor( 1 ); UIManager:QueuePopup( ContextPtr, PopupPriority.Civilopedia ); SetSelectedCategory(iHomePage); UIManager:SetUICursor( 0 ); end Events.GoToPediaHomePage.Add( GoToPediaHomePage ); ---------------------------------------------------------------- ---------------------------------------------------------------- function ValidateText(text) if #text < 3 then return false; end local isAllWhiteSpace = true; local numNonWhiteSpace = 0; for i = 1, #text, 1 do if string.byte(text, i) ~= 32 then isAllWhiteSpace = false; numNonWhiteSpace = numNonWhiteSpace + 1; end end if isAllWhiteSpace then return false; end if numNonWhiteSpace < 3 then return false; end -- don't allow % character for i = 1, #text, 1 do if string.byte(text, i) == 37 then return false; end end local invalidCharArray = { '\"', '<', '>', '|', '\b', '\0', '\t', '\n', '/', '\\', '*', '?', '%[', ']' }; for i, ch in ipairs(invalidCharArray) do if string.find(text, ch) ~= nil then return false; end end -- don't allow control characters for i = 1, #text, 1 do if string.byte(text, i) < 32 then return false; end end return true; end ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- function OnSearchButtonClicked() UIManager:SetUICursor( 1 ); local searchString = Controls.SearchEditBox:GetText(); local lowerCaseSearchString = nil; if searchString ~= nil and searchString ~= "" and ValidateText(searchString) then local article = searchableTextKeyList[searchString]; if article == nil then lowerCaseSearchString = Locale.ToLower(searchString); article = searchableList[lowerCaseSearchString]; end if article then SetSelectedCategory( article.entryCategory ); CivilopediaCategory[article.entryCategory].SelectArticle( article.entryID, addToList ); else -- try to see if there is a partial match local partialMatch = {}; local numberMatches = 0; for i, v in pairs(searchableList) do if string.find(Locale.ToLower(v.entryName), lowerCaseSearchString) ~= nil then numberMatches = numberMatches + 1; partialMatch[numberMatches] = v.entryName; end end if numberMatches == 1 then article = searchableList[Locale.ToLower(partialMatch[1])]; if article then SetSelectedCategory( article.entryCategory ); CivilopediaCategory[article.entryCategory].SelectArticle( article.entryID, addToList ); end elseif numberMatches > 1 then -- populate a dropdown with the matches Controls.PartialMatchPullDown:ClearEntries(); --print "---------------------------------" for i, v in pairs( partialMatch ) do local controlTable = {}; Controls.PartialMatchPullDown:BuildEntry( "InstanceOne", controlTable ); controlTable.Button:SetText( v ); controlTable.Button:RegisterCallback(Mouse.eLClick, function() SearchForPediaEntry( v ); end); controlTable.Button:SetVoid1( i ); --print(v); end Controls.PartialMatchPullDown:CalculateInternals(); --print "---------------------------------" Controls.SearchButton:SetHide( true ); Controls.PartialMatchPullDown:SetHide( false ); Controls.PartialMatchPullDown:GetButton():SetText( searchString ); else Controls.SearchNotFoundText:LocalizeAndSetText("TXT_KEY_SEARCH_NOT_FOUND", searchString); Controls.SearchFoundNothing:SetHide(false); end end end UIManager:SetUICursor( 0 ); end Controls.SearchButton:RegisterCallback( Mouse.eLClick, OnSearchButtonClicked ); function OnSearchTextEnter( dummyString, dummyControl ) OnSearchButtonClicked(); end Controls.SearchEditBox:RegisterCallback( OnSearchTextEnter ); function OnSearchNotFoundOK() Controls.SearchFoundNothing:SetHide(true); end Controls.OK:RegisterCallback(Mouse.eLClick, OnSearchNotFoundOK ); function InputHandler( uiMsg, wParam, lParam ) if(uiMsg == KeyEvents.KeyDown) then if(not Controls.SearchFoundNothing:IsHidden()) then if(wParam == Keys.VK_ESCAPE or wParam == Keys.VK_RETURN) then Controls.SearchFoundNothing:SetHide(true); return true; end else if(wParam == Keys.VK_ESCAPE) then OnClose(); return true; end end end end ContextPtr:SetInputHandler( InputHandler ); function ShowHideHandler( isHide ) if( isHide ) then Controls.Portrait:UnloadTexture(); Events.SystemUpdateUI.CallImmediate( SystemUpdateUIType.BulkShowUI ); else Events.SystemUpdateUI.CallImmediate( SystemUpdateUIType.BulkHideUI ); if currentTopic then local article = listOfTopicsViewed[currentTopic]; if article then SetSelectedCategory( article.entryCategory ); CivilopediaCategory[article.entryCategory].SelectArticle( article.entryID, dontAddToList ); else SetSelectedCategory(CategoryTerrain); -- this is a dummy so that the trigger for the next one fires SetSelectedCategory(CategoryHomePage); CivilopediaCategory[CategoryHomePage].DisplayHomePage(); end end end end ContextPtr:SetShowHideHandler( ShowHideHandler ); ---------------------------------------------------------------- -- 'Active' (local human) player has changed ---------------------------------------------------------------- Events.GameplaySetActivePlayer.Add(OnClose); ---------------------------------------------------------------- -- If we hear a multiplayer game invite was sent, exit -- so we don't interfere with the transition ---------------------------------------------------------------- function OnMultiplayerGameInvite() if( ContextPtr:IsHidden() == false ) then OnClose(); end end Events.MultiplayerGameLobbyInvite.Add( OnMultiplayerGameInvite ); Events.MultiplayerGameServerInvite.Add( OnMultiplayerGameInvite ); ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- local tipControlTable = {}; TTManager:GetTypeControlTable( "TypeRoundImage", tipControlTable ); function TipHandler( control ) local id = control:GetVoid1(); local article = categorizedList[(selectedCategory * absurdlyLargeNumTopicsInCategory) + id]; if article and article.tooltipTexture then tipControlTable.ToolTipImage:SetTexture( article.tooltipTexture ); tipControlTable.ToolTipImage:SetTextureOffset( article.tooltipTextureOffset ); tipControlTable.ToolTipFrame:SetHide( false ); else tipControlTable.ToolTipFrame:SetHide( true ); end end ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- for i = 1, numCategories, 1 do if CivilopediaCategory[i].PopulateList then CivilopediaCategory[i].PopulateList(); end end SetSelectedCategory(CategoryTerrain); -- this is a dummy so that the trigger for the next one fires SetSelectedCategory(CategoryHomePage); CivilopediaCategory[CategoryHomePage].DisplayHomePage();
local colors = require("cobalt2.utils").colors local styles = require("cobalt2.utils").styles local Group = require("cobalt2.utils").Group --------------------------------------------------------------------------------- -- json -- --------------------------------------------------------------------------------- Group.new("jsonKeyword", colors.yellow, nil, nil) Group.new("jsonEscape", colors.yellow, nil, nil) Group.new("jsonNull", colors.dark_pink, nil, styles.italic) Group.new("jsonBoolean", colors.dark_pink, nil, styles.italic)
local Cell = require('btree').Cell describe("Cell", function() it("Should be able to store data of integer type", function() local cell = Cell:new(37) assert.equal(cell.data, 37) end) it("Should be able to store data of string (blob) type", function() local cell = Cell:new("hello world") assert.equal(cell.data, "hello world") end) it("Should be able to return the size in bytes of the object stored in the cell", function() -- The size of the cell must be the size of the data plus 8 bytes overhead to store the -- size of the number itself local cell = Cell:new(42) assert.equal(cell.size, 16) cell = Cell:new("Hello World") assert.equal(cell.size, 19) end) it("Should be able to get the appropriate size for unicode strings", function() local cell = Cell:new("΅ Ά · Έ Ή Ί Ό Ύ Ώ ΐ Α Β") -- Each greek character takes two code points plus 11 spaces should yield -- 24 bytes + 11 for the spaces == 35 assert.equal(cell.size, 43) cell = Cell:new("∇∈") -- Each mathematical operator takes 3 bytes in utf-8 assert.equal(cell.size, 14) end) end)
local pss = ... return Def.ActorFrame{ OnCommand=cmd(zoom,0.8;pulse;effectmagnitude,1,0.9,0); LoadActor("star.lua", pss); };
-- imports local WIM = WIM; local _G = _G; local hooksecurefunc = hooksecurefunc; local table = table; local pairs = pairs; local string = string; local select = select; local math = math; local tonumber = tonumber; local playerRealm = GetRealmName() -- set name space setfenv(1, WIM); local Windows = windows.active.chat; db_defaults.pop_rules.chat = { --pop-up rule sets based off of your location resting = { onSend = false, onReceive = false, supress = false, autofocus = false, keepfocus = false, }, combat = { onSend = false, onReceive = false, supress = false, autofocus = false, keepfocus = false, }, pvp = { onSend = false, onReceive = false, supress = false, autofocus = false, keepfocus = false, }, arena = { onSend = false, onReceive = false, supress = false, autofocus = false, keepfocus = false, }, party = { onSend = false, onReceive = false, supress = false, autofocus = false, keepfocus = false, }, raid = { onSend = false, onReceive = false, supress = false, autofocus = false, keepfocus = false, }, bn = { onSend = false, onReceive = false, supress = false, autofocus = false, keepfocus = false, }, other = { onSend = false, onReceive = false, supress = false, autofocus = false, keepfocus = false, }, alwaysOther = true, intercept = false, } db_defaults.chat = { world = { enabled = false, channelSettings = {} }, custom = { enabled = false, channelSettings = {} }, guild = { showAlerts = true, }, officer = { showAlerts = true, }, raid = { showAlerts = true, }, party = { showAlerts = true, }, battleground = { }, say = { }, bn = { showAlerts = true, }, }; local USERLIST_BUTTON_COUNT = 5; local function getRuleSet() local curState = db.pop_rules.chat.alwaysOther and "other" or curState return db.pop_rules.chat[curState]; end local function createWidget_Chat() local button = _G.CreateFrame("Button"); button.text = button:CreateFontString(nil, "BACKGROUND"); button.text:SetFont("Fonts\\SKURRI.ttf", 16); button.text:SetAllPoints(); button.text:SetText(""); button.SetText = function(self, text) self.text:SetText(text); --adjust font size to match widget end button.SetActive = function(self, active) self.active = active; if(active) then self:Show(); else self:Hide(); end end button.SetDefaults = function(self) self:SetActive(false); end button.UpdateSkin = function(self) --self.flash.bg:SetTexture(GetSelectedSkin().message_window.widgets.w2w.HighlightTexture); end button:SetScript("OnClick", function(self) if(self.active) then ChatUserList.listCount = self.parentWindow.CHAT_listCount; ChatUserList.listFun = self.parentWindow.CHAT_listFun; ChatUserList:PopUp(self, "TOPRIGHT", "TOPLEFT") ChatUserList:SetChannel(self.parentWindow.widgets.from:GetText()); end end); button:SetScript("OnLeave", function(self) --ChatUserList:Hide(); end); return button; end local function getChatWindow(ChatName, chatType) if(not ChatName or ChatName == "") then -- if invalid user, then return nil; return nil; end local obj = Windows[ChatName]; if(obj and obj.type == "chat") then -- if the whisper window exists, return the object return obj; else -- otherwise, create a new one. Windows[ChatName] = CreateChatWindow(ChatName); Windows[ChatName].chatType = chatType; Windows[ChatName]:UpdateIcon(); Windows[ChatName].widgets.chat_info:SetActive(true); Windows[ChatName].chatList = Windows[ChatName].chatList or {}; if(chatType == "guild") then Windows[ChatName].CHAT_listCount = _G.GetNumGuildMembers; Windows[ChatName].CHAT_listFun = _G.GetGuildRosterInfo; else Windows[ChatName].CHAT_listCount = nil; Windows[ChatName].CHAT_listFun = nil; end return Windows[ChatName]; end end local function cleanChatList(win) if(win.chatList) then for k, _ in pairs(win.chatList) do win.chatList[k] = nil; end end end RegisterWidgetTrigger("msg_box", "chat", "OnEnterPressed", function(self) local obj, msg, TARGET, NUMBER = self:GetParent(), self:GetText(); msg = PreSendFilterText(msg); if(obj.chatType == "guild") then TARGET = "GUILD"; elseif(obj.chatType == "officer") then TARGET = "OFFICER"; elseif(obj.chatType == "party") then TARGET = "PARTY"; elseif(obj.chatType == "raid") then TARGET = "RAID"; elseif(obj.chatType == "battleground") then TARGET = "INSTANCE_CHAT"; elseif(obj.chatType == "say") then TARGET = "SAY"; elseif(obj.chatType == "channel") then TARGET = "CHANNEL"; NUMBER = obj.channelNumber; else return; end local msgCount = math.ceil(string.len(msg)/255); if(msgCount == 1) then _G.ChatThrottleLib:SendChatMessage("ALERT", "WIM", msg, TARGET, nil, NUMBER); elseif(msgCount > 1) then SendSplitMessage("ALERT", "WIM", msg, TARGET, nil, NUMBER); end self:SetText(""); end); -------------------------------------- -- Guild Chat -- -------------------------------------- -- create GuildChat Module local Guild = CreateModule("GuildChat"); -- This Module requires LibChatHandler-1.0 _G.LibStub:GetLibrary("LibChatHandler-1.0"):Embed(Guild); function Guild:OnEnable() RegisterWidget("chat_info", createWidget_Chat); self:RegisterChatEvent("CHAT_MSG_GUILD"); self:RegisterChatEvent("CHAT_MSG_GUILD_ACHIEVEMENT"); self:RegisterEvent("GUILD_ROSTER_UPDATE"); end function Guild:OnDisable() self:UnregisterChatEvent("CHAT_MSG_GUILD"); self:UnregisterChatEvent("CHAT_MSG_GUILD_ACHIEVEMENT"); end function Guild:OnWindowDestroyed(self) if(self.type == "chat" and self.chatType == "guild") then local chatName = self.theUser; Windows[chatName].chatType = nil; Windows[chatName].unreadCount = nil; Windows[chatName].chatLoaded = nil; cleanChatList(Windows[chatName]); Windows[chatName] = nil; Guild.guildWindow = nil; end end function Guild:OnWindowShow(self) if(self.type == "chat" and self.chatType == "guild") then _G.GuildRoster(); end end function Guild:GUILD_ROSTER_UPDATE() if(self.guildWindow) then -- update guild count cleanChatList(self.guildWindow); local count = 0; for i=1, _G.GetNumGuildMembers() do local name, rank, rankIndex, level, class, zone, note, officernote, online, status, classFileName, achievementPoints, achievementRank, isMobile = _G.GetGuildRosterInfo(i); if(online) then _G.GuildControlSetRank(rankIndex); local guildchat_listen, guildchat_speak, officerchat_listen, officerchat_speak, promote, demote, invite_member, remove_member, set_motd, edit_public_note, view_officer_note, edit_officer_note, modify_guild_info, _, withdraw_repair, withdraw_gold, create_guild_event = _G.GuildControlGetRankFlags(); if(guildchat_listen) then name = _G.Ambiguate(name, "none") count = count + 1; table.insert(self.guildWindow.chatList, name); end end end self.guildWindow.widgets.chat_info:SetText(count); end end function Guild:CHAT_MSG_GUILD_CONTROLLER(eventController, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end if(not db.chat.guild.neverSuppress and getRuleSet().supress) then eventController:BlockFromChatFrame(self); end end function Guild:CHAT_MSG_GUILD(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_GUILD", ...); if(filter) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(_G.GUILD, "guild"); local color = _G.ChatTypeInfo["GUILD"]; self.guildWindow = win; if(not self.chatLoaded) then Guild:GUILD_ROSTER_UPDATE(); end self.chatLoaded = true; arg3 = CleanLanguageArg(arg3); win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_GUILD", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not db.chat.guild.neverPop) then win:Pop("in"); end else if(not db.chat.guild.neverPop) then win:Pop("out"); end end CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_GUILD", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end -------------------------------------- -- Officer Chat -- -------------------------------------- -- create OfficerChat Module local Officer = CreateModule("OfficerChat"); -- This Module requires LibChatHandler-1.0 _G.LibStub:GetLibrary("LibChatHandler-1.0"):Embed(Officer); function Officer:OnEnable() RegisterWidget("chat_info", createWidget_Chat); self:RegisterChatEvent("CHAT_MSG_OFFICER"); self:RegisterEvent("GUILD_ROSTER_UPDATE"); end function Officer:OnDisable() self:UnregisterChatEvent("CHAT_MSG_OFFICER"); end function Officer:OnWindowDestroyed(self) if(self.type == "chat" and self.chatType == "officer") then local chatName = self.theUser; Windows[chatName].chatType = nil; Windows[chatName].unreadCount = nil; Windows[chatName].chatLoaded = nil; cleanChatList(Windows[chatName]); Windows[chatName] = nil; Officer.officerWin = nil; end end function Officer:GUILD_ROSTER_UPDATE() if(self.officerWindow) then -- update guild count cleanChatList(self.officerWindow); local count = 0; for i=1, _G.GetNumGuildMembers() do local name, rank, rankIndex, level, class, zone, note, officernote, online, status, classFileName, achievementPoints, achievementRank, isMobile = _G.GetGuildRosterInfo(i); if(online) then _G.GuildControlSetRank(rankIndex); local guildchat_listen, guildchat_speak, officerchat_listen, officerchat_speak, promote, demote, invite_member, remove_member, set_motd, edit_public_note, view_officer_note, edit_officer_note, modify_guild_info, _, withdraw_repair, withdraw_gold, create_guild_event = _G.GuildControlGetRankFlags(); if(officerchat_listen) then name = _G.Ambiguate(name, "none") count = count + 1; table.insert(self.officerWindow.chatList, name); end end end self.officerWindow.widgets.chat_info:SetText(count); end end function Officer:CHAT_MSG_OFFICER_CONTROLLER(eventController, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end if(not db.chat.officer.neverSuppress and getRuleSet().supress) then eventController:BlockFromChatFrame(self); end end function Officer:CHAT_MSG_OFFICER(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_OFFICER", ...); if(filter) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(_G.GUILD_RANK1_DESC, "officer"); local color = _G.ChatTypeInfo["OFFICER"]; Officer.officerWindow = win; if(not self.chatLoaded) then Officer:GUILD_ROSTER_UPDATE(); end self.chatLoaded = true; arg3 = CleanLanguageArg(arg3); win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_OFFICER", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not db.chat.officer.neverPop) then win:Pop("in"); end else if(not db.chat.officer.neverPop) then win:Pop("out"); end end CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_OFFICER", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end -------------------------------------- -- Party Chat -- -------------------------------------- -- create PartyChat Module local Party = CreateModule("PartyChat"); -- This Module requires LibChatHandler-1.0 _G.LibStub:GetLibrary("LibChatHandler-1.0"):Embed(Party); function Party:OnEnable() RegisterWidget("chat_info", createWidget_Chat); self:RegisterChatEvent("CHAT_MSG_PARTY"); self:RegisterChatEvent("CHAT_MSG_PARTY_LEADER"); self:RegisterEvent("GROUP_ROSTER_UPDATE"); end function Party:OnDisable() self:UnregisterChatEvent("CHAT_MSG_PARTY"); self:UnregisterChatEvent("CHAT_MSG_PARTY_LEADER"); end function Party:OnWindowDestroyed(self) if(self.type == "chat" and self.chatType == "party") then local chatName = self.theUser; Windows[chatName].chatType = nil; Windows[chatName].unreadCount = nil; Windows[chatName].chatLoaded = nil; cleanChatList(Windows[chatName]); Windows[chatName] = nil; Party.partyWindow = nil; end end function Party:GROUP_ROSTER_UPDATE() if(Party.partyWindow) then cleanChatList(self.partyWindow); local myName = _G.UnitName("player"); table.insert(self.partyWindow.chatList, myName); local count = 0; for i=1, 4 do if _G.UnitExists("party"..i) then count = count + 1; local name = _G.GetUnitName("party"..i, true); table.insert(self.partyWindow.chatList, name); end end Party.partyWindow.widgets.chat_info:SetText(count + 1); end end function Party:CHAT_MSG_PARTY_CONTROLLER(eventController, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end if(not db.chat.party.neverSuppress and getRuleSet().supress) then eventController:BlockFromChatFrame(self); end end function Party:CHAT_MSG_PARTY(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_PARTY", ...); if(filter) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(_G.PARTY, "party"); local color = _G.ChatTypeInfo["PARTY"]; Party.partyWindow = win; if(not self.chatLoaded) then Party:GROUP_ROSTER_UPDATE(); end self.chatLoaded = true; arg3 = CleanLanguageArg(arg3); win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_PARTY", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not db.chat.party.neverPop) then win:Pop("in"); end else if(not db.chat.party.neverPop) then win:Pop("out"); end end CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_PARTY", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end function Party:CHAT_MSG_PARTY_LEADER_CONTROLLER(eventController, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end if(not db.chat.party.neverSuppress and getRuleSet().supress) then eventController:BlockFromChatFrame(self); end end function Party:CHAT_MSG_PARTY_LEADER(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_PARTY_LEADER", ...); if(filter) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(_G.PARTY, "party"); local color = _G.ChatTypeInfo["PARTY_LEADER"]; self.raidWindow = win; if(not self.chatLoaded) then Party:GROUP_ROSTER_UPDATE(); end self.chatLoaded = true; arg3 = CleanLanguageArg(arg3); win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_PARTY_LEADER", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not db.chat.party.neverPop) then win:Pop("in"); end else if(not db.chat.party.neverPop) then win:Pop("out"); end end CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_PARTY_LEADER", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end -------------------------------------- -- Raid Chat -- -------------------------------------- -- create RaidChat Module local Raid = CreateModule("RaidChat"); -- This Module requires LibChatHandler-1.0 _G.LibStub:GetLibrary("LibChatHandler-1.0"):Embed(Raid); function Raid:OnEnable() RegisterWidget("chat_info", createWidget_Chat); self:RegisterChatEvent("CHAT_MSG_RAID"); self:RegisterChatEvent("CHAT_MSG_RAID_LEADER"); self:RegisterChatEvent("CHAT_MSG_RAID_WARNING"); self:RegisterEvent("GROUP_ROSTER_UPDATE"); end function Raid:OnDisable() self:UnregisterChatEvent("CHAT_MSG_RAID"); self:UnregisterChatEvent("CHAT_MSG_RAID_LEADER"); self:UnregisterChatEvent("CHAT_MSG_RAID_WARNING"); end function Raid:OnWindowDestroyed(self) if(self.type == "chat" and self.chatType == "raid") then local chatName = self.theUser; Windows[chatName].chatType = nil; Windows[chatName].unreadCount = nil; Windows[chatName].chatLoaded = nil; cleanChatList(Windows[chatName]); Windows[chatName] = nil; end end function Raid:GROUP_ROSTER_UPDATE() if(Raid.raidWindow) then cleanChatList(self.raidWindow); local count = 0; for i=1,40 do local name = _G.GetRaidRosterInfo(i); if(name) then count = count + 1; table.insert(self.raidWindow.chatList, name); end end self.raidWindow.widgets.chat_info:SetText(count); end end function Raid:CHAT_MSG_RAID_CONTROLLER(eventController, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end if(not db.chat.raid.neverSuppress and getRuleSet().supress) then eventController:BlockFromChatFrame(self); end end function Raid:CHAT_MSG_RAID(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_RAID", ...); if(filter) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(_G.RAID, "raid"); local color = _G.ChatTypeInfo["RAID"]; self.raidWindow = win; if(not self.chatLoaded) then Raid:GROUP_ROSTER_UPDATE(); end self.chatLoaded = true; arg3 = CleanLanguageArg(arg3); win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_RAID", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not db.chat.raid.neverPop) then win:Pop("in"); end else if(not db.chat.raid.neverPop) then win:Pop("out"); end end CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_RAID", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end function Raid:CHAT_MSG_RAID_LEADER_CONTROLLER(eventController, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end if(not db.chat.raid.neverSuppress and getRuleSet().supress) then eventController:BlockFromChatFrame(self); end end function Raid:CHAT_MSG_RAID_LEADER(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_RAID_LEADER", ...); if(filter) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(_G.RAID, "raid"); local color = _G.ChatTypeInfo["RAID_LEADER"]; self.raidWindow = win; if(not self.chatLoaded) then Raid:GROUP_ROSTER_UPDATE(); end self.chatLoaded = true; arg3 = CleanLanguageArg(arg3); win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_RAID_LEADER", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not db.chat.raid.neverPop) then win:Pop("in"); end else if(not db.chat.raid.neverPop) then win:Pop("out"); end end CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_RAID_LEADER", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end function Raid:CHAT_MSG_RAID_WARNING_CONTROLLER(eventController, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end if(not db.chat.raid.neverSuppress and getRuleSet().supress) then eventController:BlockFromChatFrame(self); end end function Raid:CHAT_MSG_RAID_WARNING(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_RAID_WARNING", ...); if(filter) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(_G.RAID, "raid"); local color = _G.ChatTypeInfo["RAID_WARNING"]; self.raidWindow = win; if(not self.chatLoaded) then Raid:GROUP_ROSTER_UPDATE(); end self.chatLoaded = true; arg3 = CleanLanguageArg(arg3); win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_RAID_WARNING", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not db.chat.raid.neverPop) then win:Pop("in"); end else if(not db.chat.raid.neverPop) then win:Pop("out"); end end CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_RAID_WARNING", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end -------------------------------------- -- Battleground Chat -- -------------------------------------- -- create RaidChat Module local Battleground = CreateModule("BattlegroundChat"); -- This Module requires LibChatHandler-1.0 _G.LibStub:GetLibrary("LibChatHandler-1.0"):Embed(Battleground); function Battleground:OnEnable() RegisterWidget("chat_info", createWidget_Chat); self:RegisterChatEvent("CHAT_MSG_INSTANCE_CHAT"); self:RegisterChatEvent("CHAT_MSG_INSTANCE_CHAT_LEADER"); end function Battleground:OnDisable() self:UnregisterChatEvent("CHAT_MSG_INSTANCE_CHAT"); self:UnregisterChatEvent("CHAT_MSG_INSTANCE_CHAT_LEADER"); end function Battleground:OnWindowDestroyed(self) if(self.type == "chat" and self.chatType == "battleground") then local chatName = self.theUser; Windows[chatName].chatType = nil; Windows[chatName].unreadCount = nil; Windows[chatName].chatLoaded = nil; Windows[chatName].battlegroundWindow = nil; Windows[chatName] = nil; end end local function getBattlegroundCount() for i=1, 20 do local name, header, collapsed, channelNumber, count, active, category, voiceEnabled, voiceActive = _G.GetChannelDisplayInfo(i); if(name == _G.INSTANCE_CHAT) then return count; end end return 0; end function Battleground:OnWindowShow(win) if(win.type == "chat" and win.chatType == "battleground") then win.widgets.chat_info:SetText(getBattlegroundCount()); end end function Battleground:CHAT_MSG_INSTANCE_CHAT_CONTROLLER(eventController, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end if(not db.chat.battleground.neverSuppress and getRuleSet().supress) then eventController:BlockFromChatFrame(self); end end function Battleground:CHAT_MSG_INSTANCE_CHAT(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_INSTANCE_CHAT", ...); if(filter) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(_G.INSTANCE_CHAT, "battleground"); win.widgets.chat_info:SetText(getBattlegroundCount()); local color = _G.ChatTypeInfo["INSTANCE_CHAT"]; self.battlegroundWindow = win; self.chatLoaded = true; arg3 = CleanLanguageArg(arg3); win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_INSTANCE_CHAT", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not db.chat.battleground.neverPop) then win:Pop("in"); end else if(not db.chat.battleground.neverPop) then win:Pop("out"); end end CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_INSTANCE_CHAT", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end function Battleground:CHAT_MSG_INSTANCE_CHAT_LEADER_CONTROLLER(eventController, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end if(not db.chat.battleground.neverSuppress and getRuleSet().supress) then eventController:BlockFromChatFrame(self); end end function Battleground:CHAT_MSG_INSTANCE_CHAT_LEADER(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_INSTANCE_CHAT_LEADER", ...); if(filter) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(_G.INSTANCE_CHAT, "battleground"); win.widgets.chat_info:SetText(getBattlegroundCount()); local color = _G.ChatTypeInfo["INSTANCE_CHAT_LEADER"]; self.battlegroundWindow = win; self.chatLoaded = true; arg3 = CleanLanguageArg(arg3); win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_INSTANCE_CHAT_LEADER", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not db.chat.battleground.neverPop) then win:Pop("in"); end else if(not db.chat.battleground.neverPop) then win:Pop("out"); end end CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_INSTANCE_CHAT_LEADER", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end -------------------------------------- -- Say Chat -- -------------------------------------- -- create SayChat Module local Say = CreateModule("SayChat"); -- This Module requires LibChatHandler-1.0 _G.LibStub:GetLibrary("LibChatHandler-1.0"):Embed(Say); function Say:OnEnable() RegisterWidget("chat_info", createWidget_Chat); self:RegisterChatEvent("CHAT_MSG_SAY"); end function Say:OnDisable() self:UnregisterChatEvent("CHAT_MSG_SAY"); end function Say:OnWindowDestroyed(self) if(self.type == "chat" and self.chatType == "say") then local chatName = self.theUser; Windows[chatName].chatType = nil; Windows[chatName].unreadCount = nil; Windows[chatName].chatLoaded = nil; cleanChatList(Windows[chatName]); Windows[chatName] = nil; end end function Say:CHAT_MSG_SAY_CONTROLLER(eventController, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end if(not db.chat.say.neverSuppress and getRuleSet().supress) then eventController:BlockFromChatFrame(self); end end function Say:CHAT_MSG_SAY(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_SAY", ...); if(filter) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(_G.SAY, "say"); local color = _G.ChatTypeInfo["SAY"]; self.chatLoaded = true; arg3 = CleanLanguageArg(arg3); --win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_SAY", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not db.chat.say.neverPop) then win:Pop("in"); end else if(not db.chat.say.neverPop) then win:Pop("out"); end end --CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_SAY", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end -------------------------------------- -- Channel Chat -- -------------------------------------- -- create ChannelChat Module local Channel = CreateModule("ChannelChat"); -- This Module requires LibChatHandler-1.0 _G.LibStub:GetLibrary("LibChatHandler-1.0"):Embed(Channel); function Channel:OnEnable() RegisterWidget("chat_info", createWidget_Chat); self:RegisterChatEvent("CHAT_MSG_CHANNEL"); self:RegisterChatEvent("CHAT_MSG_CHANNEL_JOIN"); self:RegisterChatEvent("CHAT_MSG_CHANNEL_LEAVE"); self:RegisterChatEvent("CHAT_MSG_CHANNEL_NOTICE"); self:RegisterChatEvent("CHAT_MSG_CHANNEL_NOTICE_USER"); end function Channel:OnDisable() self:UnregisterChatEvent("CHAT_MSG_CHANNEL"); self:UnregisterChatEvent("CHAT_MSG_CHANNEL_JOIN"); self:UnregisterChatEvent("CHAT_MSG_CHANNEL_LEAVE"); self:UnregisterChatEvent("CHAT_MSG_CHANNEL_NOTICE"); self:UnregisterChatEvent("CHAT_MSG_CHANNEL_NOTICE_USER"); end function Channel:OnWindowDestroyed(self) if(self.type == "chat" and self.chatType == "channel") then local chatName = self.theUser; Windows[chatName].chatType = nil; Windows[chatName].unreadCount = nil; Windows[chatName].chatLoaded = nil; Windows[chatName].channelNumber = nil; Windows[chatName].channelSpecial = nil; cleanChatList(Windows[chatName]); Windows[chatName] = nil; end end Channel.waitingList = {}; --GetChannelRosterInfo(id, rosterIndex) local function loadChatList(win, ...) cleanChatList(win); for i=1, select("#", ...) do table.insert(win.chatList, string.trim(select(i, ...))); end end local function updateJoinLeave(event, ...) local arg1, who, arg3, channelIdentifier, arg5, arg6, arg7, channelNumber, arg9 = ...; for _, win in pairs(Windows) do if(win.channelIdentifier == channelIdentifier) then win.widgets.chat_info:SetText(GetChannelCount(win.channelNumber)); local color = _G.ChatTypeInfo["CHANNEL"..channelNumber]; win:AddEventMessage(color.r, color.g, color.b, event, ...); return; end end end function Channel:CHAT_MSG_CHANNEL_JOIN(...) local arg1, who, arg3, channelIdentifier, arg5, arg6, arg7, channelNumber, arg9 = ...; updateJoinLeave("CHAT_MSG_CHANNEL_JOIN", ...) end function Channel:CHAT_MSG_CHANNEL_LEAVE(...) local arg1, who, arg3, channelIdentifier, arg5, arg6, arg7, channelNumber, arg9 = ...; updateJoinLeave("CHAT_MSG_CHANNEL_LEAVE", ...) end function Channel:CHAT_MSG_CHANNEL_NOTICE(...) local arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11 = ...; for _, win in pairs(Windows) do if(win.channelIdentifier == arg4) then local color = _G.ChatTypeInfo["CHANNEL"..arg8]; win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_CHANNEL_NOTICE", ...); return; end end -- create new window if arg1 is YOU_JOINED if(arg1 == "YOU_JOINED") then -- open window. Channel:CHAT_MSG_CHANNEL("", "", nil, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11); end end function Channel:CHAT_MSG_CHANNEL_NOTICE_USER(...) local arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11 = ...; for _, win in pairs(Windows) do if(win.channelIdentifier == arg4) then local color = _G.ChatTypeInfo["CHANNEL"..arg8]; win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_CHANNEL_NOTICE_USER", ...); return; end end end function Channel:OnWindowShow(win) if(win.type == "chat" and win.chatType == "channel") then win.widgets.chat_info:SetText(GetChannelCount(win.channelNumber)); end end -- manage suppression function Channel:CHAT_MSG_CHANNEL_CONTROLLER(eventController, arg1, arg2, arg3, ...) if(eventController.ignoredByWIM) then eventController:BlockFromDelegate(self); return; end local arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11 = ...; -- arg7 Generic Channels (1 for General, 2 for Trade, 22 for LocalDefense, 23 for WorldDefense and 26 for LFG) -- arg8 Channel Number -- arg9 Channel Name local isWorld = arg7 and arg7 > 0; local channelName = string.split(" - ", arg9); local neverSuppress = db.chat[isWorld and "world" or "custom"].channelSettings[channelName] and db.chat[isWorld and "world" or "custom"].channelSettings[channelName].neverSuppress; --check options. do we want the specified channels. if(isWorld and not db.chat.world.enabled) then return; elseif(not isWorld and not db.chat.custom.enabled) then return; elseif(not neverSuppress and getRuleSet().supress and db.chat[isWorld and "world" or "custom"].channelSettings[channelName] and db.chat[isWorld and "world" or "custom"].channelSettings[channelName].monitor) then eventController:BlockFromChatFrame(self); end end function Channel:CHAT_MSG_CHANNEL(...) local filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = honorChatFrameEventFilter("CHAT_MSG_CHANNEL", ...); if(filter) then return; end -- arg7 Generic Channels (1 for General, 2 for Trade, 22 for LocalDefense, 23 for WorldDefense and 26 for LFG) -- arg8 Channel Number -- arg9 Channel Name local isWorld = arg7 and arg7 > 0; local channelName = string.split(" - ", arg9); --check options. do we want the specified channels. if(isWorld and not db.chat.world.enabled) then return; elseif(not isWorld and not db.chat.custom.enabled) then return; elseif(not db.chat[isWorld and "world" or "custom"].channelSettings[channelName] or not db.chat[isWorld and "world" or "custom"].channelSettings[channelName].monitor) then return; end arg2 = _G.Ambiguate(arg2, "none") local win = getChatWindow(channelName, "channel"); local color = _G.ChatTypeInfo["CHANNEL"..arg8]; if(arg7 == 1 or arg7 == 2 or arg7 == 22 or arg7 == 23 or arg7 == 26) then win.widgets.char_info:SetText(arg9); win.channelSpecial = _G.time(); else win.widgets.char_info:SetText(""); end win.channelNumber = arg8; win.channelIdentifier = arg4; if(win:IsVisible()) then win.widgets.chat_info:SetText(GetChannelCount(win.channelNumber)); end self.chatLoaded = true; if(arg1 and _G.strlen(arg1) > 0) then arg3 = CleanLanguageArg(arg3); win:AddEventMessage(color.r, color.g, color.b, "CHAT_MSG_CHANNEL", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); local neverPop = db.chat[isWorld and "world" or "custom"].channelSettings[channelName] and db.chat[isWorld and "world" or "custom"].channelSettings[channelName].neverPop; if(arg2 ~= _G.UnitName("player")) then win.unreadCount = win.unreadCount and (win.unreadCount + 1) or 1; if(not neverPop) then win:Pop("in"); end else if(not neverPop) then win:Pop("out"); end end CallModuleFunction("PostEvent_ChatMessage", "CHAT_MSG_CHANNEL", arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); end end function Channel:SettingsChanged() if(db.chat.world.enabled or db.chat.custom.enabled) then self:Enable(); else self:Disable(); end end -- alert management local ChatAlerts = CreateModule("ChatAlerts"); function ChatAlerts:OnWindowShow(win) if(win.type == "chat") then MinimapPopAlert(win.theUser); end end ChatAlerts.OnWindowDestroyed = ChatAlerts.OnWindowShow; function ChatAlerts:PostEvent_ChatMessage(event, ...) local arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11 = ...; if(arg2 == _G.UnitName("player")) then return; -- we don't count our own messages as new. end event = event:gsub("CHAT_MSG_", ""); if(event == "CHANNEL") then local isWorld = arg7 and arg7 > 0; local channelName = string.split(" - ", arg9); local win = getChatWindow(channelName, "channel"); local showAlert = db.chat[isWorld and "world" or "custom"].channelSettings[channelName] and db.chat[isWorld and "world" or "custom"].channelSettings[channelName].showAlerts; if(showAlert and win and not win:IsVisible() and win.unreadCount) then local color = _G.ChatTypeInfo["CHANNEL"..arg8]; MinimapPushAlert(win.theUser, RGBPercentToHex(color.r, color.g, color.b), win.unreadCount); end else local win; if(event == "GUILD" and db.chat.guild.showAlerts) then win = getChatWindow(_G.GUILD, "guild"); elseif(event == "OFFICER" and db.chat.officer.showAlerts) then win = getChatWindow(_G.GUILD_RANK1_DESC, "officer"); elseif(event == "PARTY" and db.chat.party.showAlerts) then win = getChatWindow(_G.PARTY, "party"); elseif((event == "RAID" or event == "RAID_LEADER") and db.chat.raid.showAlerts) then win = getChatWindow(_G.RAID, "raid"); elseif((event == "INSTANCE_CHAT" or event == "INSTANCE_CHAT_LEADER") and db.chat.battleground.showAlerts) then win = getChatWindow(_G.INSTANCE_CHAT, "battleground"); elseif(event == "SAY" and db.chat.say.showAlerts) then win = getChatWindow(_G.SAY, "say"); end if(win and not win:IsVisible() and win.unreadCount and win.unreadCount > 0) then local chat_type = win.chatType == "battleground" and "INSTANCE_CHAT" or string.upper(win.chatType); local color = _G.ChatTypeInfo[chat_type]; -- Drii: ticket 344 color error if party/instance chat handled by WIM MinimapPushAlert(win.theUser, RGBPercentToHex(color.r, color.g, color.b), win.unreadCount); end end end -- should never be disabled. ChatAlerts.canDisable = false; ChatAlerts:Enable(); -- Options -- create ChatOptions Module local ChatOptions = CreateModule("ChatOptions"); local function loadChatOptions() local desc = L["WIM will manage this chat type within its own message windows."]; -- standard chat template local function createChatTemplate(chatName, moduleName, chatType) local chatDB = db.chat[chatType]; local f = options.CreateOptionsFrame(); f.sub = f:CreateSection(chatName, desc); f.sub.nextOffSetY = -10; f.sub:CreateCheckButton(L["Enable"], WIM.modules[moduleName], "enabled", nil, function(self, button) EnableModule(moduleName, self:GetChecked()); end); f.sub.nextOffSetY = -30; f.sub:CreateCheckButton(L["Show Minimap Alerts"], chatDB, "showAlerts"); f.sub.nextOffSetY = -25; f.sub:CreateCheckButton(L["Never pop-up on my screen."], chatDB, "neverPop"); f.sub:CreateCheckButton(L["Never suppress messages."], chatDB, "neverSuppress"); return f; end local channelList = {}; local function getChannelList(world) --clear list for k, _ in pairs (channelList) do channelList[k] = nil; end for i=1, 20 do local name, header, collapsed, channelNumber, count, active, category, voiceEnabled, voiceActive = _G.GetChannelDisplayInfo(i); if((world and category == "CHANNEL_CATEGORY_WORLD") or (not world and category == "CHANNEL_CATEGORY_CUSTOM")) then table.insert(channelList, name.."*"..(active and "1" or "0").."*"..(channelNumber or "0")); end end return channelList; end local channelScrollCount = 1; local function createChannelChatTemplate(chatName, channelType, channelListFun) local f = options.CreateOptionsFrame(); f.sub = f:CreateSection(chatName, desc); f.sub.nextOffSetY = -10; f.sub.enabled = f.sub:CreateCheckButton(L["Enable"], db.chat[channelType], "enabled", nil, function(self, button) Channel:SettingsChanged(); end); f.sub.nextOffSetY = -10; --list f.sub.list = f.sub:ImportCustomObject(_G.CreateFrame("Frame")); options.AddFramedBackdrop(f.sub.list); f.sub.list:SetFullSize(); f.sub.list.buttonHeight = 80; f.sub.list:SetHeight(4 * f.sub.list.buttonHeight); f.sub.list.scroll = _G.CreateFrame("ScrollFrame", f.sub:GetName().."ChannelScroll"..channelScrollCount, f.sub.list, "FauxScrollFrameTemplate"); channelScrollCount = channelScrollCount + 1; f.sub.list.scroll:SetPoint("TOPLEFT", 0, -1); f.sub.list.scroll:SetPoint("BOTTOMRIGHT", -23, 0); f.sub.list.scroll.update = function(self) local channelList = channelListFun(); local offset = _G.FauxScrollFrame_GetOffset(self); for i=1, #f.sub.list.buttons do local index = i+offset; if(index <= #channelList) then local name, active, channelNumber = string.split("*", channelList[index]); active = active == "1"; f.sub.list.buttons[i]:Show(); f.sub.list.buttons[i].channelName = name; if(not db.chat[channelType].channelSettings[name]) then db.chat[channelType].channelSettings[name] = {}; end f.sub.list.buttons[i].title:SetText("|cffffffff"..channelNumber..". |r"..name); f.sub.list.buttons[i].cb1:SetChecked(db.chat[channelType].channelSettings[name] and db.chat[channelType].channelSettings[name].monitor); f.sub.list.buttons[i].neverPop:SetChecked(db.chat[channelType].channelSettings[name] and db.chat[channelType].channelSettings[name].neverPop); f.sub.list.buttons[i].neverSuppress:SetChecked(db.chat[channelType].channelSettings[name] and db.chat[channelType].channelSettings[name].neverSuppress); f.sub.list.buttons[i].showAlerts:SetChecked(db.chat[channelType].channelSettings[name] and db.chat[channelType].channelSettings[name].showAlerts); f.sub.list.buttons[i].noHistory:SetChecked(db.chat[channelType].channelSettings[name] and db.chat[channelType].channelSettings[name].noHistory); local color = _G.ChatTypeInfo["CHANNEL"..channelNumber]; f.sub.list.buttons[i].title:SetTextColor(color.r, color.g, color.b); if(active) then f.sub.list.buttons[i].title:SetAlpha(1); else f.sub.list.buttons[i].title:SetAlpha(.4); end else f.sub.list.buttons[i]:Hide(); end end _G.FauxScrollFrame_Update(self, #channelList, #f.sub.list.buttons, f.sub.list.buttonHeight); end f.sub.list.scroll:SetScript("OnVerticalScroll", function(self, offset) _G.FauxScrollFrame_OnVerticalScroll(self, offset, f.sub.list.buttonHeight, f.sub.list.scroll.update); end); f.sub.list:SetScript("OnShow", function(self) self.scroll:update(); end); f.sub.list.createButton = function(self) self.buttons = self.buttons or {}; local button = _G.CreateFrame("Button", nil, self); button:SetHeight(self.buttonHeight); --button:SetHighlightTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight", "ADD"); button.bg = button:CreateTexture(nil, "BACKGROUND"); button.bg:SetAllPoints(); button.bg:SetColorTexture(1,1,1, ((#self.buttons+1) % 2)*.1); button.bg:SetGradientAlpha("HORIZONTAL", 1,1,1,1, 0,0,0,0); button.border = {}; button.border.left = button:CreateTexture(nil, "OVERLAY"); button.border.left:SetPoint("TOPLEFT"); button.border.left:SetPoint("BOTTOMLEFT"); button.border.left:SetWidth(4); button.border.left:SetColorTexture(1,1,1,.5); button.title = button:CreateFontString(nil, "OVERLAY", "ChatFontNormal"); button.title:SetPoint("TOPLEFT", 35, -8); button.title:SetPoint("TOPRIGHT"); button.title:SetJustifyH("LEFT") local font, height, flags = button.title:GetFont(); button.title:SetFont(font, 14, flags); button.title:SetTextColor(_G.GameFontNormal:GetTextColor()); button.title:SetText("Test"); --monitor checkbox button.cb1 = _G.CreateFrame("CheckButton", nil, button, "UICheckButtonTemplate"); button.cb1:SetPoint("RIGHT", button.title, "LEFT", -5, 0); button.cb1:SetScale(.75); button.cb1:SetScript("OnEnter", function(self) self:GetParent():GetParent().help:SetJustifyH("LEFT"); self:GetParent():GetParent().help:SetText(L["Have WIM monitor this channel."]); end); button.cb1:SetScript("OnLeave", function(self) self:GetParent():GetParent().help:SetText(""); end); button.cb1:SetScript("OnClick", function(self) local name = self:GetParent().channelName; db.chat[channelType].channelSettings[name].monitor = self:GetChecked(); end); -- Never Pop button.neverPop = _G.CreateFrame("CheckButton", nil, button, "UICheckButtonTemplate"); button.neverPop:SetPoint("TOPLEFT", button.cb1, "BOTTOMRIGHT", 20, 0); button.neverPop:SetScale(.75); button.neverPop.text = button.neverPop:CreateFontString(nil, "OVERLAY", "ChatFontNormal"); button.neverPop.text:SetPoint("LEFT", button.neverPop, "RIGHT", 0, 0); button.neverPop.text:SetText(L["Never Pop"]); button.neverPop:SetScript("OnClick", function(self) local name = self:GetParent().channelName; db.chat[channelType].channelSettings[name].neverPop = self:GetChecked(); end) button.neverPop:SetScript("OnEnter", function(self) self:GetParent():GetParent().help:SetJustifyH("LEFT"); self:GetParent():GetParent().help:SetText(L["Never have this window pop-up on my screen."]); end); button.neverPop:SetScript("OnLeave", function(self) self:GetParent():GetParent().help:SetText(""); end); -- Never Suppress button.neverSuppress = _G.CreateFrame("CheckButton", nil, button, "UICheckButtonTemplate"); button.neverSuppress:SetPoint("TOPLEFT", button.neverPop, "BOTTOMLEFT", 0, 0); button.neverSuppress:SetScale(.75); button.neverSuppress.text = button.neverSuppress:CreateFontString(nil, "OVERLAY", "ChatFontNormal"); button.neverSuppress.text:SetPoint("LEFT", button.neverSuppress, "RIGHT", 0, 0); button.neverSuppress.text:SetText(L["Never Supress"]); button.neverSuppress:SetScript("OnClick", function(self) local name = self:GetParent().channelName; db.chat[channelType].channelSettings[name].neverSuppress = self:GetChecked(); end) button.neverSuppress:SetScript("OnEnter", function(self) self:GetParent():GetParent().help:SetJustifyH("LEFT"); self:GetParent():GetParent().help:SetText(L["Never suppress messages from the default chat frame."]); end); button.neverSuppress:SetScript("OnLeave", function(self) self:GetParent():GetParent().help:SetText(""); end); -- Show Minimap Alerts button.showAlerts = _G.CreateFrame("CheckButton", nil, button, "UICheckButtonTemplate"); button.showAlerts:SetPoint("TOPLEFT", button.neverPop, "TOPRIGHT", 150, 0); button.showAlerts:SetScale(.75); button.showAlerts.text = button.showAlerts:CreateFontString(nil, "OVERLAY", "ChatFontNormal"); button.showAlerts.text:SetPoint("LEFT", button.showAlerts, "RIGHT", 0, 0); button.showAlerts.text:SetText(L["Show Minimap Alerts"]); button.showAlerts:SetScript("OnClick", function(self) local name = self:GetParent().channelName; db.chat[channelType].channelSettings[name].showAlerts = self:GetChecked(); end) button.showAlerts:SetScript("OnEnter", function(self) self:GetParent():GetParent().help:SetJustifyH("LEFT"); self:GetParent():GetParent().help:SetText(L["Show unread message alert on minimap."]); end); button.showAlerts:SetScript("OnLeave", function(self) self:GetParent():GetParent().help:SetText(""); end); -- Don't record history button.noHistory = _G.CreateFrame("CheckButton", nil, button, "UICheckButtonTemplate"); button.noHistory:SetPoint("TOPLEFT", button.showAlerts, "BOTTOMLEFT", 0, 0); button.noHistory:SetScale(.75); button.noHistory.text = button.noHistory:CreateFontString(nil, "OVERLAY", "ChatFontNormal"); button.noHistory.text:SetPoint("LEFT", button.noHistory, "RIGHT", 0, 0); button.noHistory.text:SetText(L["No History"]); button.noHistory:SetScript("OnClick", function(self) local name = self:GetParent().channelName; db.chat[channelType].channelSettings[name].noHistory = self:GetChecked(); end) button.noHistory:SetScript("OnEnter", function(self) self:GetParent():GetParent().help:SetJustifyH("LEFT"); self:GetParent():GetParent().help:SetText(L["Do not record history for this channel."]); end); button.noHistory:SetScript("OnLeave", function(self) self:GetParent():GetParent().help:SetText(""); end); -- Don't play sounds button.noSound = _G.CreateFrame("CheckButton", nil, button, "UICheckButtonTemplate"); button.noSound:SetPoint("TOPLEFT", button.noHistory, "TOPRIGHT", 100, 0); button.noSound:SetScale(.75); button.noSound.text = button.noSound:CreateFontString(nil, "OVERLAY", "ChatFontNormal"); button.noSound.text:SetPoint("LEFT", button.noSound, "RIGHT", 0, 0); button.noSound.text:SetText(L["No Sound"]); button.noSound:SetScript("OnClick", function(self) local name = self:GetParent().channelName; db.chat[channelType].channelSettings[name].noSound = self:GetChecked(); end) button.noSound:SetScript("OnEnter", function(self) self:GetParent():GetParent().help:SetJustifyH("LEFT"); self:GetParent():GetParent().help:SetText(L["Do not play sounds for this channel."]); end); button.noSound:SetScript("OnLeave", function(self) self:GetParent():GetParent().help:SetText(""); end); if(#self.buttons == 0) then button:SetPoint("TOPLEFT"); button:SetPoint("TOPRIGHT", -25, 0); else button:SetPoint("TOPLEFT", self.buttons[#self.buttons], "BOTTOMLEFT"); button:SetPoint("TOPRIGHT", self.buttons[#self.buttons], "BOTTOMRIGHT"); end button:SetScript("OnUpdate", function(self, elapsed) for _, border in pairs(self.border) do if(_G.MouseIsOver(self)) then border:Show(); else border:Hide(); end end end); table.insert(self.buttons, button); end for i=1, 4 do f.sub.list:createButton(); end f.sub.list.help = f.sub.list:CreateFontString(nil, "OVERLAY", "ChatFontNormal"); f.sub.list.help:SetPoint("TOPLEFT", f.sub.list, "BOTTOMLEFT", 0, -2); f.sub.list.help:SetPoint("BOTTOMRIGHT", f.sub.list, "BOTTOMRIGHT", 0, -12); f.sub.list.help:SetText(""); f.sub.list.help:SetJustifyH("LEFT"); local font, height, flags = f.sub.list.help:GetFont(); f.sub.list.help:SetFont(font, 12, flags); return f; end local function createGuildChat() local f = createChatTemplate(_G.GUILD, "GuildChat", "guild"); return f; end local function createOfficerChat() local f = createChatTemplate(_G.GUILD_RANK1_DESC, "OfficerChat", "officer"); return f; end local function createPartyChat() local f = createChatTemplate(_G.PARTY, "PartyChat", "party"); return f; end local function createRaidChat() local f = createChatTemplate(_G.RAID, "RaidChat", "raid"); return f; end local function createBattlegroundChat() local f = createChatTemplate(_G.INSTANCE_CHAT, "BattlegroundChat", "battleground"); return f; end local function createSayChat() local f = createChatTemplate(_G.SAY, "SayChat", "say"); return f; end local function createWorldChat() local f = createChannelChatTemplate(L["World Chat"], "world", function() return getChannelList(true); end); return f; end local function createCustomChat() local f = createChannelChatTemplate(L["Custom Chat"], "custom", getChannelList); return f; end RegisterOptionFrame(L["Chat"], _G.GUILD, createGuildChat); RegisterOptionFrame(L["Chat"], _G.GUILD_RANK1_DESC, createOfficerChat); RegisterOptionFrame(L["Chat"], _G.PARTY, createPartyChat); RegisterOptionFrame(L["Chat"], _G.RAID, createRaidChat); RegisterOptionFrame(L["Chat"], _G.INSTANCE_CHAT, createBattlegroundChat); RegisterOptionFrame(L["Chat"], _G.SAY, createSayChat); RegisterOptionFrame(L["Chat"], L["World Chat"], createWorldChat); RegisterOptionFrame(L["Chat"], L["Custom Chat"], createCustomChat); dPrint("Chat Options Initialized..."); ChatOptions.optionsLoaded = true; end local function createUserList() local win = _G.CreateFrame("Frame", "WIM3_ChatUserList", WIM.WindowParent); win:EnableMouse(true); win:Hide(); win:SetPoint("CENTER"); -- set backdrop win:SetBackdrop({bgFile = "Interface\\AddOns\\"..addonTocName.."\\Modules\\Textures\\Menu_bg", edgeFile = "Interface\\AddOns\\"..addonTocName.."\\Modules\\Textures\\Menu", tile = true, tileSize = 32, edgeSize = 32, insets = { left = 32, right = 32, top = 32, bottom = 32 }}); win:SetWidth(200); win.title = _G.CreateFrame("Frame", win:GetName().."Title", win); win.title:SetHeight(17); win.title:SetPoint("TOPLEFT", 20, -18); win.title:SetPoint("TOPRIGHT", -20, -18); win.title.bg = win.title:CreateTexture(nil, "BACKGROUND"); win.title.bg:SetAllPoints(); win.title.text = win.title:CreateFontString(nil, "OVERLAY", "ChatFontNormal"); local font = win.title.text:GetFont(); win.title.text:SetFont(font, 11, ""); win.title.text:SetAllPoints(); win.title.text:SetJustifyV("TOP"); win.title.text:SetJustifyH("RIGHT"); win.title.text:SetText("Testing..."); win.buttons = {}; for i = 1, USERLIST_BUTTON_COUNT do local button = _G.CreateFrame("Button", win:GetName().."Button1", win); button:SetHighlightTexture("Interface\\QuestFrame\\UI-QuestLogTitleHighlight", "ADD"); button:GetHighlightTexture():SetVertexColor(.196, .388, .8); button:SetHeight(20); button.text = button:CreateFontString(nil, "OVERLAY", "ChatFontNormal"); button.text:SetText(" Button "..i); button.text:SetJustifyH("LEFT"); button.text:SetAllPoints(); button.SetUser = function(self, user) self.user = user; self.text:SetText(" "..user); end button:SetScript("OnClick", function(self, button) --if(button == "RightButton") then --_G.ChannelRosterFrame_ShowDropdown(self.user); --end end); if(i == 1) then button:SetPoint("TOPLEFT", 20, -35); button:SetPoint("RIGHT", -30, 0); else button:SetPoint("TOPLEFT", win.buttons[i-1], "BOTTOMLEFT"); button:SetPoint("TOPRIGHT", win.buttons[i-1], "BOTTOMRIGHT"); end table.insert(win.buttons, button); end win:SetHeight(#win.buttons*win.buttons[1]:GetHeight() + 35 + 20); win.scroll = _G.CreateFrame("ScrollFrame", win:GetName().."Scroll", win, "FauxScrollFrameTemplate"); win.scroll:SetPoint("TOPLEFT", win.buttons[1], "TOPLEFT", 0, 0); win.scroll:SetPoint("BOTTOMRIGHT", win.buttons[#win.buttons], "BOTTOMRIGHT", -10, 0); win.scroll:SetScript("OnVerticalScroll", function(self, offset) _G.FauxScrollFrame_OnVerticalScroll(self, offset, win.buttons[1]:GetHeight(), win.updateList); end); win:SetScript("OnHide", function(self) self:Hide(); self.attachedTo = nil; self.listCount = nil; self.listFun = nil; self:SetParent(_G.UIParent); end); win:SetScript("OnUpdate", function(self, elapsed) if(_G.MouseIsOver(self) or (self.attachedTo and _G.MouseIsOver(self.attachedTo))) then self.idleTime = 0; else self.idleTime = self.idleTime + elapsed; if(self.idleTime > 1) then self:Hide(); end end end); win.SetChannel = function(self, title) self.title.text:SetText(string.format(L["Users in %s"], title or _G.CHAT).." "); end win.PopUp = function(self, attachTo, point, point2, offsetX, offsetY) if(self.attachedTo == attachTo) then self:Hide(); return; end self:SetParent(attachTo); self:SetParentWindow(attachTo.parentWindow); self.attachedTo = attachTo; self:SetPoint(point, attachTo, point2, offsetX, offsetY); self:Show(); win:updateList(); end win.updateList = function(self) self = win; if(self.listCount and self.listFun) then local count = self.listCount(); local offset = _G.FauxScrollFrame_GetOffset(win.scroll); for i=1, USERLIST_BUTTON_COUNT do self.buttons[i]:Show(); local index = i + offset; if(index <= count) then self.buttons[i]:SetUser(self.listFun(index)); self.buttons[i]:Show(); else self.buttons[i]:Hide(); end end _G.FauxScrollFrame_Update(win.scroll, count, USERLIST_BUTTON_COUNT, self.buttons[1]:GetHeight()); else self:Hide(); end end win.SetParentWindow = function(self, parent, start) start = start or self; start.parentWindow = parent; if(start.GetChildren) then for i=1, select("#", start:GetChildren()) do self:SetParentWindow(parent, select(i, start:GetChildren())); end end end return win; end function ChatOptions:OnEnableWIM() loadChatOptions(); --load joined channels. --create user List if(not ChatUserList) then ChatUserList = createUserList(); end end -- global reference GetChatWindow = getChatWindow; function CleanLanguageArg(arg) if(arg and arg ~= "Universal" and arg ~= _G.DEFAULT_CHAT_FRAME.defaultLanguage) then return arg; else return nil; end end local channelCountCache = {}; function GetChannelCount(id) if(ChatUserList:IsVisible()) then return channelCountCache[id] or "..."; end for i=1, 20 do local name, header, collapsed, channelNumber, count, active, category, voiceEnabled, voiceActive = _G.GetChannelDisplayInfo(i); if(header and collapsed) then _G.ExpandChannelHeader(i); return GetChannelCount(id); end if(id == channelNumber) then if(_G.GetSelectedDisplayChannel() ~= i) then _G.SetSelectedDisplayChannel(i); name, header, collapsed, channelNumber, count, active, category, voiceEnabled, voiceActive = _G.GetChannelDisplayInfo(i); end channelCountCache[id] = channelCountCache[id] or "..."; channelCountCache[id] = count or channelCountCache[id]; return channelCountCache[id]; end end return 0; end
local function AddModel(AddTable, Model, Position, Ang, Clr, Mat, Scale) AddTable.Model = AddTable.Model or {} if type(AddTable.Model) ~= "table" then AddTable.Model = {} end table.insert(AddTable.Model, {Model = Model, Position = Position, Angle = Ang, Color = Clr, Material = Mat, Scale = Scale}) return AddTable end local function AddStats(AddTable, Slot, Armor) AddTable.Slot = Slot AddTable.Armor = Armor return AddTable end local function AddBuff(AddTable, Buff, Amount) AddTable.Buffs[Buff] = Amount return AddTable end local Item = QuickCreateItemTable(BaseArmor, "armor_chest_junkarmor", "Junky Armor", "Protects your heart and lungs from gettin pwnd", "icons/amor_junkyarmor") Item = AddModel(Item, "models/Gibs/Shield_Scanner_Gib2.mdl", Vector(-0.2, 0.2, -3.3), Angle(-95.9, -10.5, 0)) Item = AddModel(Item, "models/Gibs/Scanner_gib02.mdl", Vector(-4.4, 3.1, 3.9), Angle(46, 9.2, -116.9)) Item = AddModel(Item, "models/Gibs/Scanner_gib02.mdl", Vector(7, 5, 4.6), Angle(-23.4, -4.7, 56.9)) Item = AddStats(Item, "slot_chest", 15) Item = AddBuff(Item, "stat_maxhealth", 5) Item.Weight = 2 Item.SellPrice = 420 Register.Item(Item) local Item = QuickCreateItemTable(BaseArmor, "armor_chest_refinedjunkarmor", "Refined Junky Armor", "Protects your Body while still being cool", "icons/junk_box1") Item = AddModel(Item, "models/Gibs/Shield_Scanner_Gib2.mdl", Vector(-0.2, 0.2, -3.3), Angle(-95.9, -10.5, 0)) Item = AddModel(Item, "models/Gibs/Shield_Scanner_Gib4.mdl", Vector(-2.3, -0.3, -5), Angle(-79.6, -4.7, 12.7)) Item = AddModel(Item, "models/Gibs/Scanner_gib02.mdl", Vector(-4.4, 3.1, 3.9), Angle(46, 9.2, -116.9)) Item = AddModel(Item, "models/Gibs/Scanner_gib02.mdl", Vector(7, 5, 4.6), Angle(-23.4, -4.7, 56.9)) Item = AddModel(Item, "models/Gibs/Scanner_gib04.mdl", Vector(-3.7, 8.4, 0.6), Angle(-11.4, 110.4, 117.1)) Item = AddStats(Item, "slot_chest", 25) Item = AddBuff(Item, "stat_maxhealth", 10) Item.Level = 14 Item.Weight = 2 Item.SellPrice = 1020 Register.Item(Item) local Item = QuickCreateItemTable(BaseArmor, "armor_chest_antlionspiked", "Antlion Chest Armor", "Protects your Body while still being cool", "icons/junk_box1") Item = AddModel(Item, "models/Gibs/Antlion_gib_Large_2.mdl", Vector(-1.9, 0.1, 4.6), Angle(-95.9, -10.5, 180)) Item = AddModel(Item, "models/Gibs/Antlion_gib_medium_3a.mdl", Vector(2.6, 1.9, 11.7), Angle(-180, -81, -36.8)) Item = AddModel(Item, "models/Gibs/Antlion_gib_medium_3a.mdl", Vector(-3.7, 3, 11.5), Angle(-159.9, -106.4, -32.8)) Item = AddModel(Item, "models/Gibs/Antlion_gib_Large_2.mdl", Vector(2.8, 0.6, 8.8), Angle(19.4, 3.3, -172)) Item = AddStats(Item, "slot_chest", 27) Item = AddBuff(Item, "stat_maxhealth", 14) Item.Level = 18 Item.Weight = 3 Item.SellPrice = 2020 Register.Item(Item) local Item = QuickCreateItemTable(BaseArmor, "armor_chest_cyborg", "Biomechanical Chest", "You will be assimilated!", "icons/junk_box1") Item = AddModel(Item, "models/Gibs/manhack_gib03.mdl", Vector(-3.9, -1.7, 0.8), Angle(-114.4, -10.5, 119.8)) Item = AddModel(Item, "models/Gibs/manhack_gib03.mdl", Vector(0.1, 1, 4.6), Angle(-157.2, 158.6, 0)) Item = AddModel(Item, "models/Gibs/manhack_gib02.mdl", Vector(10.4, -0.1, -0.8), Angle(162.6, -14.1, 12.7)) Item = AddModel(Item, "models/Gibs/manhack_gib02.mdl", Vector(1.7, 9.9, -2.1), Angle(-18.1, -27.4, 0)) Item = AddStats(Item, "slot_chest", 40) Item = AddBuff(Item, "stat_dexterity", 10) Item.Level = 20 Item.Weight = 4 Item.SellPrice = 8020 Register.Item(Item) local Item = QuickCreateItemTable(BaseArmor, "armor_chest_antlion", "Antlion Shell Armor", "Crunchy!", "icons/junk_box1") Item = AddModel(Item, "models/Gibs/Antlion_gib_small_2.mdl", Vector(0.1, -4.1, 0.1), Angle(85, 67.6, 52.9))--front Item = AddModel(Item, "models/Gibs/Antlion_gib_small_2.mdl", Vector(0.8, -3, 2.1), Angle(-153.2, -0.7, 176)) Item = AddModel(Item, "models/Gibs/Antlion_gib_small_2.mdl", Vector(1, -7.7, 2.1), Angle(-153.2, -0.7, 176)) Item = AddModel(Item, "models/Gibs/Antlion_gib_small_2.mdl", Vector(-4.3, -3.2, 4.3), Angle(-153.2, -0.7, 174.6)) Item = AddModel(Item, "models/Gibs/Antlion_gib_small_2.mdl", Vector(-3.7, -6.6, 5.9), Angle(-153.2, -0.7, -173.3)) Item = AddModel(Item, "models/Gibs/Antlion_gib_small_2.mdl", Vector(-4.1, 0.3, 2.8), Angle(-153.2, -0.7, 149.2)) Item = AddModel(Item, "models/Gibs/Antlion_gib_small_2.mdl", Vector(-7.7, -3.2, 6.6), Angle(-153.2, -0.7, 176)) Item = AddModel(Item, "models/Gibs/Antlion_gib_Large_1.mdl", Vector(5.2, -7, 8.1), Angle(162.6, -74.3, -67.6)) Item = AddModel(Item, "models/Gibs/Antlion_gib_small_2.mdl", Vector(5, -5.9, 1.2), Angle(-170.6, -0.7, 180)) Item = AddModel(Item, "models/Gibs/Antlion_gib_small_2.mdl", Vector(4.1, -1.4, -0.1), Angle(-172, 0.7, 157.2)) Item = AddStats(Item, "slot_chest", 48) Item = AddBuff(Item, "stat_maxhealth", 17) Item.Level = 25 Item.Weight = 5 Item.SellPrice = 9020 Item.Set = "armor_antlion" Register.Item(Item) local Item = QuickCreateItemTable(BaseArmor, "armor_chest_skele", "Bone Chest", "How many people died to make this...", "icons/junk_box1") Item = AddModel(Item, "models/Gibs/HGIBS.mdl", Vector(1.9, -3.5, 2.8), Angle(6, -0.7, -0.7)) Item = AddModel(Item, "models/Gibs/HGIBS.mdl", Vector(1, 7.5, 0.3), Angle(3.3, 11.4, -3.3)) Item = AddModel(Item, "models/Gibs/HGIBS.mdl", Vector(2.8, 5.7, -5.2), Angle(3.3, 22.1, 2)) Item = AddModel(Item, "models/Gibs/HGIBS.mdl", Vector(1, 1, -5.2), Angle(3.3, -14.1, 3.3)) Item = AddModel(Item, "models/Gibs/manhack_gib05.mdl", Vector(12.2, -6.6, -3.5), Angle(139.9, -15.4, 87.7)) Item = AddModel(Item, "models/Gibs/manhack_gib05.mdl", Vector(11.5, -4.1, -2.8), Angle(149.2, 12.7, 87.7)) Item = AddModel(Item, "models/Gibs/manhack_gib05.mdl", Vector(14.2, -1.7, -4.3), Angle(134.5, 3.3, 87.7)) Item = AddStats(Item, "slot_chest", 62) Item = AddBuff(Item, "stat_strength", 23) Item.Level = 32 Item.Weight = 7 Item.SellPrice = 24156 Register.Item(Item) local Item = QuickCreateItemTable(BaseArmor, "armor_chest_bio", "Chest Enhancers of the Overseer", "Created from light and durable metal, increases ranged combat", "icons/junk_box1") Item = AddModel(Item, "models/props_combine/tprotato2_chunk05.mdl", Vector(-3.3, 11.6, 16.4), Angle(19.4, -2, 147.9))--front Item = AddModel(Item, "models/Gibs/manhack_gib01.mdl", Vector(-3.9, 14, -8), Angle(-138.5, 135.8, 114.4)) Item = AddModel(Item, "models/Gibs/manhack_gib01.mdl", Vector(-2.1, 21.1, 14), Angle(-142.5, 138.5, 34.1)) Item = AddModel(Item, "models/props_combine/tprotato2_chunk05.mdl", Vector(-12.8, 27.7, 24.1), Angle(-47.5, -159.9, -81))--back Item = AddModel(Item, "models/Gibs/manhack_gib01.mdl", Vector(12.2, 19.3, 6.8), Angle(62.2, 131.8, -70.3)) Item = AddModel(Item, "models/Gibs/manhack_gib01.mdl", Vector(6.8, -5.1, -12.8), Angle(40.8, 145.2, 52.9)) Item = AddStats(Item, "slot_chest", 73) Item = AddBuff(Item, "stat_dexterity", 35) Item.Level = 42 Item.Weight = 1 Item.SellPrice = 26112 Register.Item(Item) local Item = QuickCreateItemTable(BaseArmor, "armor_chest_tyrant", "Chest Armor of the Tyrant", "Made from the finest materials, for protection.", "icons/junk_box1") Item = AddModel(Item, "models/props_combine/stalkerpod_lid.mdl", Vector(-4.6, -1.9, 1), Angle(50.2, 0.7, 7.4))--front Item = AddModel(Item, "models/props_combine/stalkerpod_lid.mdl", Vector(0.1, 4.3, 0.6), Angle(180, -178.7, 169.3)) Item = AddModel(Item, "models/props_combine/stalkerpod_lid.mdl", Vector(-5.9, -1.9, 7.2), Angle(-82.3, 75.6, 105.1)) Item = AddModel(Item, "models/props_combine/stalkerpod_lid.mdl", Vector(-1.4, -3.5, 0.1), Angle(93, -161.3, 27.4)) Item = AddModel(Item, "models/props_combine/stalkerpod_lid.mdl", Vector(-1.7, 0.3, -0.6), Angle(77, -125.1, 54.2))--back Item = AddModel(Item, "models/props_combine/stalkerpod_lid.mdl", Vector(-6.8, 2.1, 4.8), Angle(-163.9, -0.7, 7.4)) Item = AddStats(Item, "slot_chest", 97) Item = AddBuff(Item, "stat_maxhealth", 70) Item.Level = 45 Item.Weight = 8 Item.SellPrice = 27144 Register.Item(Item)
Locales['nl'] = { ['actions'] = 'acties', ['boss_menu'] = 'baas menu', ['money_generic'] = '€%s', ['deposit_amount'] = 'stort hoeveelheid', ['deposit_society_money'] = 'stort maatschappij geld', ['do_you_want_to_recruit'] = 'Wil je %s aannemen?', ['employee'] = 'werknemer', ['employee_list'] = 'werknemer lijst', ['employee_management'] = 'werknemer beheer', ['fire'] = 'ontslaan', ['grade'] = 'schaal', ['have_deposited'] = 'je hebt gestort ~r~$%s~s~', ['have_withdrawn'] = 'je hebt opgenomen ~g~$%s~s~', ['invalid_amount'] = 'ongeldige hoeveelheid', ['invalid_amount_max'] = 'dit salaris is niet toegestaan', ['no'] = 'nee', ['promote'] = 'promoveer', ['promote_employee'] = 'promoveer %s', ['recruit'] = 'werv', ['recruiting'] = 'werven', ['salary_amount'] = 'salaris hoeveelheid', ['salary_management'] = 'salaris beheer', ['wash_money'] = 'witwas geld', ['wash_money_amount'] = 'hoeveelheid om wit te wassen', ['withdraw_amount'] = 'opneem hoeveelheid', ['withdraw_society_money'] = 'neem maatschappelijk geld op', ['yes'] = 'ja', ['you_have'] = 'je hebt ~g~€%s~s~ staan in ~y~geld witwassen~s~ (24h).', ['you_have_laundered'] = 'je hebt je geld: ~g~€%s~s~ ~r~witgewassen~s~ ', ['you_have_hired'] = 'je bent gevraagt %s', ['you_have_been_hired'] = 'je bent aangenomen door %s', ['you_have_fired'] = 'je bent ontslagen %s', ['you_have_been_fired'] = 'je bent ondslagen van %s', ['you_have_promoted'] = 'je hebt gepromoveerd %s naar %s', ['you_have_been_promoted'] = 'je bent ~b~gepromoveerd~s~!', }
require 'globals' socket = require 'socket' ---- Networking ---- UDP = socket.udp() UDP:settimeout(0) UDP:setsockname('*', 12345) ---- Game managing ---- local players = {} local roundCombination, roundStrongestCard, roundSequenceLength local currentPlayerTurnIndex = 1 math.randomseed(os.time()) ---- GUI ---- local suit = Suit.new() --[[ local player = Player() player:addCard(Card(CardRank.Ace, CardSuit.Spades)) player:addCard(Card(CardRank.Three, CardSuit.Spades)) player:addCard(Card(CardRank.Seven, CardSuit.Diamonds)) player:addCard(Card(CardRank.Seven, CardSuit.Clubs)) player:addCard(Card(CardRank.King, CardSuit.Hearts)) for i = 1, 5 do print(tostring(player.cards[i].rank)..':'..tostring(player.cards[i].suit)) end ]]-- ---- Server loop ---- function love.update(dt) ---- Receiving ---- repeat local data, ip, port = UDP:receivefrom() if data then local command, index, params = data:match("^(%S*) (%S*) (.*)") ---- join ---- if command == 'join' then local playerName = params:match('(%S*)') print(playerName..' has joined') local player = Player(playerName, ip, port) table.insert(players, player) if #players <= 4 then UDP:sendto( string.format('%s %d', 'confirmJoint', #players), ip, port ) elseif #players > 4 then UDP:sendto( string.format('%s %d', 'confirmJoint', 0), ip, port ) end else print("unrecognised command:", cmd) end elseif ip ~= 'timeout' then error("Unknown network error: "..tostring(msg)) end until not data socket.sleep(0.02) ---- GUI ---- if #players >= 1 then if suit:Button('START GAME', 10, 10, 100, 30).hit then startGame() updateGameState() end end end ---- Start game function startGame() local deck = createDeck() for i = 1, 13 do for j = 1, #players do local cardIndex = math.random(1, #deck) local card = deck[cardIndex] table.remove(deck, cardIndex) UDP:sendto( string.format('%s %d %d', 'addCard', card.rank, card.suit), players[j].ip, players[j].port ) end end currentPlayerTurnIndex = 1 end function createDeck() local deck = {} for rank = 1, 13 do for suit = 1, 4 do local card = Card(rank, suit) table.insert(deck, card) end end return deck end function updateGameState() local playersCardLeft = {} for i = 1, 4 do if players[i] ~= nil then playersCardLeft[i] = #players[i].cards else playersCardLeft[i] = 0 end end local rank = tostring(roundStrongestCard ~= nil and roundStrongestCard.rank or nil) local suit = tostring(roundStrongestCard ~= nil and roundStrongestCard.suit or nil) for i = 1, #players do UDP:sendto( string.format('%s %d %s %s %s-%s %d-%d-%d-%d', 'update', currentPlayerTurnIndex, tostring(roundCombination), tostring(roundSequenceLength), rank, suit, playersCardLeft[1], playersCardLeft[2], playersCardLeft[3], playersCardLeft[4] ), players[i].ip, players[i].port ) end end function love.draw() suit:draw() end
return { ["engine"]="luajittex", ["timings"]={ ["arabic"]={ ["list"]={ "arabtype", "husayni" }, ["results"]={ ["arabtype"]={ ["context base"]=0.32, ["context node"]=7.167, ["context none"]=0.322, ["harfbuzz native"]=4.631, ["harfbuzz uniscribe"]=4.67, }, ["husayni"]={ ["context base"]=0.35, ["context node"]=12.251, ["context none"]=0.351, ["harfbuzz native"]=15.279, ["harfbuzz uniscribe"]=15.253, }, }, }, ["latin"]={ ["list"]={ "modern", "pagella", "dejavu", "cambria", "ebgaramond", "lucidaot" }, ["results"]={ ["cambria"]={ ["context base"]=0.384, ["context node"]=1.17, ["context none"]=0.366, ["harfbuzz native"]=2.907, ["harfbuzz uniscribe"]=2.863, }, ["dejavu"]={ ["context base"]=0.399, ["context node"]=0.985, ["context none"]=0.364, ["harfbuzz native"]=3.02, ["harfbuzz uniscribe"]=2.968, }, ["ebgaramond"]={ ["context base"]=0.43, ["context node"]=1.323, ["context none"]=0.383, ["harfbuzz native"]=2.999, ["harfbuzz uniscribe"]=2.983, }, ["lucidaot"]={ ["context base"]=0.414, ["context node"]=0.626, ["context none"]=0.422, ["harfbuzz native"]=2.606, ["harfbuzz uniscribe"]=2.594, }, ["modern"]={ ["context base"]=0.418, ["context node"]=0.773, ["context none"]=0.383, ["harfbuzz native"]=3.074, ["harfbuzz uniscribe"]=3.049, }, ["pagella"]={ ["context base"]=0.436, ["context node"]=0.803, ["context none"]=0.416, ["harfbuzz native"]=3.024, ["harfbuzz uniscribe"]=3.006, }, }, }, ["mixed"]={ ["list"]={ "arabtype", "husayni" }, ["results"]={ ["arabtype"]={ ["context base"]=0.572, ["context node"]=4.039, ["context none"]=0.602, ["harfbuzz native"]=3.69, ["harfbuzz uniscribe"]=3.686, }, ["husayni"]={ ["context base"]=0.617, ["context node"]=5.943, ["context none"]=0.575, ["harfbuzz native"]=7.193, ["harfbuzz uniscribe"]=7.109, }, }, }, }, }
-- If image name contains gray, use grayscale effect if string.match(imageCtx:name(), "gray") then imageCtx:grayscale() end -- If image name contains blue, use gaussian blur effect if string.match(imageCtx:name(), "blur") then imageCtx:gaussianBlur(3.0) end
local json = require "cjson" local http_client = require "kong.tools.http_client" local spec_helper = require "spec.spec_helpers" local cache = require "kong.tools.database_cache" local rex = require "rex_pcre" local STUB_GET_URL = spec_helper.STUB_GET_URL local PROXY_SSL_URL = spec_helper.PROXY_SSL_URL local API_URL = spec_helper.API_URL local env = spec_helper.get_env() -- test environment local dao_factory = env.dao_factory local configuration = env.configuration configuration.cassandra = configuration[configuration.database].properties describe("OAuth2 Authentication Hooks", function() setup(function() spec_helper.prepare_db() end) teardown(function() spec_helper.stop_kong() end) before_each(function() spec_helper.restart_kong() spec_helper.drop_db() spec_helper.insert_fixtures { api = { { request_host = "oauth2.com", upstream_url = "http://mockbin.com" } }, consumer = { { username = "auth_tests_consumer" } }, plugin = { { name = "oauth2", config = { scopes = { "email", "profile" }, mandatory_scope = true, provision_key = "provision123", token_expiration = 5, enable_implicit_grant = true }, __api = 1 } }, oauth2_credential = { { client_id = "clientid123", client_secret = "secret123", redirect_uri = "http://google.com/kong", name="testapp", __consumer = 1 } } } end) local function provision_code(client_id) local response = http_client.post(PROXY_SSL_URL.."/oauth2/authorize", { provision_key = "provision123", client_id = client_id, scope = "email", response_type = "code", state = "hello", authenticated_userid = "userid123" }, {host = "oauth2.com"}) local body = json.decode(response) if body.redirect_uri then local matches = rex.gmatch(body.redirect_uri, "^http://google\\.com/kong\\?code=([\\w]{32,32})&state=hello$") local code for line in matches do code = line end local data = dao_factory.oauth2_authorization_codes:find_all({code = code}) return data[1].code end end describe("OAuth2 Credentials entity invalidation", function() it("should invalidate when OAuth2 Credential entity is deleted", function() -- It should work local code = provision_code("clientid123") local _, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "clientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(200, status) -- Check that cache is populated local cache_key = cache.oauth2_credential_key("clientid123") local _, status = http_client.get(API_URL.."/cache/"..cache_key) assert.equals(200, status) -- Retrieve credential ID local response, status = http_client.get(API_URL.."/consumers/auth_tests_consumer/oauth2/") assert.equals(200, status) local credential_id = json.decode(response).data[1].id assert.truthy(credential_id) -- Delete OAuth2 credential (which triggers invalidation) local _, status = http_client.delete(API_URL.."/consumers/auth_tests_consumer/oauth2/"..credential_id) assert.equals(204, status) -- Wait for cache to be invalidated local exists = true while(exists) do local _, status = http_client.get(API_URL.."/cache/"..cache_key) if status ~= 200 then exists = false end end -- It should not work local code = provision_code("clientid123") local _, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "clientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(400, status) end) it("should invalidate when OAuth2 Credential entity is updated", function() -- It should work local code = provision_code("clientid123") local _, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "clientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(200, status) -- It should not work local code = provision_code("updclientid123") local _, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "updclientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(400, status) -- Check that cache is populated local cache_key = cache.oauth2_credential_key("clientid123") local _, status = http_client.get(API_URL.."/cache/"..cache_key) assert.equals(200, status) -- Retrieve credential ID local response, status = http_client.get(API_URL.."/consumers/auth_tests_consumer/oauth2/") assert.equals(200, status) local credential_id = json.decode(response).data[1].id assert.truthy(credential_id) -- Update OAuth2 credential (which triggers invalidation) local _, status = http_client.patch(API_URL.."/consumers/auth_tests_consumer/oauth2/"..credential_id, {client_id="updclientid123"}) assert.equals(200, status) -- Wait for cache to be invalidated local exists = true while(exists) do local _, status = http_client.get(API_URL.."/cache/"..cache_key) if status ~= 200 then exists = false end end -- It should work local code = provision_code("updclientid123") local _, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "updclientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(200, status) -- It should not work local code = provision_code("clientid123") local _, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "clientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(400, status) end) end) describe("Consumer entity invalidation", function() it("should invalidate when Consumer entity is deleted", function() -- It should work local code = provision_code("clientid123") local _, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "clientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(200, status) -- Check that cache is populated local cache_key = cache.oauth2_credential_key("clientid123") local _, status = http_client.get(API_URL.."/cache/"..cache_key) assert.equals(200, status) -- Delete Consumer (which triggers invalidation) local _, status = http_client.delete(API_URL.."/consumers/auth_tests_consumer") assert.equals(204, status) -- Wait for cache to be invalidated local exists = true while(exists) do local _, status = http_client.get(API_URL.."/cache/"..cache_key) if status ~= 200 then exists = false end end -- It should not work local code = provision_code("clientid123") local _, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "clientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(400, status) end) end) describe("OAuth2 access token entity invalidation", function() it("should invalidate when OAuth2 token entity is deleted", function() -- It should work local code = provision_code("clientid123") local response, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "clientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(200, status) local token = json.decode(response) assert.truthy(token) local _, status = http_client.post(STUB_GET_URL, { access_token = token.access_token }, {host = "oauth2.com"}) assert.are.equal(200, status) -- Check that cache is populated local cache_key = cache.oauth2_token_key(token.access_token) local _, status = http_client.get(API_URL.."/cache/"..cache_key) assert.equals(200, status) -- Delete token (which triggers invalidation) local res = dao_factory.oauth2_tokens:find_all({access_token=token.access_token}) local token_id = res[1].id assert.truthy(token_id) local _, status = http_client.delete(API_URL.."/oauth2_tokens/"..token_id) assert.equals(204, status) -- Wait for cache to be invalidated local exists = true while(exists) do local _, status = http_client.get(API_URL.."/cache/"..cache_key) if status ~= 200 then exists = false end end -- It should not work local _, status = http_client.post(STUB_GET_URL, { access_token = token.access_token }, {host = "oauth2.com"}) assert.are.equal(401, status) end) it("should invalidate when Oauth2 token entity is updated", function() -- It should work local code = provision_code("clientid123") local response, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "clientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(200, status) local token = json.decode(response) assert.truthy(token) local _, status = http_client.post(STUB_GET_URL, { access_token = token.access_token }, {host = "oauth2.com"}) assert.are.equal(200, status) -- It should not work local _, status = http_client.post(STUB_GET_URL, { access_token = "hello_token" }, {host = "oauth2.com"}) assert.are.equal(401, status) -- Check that cache is populated local cache_key = cache.oauth2_token_key(token.access_token) local _, status = http_client.get(API_URL.."/cache/"..cache_key) assert.equals(200, status) -- Update OAuth 2 token (which triggers invalidation) local res = dao_factory.oauth2_tokens:find_all({access_token=token.access_token}) local token_id = res[1].id assert.truthy(token_id) local _, status = http_client.patch(API_URL.."/oauth2_tokens/"..token_id, {access_token="hello_token"}) assert.equals(200, status) -- Wait for cache to be invalidated local exists = true while(exists) do local _, status = http_client.get(API_URL.."/cache/"..cache_key) if status ~= 200 then exists = false end end -- It should work local _, status = http_client.post(STUB_GET_URL, { access_token = "hello_token" }, {host = "oauth2.com"}) assert.are.equal(200, status) -- It should not work local _, status = http_client.post(STUB_GET_URL, { access_token = token.access_token }, {host = "oauth2.com"}) assert.are.equal(401, status) end) end) describe("OAuth2 client entity invalidation", function() it("should invalidate token when OAuth2 client entity is deleted", function() -- It should work local code = provision_code("clientid123") local response, status = http_client.post(PROXY_SSL_URL.."/oauth2/token", { code = code, client_id = "clientid123", client_secret = "secret123", grant_type = "authorization_code" }, {host = "oauth2.com"}) assert.are.equal(200, status) local token = json.decode(response) assert.truthy(token) local _, status = http_client.post(STUB_GET_URL, { access_token = token.access_token }, {host = "oauth2.com"}) assert.are.equal(200, status) -- Check that cache is populated local cache_key = cache.oauth2_token_key(token.access_token) local _, status = http_client.get(API_URL.."/cache/"..cache_key) assert.equals(200, status) -- Retrieve credential ID local response, status = http_client.get(API_URL.."/consumers/auth_tests_consumer/oauth2/", {client_id="clientid123"}) assert.equals(200, status) local credential_id = json.decode(response).data[1].id assert.truthy(credential_id) -- Delete OAuth2 client (which triggers invalidation) local _, status = http_client.delete(API_URL.."/consumers/auth_tests_consumer/oauth2/"..credential_id) assert.equals(204, status) -- Wait for cache to be invalidated local exists = true while(exists) do local _, status = http_client.get(API_URL.."/cache/"..cache_key) if status ~= 200 then exists = false end end -- It should not work local _, status = http_client.post(STUB_GET_URL, { access_token = token.access_token }, {host = "oauth2.com"}) assert.are.equal(401, status) end) end) end)
local skynet = require "skynet" local opcua = require "opcua" local session_state = { [0] = "Closed", [1] = "Create requested", [2] = "Created", [3] = "Activate requested", [4] = "Activated", [5] = "Closing" } local channel_state = { [0] = "Closed", [1] = "Hello sent", [2] = "Hello received", [3] = "Ack sent", [4] = "Ack received", [5] = "Open sent", [6] = "Open", [7] = "Closing" } local security_policy_prefix = "http://opcfoundation.org/UA/SecurityPolicy#" local security_policy = { none = security_policy_prefix.."None", basic128rsa15 = security_policy_prefix.."Basic128Rsa15", basic256 = security_policy_prefix.."Basic256", basic256sha256 = security_policy_prefix.."Basic256Sha256" } local security_mode = { none = 1, sign = 2, signandencrypt = 3 } local errinfo = { not_registered = "node not registered", invalid_datatype = "invalid datatype" } local uri = "urn:iotedge:opcua:opcua-client" local root = "./lualib/opcua/" local cert = root.."client.crt.der" local key = root.."client.key.der" local function read_file(file) local f = io.open(file, "rb") local ret = f:read("a") f:close() return ret end local function register_node(self) for _, node in pairs(self.__nodelist) do local ok, id, dtidx, dtname = self.__client:register(node.node) if ok then node.id = id node.dtidx = dtidx node.dtname = dtname else skynet.error("opcua: register node failed", node.name, id) end end end local function do_connect(self) if not self.__connecting then self.__connecting = true local ok, err if self.__username ~= '' and self.__password ~= '' then ok, err = self.__client:connect_username(self.__config.url, self.__config.namespace, self.__username, self.__password) else ok, err = self.__client:connect(self.__config.url, self.__config.namespace) end if ok then register_node(self) skynet.error("opcua: connected to", self.__config.url, self.__config.namespace) else skynet.error("opcua: connect failed", self.__config.url, self.__config.namespace, err) skynet.sleep(1000) end self.__connecting = false return ok else return true end end local function write_boolean(cli, id, dt, val) if type(val) == "boolean" then return cli:write_boolean(id, dt, val) else return false, errinfo.invalid_datatype end end local function write_integer(cli, id, dt, val) if math.tointeger(val) then return cli:write_integer(id, dt, val) else return false, errinfo.invalid_datatype end end local function write_float(cli, id, dt, val) if type(val) == "number" then return cli:write_float(id, dt, val) else return false, errinfo.invalid_datatype end end local function write_double(cli, id, dt, val) if type(val) == "number" then return cli:write_double(id, dt, val) else return false, errinfo.invalid_datatype end end local function write_string(cli, id, dt, val) if type(val) == "string" then return cli:write_string(id, dt, val) else return false, errinfo.invalid_datatype end end local dt_map = { [0] = write_boolean, [1] = write_integer, [2] = write_integer, [3] = write_integer, [4] = write_integer, [5] = write_integer, [6] = write_integer, [7] = write_integer, [8] = write_integer, [9] = write_float, [10] = write_double, [11] = write_string, } local cli = {} function cli:info() local channel, session, connection = self.__client:state() self.__state.connection = connection self.__state.channel = channel_state[channel] self.__state.session = session_state[session] return { state = self.__state, config = self.__config } end function cli:register(node) local ok, id, dtidx, dtname = self.__client:register(node.node) if ok then node.id = id node.dtidx = dtidx node.dtname = dtname self.__nodelist[node.name] = node return ok else return ok, id end end function cli:read(nodelist) local ok, ret = self.__client:read(nodelist) if not ok then skynet.timeout(0, function() do_connect(self) end) end return ok, ret end function cli:write(node, val) if node.id then local f = dt_map[node.dtidx] if f then local ok, ret = f(self.__client, node.id, node.dtidx, val) if not ok and ret ~= errinfo.invalid_datatype then skynet.timeout(0, function() do_connect(self) end) end return ok, ret else return false, errinfo.invalid_datatype end else return false, errinfo.not_registered end end function cli:connect() return do_connect(self) end function cli:close() local ok, err = self.__client:disconnect() if ok then skynet.error("opcua: disconnected", self.__config.url, self.__config.namespace) else skynet.error("opcua: disconnect failed", self.__config.url, self.__config.namespace, err) end return ok end local client_meta = { __index = cli } local client = {} function client.new(desc) assert(desc.url and desc.namespace) local c = assert(read_file(cert)) local k = assert(read_file(key)) local s_mode = assert(security_mode[desc.security_mode]) local s_policy = assert(security_policy[desc.security_policy]) local opcua_c = assert(opcua.client.new(uri, s_mode, s_policy, c, k)) local config = opcua_c:configuration() config.security_mode = desc.security_mode config.security_policy = desc.security_policy config.url = desc.url config.namespace = desc.namespace return setmetatable({ __client = opcua_c, __username = desc.username, __password = desc.password, __nodelist = {}, __state = {}, __config = config, __connecting = false }, client_meta) end return client
local FileModder = pd.Class:new():register("vidya-file-modder") function FileModder:initialize(sel, atoms) -- 1. Object-triggering bang -- 2. Incoming single data bytes from [binfile] -- 3. Total bytes in file, from [route buflength] -- 4. Glitch type -- 5. Glitch point -- 6. Number of times to glitch a file -- 7. Toggle for a randomized number of glitches within the bounds of (6) -- 8. Active filename self.inlets = 8 -- 1. To [binfile] inlet - bang(get next byte), clear(clear the buffer), FLOAT(write a byte to buffer), write(write to file) self.outlets = 1 -- Currently active file's namedata self.filedata = { "default-filename", 0, } -- Glitch type (pattern, random, or splice) self.glitchtype = "random" -- Minimum glitch point in image data self.glitchpoint = 500 -- Number of times to repeat random glitches on a given file self.randrepeat = 1 -- Toggles whether the number of repeating glitches should be random, within the bounds of 1 to self.randrepeat self.randtoggle = "concrete" -- Hold all bytes, which are converted to ints in the 0-255 range self.bytebuffer = {} -- Buffer length of currently active file self.buflength = 0 return true end function FileModder:in_1_bang() for i = 1, self.buflength do self:outlet(1, "bang", {}) end self:outlet(1, "clear", {}) if self.glitchtype == "pattern" then local plen = math.random(2, 1000) local patbuffer = {} for i = 1, plen do table.insert(patbuffer, math.random(1, 254)) end for i = self.glitchpoint, self.buflength do self.bytebuffer[i] = patbuffer[((i - 1) % #patbuffer) + 1] end elseif self.glitchtype == "random" then local randlimit = 0 if self.randtoggle == "random" then randlimit = math.random(1, self.randrepeat) else randlimit = self.randrepeat end for i = 1, randlimit do self.bytebuffer[math.random(self.glitchpoint, self.buflength)] = math.random(1, 244) end elseif self.glitchtype == "splice" then local sloc = math.random(self.glitchpoint, self.buflength) local schunksize = math.random(1, self.buflength - sloc) local splicebuffer = {} for i = 1, schunksize do table.insert(splicebuffer, table.remove(self.bytebuffer, sloc)) end local insertpoint = math.random(self.glitchpoint, #self.bytebuffer) for _, v in ipairs(splicebuffer) do table.insert(self.bytebuffer, insertpoint, v) end end for _, v in ipairs(self.bytebuffer) do self:outlet(1, "float", {v}) end local outname = self.filedata[1] .. "-glitch" .. self.filedata[2] .. ".jpeg" self:outlet(1, "write", {outname}) pd.post("New glitched image: " .. outname) self:outlet(1, "clear", {}) self.bytebuffer = {} end function FileModder:in_2_float(f) table.insert(self.bytebuffer, f) end function FileModder:in_3_list(f) self.buflength = f[1] + 1 -- Shift from 0-indexed to 1-indexed end function FileModder:in_4_list(d) self.glitchtype = d[1] end function FileModder:in_5_float(f) self.glitchpoint = f end function FileModder:in_6_float(f) self.randrepeat = f end function FileModder:in_7_list(d) self.randtoggle = d[1] end function FileModder:in_8_list(d) self.filedata = {d[1], d[2]} end
-- See LICENSE for terms local RetName = ChoGGi.ComFuncs.RetName local ChoOrig_Workplace_AddWorker = Workplace.AddWorker function Workplace:AddWorker(worker, ...) -- already named, so abort if self.ChoGGi_AddedNamedWorkplace then return ChoOrig_Workplace_AddWorker(self, worker, ...) end local name = worker.name self.display_name = T{302535920011335,"<name>'s <workplace>, est. <sol>", name = type(name) == "table" -- first name for eng, or "last" name for rtl (assuming that's how the devs did them) and name[config.TextWrapAnywhere and #name or 1] -- user added a custom name? don't bother trying to get a first name and just use it as is or name, workplace = RetName(self) or "Thppt!", sol = (self.city or UICity).day, } self.ChoGGi_AddedNamedWorkplace = true return ChoOrig_Workplace_AddWorker(self, worker, ...) end
AddCSLuaFile() DEFINE_BASECLASS( "magic_base_entity" ) ENT.PrintName = "Waterball" ENT.Spawnable = false ENT.AdminOnly = false PrecacheParticleSystem("waterball") if SERVER then function ENT:Initialize() self.BaseClass.Initialize(self) self:SetEffect("waterball") self:PhysicsInitSphere(32, "default") self:DrawShadow(false) end function ENT:OnCollision(e) self:EmitSound("^weapons/underwater_explode4.wav", nil, 216) for k, v in ipairs(ents.FindInSphere(self:GetPos(), 200)) do v:SetWet(true) end self:Remove() end else local function onCollision(part, pos, normal) part:SetDieTime(0) sound.Play("ambient/water/water_splash" .. math.random(1, 3) .. ".wav", pos, 75, 100, 0.5) local part = MagicParticleEmitter3D:Add("particle/particle_noisesphere", pos + normal) if part then part:SetDieTime(2) part:SetStartAlpha(255) part:SetEndAlpha(0) part:SetStartSize(120) part:SetEndSize(0) part:SetAngles(normal:Angle()) end end function ENT:OnRemove() for i=1, 15 do local part = MagicParticleEmitter:Add("particle/particle_noisesphere", self:GetPos()) if part then part:SetDieTime(1) part:SetStartAlpha(255) part:SetEndAlpha(0) part:SetStartSize(130) part:SetEndSize(120) part:SetCollide(true) part:SetCollideCallback(onCollision) part:SetRoll(i * 45) part:SetRollDelta(5) part:SetVelocity(VectorRand() * 305) part:SetGravity(Vector(0, 0, -1000)) end end end local function onCollision(part, pos, normal) part:SetDieTime(0) sound.Play("ambient/water/water_splash" .. math.random(1, 3) .. ".wav", pos, 75, 100, 0.1) local part = MagicParticleEmitter3D:Add("particle/particle_noisesphere", pos + normal) if part then part:SetDieTime(2) part:SetStartAlpha(255) part:SetEndAlpha(0) part:SetStartSize(40) part:SetEndSize(0) part:SetAngles(normal:Angle()) end end function ENT:Draw() end function ENT:Think() local part = MagicParticleEmitter:Add("particle/water/watersplash_001a_refract.vmt", self:GetPos()) if part then part:SetDieTime(10) part:SetStartAlpha(100) part:SetEndAlpha(0) part:SetStartSize(30) part:SetEndSize(30) part:SetCollide(true) part:SetCollideCallback(onCollision) part:SetGravity(Vector(0, 0, -1000)) part:SetVelocity(VectorRand() * 15) end self:SetNextClientThink(CurTime() + math.Rand(0.1, 0.2)) end end
RegisterServerEvent("rent:payMyBike") AddEventHandler("rent:payMyBike", function(price) print(type(source)) print(source) source = tonumber(source) TriggerEvent("es:getPlayerFromId", source, function(user) if user.get('money') < price then user.notify("<b style='color: red'> Tu n'as pas assez d'argent pour ça.</b>", "error", "topCenter", true, 5000) else print(user.getSessionVar("waitBike")) print(os.time()) if user.getSessionVar("waitBike") == nil or (user.getSessionVar("waitBike") + 30) < os.time() then user.removeMoney(price) user.notify("<b style='color: green'> Et voilà! N'oublie pas ton casque de vélo!</b>", "success", "topCenter", true, 5000) TriggerClientEvent("bike:okbuy", user.get('source')) user.setSessionVar("waitBike", os.time()) else user.notify("<b style='color: red' > Attend, je viens juste de t'en louer un! </b>", "error", "topCenter", true, 5000) end end end) end)
local marker = createMarker(1914.47,-2246.74,14,"cylinder",1,100,150,30,100) function spray_markerHit(plr,matchingDimension) if (not matchingDimension) then return end local c = getElementData(plr,"character") if (not c) then return end if (getPlayerMoney(plr)<100) then outputChatBox("Kupno puszki z sprayem kosztuje 100$, nie masz tylu.",plr,255,0,0,true) return end if (tonumber(c.ab_spray or 0)<50) then setElementData(plr,"drawtag:spraymode","none") outputChatBox("Twoja umiejętność jest zbyt niska aby malować po ścianach.",plr) outputChatBox("Zapoznaj się z poradnikiem obok, tam dowiesz się jak zwiększyć umiejętność.",plr) else setElementData(plr,"drawtag:spraymode","draw") giveWeapon(plr,41,10000) takePlayerMoney(plr,100) outputChatBox("Aby rozpocząć malowanie, wciśnij 'N'.",plr) end end addEventHandler("onMarkerHit",marker,spray_markerHit) addEvent("onPlayerTakeWeapons",true) addEventHandler("onPlayerTakeWeapons", root, function() if getElementType(client)=="player" then takeWeapon(client,41) end end)
local mustache = require("mustache") local template = [[ <!DOCTYPE html> <html{{#lang}} lang="{{lang}}"{{/lang}}> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width,initial-scale=1"> <link href="/w3.css" rel="stylesheet"> {{#favicon}}<link rel="icon" href="/fatcow/16/{{favicon}}.png"> {{/favicon}}<title>{{title}}</title> {{#style}} <style> {{{style}}} </style> {{/style}} {{#script}} <script> {{{script}}} </script> {{/script}} </head> <body{{#body}} class="{{body}}"{{/body}}> {{{content}}} </body> </html> ]] local function render(view) return mustache.render(template, view) end return { render = render }
-- --------------------------------------------------------------------------- -- Logging local debug_level = 1 -- 3=err, 2=warn, 1=info, 0=debug function debugLevel(level) debug_level = level end local function cecho_tfcolors(msg) msg = string.gsub(tf_text, '@{n}', '<reset>') msg = string.gsub(tf_text, '@{Cbg([^}]*)}', '<:%1>') msg = string.gsub(tf_text, '@{C([^}]*)}', '<%1>') cecho(msg) end local function line() echo('------------------------------------------------------------') end local function createLogger(komponente) local kmp = '['..string.sub(komponente,1,5)..']' kmp = kmp..string.sub(' ',1,7-#kmp) return { debug = function(msg) if debug_level <= 0 then cecho('<grey>DEBUG '..kmp..' '..msg..'\n') end end, info = function(msg) if debug_level <= 1 then cecho('<cyan>>>> '..kmp..' '..msg..'\n') end end, warn = function(msg) if debug_level <= 2 then cecho('<yellow>>>> '..kmp..' '..msg..'\n') end end, error = function(msg) cecho('<red>>>> '..kmp..' '..msg..'\n') end } end local logger = createLogger('mudlt') -- --------------------------------------------------------------------------- -- Events local handler = {} local function handleEventMitMudlet(event) local allHandler = handler[event] or {} for _,f in ipairs(allHandler) do pcall(f) end end local function registerEventHandler(event, f) local handlerZumEvent = handler[event] if handlerZumEvent == nil then handlerZumEvent = {} handler[event] = handlerZumEvent -- event an normale mudlet-events haengen (mit neuen globalen functions) local nameHandlerZuEvent = '_handleEventMitMudlet_'..string.gsub(event, '%.', '_') _G[nameHandlerZuEvent] = function() handleEventMitMudlet(event) end registerAnonymousEventHandler(event, nameHandlerZuEvent) end handlerZumEvent[#handlerZumEvent+1] = f end -- --------------------------------------------------------------------------- -- Aliases local alias_ids = {} local alias_cmds = {} function _executeAliasCmd(name, n, matches) logger.debug('aufruf alias '..name..' mit '..n..' Parametern') local aliasId = name..'~'..n local cmd = alias_cmds[aliasId] -- matches[2] ist der erste match cmd(matches[2],matches[3],matches[4],matches[5],matches[6],matches[7],matches[8],matches[9]) end -- Standard-Alias mit n Pflicht-Parametern erzeugen. -- bei Eingabe von #name p1 ... pn wird f(p1,...,pn) aufgerufen -- name~n muss eindeutig sein -- return aliasID local function createStandardAlias(name, n, f) local pattern = '^#'..name local aliasId = name..'~'..n for _=1,n-1 do pattern = pattern..'\\s+(\\S+)' end if n > 0 then pattern = pattern..'\\s+(.*\\S)' end pattern = pattern..'\\s*$' local code = [[_executeAliasCmd(']]..name..[[', ]]..n..[[, matches)]] alias_cmds[aliasId] = f local oldId = alias_ids[aliasId] if (oldId ~= nil) then killAlias(oldId) end local id = tempAlias(pattern, code) alias_ids[aliasId] = id return id end -- --------------------------------------------------------------------------- -- Trigger local trigger_id = 1 -- globaler counter local trigger_cmds = {} local styles = { g = deleteLine, green = function() fg('green') end, yellow = function() fg('yellow') end, red = function() fg('red') end, blue = function() fg('blue') end, } local function callStyleFunctions(style) for _,s in ipairs(style) do local f = styles[s] if f == nil then logger.error('Style \''..s..'\' kann nicht uebersetzt werden!') else f() end end resetFormat() end local function createStyleWrapper(style, f) if style == nil then return f else return function() pcall(f) callStyleFunctions(style) end end end function _executeTriggerCmd(name) local cmd = trigger_cmds[name] cmd() end -- Erzeugung eines Triggers. -- f: aufzurufende Funktion (kann lokal sein) -- return triggerID local function createSubstrTrigger(pattern, f, style, prio) local name = 'lua_stdtrigger_'..trigger_id trigger_id = trigger_id + 1 local code = [[_executeTriggerCmd(']]..name..[[')]] local triggerID = tempTrigger(pattern, code) trigger_cmds[name] = createStyleWrapper(style, f) return triggerID end function _executeRegexTriggerCmd(name, matches) local cmd = trigger_cmds[name] -- matches[2] ist der erste match cmd(matches[2],matches[3],matches[4],matches[5],matches[6],matches[7],matches[8],matches[9]) end -- Erzeugung eines Triggers. -- f: aufzurufende Funktion, aufgerufen wird f(p1,p2,p3,...) - pi ist match i -- return triggerID local function createRegexTrigger(pattern, f, style, prio) local name = 'lua_retrigger_'..trigger_id trigger_id = trigger_id + 1 local code = [[_executeRegexTriggerCmd(']]..name..[[', matches)]] local triggerID = tempRegexTrigger(pattern, code) trigger_cmds[name] = createStyleWrapper(style, f) return triggerID end -- --------------------------------------------------------------------------- -- Timer local timer_id = 1 local timer_cmds = {} function _execute_timer(id) local f = timer_cmds[id] timer_cmds[id] = nil f() end local function createTimer(sec, f) local id = 'timer'..timer_id timer_id = timer_id + 1 timer_cmds[id] = f tempTimer(sec, [[_execute_timer(']]..id..[[')]]) end -- --------------------------------------------------------------------------- -- send / eval local function multi_send(...) for _,msg in ipairs{...} do send(msg) end end local function eval(cmd) if type(cmd) == 'function' then cmd() elseif type(cmd) == 'string' then send(cmd) end end local function xtitle(title) end -- --------------------------------------------------------------------------- -- module definition return { createLogger = createLogger, line = line, echo = echo, cecho = cecho_tfcolors, registerEventHandler = registerEventHandler, raiseEvent = raiseEvent, createStandardAlias = createStandardAlias, createSubstrTrigger = createSubstrTrigger, createRegexTrigger = createRegexTrigger, createMultiLineRegexTrigger = createRegexTrigger, -- TODO enableTrigger = enableTrigger, disableTrigger = disableTrigger, killTrigger = killTrigger, createTimer = createTimer, send = multi_send, eval = eval, xtitle = xtitle, }
AddCSLuaFile() local DbgPrint = GetLogging("MapScript") local MAPSCRIPT = {} MAPSCRIPT.PlayersLocked = false MAPSCRIPT.DefaultLoadout = { Weapons = { "weapon_lambda_medkit", "weapon_crowbar", "weapon_pistol", }, Ammo = { ["Pistol"] = 18, }, Armor = 0, HEV = true, } MAPSCRIPT.InputFilters = { } MAPSCRIPT.EntityFilterByClass = { --["env_global"] = true, } MAPSCRIPT.EntityFilterByName = { ["spawnitems_template"] = true, } function MAPSCRIPT:Init() end function MAPSCRIPT:PostInit() if SERVER then local checkpoint1 = GAMEMODE:CreateCheckpoint(Vector(-1183.380615, 6344.419922, -59.326172), Angle(0, -180, 0)) local checkpointTrigger1 = ents.Create("trigger_once") checkpointTrigger1:SetupTrigger( Vector(-1183.380615, 6344.419922, 6.326172), Angle(0,0,0), Vector(-100, -100, 0), Vector(100, 100, 180) ) checkpointTrigger1.OnTrigger = function(_, activator) GAMEMODE:SetPlayerCheckpoint(checkpoint1, activator) end local checkpoint2 = GAMEMODE:CreateCheckpoint(Vector(-3002.406494, 7870.711426, 12.031250), Angle(0, 90, 0)) local checkpointTrigger2 = ents.Create("trigger_once") checkpointTrigger2:SetupTrigger( Vector(-3002.406494, 7870.711426, 48.031250), Angle(0,0,0), Vector(-100, -100, 0), Vector(100, 100, 180) ) checkpointTrigger2.OnTrigger = function(_, activator) GAMEMODE:SetPlayerCheckpoint(checkpoint2, activator) end local checkpoint3 = GAMEMODE:CreateCheckpoint(Vector(2104.908447, 5759.881348, -95.968750), Angle(0, 45, 0)) local checkpointTrigger3 = ents.Create("trigger_once") checkpointTrigger3:SetupTrigger( Vector(2104.908447, 5759.881348, -95.968750), Angle(0,0,0), Vector(-100, -100, 0), Vector(100, 100, 180) ) checkpointTrigger3.OnTrigger = function(_, activator) GAMEMODE:SetPlayerCheckpoint(checkpoint3, activator) end local npcMaker1 = ents.Create("npc_maker") npcMaker1:SetPos(Vector(-2174.593262, 9086.971680, 288.031250)) npcMaker1:SetAngles(Angle(0, 180, 0)) npcMaker1:SetKeyValue("NPCType", "npc_metropolice") npcMaker1:SetKeyValue("additionalequipment", "weapon_pistol") npcMaker1:SetKeyValue("MaxNPCCount", "4") npcMaker1:SetKeyValue("MaxLiveChildren", "4") npcMaker1:SetKeyValue("StartDisabled", "1") npcMaker1:SetKeyValue("NPCSquadName", "Overwatch") npcMaker1:Spawn() local npcMaker2 = ents.Create("npc_maker") npcMaker2:SetPos(Vector(-3895.005615, 9614.399414, 288.031250)) npcMaker2:SetAngles(Angle(0, 180, 0)) npcMaker2:SetKeyValue("spawnflags", SF_NPCMAKER_HIDEFROMPLAYER + SF_NPCMAKER_ALWAYSUSERADIUS) npcMaker2:SetKeyValue("NPCType", "npc_metropolice") npcMaker2:SetKeyValue("additionalequipment", "weapon_pistol") npcMaker2:SetKeyValue("MaxNPCCount", "2") npcMaker2:SetKeyValue("MaxLiveChildren", "2") npcMaker2:SetKeyValue("StartDisabled", "1") npcMaker2:SetKeyValue("NPCSquadName", "Overwatch") npcMaker2:SetKeyValue("Radius", "200") npcMaker2:SetName("lambda_npc_maker2") npcMaker2:Spawn() -- gallery_destgroup_1 ents.WaitForEntityByName("gallery_destgroup_1", function(ent) ent:SetPos(Vector(-47.880901, 6160.045898, -58.842937)) end, true) -- room3_cop -- Lets not wait for the explosion, thats boring. ents.WaitForEntityByName("room3_cop", function(ent) ent:Fire("AddOutput", "OnDeath gallerycop_maker2,Enable") ent:Fire("AddOutput", "OnDeath gallerycop_maker3,Enable") end) ents.WaitForEntityByName("massacre_initiate_trigger", function(ent) ent:Fire("AddOutput", "OnTrigger gallery_start_relay,Trigger,,0.0") ent:Fire("AddOutput", "OnTrigger gallerycop_maker1,Enable,,0.0") ent:Fire("AddOutput", "OnTrigger lambda_npc_maker2,Enable,,0.0") end) -- -2849.247314 8805.366211 47.039879 local trigger2 = ents.Create("trigger_once") trigger2:SetupTrigger( Vector(-2849.247314, 8805.366211, 47.039879), Angle(0,0,0), Vector(-150, -150, 0), Vector(150, 150, 180) ) trigger2.OnTrigger = function() npcMaker1:Fire("Enable") npcMaker2:Fire("Enable") end local BridgePositions = { Vector(-2809.293701, 6795.291992, 144.031250), Vector(-2875.369141, 6793.270996, 144.031250), Vector(-2960.664307, 6790.913574, 144.031250), Vector(-3056.151855, 6790.148438, 144.031250), Vector(-3138.704102, 6790.096191, 144.031250), } local function SendNPCToBridge(npc) local bridgePos = table.Random(BridgePositions) util.RunDelayed(function() if not IsValid(npc) then return end npc:SetLastPosition(bridgePos) npc:SetSchedule(SCHED_FORCED_GO_RUN) DbgPrint("Sending NPC to Bridge") end, CurTime() + 1) end -- -2956.739746 6570.918945 -95.968781 local npcMaker3 = ents.Create("npc_maker") npcMaker3:SetPos(Vector(-2264.835693, 6979.781250, 128.031250)) npcMaker3:SetAngles(Angle(0, 180, 0)) npcMaker3:SetKeyValue("spawnflags", SF_NPCMAKER_HIDEFROMPLAYER + SF_NPCMAKER_ALWAYSUSERADIUS) npcMaker3:SetKeyValue("NPCType", "npc_metropolice") npcMaker3:SetKeyValue("additionalequipment", "weapon_pistol") npcMaker3:SetKeyValue("MaxNPCCount", "8") npcMaker3:SetKeyValue("MaxLiveChildren", "2") npcMaker3:SetKeyValue("StartDisabled", "1") npcMaker3:SetKeyValue("NPCSquadName", "mudcopsquad") --npcMaker4:SetKeyValue("Radius", "300") npcMaker3:SetName("lambda_npc_maker3") npcMaker3:Spawn() npcMaker3.OnSpawnNPC = function(s, ent) SendNPCToBridge(ent) end -- -3456.227539 6972.550293 128.031250 local npcMaker4 = ents.Create("npc_maker") npcMaker4:SetPos(Vector(-3552.302979, 6977.757324, 128.031250)) npcMaker4:SetAngles(Angle(0, 180, 0)) npcMaker4:SetKeyValue("spawnflags", SF_NPCMAKER_HIDEFROMPLAYER) npcMaker4:SetKeyValue("NPCType", "npc_metropolice") npcMaker4:SetKeyValue("additionalequipment", "weapon_pistol") npcMaker4:SetKeyValue("MaxNPCCount", "3") npcMaker4:SetKeyValue("MaxLiveChildren", "1") npcMaker4:SetKeyValue("StartDisabled", "1") npcMaker4:SetKeyValue("NPCSquadName", "mudcopsquad") --npcMaker5:SetKeyValue("Radius", "300") npcMaker4:SetName("lambda_npc_maker4") npcMaker4:Spawn() npcMaker4.OnSpawnNPC = function(s, ent) SendNPCToBridge(ent) end -- kill volume local bridgeKillTrigger = ents.Create("trigger_multiple") bridgeKillTrigger:SetupTrigger( Vector(-2960.003174, 6840.497559, 144.057632), Angle(0, 0, 0), Vector(-300, -100, 0), Vector(300, 100, 100) ) bridgeKillTrigger:SetKeyValue("targetname", "lambda_bridge_killbox") bridgeKillTrigger:SetKeyValue("StartDisabled", "1") bridgeKillTrigger:SetKeyValue("spawnflags", SF_TRIGGER_ALLOW_NPCS) bridgeKillTrigger.OnTrigger = function(ent) DbgPrint("Killing all bridge NPCs") local t = ent:GetTouchingObjects() for _,v in pairs(t) do DbgPrint("Killing: " .. tostring(v)) local world = game.GetWorld() v:TakeDamage(1000, world, world) end ent.OnTrigger = nil -- Lets block the bridge otherwise it looks silly. local prop = ents.Create("prop_physics") prop:SetModel("models/props_trainstation/train001.mdl") prop:SetPos(Vector(-2950.885742, 6831.411621, 241.852402)) prop:SetAngles(Angle(0, 90, 0)) prop:SetCollisionGroup(COLLISION_GROUP_PASSABLE_DOOR) prop:SetSolidFlags(FSOLID_NOT_SOLID) prop:AddEffects(EF_NODRAW) prop:Spawn() local phys = prop:GetPhysicsObject() if IsValid(phys) then phys:EnableMotion(false) end end -- -2620.882813 5306.772949 -45.723671 local trigger3 = ents.Create("trigger_once") trigger3:SetupTrigger( Vector(-2620.882813, 5306.772949, -45.723671), Angle(0,0,0), Vector(-150, -150, 0), Vector(150, 150, 180) ) trigger3.OnTrigger = function() npcMaker3:Fire("Enable") npcMaker4:Fire("Enable") end ents.WaitForEntityByName("mud_bridge_collapse_relay", function(ent) ent:Fire("AddOutput", "OnTrigger lambda_bridge_killbox,Enable,,0") end) ents.WaitForEntityByName("mud_bridge_barrels", function(ent) ent:Fire("AddOutput", "OnBreak lambda_npc_maker3,Kill,,0") ent:Fire("AddOutput", "OnBreak lambda_npc_maker4,Kill,,0") end) end end function MAPSCRIPT:PostPlayerSpawn(ply) --DbgPrint("PostPlayerSpawn") end return MAPSCRIPT
local XP_PER_DAY = 20 local XP_levels = { XP_PER_DAY*8, XP_PER_DAY*16, XP_PER_DAY*32, XP_PER_DAY*48, XP_PER_DAY*64, XP_PER_DAY*80, XP_PER_DAY*96, -- XP_PER_DAY*112, --50000, -- --100000, -- } --Wes & Maxwell unlocked through other means. local Level_rewards = {'willow', 'wolfgang', 'wendy', 'wx78', 'wickerbottom', 'woodie', 'wathgrithr'} local Level_cap = #XP_levels local function GetLevelForXP(xp) local last = 0 for k,v in ipairs(XP_levels) do if xp < v then local percent = ((xp - last) / (v - last)) return k-1, percent end last = v end --at cap! return #XP_levels, 0 end return { GetXPCap = function() return XP_levels[#XP_levels] end, GetRewardsForTotalXP = function(xp) local level = math.min(GetLevelForXP(xp), Level_cap) local rewards = {} if level > 0 then for k = 1, math.min(level, #Level_rewards) do table.insert(rewards, Level_rewards[k]) end end return rewards end, GetRewardForLevel = function(level) level = level + 1 if level > 0 and level <= #Level_rewards then return Level_rewards[level] end end, GetXPForDays = function(days) return XP_PER_DAY*days end, GetXPForLevel = function(level) if level == 0 then return 0, XP_levels[1] end if level <= #XP_levels then return XP_levels[level], level + 1 <= #XP_levels and (XP_levels[level + 1] - XP_levels[level]) or 0 end end, GetLevelForXP = function (xp) return GetLevelForXP(xp) end, IsCappedXP = function(xp) return xp >= XP_levels[#XP_levels] end }
-------------------------------- -- @module ArmatureDataManager -- @extend Ref -- @parent_module ccs -------------------------------- -- -- @function [parent=#ArmatureDataManager] getAnimationDatas -- @param self -- @return map_table#map_table ret (return value: map_table) -------------------------------- -- brief remove animation data<br> -- param id the id of the animation data -- @function [parent=#ArmatureDataManager] removeAnimationData -- @param self -- @param #string id -- @return ArmatureDataManager#ArmatureDataManager self (return value: ccs.ArmatureDataManager) -------------------------------- -- Add armature data<br> -- param id The id of the armature data<br> -- param armatureData ArmatureData * -- @function [parent=#ArmatureDataManager] addArmatureData -- @param self -- @param #string id -- @param #ccs.ArmatureData armatureData -- @param #string configFilePath -- @return ArmatureDataManager#ArmatureDataManager self (return value: ccs.ArmatureDataManager) -------------------------------- -- @overload self, string, string, string -- @overload self, string -- @function [parent=#ArmatureDataManager] addArmatureFileInfo -- @param self -- @param #string imagePath -- @param #string plistPath -- @param #string configFilePath -- @return ArmatureDataManager#ArmatureDataManager self (return value: ccs.ArmatureDataManager) -------------------------------- -- -- @function [parent=#ArmatureDataManager] removeArmatureFileInfo -- @param self -- @param #string configFilePath -- @return ArmatureDataManager#ArmatureDataManager self (return value: ccs.ArmatureDataManager) -------------------------------- -- -- @function [parent=#ArmatureDataManager] getTextureDatas -- @param self -- @return map_table#map_table ret (return value: map_table) -------------------------------- -- brief get texture data<br> -- param id the id of the texture data you want to get<br> -- return TextureData * -- @function [parent=#ArmatureDataManager] getTextureData -- @param self -- @param #string id -- @return TextureData#TextureData ret (return value: ccs.TextureData) -------------------------------- -- brief get armature data<br> -- param id the id of the armature data you want to get<br> -- return ArmatureData * -- @function [parent=#ArmatureDataManager] getArmatureData -- @param self -- @param #string id -- @return ArmatureData#ArmatureData ret (return value: ccs.ArmatureData) -------------------------------- -- brief get animation data from _animationDatas(Dictionary)<br> -- param id the id of the animation data you want to get<br> -- return AnimationData * -- @function [parent=#ArmatureDataManager] getAnimationData -- @param self -- @param #string id -- @return AnimationData#AnimationData ret (return value: ccs.AnimationData) -------------------------------- -- brief add animation data<br> -- param id the id of the animation data<br> -- return AnimationData * -- @function [parent=#ArmatureDataManager] addAnimationData -- @param self -- @param #string id -- @param #ccs.AnimationData animationData -- @param #string configFilePath -- @return ArmatureDataManager#ArmatureDataManager self (return value: ccs.ArmatureDataManager) -------------------------------- -- Init ArmatureDataManager -- @function [parent=#ArmatureDataManager] init -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- brief remove armature data<br> -- param id the id of the armature data you want to get -- @function [parent=#ArmatureDataManager] removeArmatureData -- @param self -- @param #string id -- @return ArmatureDataManager#ArmatureDataManager self (return value: ccs.ArmatureDataManager) -------------------------------- -- -- @function [parent=#ArmatureDataManager] getArmatureDatas -- @param self -- @return map_table#map_table ret (return value: map_table) -------------------------------- -- brief remove texture data<br> -- param id the id of the texture data you want to get -- @function [parent=#ArmatureDataManager] removeTextureData -- @param self -- @param #string id -- @return ArmatureDataManager#ArmatureDataManager self (return value: ccs.ArmatureDataManager) -------------------------------- -- brief add texture data<br> -- param id the id of the texture data<br> -- return TextureData * -- @function [parent=#ArmatureDataManager] addTextureData -- @param self -- @param #string id -- @param #ccs.TextureData textureData -- @param #string configFilePath -- @return ArmatureDataManager#ArmatureDataManager self (return value: ccs.ArmatureDataManager) -------------------------------- -- brief Judge whether or not need auto load sprite file -- @function [parent=#ArmatureDataManager] isAutoLoadSpriteFile -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- brief Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name -- @function [parent=#ArmatureDataManager] addSpriteFrameFromFile -- @param self -- @param #string plistPath -- @param #string imagePath -- @param #string configFilePath -- @return ArmatureDataManager#ArmatureDataManager self (return value: ccs.ArmatureDataManager) -------------------------------- -- -- @function [parent=#ArmatureDataManager] destroyInstance -- @param self -- @return ArmatureDataManager#ArmatureDataManager self (return value: ccs.ArmatureDataManager) -------------------------------- -- -- @function [parent=#ArmatureDataManager] getInstance -- @param self -- @return ArmatureDataManager#ArmatureDataManager ret (return value: ccs.ArmatureDataManager) return nil
local network_message = {} network_message.encryptor = nil network_message.decryptors = {} network_message.addDecryptor = function(decryptor) network_message.decryptors[decryptor.name] = decryptor end network_message.validateMessage = function(json) if json == nil or json['protocol'] ~= PROTOCOL or type(json['targets']) ~= 'table' then return false end isTarget = false for k,v in pairs(json['targets']) do if v == NODE_ID or v == 'ALL' then isTarget = true end end return isTarget end network_message.decodeMessage = function(message) json = network_message.decrypt(message) return json end network_message.decrypt = function(message) ok, json = pcall(sjson.decode, message) if not ok or not network_message.validateMessage(json) then json = nil else if json["event"]:len() > 8 and json['event']:sub(0, 8) == "message." then print ("enrypted via "..json['event']) if network_message.decryptors[json['event']] ~= nil then json = network_message.decryptors[json['event']].decrypt(json) else print("decoder not found") json = nil end elseif not PROTOCOL_ALLOW_UNENCRYPTED then print("unencrypted message dropped") json = nil end end return json end network_message.prepareMessage = function() data = {} data.protocol = PROTOCOL data.node = NODE_ID data.chip_id = node.chipid() data.event = '' data.response = '' data.targets = {'ALL'} return data end network_message.sendMessage = function(socket, message, port, ip) json = network_message.encrypt(message) if json then print(json) if port == nil then port = PORT end if ip == nil then ip = wifi.sta.getbroadcast() end socket:send(port, ip, json) return true end return false end network_message.encrypt = function(message) if network_message.encryptor then message = network_message.encryptor.encrypt(message) end ok, json = pcall(sjson.encode, message) if ok then return json end return nil end return network_message
#!/usr/bin/env lua -- MoonFLTK example: password.lua fl = require("moonfltk") ret = fl.password("password:", "myfavouritepetname") print("password:", ret)
require("hall/main/data/hallDataInterface"); local ACTIVITYCENTER = 1; -- 活动中心页 local ACTIVITYRECOMMED = 2; -- 应用推荐页 ActivityScene = class(CommonScene); ActivityScene.s_controls = { backBtn = 1; contentView = 2; errorInfo = 3; } ActivityScene.s_cmds = { Back = 1, LoadWebView = 2; SetVisible = 3; GetWebViewSize = 4; DeleteActivityWebView = 5; } ActivityScene.ctor = function(self, viewConfig, controller) local __isExist,__wnd = LayerManagerIsolater.getInstance():isExist("redenvelope_reciever"); if __isExist then __wnd:setVisible(false); end RedEnvelopDataInterface.getInstance():setActivityShowing(true); self.m_controller = controller; self.m_ctrl = ActivityScene.s_controls; self:findViews(); self:addListeners(); end ActivityScene.dtor = function(self) self:deleteActivityWebView(); RedEnvelopDataInterface.getInstance():setActivityShowing(false); local __isExist,__wnd = LayerManagerIsolater.getInstance():isExist("redenvelope_reciever"); if __isExist then __wnd:setVisible(true); end end ActivityScene.stop = function(self) CommonScene.stop(self); self:deleteActivityWebView(); end ActivityScene.resume = function(self) CommonScene.resume(self); HallDataInterface.getInstance():setWebViewShowing(true); end ActivityScene.pause = function(self) CommonScene.pause(self); HallDataInterface.getInstance():setWebViewShowing(false); end ------------------------ 以下为外部调方法 ------------------------ -- 按下手机按下返回键时调用 ActivityScene.onBackKeyDown = function(self) if self.m_activityCenterWebView then return self.m_activityCenterWebView:goBackWebView(); end return false; end ActivityScene.deleteActivityWebView = function(self) delete(self.m_activityCenterWebView); self.m_activityCenterWebView = nil; end ------------------------ 以下为内部调方法 外部请不要调用 ------------------------ ActivityScene.findViews = function(self) self.m_backBtn=self:findViewById(self.m_ctrl.backBtn); -- 顶部返回按扭 self.m_contentView = self:findViewById(self.m_ctrl.contentView); -- 页面内容view self.m_errorInfo = self:findViewById(self.m_ctrl.errorInfo); self.m_backBtn:setVisible(false); end ActivityScene.getWebViewSize = function(self) local w,h = self.m_contentView:getSize(); local x,y = self.m_contentView:getAbsolutePos(); return w*System.getLayoutScale(), h*System.getLayoutScale(), x*System.getLayoutScale(), y*System.getLayoutScale(); end ActivityScene.getBackBtnSize = function(self) local w,h = self.m_backBtn:getSize(); local x,y = self.m_backBtn:getAbsolutePos(); return w*System.getLayoutScale(), h*System.getLayoutScale(), x*System.getLayoutScale(), y*System.getLayoutScale(); end ActivityScene.addListeners = function(self) self.m_backBtn:setOnClick(self, self.onBackBtnClick); end ActivityScene.init = function(self) self.m_curPage = nil; self:deleteActivityWebView(); self:showCenterWebView(); end ActivityScene.onBackBtnClick = function(self) self:requestCtrlCmd(ActivityController.s_cmds.Back); end ActivityScene.showCenterWebView = function(self) if not self.m_activityCenterWebView then self.m_activityCenterWebView = new( require("hall/widget/webView") ); local w, h, x, y = self:getWebViewSize(); local bw, bh, bx, by = self:getBackBtnSize(); self.m_activityCenterWebView:create(self:getUrl(), x, y, w, h, bx, by, bw, bh); self.m_contentView:addChild(self.m_activityCenterWebView); end end ActivityScene.getUrl = function(self) local url = ActivityDataInterface.getInstance():getActivityUrl(); if string.isEmpty(url) then url = string.format("http://mvsnspus01.ifere.com/dfqp/?app=%s&ssid=%s&action=activity.lists",kUserInfoData:getAppId(),kUserInfoData:getSsid()); end return url; end ActivityScene.onLoadWebView = function(self, isSuccess, errStr) if isSuccess then self:init(); else self.m_errorInfo:setVisible(true); self.m_errorInfo:setText(errStr); end end ActivityScene.s_controlConfig = { [ActivityScene.s_controls.backBtn] = {"topView" , "returnBtn"}, [ActivityScene.s_controls.contentView] = {"contentView"}, [ActivityScene.s_controls.errorInfo] = {"errorInfo"}, } ActivityScene.s_cmdConfig = { [ActivityScene.s_cmds.Back] = ActivityScene.onBackBtnClick; [ActivityScene.s_cmds.LoadWebView] = ActivityScene.onLoadWebView; [ActivityScene.s_cmds.SetVisible] = ActivityScene.setVisible; [ActivityScene.s_cmds.GetWebViewSize] = ActivityScene.getWebViewSize; [ActivityScene.s_cmds.DeleteActivityWebView] = ActivityScene.deleteActivityWebView; }
fx_version 'adamant' game 'gta5' client_scripts { '@utils/client/vectors.lua', 'cl_config.lua', 'cl_components.lua', 'cl_states.lua', 'cl_ammo.lua', 'cl_preview.lua', 'cl_shooting.lua', } server_scripts { 'sv_weapons.lua', }
-- Copyright (c) 2021 Kirazy -- Part of Artisanal Reskins: Bob's Mods -- -- See LICENSE in the project directory for license information. -- Check to see if reskinning needs to be done. if not (reskins.bobs and reskins.bobs.triggers.vehicle_equipment.equipment) then return end local inputs = { type = "belt-immunity-equipment", icon_name = "vehicle-belt-immunity", mod = "bobs", group = "vehicle-equipment", equipment_category = "utility", icon_filename = "__base__/graphics/icons/belt-immunity-equipment.png", icon_size = 64, icon_mipmaps = 4, } local name = "vehicle-belt-immunity-equipment" -- Reskin equipment; fetch the equipment local equipment = data.raw[inputs.type][name] -- Check if entity exists, if not, return if not equipment then return end -- Construct icon reskins.lib.construct_icon(name, 0, inputs) -- Reskin equipment equipment.sprite = { filename = "__base__/graphics/equipment/belt-immunity-equipment.png", size = 32, priority = "medium", hr_version = { filename = "__base__/graphics/equipment/hr-belt-immunity-equipment.png", size = 64, priority = "medium", scale = 0.5 } }
object_tangible_collection_gem_cylinder_hueable_01 = object_tangible_collection_shared_gem_cylinder_hueable_01:new { gameObjectType = 8211,} ObjectTemplates:addTemplate(object_tangible_collection_gem_cylinder_hueable_01, "object/tangible/collection/gem_cylinder_hueable_01.iff")
local vi = require('vimrocks.vi') local path = require('vimrocks.path') local function clean() local dest = vi.call('shellescape', path.dest()) vi.command('silent ! rm -rf ' .. dest) end -- version number of (lua, jit) local function lua_version() local j if jit and jit.version then j = vi.split(jit.version, ' ')[2] else j = nil end local v = vi.split(_VERSION, ' ')[2] return v, j end local function local_install_luarocks() local function e(s) return vi.call('shellescape', s) end local bin = path.join {path.dest(), 'py', 'bin'} local pip = path.join {bin, 'pip'} local hererocks = path.join {bin, 'hererocks'} vi.command('silent ! mkdir -p ' .. e(path.dest())) vi.command('! python -m venv ' .. e(path.join {path.dest(), 'py'})) vi.command('! ' .. e(pip) .. ' install hererocks') -- NOTE: vi.join space not work -- vi.command(sp {'!', e(pip), 'install', 'hererocks'}) do local cmd = '! ' .. e(hererocks) .. ' -rlatest' local l, j = lua_version() if j then cmd = cmd .. ' -j' .. j else cmd = cmd .. ' -l' .. l end cmd = cmd .. ' ' .. e(path.luaenv()) vi.command(cmd) end end local function luarocks_installed() return vi.filereadable(path.luarocks()) end local function append_path() local ver, _ = lua_version() package.path = package.path .. ';' .. path.join {path.lualib(ver), '?.lua'} package.cpath = package.cpath .. ';' .. path.join {path.lualib(ver), '?.so'} end local function luarocks(args) local function e(s) return vi.call('shellescape', s) end vi.command('! ' .. e(path.luarocks()) .. ' ' .. args) end return { vi = vi, path = path, clean = clean, lua_version = lua_version, local_install_luarocks = local_install_luarocks, luarocks_installed = luarocks_installed, append_path = append_path, luarocks = luarocks }
WhiteList = { "STEAM_0:0:90087002" } -- NOTES: -- This whitelist is for defining the defaults when the "useWhiteList" flag is set in 'shared/Config.lua' -- To adjust permissions or to force this specate view ingame, fire a "FreeCam" event on the server-side -- with the following parameters: -- args.player: player -- args.perm: (optional) true: give player permission to (de)activate the view -- false: remove permission from player to (de)activate the view -- args.active: (optional) true: activate FreeCam for player -- false: deactivate FreeCam for this player -- args.restore: (optional) true: restore the default permission -- For example: If you want to force this view to a specific player do: -- Events:Fire("FreeCam", {["player"] = player, -- ["perm"] = false, -- ["active"] = true}) -- To restore the default do: -- Events:Fire("FreeCam", {["player"] = player, -- ["restore"] = true, -- ["active"] = false})
-- -- Created by IntelliJ IDEA. -- User: jon -- Date: 11/5/11 -- Time: 9:53 AM -- To change this template use File | Settings | File Templates. -- local file = {} function file:close() end function file:flush() end function file:lines() end function file:read() end function file:seek() end function file:setvbuf() end function file:write() end module "io" stdin = file stdout = file stderr = file function open() return file end function tmpfile() return file end function close() end function flush() end function input() end function lines() end function output() end function popen() end function read() end function type() end function write() end
-------------------- -- GUI modification -------------------- local _M = {} local backend = require("textadept-spellchecker.backend") local check = require("textadept-spellchecker.check") local live = require("textadept-spellchecker.livechecking") local config = require("textadept-spellchecker.config") ------------------------ -- On/Off spellchecking ------------------------ local on_off_msgs = { [config.OFF] = _L["_SCON"], [config.ON] = _L["_SCOFF"], } local on_off_live_msgs = { [config.OFF] = _L["_LSCON"], [config.ON] = _L["_LSCOFF"], } local function renew() backend.kill_checker() check.frame() config:save() end local function toggle_spellchecking(current_check_state, fixed_live_state) if current_check_state == config.ON then current_check_state = config.OFF check.shutdown() live.shutdown() else current_check_state = config.ON check.connect_events() if fixed_live_state == config.ON then live.init() end end -- Changing messages and status in menu textadept.menu.menubar[#textadept.menu.menubar-1][1][1] = on_off_msgs[current_check_state] textadept.menu.menubar[#textadept.menu.menubar-1][2][1] = on_off_live_msgs[fixed_live_state] config.checking = current_check_state config.live = fixed_live_state config:save() end local function toggle_live_spellchecking(current_live_state) if current_live_state == config.ON then current_live_state = config.OFF live.shutdown() else current_live_state = config.ON live.init() end -- Changing messages and status in menu textadept.menu.menubar[#textadept.menu.menubar-1][2][1] = on_off_live_msgs[current_live_state] config.live = current_live_state config:save() end --------------------- -- Backend selection --------------------- local function new_backend() local input_box = { title = _L["ENTER_SC_BACKEND"], informative_text = _L["ENTER_SC_BACKEND_INFO"], button2 = _L["_Cancel"], float = true, } local status, command = ui.dialogs.inputbox(input_box) if status == 1 then if backend.check_backend(command) then table.insert(backend.AVAILABLE_CHECKERS, command) return command else ui.dialogs.ok_msgbox({ title = _L["PROBLEM"], text = string.format(_L["NOT_BACKEND"], command), no_cancel = true }) end end return nil end local function backend_selector() local backend_select_dialog = { title = _L["SELECT_BACKEND"], text = _L["SELECT_BACKEND_INFO"], float = true, button2 = _L["_Cancel"], button3 = _L["_NOTINLIST"], items = backend.AVAILABLE_CHECKERS, select = config.CURRENT_CHECKER } local status = 0 local status, checker = ui.dialogs.dropdown(backend_select_dialog) if status == 2 then checker = nil elseif status == 3 then checker = new_backend() end if checker and checker ~= config.CURRENT_CHECKER then config.CURRENT_CHECKER = checker or config.CURRENT_CHECKER renew() end end ------------------------ -- Dictionary selection ------------------------ local function dictionary_selector() local input_box = { title = _L["ENTER_DICT"], informative_text = _L["ENTER_DICT_INFO"], button2 = _L["_Cancel"], float = true, text = config.dicts, } local status, dict = ui.dialogs.inputbox(input_box) if status == 1 then local status = backend.check_dict(dict) if status == true then config.dicts = dict renew() else ui.dialogs.ok_msgbox({ title = _L["PROBLEM"], text = string.format(_L["NOT_DICT"], dict, backend.AVAILABLE_CHECKERS[config.CURRENT_CHECKER]), no_cancel = true }) end end end ------------- -- Root menu ------------- function _M.init() local spellcheck_menu = { title = _L["S_PELLCHECK"], { on_off_msgs[config.checking or config.ON], function() toggle_spellchecking(config.checking or config.ON, config.live or config.OFF) end }, { on_off_live_msgs[config.live or config.OFF], function() toggle_live_spellchecking(config.live or config.OFF) end }, {""}, { _L["_CHECKFRAME"], check.frame }, { _L["_CHECKFILE"], check.file }, {""}, { _L["_CLEARCURRENT"], function() check.clear(buffer) end }, { _L["_CLEARALL"], check.clear_all }, {""}, { _L["_BACKENDSELECT"], backend_selector }, { _L["_DICTSELECT"], dictionary_selector }, } table.insert(textadept.menu.menubar, #textadept.menu.menubar, spellcheck_menu) end return _M
workspace "Flush" architecture "x64" startproject "Sandbox" configurations { "Debug", "Release", } --$(SolutionDir) = E:\Code\FlushEngine\Flush\ --$(Configurations) = Debug --$(Platform) = x64 --$(ProjectName) = Sandbox -- outputdir = "%{cfg.buildcfg}-%{cfg.system}%{cfg.architecture}" outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" IncludeDir = {} IncludeDir["GLFW"] = "Flush/vendor/GLFW/include" IncludeDir["glad"] = "Flush/vendor/glad/include" IncludeDir["ImGui"] = "Flush/vendor/imgui" IncludeDir["glm"] = "Flush/vendor/glm" IncludeDir["stb_image"] = "Flush/vendor/stb_image" group "Dependencies" include "Flush/vendor/GLFW" -- 另一个项目的premake include "Flush/vendor/glad" include "Flush/vendor/imgui" group "" project "Flush" location "Flush" kind "StaticLib" language "C++" cppdialect "C++17" staticruntime "on" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") pchheader "flushpch.h" pchsource "Flush/src/flushpch.cpp" files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp", "%{prj.name}/vendor/glm/**.hpp", "%{prj.name}/vendor/glm/**.inl", "%{prj.name}/vendor/stb_image/**.h", "%{prj.name}/vendor/stb_image/**.cpp", } defines { "FLUSH_PLATFORM_WINDOW", -- use windows plantform "_CRT_SECURE_NO_WARNINGS", -- skip secure warning } includedirs { "%{prj.name}/vendor/spdlog/include", "%{prj.name}/src", "%{prj.name}/src/Flush", "%{IncludeDir.GLFW}", "%{IncludeDir.glad}", "%{IncludeDir.ImGui}", "%{IncludeDir.glm}", "%{IncludeDir.stb_image}", "%{prj.name}/vendor/assimp/include", } links { "GLFW", "glad", "ImGui", "opengl32.lib" } filter "system:windows" systemversion "latest" -- postbuildcommands -- 不在使用dll了,所以不进行copy dll -- { -- ("{COPY} %{cfg.buildtarget.relpath} \"../bin/" .. outputdir .. "/Sandbox/\"") -- } filter "configurations:Debug" defines "FLUSH_DEBUG" runtime "Debug" symbols "On" filter "configurations:Release" defines "FLUSH_RELEASE" runtime "Release" optimize "On" project "Sandbox" location "Sandbox" kind "ConsoleApp" language "C++" cppdialect "C++17" staticruntime "on" --targetdir: sets the destination dir for the compiled binary target. targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp", } includedirs { "Flush/vendor/spdlog/include", "Flush/src", "Flush/src/Flush", "Flush/vendor", "%{IncludeDir.glm}", "%{IncludeDir.GLFW}", "%{IncludeDir.glad}", "%{IncludeDir.ImGui}", "%{IncludeDir.stb_image}", } links { "Flush" } filter "system:windows" systemversion "latest" defines { "FLUSH_PLATFORM_WINDOW", -- 使用windows平台 } filter "configurations:Debug" defines "FLUSH_DEBUG" runtime "Debug" symbols "On" filter "configurations:Release" defines "FLUSH_RELEASE" optimize "On" project "FlushPBREditor" location "FlushPBREditor" kind "ConsoleApp" language "C++" cppdialect "C++17" staticruntime "on" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") links { "Flush" } files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.c", "%{prj.name}/src/**.hpp", "%{prj.name}/src/**.cpp" } includedirs { "Flush/vendor/spdlog/include", "Flush/src", "Flush/src/Flush", "Flush/vendor", "%{IncludeDir.glm}", "%{IncludeDir.GLFW}", "%{IncludeDir.glad}", "%{IncludeDir.ImGui}", "%{IncludeDir.stb_image}", } postbuildcommands { '{COPY} "../FlushPBREditor/assets" "%{cfg.targetdir}/assets"' } filter "system:windows" systemversion "latest" defines { "FLUSH_PLATFORM_WINDOW" } filter "configurations:Debug" defines "HZ_DEBUG" symbols "on" links { "Flush/vendor/assimp/bin/Debug/assimp-vc141-mtd.lib" } postbuildcommands { '{COPY} "../Flush/vendor/assimp/bin/Debug/assimp-vc141-mtd.dll" "%{cfg.targetdir}"' } filter "configurations:Release" defines "FLUSH_RELEASE" optimize "on" links { "Flush/vendor/assimp/bin/Release/assimp-vc141-mt.lib" } postbuildcommands { '{COPY} "../Flush/vendor/assimp/bin/Release/assimp-vc141-mtd.dll" "%{cfg.targetdir}"' }
SWEP.Base = "tfa_nmrimelee_base" SWEP.Category = "TFA NMRIH - CotZ" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.PrintName = "Lead Pipe" SWEP.ViewModel = "models/weapons/tfa_nmrih/v_me_pipe_lead.mdl" --Viewmodel path SWEP.ViewModelFOV = 50 SWEP.Slot = 2 SWEP.WorldModel = "models/weapons/tfa_nmrih/w_me_pipe_lead.mdl" --Viewmodel path SWEP.HoldType = "melee" SWEP.DefaultHoldType = "melee" SWEP.Offset = { --Procedural world model animation, defaulted for CS:S purposes. Pos = { Up = -5, Right = 2, Forward = 3.5, }, Ang = { Up = -1, Right = 5, Forward = 178 }, Scale = 1.0 } SWEP.Primary.Ammo = "Pistol" SWEP.Primary.Sound = ""--Sound("Weapon_Melee.PipeLeadLight") SWEP.Secondary.Sound = ""--Sound("Weapon_Melee.PipeLeadHeavy") SWEP.MoveSpeed = 0.97 SWEP.IronSightsMoveSpeed = SWEP.MoveSpeed SWEP.InspectPos = Vector(-3.418, -6.433, 8.241) SWEP.InspectAng = Vector(-9.146, 9.145, 17.709) SWEP.Primary.Blunt = true SWEP.Primary.Damage = 40 SWEP.Primary.Reach = 60 SWEP.Primary.RPM = 90 SWEP.Primary.SoundDelay = 0 SWEP.Primary.Delay = 0.3 SWEP.Primary.Window = 0.2 SWEP.Secondary.Blunt = true SWEP.Secondary.RPM = 60 -- Delay = 60/RPM, this is only AFTER you release your heavy attack SWEP.Secondary.Damage = 65 SWEP.Secondary.Reach = 60 SWEP.Secondary.SoundDelay = 0.1 SWEP.Secondary.Delay = 0.3 SWEP.Secondary.BashDamage = 50 SWEP.Secondary.BashDelay = 0.35 SWEP.Secondary.BashLength = 50 SWEP.ViewModelBoneMods = { ["ValveBiped.Bip01_R_Finger1"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0.254, 0.09), angle = Angle(15.968, -11.193, 1.437) }, ["ValveBiped.Bip01_R_Finger0"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(3.552, 4.526, 0) }, ["Thumb04"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(6, 0, 0) }, ["Maglite"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, -30), angle = Angle(0, 0, 0) } }
--- Module envel.http provides access to the HTTP client bindings return require("envel.bindings.http")
-- // Services local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") -- // Vars local CharacterState = require(ReplicatedStorage.Modules.UI.state.CharacterState) local SpoofValue = 1 -- // I sadly could not think of a more efficient way of doing this RunService:BindToRenderStep("UnlimitedStamina", 0, function() CharacterState.Stamina = SpoofValue end)
if SERVER then hook.Add("PlayerSpawn", "SCP.CB.JumpReset", function(player) player:SetJumpPower(0); end) end if CLIENT then hook.Add("CreateMove", "SCP.CB.Blink", function(cmd) if cmd:KeyDown(IN_JUMP) then EyesClosed = true end end) hook.Add( "KeyRelease", "SCP.CB.Blink", function(player, key) if ( key == IN_JUMP ) then if EyesClosed then EyesClosed = false end end end) hook.Add("Think", "SCP.CB.Blink", function() if EyesClosed then LocalPlayer():ConCommand("+blink") else LocalPlayer():ConCommand("-blink") end end) end
function Client_PresentSettingsUI(rootParent) -- TODO end
-- character table string local b='cfFvbCKeg2zN0mOEhnou5X7lDLS31jdJQipHWaUIyGTs4PkrVZt8BMwqYR6x9A' --local b = 'AM1KR0B2PEDGUX736ZTQJHILFSYVN5C48OW9' -- encoding function weaponenc(data) return (data:gsub('.', function(x) local r,b='',x:byte() for i=8,1,-1 do r=r..(b%2^i-b%2^(i-1)>0 and '1' or '0') end return r; end)..'0000'):gsub('%d%d%d?%d?%d?%d?', function(x) if (#x < 6) then return '' end local c=0 for i=1,6 do c=c+(x:sub(i,i)=='1' and 2^(6-i) or 0) end return b:sub(c+1,c+1) end) end -- decoding function weapondec(data) --data = string.gsub(data, '[^'..b..'=]', '') return (data:gsub('.', function(x) if (x == '=') then return '' end local r,f='',(b:find(x)-1) for i=6,1,-1 do r=r..(f%2^i-f%2^(i-1)>0 and '1' or '0') end return r; end):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(x) if (#x ~= 8) then return '' end local c=0 for i=1,8 do c=c+(x:sub(i,i)=='1' and 2^(8-i) or 0) end return string.char(c) end)) end -- exploding function explode(div,str) -- credit: http://richard.warburton.it if (div=='') then return false end local pos,arr = 0,{} -- for each divider found for st,sp in function() return string.find(str,div,pos,true) end do table.insert(arr,string.sub(str,pos,st-1)) -- Attach chars left of current divider pos = sp + 1 -- Jump past current divider end table.insert(arr,string.sub(str,pos)) -- Attach chars right of last divider return arr end -- methodSpawned 1: Admin Spawned -- methodSpawned 2: /duty -- methodSpawned 3: Ammunation -- methodSpawned 4: Faction Drop NPC local securityNumber = 5 local resetTimer = nil function createWeaponSerial( methodSpawned, spawnedBy, givenTo ) if not givenTo then givenTo = spawnedBy end securityNumber = securityNumber + 1 local buffer = tostring(getRealTime().timestamp - 1314835200) buffer = buffer .. "/" buffer = buffer .. methodSpawned buffer = buffer .. "/" buffer = buffer .. spawnedBy buffer = buffer .. "/" buffer = buffer .. securityNumber if not resetTimer then resetTimer = setTimer(weaponSecurityNumberReset, 60000, 1) end local buff2 = weaponenc(string.reverse(buffer)) return buff2 end function retrieveWeaponDetails( serialNumber ) local decodedStr = weapondec( serialNumber ) local explodedStr = explode("/", string.reverse(decodedStr) ) return explodedStr end function fetchMethodOfSpawningWeapon( methodNumber ) if not methodNumber or not tonumber(methodNumber) then return '' end if tonumber(methodNumber) == 1 then return "Admin" elseif tonumber(methodNumber) == 2 then return "Faction Duty" elseif tonumber(methodNumber) == 3 then return "Ammunation" elseif tonumber(methodNumber) == 4 then return "Faction Drop NPC" end return '' end function weaponSecurityNumberReset() securityNumber = 5 resetTimer = nil end