content
stringlengths 5
1.05M
|
---|
local function recursive_tbl_update(base, new)
if new == nil then
new = {}
end
for key, value in pairs(new) do
if type(base[key]) == 'table' then
recursive_tbl_update(base[key], value)
else
base[key] = value
end
end
end
return {
recursive_tbl_update = recursive_tbl_update,
}
|
ring_rifle = {
minimumLevel = 0,
maximumLevel = -1,
customObjectName = "Cad Banes Luck",
directObjectTemplate = "object/tangible/wearables/ring/aakuan_ring.iff",
craftingValues = {},
customizationStringNames = {},
customizationValues = {},
skillMods = {
{"rifle_accuracy", 25},
{"rifle_hit_while_moving", 25},
{"rifle_speed", 25},
{"steadyaim", 25},
{"dodge", 15},
{"counterattack", 15},
}
}
addLootItemTemplate("ring_rifle", ring_rifle)
|
local hibernate = "hibernate.cfg.xml"
--------------------------------------------------------------------------------
local cfgfile = io.open(hibernate, "r")
local buffer = cfgfile:read("*a")
cfgfile:close()
local host, database = buffer:match('<property name="hibernate.connection.url">jdbc:mysql://(%d%d?%d?%.%d%d?%d?%.%d%d?%d?%.%d%d?%d?)/(%a*)</property>')
local user = buffer:match('<property name="hibernate.connection.username">(%a*)</property>')
local password = buffer:match('<property name="hibernate.connection.password">([A-Za-z0-9+/]*=?=?)</property>')
local base64 = require("base64")
return {
host = host,
database = database,
user = user,
password = base64.decode(password),
unit = "78455970",
}
|
ai = {lockX=0,lockY=0,distance = 10,aiTimer=0,maxAi=.05,
floor,
ceiling,
flapTimer=0, maxFlap =0.2}
function ai:lock(x,y)
self.lockX, self.lockY = x,y
end
function ai:update(x,y,movement,dt)
self.aiTimer = self.aiTimer+dt
self.flapTimer = self.flapTimer+dt
if self.aiTimer >= self.maxAi then
self.aiTimer = 0
if movement == "right" then x=x+(physics.velocity*dt)*5 end
if movement == "left" then x=x-(physics.velocity*dt)*5 end
if movement == "lock" then
if x > self.lockX then
x = x - (physics.velocity*dt)*5
end
if x < self.lockX then
x = x + (physics.velocity*dt)*5
end
if y > self.lockY then
y = y - (physics.jump*dt)*5
end
if y < self.lockY then
y = y + (physics.jump*dt)*5
end
--[[
--check every 3 seconds
if arr.y > floor - border then -- if getting too close to the ground
arr.y--
end -- do same for ceiling
]]
end
if self.flapTimer > self.maxFlap then
y = y - (physics.jump*dt)*10
self.flapTimer = 0
end
end
return x,y
end
|
local function Precursors(client, team)
local teamNumber = tonumber(team)
if not teamNumber then
--teamNumber = client:GetTeamNumber()
Log("Need team number")
end
GetGamerules():SwitchTeamType(teamNumber, kPrecursorTeamType)
end
CreateServerAdminCommand("Console_precursors", Precursors, "Sets a team to precursors")
|
local main = {}
local json = require "dkjson"
local lunardrink = require "lunardrink"
function main.index(page)
page:redirect('index.html')
end
function main.make(page)
local drink = page.GET.drink or "maitai"
local tbl = lunardrink.mix_drink(drink)
local str = json.encode(tbl)
page:enable_cors()
page.r.content_type = 'application/json'
page:write(str)
end
return main
|
---@class Clothing.ClothingPatch : zombie.inventory.types.Clothing.ClothingPatch
---@field public tailorLvl int
---@field public fabricType int
---@field public scratchDefense int
---@field public biteDefense int
---@field public hasHole boolean
---@field public conditionGain int
Clothing_ClothingPatch = {}
---@public
---@param arg0 ByteBuffer
---@param arg1 boolean
---@return void
function Clothing_ClothingPatch:save_old(arg0, arg1) end
---@public
---@param arg0 ByteBuffer
---@param arg1 int
---@return void
function Clothing_ClothingPatch:load(arg0, arg1) end
---@public
---@param arg0 ByteBuffer
---@param arg1 int
---@param arg2 boolean
---@return void
function Clothing_ClothingPatch:load_old(arg0, arg1, arg2) end
---@public
---@return int
function Clothing_ClothingPatch:getBiteDefense() end
---@public
---@return int
function Clothing_ClothingPatch:getFabricType() end
---@public
---@param arg0 ByteBuffer
---@param arg1 boolean
---@return void
function Clothing_ClothingPatch:save(arg0, arg1) end
---@public
---@return int
function Clothing_ClothingPatch:getScratchDefense() end
---@public
---@return String
function Clothing_ClothingPatch:getFabricTypeName() end
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local GuiService = game:GetService("GuiService")
local common = ReplicatedStorage.common
local lib = ReplicatedStorage.lib
local event = ReplicatedStorage.event
local PizzaAlpaca = require(lib.PizzaAlpaca)
local Platform = PizzaAlpaca.GameModule:extend("Platform")
function Platform:create()
self.usingController = GuiService:IsTenFootInterface()
end
function Platform:isUsingController()
return self.usingController
end
function Platform:init()
UserInputService.LastInputTypeChanged:connect(function(newType)
self.usingController = newType == Enum.UserInputType.Gamepad1
end)
end
return Platform
|
ENT.Base = "aw_weapon_base"
ENT.Type = "anim"
ENT.Author = "The HellBox"
ENT.Spawnable = false
ENT.ShootingAngle = Angle()
ENT.ShootingOffset = 30
ENT.AmmoAmount = 1
ENT.Cooldown = 3
function ENT:PostSetupDataTables()
self:NetworkVar( "Int", 3, "HookState" )
end
|
local cjson = require("cjson");
local redis = require("resty.redis");
local misc = require("misc");
local main = function ()
local rsp = {};
ngx.header["Access-Control-Allow-Origin"] = "*";
if "POST" ~= ngx.req.get_method() then
rsp["result"] = "405";
rsp["message"] = "method not allowed";
ngx.print(cjson.encode(rsp));
return;
end
local h = ngx.req.get_headers()
for k, v in pairs(h) do
ngx.log(ngx.DEBUG, k, ": ", v);
end
local data = ngx.req.get_body_data();
local args, err = ngx.req.get_post_args();
if table.is_empty(args) then
ngx.log(ngx.DEBUG, "failed to get post args:", err);
rsp["result"] = "406";
rsp["message"] = "missing arguments";
ngx.print(cjson.encode(rsp));
return;
end
local data = {};
data["sessionid"] = "1234567890abcdefgh";
rsp["result"] = "200";
rsp["message"] = "success";
rsp["data"] = data;
ngx.print(cjson.encode(rsp));
end
main();
|
require('colorizer').setup {
'css';
'scss';
'javascript';
'json';
'yaml';
html = {
mode = 'foreground';
}
}
|
return {
id = "wcheadphones",
name = "Workclock's Headphones",
description = "For noobs.",
type = "hat",
rarity = 3,
hidden = false,
}
|
-- state variables
local speed = 0
local strafespeed = 0
local rotX, rotY = 0,0
local velocityX, velocityY, velocityZ
local startX, startY, startZ
-- configurable parameters
local options = {
invertMouseLook = false,
normalMaxSpeed = 2,
slowMaxSpeed = 0.2,
fastMaxSpeed = 12,
smoothMovement = true,
acceleration = 0.3,
decceleration = 0.15,
mouseSensitivity = 0.3,
maxYAngle = 188
}
local mouseFrameDelay = 0
local rootElement = getRootElement()
local localPlayer = getLocalPlayer()
local getKeyState = getKeyState
do
local mta_getKeyState = getKeyState
function getKeyState(key)
if isMTAWindowActive() then
return false
else
return mta_getKeyState(key)
end
end
end
-- PRIVATE
local function freecamFrame ()
-- work out an angle in radians based on the number of pixels the cursor has moved (ever)
local cameraAngleX = rotX
local cameraAngleY = rotY
local freeModeAngleZ = math.sin(cameraAngleY)
local freeModeAngleY = math.cos(cameraAngleY) * math.cos(cameraAngleX)
local freeModeAngleX = math.cos(cameraAngleY) * math.sin(cameraAngleX)
local camPosX, camPosY, camPosZ = getCameraMatrix()
-- calculate a target based on the current position and an offset based on the angle
local camTargetX = camPosX + freeModeAngleX * 100
local camTargetY = camPosY + freeModeAngleY * 100
local camTargetZ = camPosZ + freeModeAngleZ * 100
-- Work out the distance between the target and the camera (should be 100 units)
local camAngleX = camPosX - camTargetX
local camAngleY = camPosY - camTargetY
local camAngleZ = 0 -- we ignore this otherwise our vertical angle affects how fast you can strafe
-- Calulcate the length of the vector
local angleLength = math.sqrt(camAngleX*camAngleX+camAngleY*camAngleY+camAngleZ*camAngleZ)
-- Normalize the vector, ignoring the Z axis, as the camera is stuck to the XY plane (it can't roll)
local camNormalizedAngleX = camAngleX / angleLength
local camNormalizedAngleY = camAngleY / angleLength
local camNormalizedAngleZ = 0
-- We use this as our rotation vector
local normalAngleX = 0
local normalAngleY = 0
local normalAngleZ = 1
-- Perform a cross product with the rotation vector and the normalzied angle
local normalX = (camNormalizedAngleY * normalAngleZ - camNormalizedAngleZ * normalAngleY)
local normalY = (camNormalizedAngleZ * normalAngleX - camNormalizedAngleX * normalAngleZ)
local normalZ = (camNormalizedAngleX * normalAngleY - camNormalizedAngleY * normalAngleX)
-- Update the target based on the new camera position (again, otherwise the camera kind of sways as the target is out by a frame)
camTargetX = camPosX + freeModeAngleX * 100
camTargetY = camPosY + freeModeAngleY * 100
camTargetZ = camPosZ + freeModeAngleZ * 100
-- Set the new camera position and target
setCameraMatrix ( camPosX, camPosY, camPosZ, camTargetX, camTargetY, camTargetZ )
setElementPosition ( localPlayer, camPosX, camPosY, camPosZ )
end
local function freecamMouse (cX,cY,aX,aY)
--ignore mouse movement if the cursor or MTA window is on
--and do not resume it until at least 5 frames after it is toggled off
--(prevents cursor mousemove data from reaching this handler)
if isCursorShowing() or isMTAWindowActive() then
mouseFrameDelay = 5
return
elseif mouseFrameDelay > 0 then
mouseFrameDelay = mouseFrameDelay - 1
return
end
-- how far have we moved the mouse from the screen center?
local width, height = guiGetScreenSize()
aX = aX - width / 2
aY = aY - height / 2
--invert the mouse look if specified
if options.invertMouseLook then
aY = -aY
end
rotX = rotX + aX * options.mouseSensitivity * 0.01745
rotY = rotY - aY * options.mouseSensitivity * 0.01745
local PI = math.pi
if rotX > PI then
rotX = rotX - 2 * PI
elseif rotX < -PI then
rotX = rotX + 2 * PI
end
if rotY > PI then
rotY = rotY - 2 * PI
elseif rotY < -PI then
rotY = rotY + 2 * PI
end
-- limit the camera to stop it going too far up or down - PI/2 is the limit, but we can't let it quite reach that or it will lock up
-- and strafeing will break entirely as the camera loses any concept of what is 'up'
if rotY < -PI / 2.05 then
rotY = -PI / 2.05
elseif rotY > PI / 2.05 then
rotY = PI / 2.05
end
end
-- PUBLIC
function getFreecamVelocity()
return velocityX,velocityY,velocityZ
end
-- params: x, y, z sets camera's position (optional)
function setFreecamEnabled (x, y, z)
startX, startY, startZ = getElementPosition(localPlayer)
addEventHandler("onClientRender", rootElement, freecamFrame)
addEventHandler("onClientCursorMove",rootElement, freecamMouse)
setElementData(localPlayer, "freecamTV:state", true)
setPedWeaponSlot(localPlayer, 0)
setElementPosition(localPlayer, x, y, z)
setCameraMatrix(x, y, z, x - 100, y - 30, z - 30)
toggleAllControls(false, true, false)
return true
end
-- param: dontChangeFixedMode leaves toggleCameraFixedMode alone if true, disables it if false or nil (optional)
function setFreecamDisabled()
velocityX,velocityY,velocityZ = 0,0,0
speed = 0
strafespeed = 0
removeEventHandler("onClientRender", rootElement, freecamFrame)
removeEventHandler("onClientCursorMove",rootElement, freecamMouse)
setElementData(localPlayer, "freecamTV:state", false)
setCameraTarget(localPlayer, localPlayer)
toggleAllControls(true)
setElementPosition(localPlayer, startX, startY, startZ)
return true
end
function isFreecamEnabled()
return getElementData(localPlayer,"freecamTV:state")
end
function getFreecamOption(theOption, value)
return options[theOption]
end
function setFreecamOption(theOption, value)
if options[theOption] ~= nil then
options[theOption] = value
return true
else
return false
end
end
addEvent("doSetFreecamEnabledTV", true)
addEventHandler("doSetFreecamEnabledTV", rootElement, setFreecamEnabled)
addEvent("doSetFreecamDisabledTV", true)
addEventHandler("doSetFreecamDisabledTV", rootElement, setFreecamDisabled)
addEvent("doSetFreecamOptionTV", true)
addEventHandler("doSetFreecamOptionTV", rootElement, setFreecamOption)
function onStart()
for k, v in pairs(getElementsByType("player")) do
if getElementData(v, "freecamTV:state") == true then
setElementCollisionsEnabled(v, false)
end
end
end
addEventHandler("onClientResourceStart", getResourceRootElement(), onStart)
function onDataChange(name)
if getElementType(source) == "player" and name == "freecamTV:state" then
setElementCollisionsEnabled(source, not getElementData(source, "freecamTV:state"))
end
end
addEventHandler("onClientElementDataChange", rootElement, onDataChange)
|
NPC = {}
NPC.Jobs = {}
NPC.Jobs.ValidJobs = {
["unemployed"] = {
name = "Unemployed",
paycheck = 10
},
["ems"] = {
name = "EMS",
paycheck = 150,
whitelisted = false,
ranks = {
[1] = "EMT",
[2] = "Paramedic",
[3] = "Lieutenant of EMS",
[4] = "Assistant Chief",
[5] = "Chief of EMS"
},
},
["police"] = {
name = "Police officer",
paycheck = 150,
whitelisted = false,
ranks = {
[1] = "Cadet",
[2] = "Trooper",
[3] = "Corporal",
[4] = "Sergeant",
[5] = "Staff Sergeant",
[6] = "Inspector",
[7] = "Lieutenant",
[8] = "Captain",
[9] = "Major",
[10] = "Commander",
[11] = "Lieutenant Colonel",
[12] = "Assistant Chief",
[13] = "Chief of Police"
}
},
["towtruck"] = {
name = "Tow Trucker",
paycheck = 20
},
["foodtruck"] = {
name = "Food Truck",
paycheck = 50
},
["taxi"] = {
name = "Taxi driver",
paycheck = 20
},
["trucker"] = {
name = "Delivery Job",
paycheck = 10
},
["entertainer"] = {
name = "Entertainer",
paycheck = 10
},
["news"] = {
name = "News Reporter",
paycheck = 60
},
["defender"] = {
name = "Public Defender",
paycheck = 100
},
["district attorney"] = {
name = "District Attorney",
paycheck = 70
},
["judge"] = {
name = "Judge",
paycheck = 50
},
["broadcaster"] = {
name = "Broadcaster",
paycheck = 50
},
["doctor"] = {
name = "Doctor",
paycheck = 25
},
["therapist"] = {
name = "Therapist",
paycheck = 25
},
["driving instructor"] = {
name = "Driving Instructor",
paycheck = 10
},
["foodtruckvendor"] = {
name = "Food Truck Vendor",
paycheck = 10
},
["pdm"] = {
name = "Car Dealer",
paycheck = 50
},
}
|
local previewers = require("telescope.previewers")
local Job = require("plenary.job")
local new_maker = function(filepath, bufnr, opts)
opts = opts or {}
filepath = vim.fn.expand(filepath)
Job:new({
command = "file",
args = { "--mime-type", "-b", filepath },
on_exit = function(j)
local mime_type = vim.split(j:result()[1], "/")[1]
if mime_type == "text" then
previewers.buffer_previewer_maker(filepath, bufnr, opts)
else
vim.schedule(function()
vim.api.nvim_buf_set_lines(bufnr, 0, -1, false, { "BINARY" })
end)
end
end
}):sync()
end
require("telescope").setup {
defaults = {
buffer_previewer_maker = new_maker,
preview = {
filesize_limit = 0.5,
},
vimgrep_arguments = {
"rg",
"--color=never",
"--no-heading",
"--with-filename",
"--line-number",
"--column",
"--smart-case",
},
prompt_prefix = " ",
layout_strategy = "vertical",
layout_config = {
height = 0.9,
mirror = false,
prompt_position = "bottom",
},
set_env = { ["COLORTERM"] = "truecolor" },
},
pickers = {
find_files = {
find_command = {
"fd",
"--type",
"f",
"--strip-cwd-prefix",
"--hidden",
"--exclude",
".git",
"--exclude",
".venv",
"--exclude",
"__pycache__",
},
}
},
extensions = {
fzf = {
fuzzy = true,
override_generic_sorter = true,
override_file_sorter = true,
case_mode = "ignore_case",
}
}
}
require("telescope").load_extension("fzf")
|
local base = require('imgui.Widget')
---@class xe.ToolPanel:im.Widget
local M = class('editor.ToolPanel', base)
local im = imgui
local wi = require('imgui.Widget')
function M:ctor()
base.ctor(self, 'Tools')
--self:setFlags(
-- im.WindowFlags.NoTitleBar,
-- im.WindowFlags.HorizontalScrollbar)
self._panels = {}
self._btns = {}
self._tabbar = wi.TabBar('xe.tools.TabBar')
self:addChild(self._tabbar)
local def = require('xe.node_def._def')
def.regist()
local data = require('xe.tools.data')
for _, v in ipairs(data) do
local tab = self:_createTab(v.label)
for i, item in ipairs(v.content) do
--assert(item.name:sub(1, 7) == 'Insert_')
local name = item.name--:sub(8)
local icon_name = string.filename(item.bitmap or '')
local d = def.getDefine(name)
if d and d.icon then
icon_name = d.icon
end
local icon = require('xe.node.icon').getIcon(icon_name)
local tooltip = name
if d and d.disptype then
tooltip = i18n(d.disptype)
end
local function f()
require('xe.main').getEditor():getTree():newNode(name)
end
local btn, btn2 = tab:addContent(icon, tooltip, f)
if i < #v.content then
tab:addChild(im.sameLine)
end
self._btns[name] = { btn, btn2 }
end
end
end
function M:_createTab(title)
local panel = require('xe.tools.TabContent')(title)
panel:addTo(self._tabbar)
table.insert(self._panels, panel)
return panel
end
function M:disable(name)
local t = self._btns[name]
if not t then
return
end
t[1]:setVisible(false)
t[2]:setVisible(true)
end
function M:enable(name)
local t = self._btns[name]
if not t then
return
end
t[1]:setVisible(true)
t[2]:setVisible(false)
end
function M:disableAll()
for k, v in pairs(self._btns) do
v[1]:setVisible(false)
v[2]:setVisible(true)
end
end
function M:enableAll()
for k, v in pairs(self._btns) do
v[1]:setVisible(true)
v[2]:setVisible(false)
end
end
return M
|
-- ==============
-- SIGNIFY BUBBLE
-- ==============
-- Created by datwaft <github.com/datwaft>
local settings = {
color = vim.g.bubbly_colors.signify,
style = vim.g.bubbly_styles.signify,
symbol = vim.g.bubbly_symbols.signify,
}
if not settings.color then
require'bubbly.utils.io'.warning[[[BUBBLY.NVIM] => [WARNING] Couldn't load color configuration for the component 'signify', the default color will be used.]]
settings.color = vim.g.bubbly_colors.default
end
if not settings.style then
require'bubbly.utils.io'.warning[[[BUBBLY.NVIM] => [WARNING] Couldn't load style configuration for the component 'signify', the default style will be used.]]
settings.style = vim.g.bubbly_styles.default
end
if not settings.symbol then
require'bubbly.utils.io'.warning[[[BUBBLY.NVIM] => [WARNING] Couldn't load symbol configuration for the component 'signify', the default symbol will be used.]]
settings.symbol = vim.g.bubbly_symbols.default
end
return function(inactive)
if inactive then return nil end
if vim.fn.exists('*sy#repo#get_stats') == 0 then return nil end
local added, modified, removed = unpack(vim.fn['sy#repo#get_stats']())
if added == -1 then added = 0 end
if modified == -1 then modified = 0 end
if removed == -1 then removed = 0 end
return {
{
data = added ~= 0 and settings.symbol.added:format(added),
color = settings.color.added,
style = settings.style.added,
},
{
data = modified ~= 0 and settings.symbol.modified:format(modified),
color = settings.color.modified,
style = settings.style.modified,
},
{
data = removed ~= 0 and settings.symbol.removed:format(removed),
color = settings.color.removed,
style = settings.style.removed,
},
}
end
|
DEBUG = true
ConGuardInstances = {}
function init()
if (SERVER) then
addEvent("onPlayerNetworkTimeout", true)
addEvent("onPlayerNetworkInterruptionLimitReached", true)
addEventHandler(
"onPlayerResourceStart",
root,
function(resource)
if (getResourceRootElement(resource) == resourceRoot) then
addPlayer(source)
end
end
)
addEventHandler("onPlayerLeave", root, removePlayer)
local import = importDefaultSettings()
if (import ~= true) then
iprintd("[ConGuard] Failed to launch", import)
return cancelEvent()
end
iprintd("[ConGuard] Launched successfully...")
end
if (CLIENT) then
addEvent("onConGuardCreated", true)
addEvent("onConGuardDestroyed", true)
addEvent("onConGuardSettingChange", true)
addEvent("onConGuardSyncAll", true)
addEvent("onClientPlayerConnectionStatus", true)
addEventHandler("onClientPlayerConnectionStatus", resourceRoot, setPlayerConnectionStatus)
addEventHandler("onConGuardCreated", resourceRoot, onCreated)
addEventHandler("onConGuardDestroyed", resourceRoot, onDestroyed)
addEventHandler("onConGuardSettingChange", resourceRoot, onSettingChange)
addEventHandler("onConGuardSyncAll", resourceRoot, onSyncAll)
addEventHandler("onClientElementStreamIn", root, registerStreamedInPlayer)
addEventHandler("onClientElementStreamOut", root, unregisterStreamedInPlayer)
addEventHandler("onClientRender", root, renderLostConnectionImages)
initializeStreamedInPlayers()
end
end
addEventHandler(SERVER and "onResourceStart" or "onClientResourceStart", resourceRoot, init)
|
--[[
Copyright 2014-2015 The Luvit Authors. All Rights Reserved.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS-IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
--]]
local env = require('env')
local log = require('log').log
local jsonParse = require('json').parse
local http = require('coro-http')
return function (path, etag)
local url = "https://api.github.com" .. path
log("github request", url)
local headers = {
{"User-Agent", "lit"},
}
-- Set GITHUB_TOKEN to a token from https://github.com/settings/tokens/new to increase the rate limit
local token = env.get("GITHUB_TOKEN")
if token then
headers[#headers + 1] = {"Authorization", "token " .. token}
end
if etag then
headers[#headers + 1] = {"If-None-Match", etag}
end
local head, json = http.request("GET", url, headers)
json = jsonParse(json) or json
return head, json, url
end
|
-- Main grid methods
local layouts = {}
-- Define monitor names for layout purposes
local display_home = "f.lux profile"
local display_laptop = "Color LCD"
local display_monitor = "Thunderbolt Display"
-- Define window layouts
-- Format reminder:
-- {"App name", "Window name", "Display Name", "unitrect", "framerect", "fullframerect"},
layouts.layouts = {
{
name="Home Laptop",
description='15" MacBook Pro personal laptop screen'
},
{
name="Work Laptop",
description='13" MacBook Air work laptop screen'
},
{
name="Office Setup",
description="Dual monitor setup at the office",
small={
{"Spark", nil, display_laptop, {hs.layout.maximized}, nil, nil},
{"Fantastical 2", nil, display_laptop, {hs.layout.maximized}, nil, nil},
},
large={
{"Google Chrome", nil, display_monitor, {0, 0, 2/3, 1}, nil, nil},
{"Sublime Text", nil, display_monitor, {1/3, 1/3, 1/3, 2/3}, nil, nil}
}
},
}
function layouts.applyLayout(layout)
print('Layout ' .. layout.name .. ' selected')
if lastNumberOfScreens > 1 then
-- Multiple monitors
print('We have multiple monitors')
hs.layout.apply(layout.large, function(windowTitle, layoutWindowTitle)
return string.sub(windowTitle, 1, string.len(layoutWindowTitle)) == layoutWindowTitle
end)
end
-- Multiple monitors
print('We have a single screen')
hs.layout.apply(layout.small, function(windowTitle, layoutWindowTitle)
return string.sub(windowTitle, 1, string.len(layoutWindowTitle)) == layoutWindowTitle
end)
end
layouts.chooser = hs.chooser.new(function(selection)
if not selection then return end
layouts.applyLayout(layouts.layouts[selection.uuid])
end)
-- chooser:choices(choices)
local i = 0
local choices = hs.fnutils.imap(layouts.layouts, function(layout)
i = i + 1
return {
uuid=i,
text=layout.name,
subText=layout.description
}
end)
layouts.chooser:choices(choices)
layouts.chooser:searchSubText(true)
layouts.chooser:rows(#choices)
layouts.chooser:width(20)
return layouts
|
--------------------------------------------------------------------------------
-- Here is a handy Lua command line script for listing all nodes that are owned
-- by specific players (like steel doors, locked chests, etc.) in your map
-- database. Just change the following variables at the head of the script:
--
-- * path - the path of the map.sqlite database to be read
-- * area - the region of the map to be searched, specified as minimum and
-- maximum mapblock positions
-- * owner_name- the name of the owner to search for (nil will search for all
-- owners)
-- * node_name- the name of the owned nodes to search for (nil will search for
-- all owned nodes)
--
-- Keep in mind, this script can take some time to process very large databases,
-- so it is strongly recommended to limit the search area to no more than ~50
-- cubic mapblocks at a time.
--------------------------------------------------------------------------------
package.path = "/home/minetest/maplib/?.lua;" .. package.path
local maplib = require "maplib"
local path = "/root/.minetest/worlds/world/map.sqlite"
local area = MapArea( { x = -10, y = -10, z = -10 }, { x = 10, y = 5, z = 10 } )
local node_name = nil
local node_owner = "sorcerykid"
---------------------------------------
local decode_node_pos = maplib.decode_node_pos
local pos_to_string = maplib.pos_to_string
local map_db = MapDatabase( path, false )
print( "Creating cache..." )
map_db.create_cache( false )
print( "Examining database..." )
local block_total = 0
local node_count = 0
for index, block in map_db.iterate_area( area ) do
local nodemeta_map = block.get_nodemeta_map( )
local nodename_map = block.nodename_map
local node_list
-- don't waste cpu cycles getting nodes unless there is meta
if next( nodemeta_map ) then
node_list = block.get_node_list( )
end
block_total = block_total + 1
for i, m in pairs( nodemeta_map ) do
local name = nodename_map[ node_list[ i ].id ]
local owner = m.fields.owner or m.fields.doors_owner
if owner and ( not node_owner or owner == node_owner ) and ( not node_name or name == node_name ) then
node_count = node_count + 1
print( string.format( "%s owned by %s at %s.",
name, owner, pos_to_string( decode_node_pos( i, index ) )
) )
end
end
end
print( string.format( "Found %d owned nodes (scanned %d map blocks).", node_count, block_total ) )
|
--[[
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.
****************************************************************************
]]
-- Singleton that registers for the alert events
local ZO_AlertText_Manager = ZO_Object:Subclass()
function ZO_AlertText_Manager:New()
local manager = ZO_Object.New(self)
manager:Initialize()
return manager
end
local function OnAlertEvent(eventCode, ...)
local alertHandlers = ZO_AlertText_GetHandlers()
if alertHandlers[eventCode] then
local category, message, soundId, noSuppression = alertHandlers[eventCode](...)
if category then
if message and message ~= "" then
if noSuppression then
ZO_AlertNoSuppression(category, soundId, message)
else
ZO_Alert(category, soundId, message)
end
else
ZO_SoundAlert(category, soundId)
end
end
end
end
function ZO_AlertEvent(eventId, ...)
OnAlertEvent(eventId, ...)
end
function ZO_AlertText_Manager:Initialize()
local alertHandlers = ZO_AlertText_GetHandlers()
for event in pairs(alertHandlers) do
EVENT_MANAGER:RegisterForEvent("AlertTextManager", event, OnAlertEvent)
end
EVENT_MANAGER:AddFilterForEvent("AlertTextManager", EVENT_COMBAT_EVENT, REGISTER_FILTER_IS_ERROR, true)
self.recentMessages = ZO_RecentMessages:New()
end
function ZO_AlertText_Manager:ShouldDisplayMessage(soundId)
return self.recentMessages:ShouldDisplayMessage(soundId)
end
function ZO_AlertText_Manager:AddRecent(soundId)
return self.recentMessages:AddRecent(soundId)
end
ALERT_EVENT_MANAGER = ZO_AlertText_Manager:New()
-- Base Class
ZO_AlertText_Base = ZO_Object:Subclass()
function ZO_AlertText_Base:New(...)
local manager = ZO_Object.New(self)
manager:Initialize(...)
return manager
end
function ZO_AlertText_Base:Initialize(control)
-- Should be overridden
end
--add customization for message categories here
-- Previous colors: error = INTERFACE_GENERAL_COLOR_ERROR, alert = INTERFACE_GENERAL_COLOR_ALERT, colorType = INTERFACE_COLOR_TYPE_GENERAL
local AlertParams =
{
[UI_ALERT_CATEGORY_ERROR] =
{
color = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_SELECTED)),
},
[UI_ALERT_CATEGORY_ALERT] =
{
color = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_SELECTED)),
},
}
function ZO_AlertText_Base:GetAlertColor(category)
local color = AlertParams[UI_ALERT_CATEGORY_ALERT].color
local params = AlertParams[category]
if(params) then
color = params.color or color
end
return color
end
local function InternalPerformAlert(category, soundId, message)
if IsInGamepadPreferredMode() then
ALERT_MESSAGES_GAMEPAD:InternalPerformAlert(category, soundId, message)
else
ALERT_MESSAGES:InternalPerformAlert(category, soundId, message)
end
end
--[[ Global Alert Functions ]]--
function ZO_Alert(category, soundId, message, ...)
if(not message) then return end
message = zo_strformat(message, ...)
if(message == "") then return end
if(ALERT_EVENT_MANAGER:ShouldDisplayMessage(message)) then
InternalPerformAlert(category, soundId, message)
else
ZO_SoundAlert(category, soundId)
end
end
function ZO_AlertNoSuppression(category, soundId, message, ...)
if(not message) then return end
message = zo_strformat(message, ...)
if(message == "") then return end
InternalPerformAlert(category, soundId, message)
end
function ZO_SoundAlert(category, soundId)
if(soundId and soundId ~= "" and ALERT_EVENT_MANAGER:ShouldDisplayMessage(soundId)) then
PlaySound(soundId)
ALERT_EVENT_MANAGER:AddRecent(soundId)
end
end
|
---------------------------------------------------------------------------------
--
-- @type EditorCommand
--
---------------------------------------------------------------------------------
local EditorCommand = Class( "EditorCommand" )
function EditorCommand.register( clazz, name )
editorCommandRegistryClass( clazz, name )
clazz._commandName = name
-- log.info( 'register Lua Editor Command', name )
end
function EditorCommand:setup( option )
end
---------------------------------------------------------------------------------
function EditorCommand:redo()
end
function EditorCommand:undo()
end
function EditorCommand:canUndo()
return true
end
function EditorCommand:hasHistory()
return true
end
function EditorCommand:toString()
return self._commandName
end
function EditorCommand:getResult()
return nil
end
---------------------------------------------------------------------------------
return EditorCommand
|
--
-- Setup nvim-cmp.
--
local cmp = require'cmp'
local lspkind = require "lspkind"
lspkind.init()
cmp.setup({
snippet = {
expand = function(args)
require('luasnip').lsp_expand(args.body)
end,
},
formatting = {
format = lspkind.cmp_format {
with_text = true,
menu = {
buffer = '[buf]',
nvim_lsp = '[LSP]',
nvim_lua = '[api]',
path = '[path]',
luasnip = '[snip]',
cmdline = '[CMD]'
},
},
},
mapping = {
['<C-d>'] = cmp.mapping.scroll_docs(-4),
['<C-f>'] = cmp.mapping.scroll_docs(4),
['<C-Space>'] = cmp.mapping.complete(),
['<C-e>'] = cmp.mapping.close(),
['<CR>'] = cmp.mapping.confirm({ select = true }),
},
sources = {
{ name = 'nvim_lua' },
{ name = 'nvim_lsp' },
{ name = 'luasnip' },
{ name = 'path' },
{ name = 'buffer', keyword_length = 5 },
}
})
-- Use buffer source for `/`.
cmp.setup.cmdline('/', {
sources = {
{ name = 'buffer', keyword_length = 3 }
}
})
-- Use cmdline & path source for ':'.
-- cmp.setup.cmdline(':', {
-- sources = cmp.config.sources({
-- { name = 'path' }
-- }, {
-- { name = 'cmdline', keyword_length = 4 }
-- })
-- })
-- Setup lspconfig.
-- require('lspconfig')[%YOUR_LSP_SERVER%].setup {
-- capabilities = require('cmp_nvim_lsp').update_capabilities(vim.lsp.protocol.make_client_capabilities())
-- }
-- Add vim-dadbod-completion in sql files
vim.cmd [[
augroup DadbodSql
au!
autocmd FileType sql,mysql,plsql lua require('cmp').setup.buffer { sources = { { name = 'vim-dadbod-completion' } } }
augroup END
]]
|
LibRoot.Imgui = SrcDir() .. "r1.render/imgui"
-- ==============================================================================
ModuleRefInclude["imgui"] = function()
includedirs
{
LibRoot.Imgui .. "/",
LibRoot.Imgui .. "/backends/",
LibRoot.Imgui .. "/freetype/",
LibRoot.Imgui .. "/misc/cpp/",
LibRoot.Imgui .. "-ex/",
LibRoot.Imgui .. "-nodes/",
LibRoot.Imgui .. "-implot/",
LibRoot.Imgui .. "-filedlg/",
}
ModuleRefInclude["freetype"]()
end
-- ==============================================================================
project "r1-imgui"
kind "StaticLib"
language "C++"
cppdialect "C++20"
SetDefaultBuildConfiguration()
SetDefaultOutputDirectories("r1")
ModuleRefInclude["glfw"]()
ModuleRefInclude["imgui"]()
defines
{
"IMGUI_IMPL_OPENGL_LOADER_GLAD2",
}
files
{
LibRoot.Imgui .. "/*.cpp",
LibRoot.Imgui .. "/*.h",
LibRoot.Imgui .. "/freetype/*.cpp",
LibRoot.Imgui .. "/freetype/*.h",
LibRoot.Imgui .. "/backends/imgui_impl_glfw.*",
LibRoot.Imgui .. "/backends/imgui_impl_opengl3.*",
LibRoot.Imgui .. "/misc/cpp/*.*",
LibRoot.Imgui .. "-nodes/*.cpp",
LibRoot.Imgui .. "-nodes/*.h",
LibRoot.Imgui .. "-implot/*.cpp",
LibRoot.Imgui .. "-implot/*.h",
LibRoot.Imgui .. "-filedlg/*.cpp",
LibRoot.Imgui .. "-filedlg/*.h",
}
ModuleRefLink["imgui"] = function()
links { "r1-imgui" }
end
|
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local B = E:GetModule('Blizzard')
local _G = _G
function B:KillBlizzard()
if E.global.general.disableTutorialButtons then
_G.HelpOpenTicketButtonTutorial:Kill()
_G.HelpPlate:Kill()
_G.HelpPlateTooltip:Kill()
end
_G.EJMicroButtonAlert:Kill()
_G.Advanced_UIScaleSlider:Kill()
_G.Advanced_UseUIScale:Kill()
end
|
ITEM.name = "VSS Vintorez"
ITEM.description= "The VSS 'Vintorez' is issued primarily to Spetsnaz units for undercover or clandestine operations, a role made evident by its ability to be stripped down for transport in a specially fitted briefcase.\nThe weapon has an integral suppressor which wraps around the barrel.\nThe barrel itself has a series of small ports drilled in the rifling grooves, leading into the suppressor which slows and cools the exhaust gases.\nIt uses a subsonic 9x39 mm SP-5 cartridge to avoid a sonic boom.\n\nAmmo: 9x39mm\nMagazine Capacity: 20"
ITEM.model = "models/weapons/ethereal/w_vss.mdl"
ITEM.class = "cw_kk_ins2_vss"
ITEM.weaponCategory = "primary"
ITEM.width = 4
ITEM.height = 2
ITEM.price = 30000
ITEM.weight = 10
|
--------------------------------------------------------------------------------
-- Module declaration
--
local mod, CL = BigWigs:NewBoss("Priestess Delrissa", 585, 532)
if not mod then return end
mod:RegisterEnableMob(24553, -- Apoko
24554, -- Eramas Brightblaze
24555, -- Garaxxas
24556, -- Zelfan
24557, -- Kagani Nightstrike
24558, -- Ellrys Duskhallow
24559, -- Warlord Salaris
24560, -- Priestess Delrissa
24561 -- Yazzai
)
mod.engageId = 1895
-- mod.respawnTime = 0 -- resets, doesn't respawn
--------------------------------------------------------------------------------
-- Initialization
--
function mod:GetOptions()
return {
-- Priestess Delrissa
46192, -- Renew
46193, -- Power Word: Shield
-- Apoko
27621, -- Windfury Totem
-- Yazzai
44178, -- Blizzard
13323, -- Polymorph
-- Ellrys Duskhallow
{44141, "ICON"}, -- Seed of Corruption
}, {
[46192] = self.displayName, -- Priestess Delrissa
[27621] = -5104, -- Apoko
[44178] = -5101, -- Yazzai
[44141] = -5099, -- Ellrys Duskhallow
}
end
function mod:OnBossEnable()
-- Priestess Delrissa
self:Log("SPELL_AURA_APPLIED", "Renew", 44174, 46192) -- normal, heroic
self:Log("SPELL_AURA_APPLIED", "PowerWordShield", 44291, 46193) -- normal, heroic
-- Apoko
self:Log("SPELL_CAST_SUCCESS", "WindfuryTotem", 27621)
-- Yazzai
self:Log("SPELL_CAST_SUCCESS", "Blizzard", 44178, 46195) -- normal, heroic
self:Log("SPELL_AURA_APPLIED", "Polymorph", 13323)
-- Ellrys Duskhallow
self:Log("SPELL_AURA_APPLIED", "SeedOfCorruption", 44141)
self:Log("SPELL_AURA_REMOVED", "SeedOfCorruptionRemoved", 44141)
-- General _AURA_REMOVED events:
self:Log("SPELL_AURA_REMOVED", "Removed", 13323, 44174, 46192) -- Polymorh, normal/heroic Renew
end
--------------------------------------------------------------------------------
-- Event Handlers
--
-- Priestess Delrissa
function mod:Renew(args)
self:TargetMessage(46192, args.destName, "yellow")
self:TargetBar(46192, 15, args.destName)
end
function mod:PowerWordShield(args)
self:TargetMessage(46193, args.destName, "yellow")
end
-- Apoko
function mod:WindfuryTotem(args)
self:Message(args.spellId, "yellow")
end
-- Yazzai
function mod:Blizzard(args)
self:Message(44178, "red", nil, CL.casting:format(args.spellName))
end
function mod:Polymorph(args)
self:TargetMessage(args.spellId, args.destName, "orange")
self:TargetBar(args.spellId, 8, args.destName)
end
-- Ellrys Duskhallow
function mod:SeedOfCorruption(args)
self:TargetMessage(args.spellId, args.destName, "red")
self:TargetBar(args.spellId, 18, args.destName)
self:PrimaryIcon(args.spellId, args.destName)
end
function mod:SeedOfCorruptionRemoved(args)
self:PrimaryIcon(args.spellId)
self:StopBar(args.spellName, args.destName)
end
-- General _AURA_REMOVED events:
function mod:Removed(args)
self:StopBar(args.spellName, args.destName)
end
|
local end_up = 0.35
local skill = Skill( "fire_ball" )
skill:SetDescription("Throw a fireball, which explodes on impact.")
skill:SetStages({ end_up })
skill:SetCastTime( 0.5 )
skill:SetMaxLive( 10 )
skill:SetCooldown( 10 )
skill:SetDamageType( "fire" )
local moveSpeed = 5000
local blastRange = 1000
local blastDamage = 50
local blastPower = 15
blastRange = blastRange * blastRange
local sounds = {
"fire_hit",
"fire_hit2"
}
function skill:Stage1( ent )
local caster = ent:GetCaster()
if CLIENT and caster != LocalPlayer() then return end
local forward = caster:GetRight():Cross(_VECTOR.UP)
ent:SetPos( _VECTOR.UP * 50 + caster:GetPos() - forward * 30 )
ent:SetAngles( forward:Angle() )
print("stage1")
end
function skill:Transition1( ent )
if CLIENT then
print(tostring(ent) .. "emit fire_engine")
ent:EmitSound( "fire_engine" )
return
end
ent:InitPhys(ELEMENT_PHYS_TYPE.PROJECTILE)
ent:PhysWake()
print("trans1")
print(ent)
print(ent.velocity)
ent.velocity = ent:GetCaster():GetAimVector() * moveSpeed
print(ent.velocity)
end
function skill:Stage2( ent )
if CLIENT then return end
print("stage2")
print(ent)
print(ent.velocity)
--ent:ReachVelocity( ent.velocity )
local physObj = ent:GetPhysicsObject()
physObj:SetVelocity(ent.velocity)
end
function skill:ActivationConditions( caster )
return caster:WaterLevel() < 2
end
if CLIENT then
function skill:Activate( ent, caster )
sound.Play("fire_ignite", ent:GetPos())
caster:PlayAnimation("shoot_fire1")
sound.Play(sounds[math.random(1, 2)], caster:GetPos())
ent:CreateParticleEffect("element_fire_ball", 1)
end
end
if SERVER then
function skill:Spawn( ent, caster )
ent:SetModel( "models/props_wasteland/rockgranite02a.mdl" )
ent:SetModelScale( 0.3 )
ent:SetInvisible(true)
ent:InitPhys(ELEMENT_PHYS_TYPE.GHOST)
ent:SetCustomCollisionCheck( true )
local forward = caster:GetRight():Cross(_VECTOR.UP)
ent:SetPos( _VECTOR.UP * 50 + caster:GetPos() - forward * 30 )
ent:SetAngles( forward:Angle() )
end
function skill:PhysicsCollide( ent, data, phys )
ent:SetDestroyFlag(true)
end
end
function skill:OnRemove( ent )
print("on remove")
if CLIENT then
print("on remove")
ParticleEffect("element_fire_explode", ent:GetPos(), Angle())
print(tostring(ent) .. "stop fire_engine")
ent:StopSound("fire_engine")
sound.Play("fire_explode", ent:GetPos())
return
end
local pos = ent:GetPos()
local hits = bounds.objectsInSphere( player.GetAll(), pos, blastRange )
for _, hit in next, hits do
if !EntsInSight(ent, hit.obj) then continue end
local damage = ( 1 - hit.distance / blastRange ) * blastDamage
print(hit.obj, damage, hit.obj:GetMaxHealth())
local velocity = hit.obj:GetPos() - pos
velocity.z = velocity.z + 100
hit.obj:SetVelocity(velocity:GetNormalized() * blastPower * damage)
self:Hit(ent, hit.obj, damage, DMG_GENERIC, velocity)
end
end
skill_manager.Register( skill )
|
-- credit to atom0s for help with decompiling
-- Decompiled using luadec 2.2 rev: for Lua 5.1 from https://github.com/viruscamp/luadec
return {}
|
slot0 = class("MetaCharacterRepairLayer", import("...base.BaseUI"))
slot0.getUIName = function (slot0)
return "MetaCharacterRepairUI"
end
slot0.init = function (slot0)
slot0:initTipText()
slot0:initData()
slot0:findUI()
slot0:addListener()
end
slot0.didEnter = function (slot0)
slot0:doRepairProgressPanelAni()
slot0:updateAttrListPanel()
slot0:updateRepairBtn(true)
slot0:updateDetailPanel()
for slot4, slot5 in ipairs(MetaCharacterConst.REPAIR_ATTRS) do
if not slot0.curMetaCharacterVO:getAttrVO(slot5):isLock() then
triggerToggle(slot0.attrTFList[slot5], true)
break
end
end
slot0:TryPlayGuide()
end
slot0.willExit = function (slot0)
return
end
slot0.onBackPressed = function (slot0)
if isActive(slot0.repairEffectBoxPanel) then
slot0:closeRepairEffectBoxPanel()
return
elseif isActive(slot0.detailPanel) then
slot0:closeDetailPanel()
return
else
slot0:emit(slot0.ON_BACK_PRESSED)
end
end
slot0.initTipText = function (slot0)
setText(slot1, i18n("meta_repair"))
setText(slot2, i18n("meta_repair"))
setText(slot3, i18n("meta_repair"))
setText(slot0:findTF("Repair/AttrListPanel/AttrItemContainer/AttrItemReload/SelectedPanel/AttrRepairTipText"), i18n("meta_repair"))
end
slot0.initData = function (slot0)
slot0.metaCharacterProxy = getProxy(MetaCharacterProxy)
slot0.bayProxy = getProxy(BayProxy)
slot0.attrTFList = {}
slot0.curAttrName = nil
slot0.curMetaShipID = slot0.contextData.shipID
slot0.curShipVO = nil
slot0.curMetaCharacterVO = nil
slot0:updateData()
end
slot0.findUI = function (slot0)
slot0.repairPanel = slot0:findTF("Repair")
slot0.attrListPanel = slot0:findTF("AttrListPanel", slot0.repairPanel)
slot0.attrItemContainer = slot0:findTF("AttrItemContainer", slot0.attrListPanel)
slot0.attrCannonTF = slot0:findTF("AttrItemCannon", slot0.attrItemContainer)
slot0.attrTorpedoTF = slot0:findTF("AttrItemTorpedo", slot0.attrItemContainer)
slot0.attrAirTF = slot0:findTF("AttrItemAir", slot0.attrItemContainer)
slot0.attrReloadTF = slot0:findTF("AttrItemReload", slot0.attrItemContainer)
slot0.attrTFList.cannon = slot0.attrCannonTF
slot0.attrTFList.torpedo = slot0.attrTorpedoTF
slot0.attrTFList.air = slot0.attrAirTF
slot0.attrTFList.reload = slot0.attrReloadTF
slot0.repairPercentText = slot0:findTF("SynProgressPanel/SynRate/NumTextText", slot0.repairPanel)
slot0.repairSliderTF = slot0:findTF("SynProgressPanel/Slider", slot0.repairPanel)
slot0.repairBtn = slot0:findTF("RepairBtn", slot0.repairPanel)
slot0.repairBtnDisable = slot0:findTF("RepairBtnDisable", slot0.repairPanel)
slot0.showDetailLine = slot0:findTF("ShowDetailLine")
slot0.showDetailBtn = slot0:findTF("ShowDetailBtn", slot0.showDetailLine)
slot0.detailPanel = slot0:findTF("Detail")
slot0.detailBG = slot0:findTF("BG", slot0.detailPanel)
slot0.detailTF = slot0:findTF("Panel", slot0.detailPanel)
slot0.detailCloseBtn = slot0:findTF("CloseBtn", slot0.detailTF)
slot0.detailLineTpl = slot0:findTF("DetailLineTpl", slot0.detailTF)
slot0.detailItemTpl = slot0:findTF("DetailItemTpl", slot0.detailTF)
slot0.detailItemContainer = slot0:findTF("ScrollView/Viewport/Content", slot0.detailTF)
slot0.repairEffectBoxPanel = slot0:findTF("RepairEffectBox")
end
slot0.addListener = function (slot0)
for slot4, slot5 in pairs(slot0.attrTFList) do
onToggle(slot0, slot5, function (slot0)
if slot0 == true then
slot0.curAttrName = slot0
slot0:updateRepairBtn()
else
slot0.curAttrName = nil
slot0:updateRepairBtn(true)
end
end, SFX_PANEL)
end
onButton(slot0, slot0.repairBtn, function ()
pg.m02:sendNotification(GAME.REPAIR_META_CHARACTER, {
shipID = slot0.curMetaShipID,
attr = slot0.curAttrName
})
end, SFX_PANEL)
onButton(slot0, slot0.showDetailBtn, function ()
if not isActive(slot0.detailPanel) then
slot0:openDetailPanel()
end
end, SFX_PANEL)
onButton(slot0, slot0.showDetailLine, function ()
if not isActive(slot0.detailPanel) then
slot0:openDetailPanel()
end
end, SFX_PANEL)
onButton(slot0, slot0.detailCloseBtn, function ()
slot0:closeDetailPanel()
end, SFX_CANCEL)
onButton(slot0, slot0.detailBG, function ()
slot0:closeDetailPanel()
end, SFX_CANCEL)
end
slot0.TryPlayGuide = function (slot0)
pg.SystemGuideMgr.GetInstance():PlayByGuideId("NG0027")
end
slot0.doRepairProgressPanelAni = function (slot0)
slot2 = GetComponent(slot0.repairSliderTF, typeof(Slider))
slot2.minValue = 0
slot2.maxValue = 1
slot3 = slot2.value
if slot0.curMetaCharacterVO:getRepairRate() > 0 then
slot0:managedTween(LeanTween.value, nil, go(slot0.repairSliderTF), slot3, slot1, 0.5):setOnUpdate(System.Action_float(function (slot0)
slot0:updateRepairProgressPanel(slot0)
end)).setOnComplete(slot5, System.Action(function ()
slot0:updateRepairProgressPanel(slot0)
end))
else
slot0.updateRepairProgressPanel(slot0, slot1)
end
end
slot0.updateRepairProgressPanel = function (slot0, slot1)
setSlider(slot0.repairSliderTF, 0, 1, slot1 or slot0.curMetaCharacterVO:getRepairRate())
setText(slot0.repairPercentText, string.format("%d", (slot1 or slot0.curMetaCharacterVO.getRepairRate()) * 100))
end
slot0.updateAttrListPanel = function (slot0)
for slot4, slot5 in ipairs(MetaCharacterConst.REPAIR_ATTRS) do
slot0:updateAttrItem(slot0.attrTFList[slot5], slot5)
end
end
slot0.updateAttrItem = function (slot0, slot1, slot2)
slot3 = slot0:findTF("LockPanel", slot1)
slot4 = slot0:findTF("UnSelectPanel", slot1)
slot5 = slot0:findTF("SelectedPanel", slot1)
if slot0.curMetaCharacterVO:getAttrVO(slot2):isLock() then
setActive(slot4, false)
setActive(slot5, false)
setActive(slot3, true)
slot1:GetComponent("Toggle").interactable = false
else
slot8 = slot1:GetComponent("Toggle")
setActive(slot4, not slot8.isOn)
setActive(slot5, slot8.isOn)
setActive(slot3, false)
slot8.interactable = true
slot12 = slot0:findTF("AttrRepairValue/Image", slot5)
slot13 = slot0:findTF("AttrRepairValue/NextValueText", slot5)
slot14 = slot0:findTF("IconTpl", slot5)
slot16 = slot0:findTF("NumText", slot15)
slot17 = slot6:getAddition()
setText(slot9, "+" .. slot17)
setText(slot10, "+" .. slot17)
setText(slot11, "+" .. slot17)
slot20 = nil
slot20 = (slot6:isMaxLevel() or slot6:getItem()) and slot6:getItemByLevel(slot6:getLevel() - 1)
if getProxy(BagProxy):getItemCountById(slot20:getItemId()) < slot20:getTotalCnt() then
slot23 = setColorStr(slot23, COLOR_RED)
end
setText(slot16, slot23 .. "/" .. slot22)
updateDrop(slot14, slot24, {
hideName = true
})
onButton(slot0, slot14, function ()
slot0:emit(BaseUI.ON_DROP, slot0)
end, SFX_PANEL)
setActive(slot12, not slot19)
setActive(slot13, not slot19)
if slot19 then
setText(slot13, slot17)
else
setText(slot13, "+" .. slot17 + slot20:getAdditionValue())
end
if slot19 then
setActive(slot14, false)
setActive(slot15, false)
else
setActive(slot14, true)
setActive(slot15, true)
end
end
end
slot0.updateRepairBtn = function (slot0, slot1)
if slot1 == true then
setActive(slot0.repairBtn, false)
setActive(slot0.repairBtnDisable, false)
return
end
slot2 = slot0.curMetaCharacterVO:getAttrVO(slot0.curAttrName)
slot5 = nil
slot9 = (slot2:isMaxLevel() or slot2:getItem()) and slot2:getItemByLevel(slot2:getLevel() - 1):getTotalCnt() <= getProxy(BagProxy):getItemCountById((slot2.isMaxLevel() or slot2.getItem()) and slot2.getItemByLevel(slot2.getLevel() - 1):getItemId())
if slot4 then
setActive(slot0.repairBtn, false)
setActive(slot0.repairBtnDisable, false)
elseif not slot9 then
setActive(slot0.repairBtn, false)
setActive(slot0.repairBtnDisable, true)
else
setActive(slot0.repairBtn, true)
setActive(slot0.repairBtnDisable, false)
end
end
slot0.updateDetailItem = function (slot0, slot1, slot2)
setText(slot5, i18n("meta_repair_effect_unlock", slot2.progress))
setActive(slot0:findTF("LockPanel", slot1), slot2.progress > slot0.curMetaCharacterVO:getRepairRate() * 100)
slot13 = UIItemList.New(slot0:findTF("LineContainer", slot1), slot0.detailLineTpl)
slot13:make(function (slot0, slot1, slot2)
slot3 = slot0:findTF("AttrLine", slot2)
slot4 = slot0:findTF("UnlockTipLine", slot2)
slot5 = slot0:findTF("Text", slot2)
if slot0 == UIItemList.EventUpdate then
if slot1 + 1 == 1 then
setActive(slot3, false)
setActive(slot4, false)
setActive(slot5, true)
setText(slot5, i18n("meta_repair_effect_unlock", slot1))
return
end
if slot1 <= slot2 + 1 then
setActive(slot3, true)
setActive(slot4, false)
setImageSprite(slot6, LoadSprite("attricon", slot3[slot1 - 1][1]))
setText(slot7, AttributeType.Type2Name(slot10))
setText(slot0:findTF("NumText", slot3), "+" .. slot3[slot1 - 1][2])
else
setActive(slot3, false)
setActive(slot4, true)
setScrollText(slot0:findTF("Text", slot4), slot4[slot1 - 1 - slot2])
end
end
end)
slot13.align(slot13, #slot2:getAttrAdditionList() + #slot2:getDescs() + 1)
end
slot0.updateDetailPanel = function (slot0)
setActive(slot0.detailPanel, false)
slot0.detailList = UIItemList.New(slot0.detailItemContainer, slot0.detailItemTpl)
slot0.detailList:make(function (slot0, slot1, slot2)
if slot0 == UIItemList.EventUpdate then
slot1:updateDetailItem(slot2, slot0[slot1 + 1])
end
end)
slot0.detailList.align(slot2, #slot0.curMetaCharacterVO:getEffects())
end
slot0.updateData = function (slot0)
slot0.curShipVO = slot0.bayProxy:getShipById(slot0.curMetaShipID)
slot0.curMetaCharacterVO = slot0.curShipVO:getMetaCharacter()
end
slot0.checkSpecialEffect = function (slot0)
slot2 = slot0.bayProxy:getShipById(slot0.curMetaShipID).getMetaCharacter(slot1)
slot3 = slot2:getRepairRate() * 100
slot4 = slot0.curMetaCharacterVO:getRepairRate() * 100
for slot9, slot10 in ipairs(slot5) do
if slot4 < slot10.progress and slot11 <= slot3 then
slot0:openRepairEffectBoxPanel(slot10)
break
end
end
end
slot0.openRepairEffectBoxPanel = function (slot0, slot1)
slot7 = slot1.progress
slot8 = slot0:findTF("BG", slot0.repairEffectBoxPanel)
onButton(slot0, slot9, function ()
slot0:closeRepairEffectBoxPanel()
end, SFX_CANCEL)
slot12 = UIItemList.New(slot10, slot11)
slot12:make(function (slot0, slot1, slot2)
slot3 = slot0:findTF("AttrLine", slot2)
slot4 = slot0:findTF("UnlockTipLine", slot2)
if slot0 == UIItemList.EventUpdate then
if slot1 + 1 == 1 then
setActive(slot3, false)
setActive(slot4, true)
setScrollText(slot0:findTF("Text", slot4), i18n("meta_repair_effect_special", slot1))
elseif slot1 > 1 and slot1 <= 1 + slot2 then
setActive(slot3, true)
setActive(slot4, false)
setImageSprite(slot5, LoadSprite("attricon", slot3[slot1 - 1][1]))
setText(slot6, AttributeType.Type2Name(slot9))
setText(slot0:findTF("NumText", slot3), "+" .. slot3[slot1 - 1][2])
elseif slot1 > 1 + slot2 and slot1 <= slot4 then
setActive(slot3, false)
setActive(slot4, true)
setScrollText(slot0:findTF("Text", slot4), slot5[slot1 - (1 + slot2)])
end
end
end)
slot12.align(slot12, slot6)
setActive(slot0.repairEffectBoxPanel, true)
pg.UIMgr.GetInstance():BlurPanel(slot0.repairEffectBoxPanel, false, {
weight = LayerWeightConst.TOP_LAYER
})
end
slot0.closeRepairEffectBoxPanel = function (slot0)
pg.UIMgr.GetInstance():UnblurPanel(slot0.repairEffectBoxPanel)
setActive(slot0.repairEffectBoxPanel, false)
end
slot0.openDetailPanel = function (slot0)
setActive(slot0.detailPanel, true)
pg.UIMgr.GetInstance():BlurPanel(slot0.detailPanel, false, {
weight = LayerWeightConst.TOP_LAYER
})
slot0.isOpening = true
slot0:managedTween(LeanTween.value, nil, go(slot0.detailTF), slot0.detailTF.rect.width, 0, 0.3):setOnUpdate(System.Action_float(function (slot0)
setAnchoredPosition(slot0.detailTF, {
x = slot0
})
end)).setOnComplete(slot1, System.Action(function ()
slot0.isOpening = nil
end))
end
slot0.closeDetailPanel = function (slot0)
if slot0.isClosing or slot0.isOpening then
return
end
slot0.isClosing = true
slot0:managedTween(LeanTween.value, nil, go(slot0.detailTF), 0, slot0.detailTF.rect.width, 0.3):setOnUpdate(System.Action_float(function (slot0)
setAnchoredPosition(slot0.detailTF, {
x = slot0
})
end)).setOnComplete(slot1, System.Action(function ()
slot0.isClosing = nil
setActive(slot0.detailPanel, false)
pg.UIMgr.GetInstance():UnblurPanel(slot0.detailPanel)
end))
end
return slot0
|
object_tangible_loot_npc_loot_disguise_makeup_kit_generic = object_tangible_loot_npc_loot_shared_disguise_makeup_kit_generic:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_npc_loot_disguise_makeup_kit_generic, "object/tangible/loot/npc/loot/disguise_makeup_kit_generic.iff")
|
-- Link's collider
player = world:newCircleCollider(1300, 800, 40)
player:setCollisionClass("Player")
-- Player properties
player.width = 96 -- width of the animation frames
player.height = 96 -- height of the animation frames
player.speed = 360
player.isMoving = false
player.dir = "down"
player.item = 2 -- number corresponds to some item
-- Player can be in many states:
-- 0: normal, walking state
-- 1: attacking
-- 2: found item
player.state = 0
player.timer = 0
-- Health; Player starts at full hearts
player.max_hearts = 3
player.hearts = player.max_hearts
player.grids = {}
player.grids.walk = anim8.newGrid(player.width, player.height, sprites.linkWalkSheet:getWidth(), sprites.linkWalkSheet:getHeight(), 0, 0, 6)
player.animations = {}
player.animations.walkDown = anim8.newAnimation(player.grids.walk('1-2', 1), 0.1)
player.animations.walkRight = anim8.newAnimation(player.grids.walk('1-2', 2), 0.125)
player.animations.walkLeft = anim8.newAnimation(player.grids.walk('1-2', 2), 0.125)
player.animations.walkUp = anim8.newAnimation(player.grids.walk('1-2', 3), 0.1)
player.holdSprite = sprites.weapons.wooden_sword
player.weaponType = ""
player.weaponId = 0
player.weaponTag = 0
function playerAttackComplete()
-- state 1 is standard attack animation
if player.state == 1 then
player.state = 0
if player.dir == "down" then
player.anim = player.animations.walkDown
elseif player.dir == "left" then
player.anim = player.animations.walkLeft
elseif player.dir == "right" then
player.anim = player.animations.walkRight
elseif player.dir == "up" then
player.anim = player.animations.walkUp
end
player.anim:gotoFrame(1) -- go to standing frame
end
end
player.animations.attackDown = anim8.newAnimation(player.grids.walk(2,1, 3,1, 2,1), {0.07, 0.3, 0.07}, playerAttackComplete)
player.animations.attackRight = anim8.newAnimation(player.grids.walk(2,2, 3,2, 2,2), {0.07, 0.3, 0.07}, playerAttackComplete)
player.animations.attackLeft = anim8.newAnimation(player.grids.walk(2,2, 3,2, 2,2), {0.07, 0.3, 0.07}, playerAttackComplete)
player.animations.attackUp = anim8.newAnimation(player.grids.walk(2,3, 3,3, 2,3), {0.07, 0.3, 0.07}, playerAttackComplete)
-- This value stores the player's current animation
player.anim = player.animations.walkDown
function player:update(dt)
if player.timer > 0 then
player.timer = player.timer - dt
if player.timer < 0 then
-- Found Item state
if player.state == 2 then
player.state = 0
end
end
end
-- State 0: normal state, walking around
if player.state == 0 then
-- Freeze the animation if the player isn't moving
if player.isMoving then
player.anim:update(dt)
end
local vectorX = 0
local vectorY = 0
-- Keyboard direction checks for movement
if love.keyboard.isDown("left") then
vectorX = -1
player.anim = player.animations.walkLeft
player.dir = "left"
end
if love.keyboard.isDown("right") then
vectorX = 1
player.anim = player.animations.walkRight
player.dir = "right"
end
if love.keyboard.isDown("up") then
vectorY = -1
player.anim = player.animations.walkUp
player.dir = "up"
end
if love.keyboard.isDown("down") then
vectorY = 1
player.anim = player.animations.walkDown
player.dir = "down"
end
player:setLinearVelocity(vectorX * player.speed, vectorY * player.speed)
-- Check if player is moving
if vectorX == 0 and vectorY == 0 then
player.isMoving = false
player.anim:gotoFrame(1) -- go to standing frame
elseif not player.isMoving then
player.isMoving = true
player.anim:gotoFrame(2)
end
if love.keyboard.isDown("h") then
player.hello = true
else
player.hello = false
end
elseif player.state == 1 then
player.anim:update(dt)
elseif player.state == 2 then
player.isMoving = false
player:setLinearVelocity(0, 0)
end
player:searchForItems()
end
function player:draw()
love.graphics.setColor(1,1,1,1)
local px = player:getX()
local py = player:getY()
-- sx represents the scale on the x axis for the player animation
-- If it is -1, the animation will flip horizontally (for walking left)
local sx = 1
if player.anim == player.animations.walkLeft or player.anim == player.animations.attackLeft then
sx = -1
end
if player.state == 0 or player.state == 1 then
-- Draw the player's walk animation
love.graphics.setColor(1, 1, 1, 1)
--love.graphics.draw(sprites.linkWalkSheet, px, py - 182, nil, nil, nil, sprites.hello:getWidth()/2, sprites.hello:getHeight()/2)
player.anim:draw(sprites.linkWalkSheet, px, py, nil, sx, 1, player.width/2, player.height/2)
elseif player.state == 2 then
love.graphics.draw(sprites.linkGet, px, py, nil, nil, 1, player.width/2, player.height/2)
love.graphics.draw(player.holdSprite, px - 34, py - 46, 3*math.pi/2, nil, 1, 4, player.holdSprite:getHeight()/2)
end
if player.hello then
love.graphics.draw(sprites.hello, px, py - 182, nil, nil, nil, sprites.hello:getWidth()/2, sprites.hello:getHeight()/2)
end
end
function player:equipWeapon(type, id, tag)
player.weaponType = type
player.weaponId = id
player.weaponTag = tag
end
function player:attack()
if gamestate ~= 0 then
return
end
if player.state == 0 then
player.state = 1
player:setLinearVelocity(0, 0)
if player.dir == "down" then
player.anim = player.animations.attackDown
elseif player.dir == "left" then
player.anim = player.animations.attackLeft
elseif player.dir == "right" then
player.anim = player.animations.attackRight
elseif player.dir == "up" then
player.anim = player.animations.attackUp
end
if player.weaponTag ~= 0 then
if player.weaponType == "sword" then
sword:attack(player.weaponId)
end
end
end
end
-- searches nearby items to pick up
function player:searchForItems()
for i,a in ipairs(items) do
if distanceBetween(player:getX(), player:getY(), a.x, a.y) < 45 then
player.state = 2
player.holdSprite = a.sprite
player.timer = 0.85
a.collected = true
if a.type == "sword" then
addWeapon(a.type, a.id)
end
end
end
end
-- Draws the hearts to the upper-left corner of the screen
function player:drawHealth()
local width = sprites.heart_filled:getWidth() + 10
for i=1, player.max_hearts do
local offset = (i-1) * width
local heartSprite = sprites.heart_filled
if i > player.hearts then
heartSprite = sprites.heart_empty
end
if player.hearts - i == -0.5 then
heartSprite = sprites.heart_half
end
love.graphics.draw(heartSprite, 10 + offset, 10)
end
end
|
modifier_mana_into_health = class(Modifier)
LinkLuaModifier("modifier_mana_into_health", modifier_mana_into_health)
function modifier_mana_into_health:OnCreated ()
self.GetModifierBonus = self.GetModifierBonus
self:SetVisible(true)
end
function modifier_mana_into_health:OnAttached()
if(self:GetCaster():GetId() == self:GetParent():GetId()) then
self:SetAuraRadius(20)
else
self.AbilityHandler = AbilitiesNotificationBus.Connect(self)
end
end
-- Do checks here for mana spent and add health
function modifier_mana_into_health:OnSpellStartFilter(id)
self.OldMana = self:GetParent():GetValue("mana")
end
function modifier_mana_into_health:OnSpellStart(id)
local currentMana = self:GetParent():GetValue("mana")
local manaSpent = self.OldMana - currentMana
local healAmount = self:GetAbility():GetSpecialValue("mana_to_health_percentage") / 100
self:GetParent():SetValue("hp",manaSpent * healAmount)
end
|
local Util = require('opus.util')
local Peripheral = Util.shallowCopy(_G.peripheral)
function Peripheral.getList()
if _G.device then
return _G.device
end
local deviceList = { }
for _,side in pairs(Peripheral.getNames()) do
Peripheral.addDevice(deviceList, side)
end
return deviceList
end
function Peripheral.addDevice(deviceList, side)
local name = side
pcall(function()
local ptype = Peripheral.getType(side)
local dev = Peripheral.wrap(side)
if not ptype or not dev then
return
end
if ptype == 'modem' then
if not Peripheral.call(name, 'isWireless') then
-- ptype = 'wireless_modem'
-- else
ptype = 'wired_modem'
if dev.isAccessPoint then
-- avoid open computer relays being registered
-- as 'wired_modem'
ptype = dev.getMetadata().name or 'wired_modem'
end
end
end
local sides = {
front = true,
back = true,
top = true,
bottom = true,
left = true,
right = true
}
if sides[name] then
local i = 1
local uniqueName = ptype
while deviceList[uniqueName] do
uniqueName = ptype .. '_' .. i
i = i + 1
end
name = uniqueName
end
-- this can randomly fail
if not deviceList[name] then
deviceList[name] = dev
if deviceList[name] then
Util.merge(deviceList[name], {
name = name,
type = ptype,
side = side,
})
end
end
end)
return deviceList[name]
end
function Peripheral.getBySide(side)
return Util.find(Peripheral.getList(), 'side', side)
end
function Peripheral.getByType(typeName)
return Util.find(Peripheral.getList(), 'type', typeName)
end
function Peripheral.getByMethod(method)
for _,p in pairs(Peripheral.getList()) do
if p[method] then
return p
end
end
end
-- match any of the passed arguments
function Peripheral.get(args)
if type(args) == 'string' then
args = { type = args }
end
if args.name then
return _G.device[args.name]
end
if args.type then
local p = Peripheral.getByType(args.type)
if p then
return p
end
end
if args.method then
local p = Peripheral.getByMethod(args.method)
if p then
return p
end
end
if args.side then
local p = Peripheral.getBySide(args.side)
if p then
return p
end
end
end
return Peripheral
|
---Model API documentation
---Model API documentation
---@class model
model = {}
---Cancels all animation on a model component.
---@param url string|hash|url the model for which to cancel the animation
function model.cancel(url) end
---Gets the id of the game object that corresponds to a model skeleton bone.
---The returned game object can be used for parenting and transform queries.
---This function has complexity O(n), where n is the number of bones in the model skeleton.
---Game objects corresponding to a model skeleton bone can not be individually deleted.
---@param url string|hash|url the model to query
---@param bone_id string|hash id of the corresponding bone
---@return hash id of the game object
function model.get_go(url, bone_id) end
---Plays an animation on a model component with specified playback
---mode and parameters.
---An optional completion callback function can be provided that will be called when
---the animation has completed playing. If no function is provided,
---a model_animation_done <> message is sent to the script that started the animation.
--- The callback is not called (or message sent) if the animation is
---cancelled with model.cancel <>. The callback is called (or message sent) only for
---animations that play with the following playback modes:
---
---
--- * go.PLAYBACK_ONCE_FORWARD
---
--- * go.PLAYBACK_ONCE_BACKWARD
---
--- * go.PLAYBACK_ONCE_PINGPONG
---@param url string|hash|url the model for which to play the animation
---@param anim_id string|hash id of the animation to play
---@param playback constant playback mode of the animation
---@param play_properties table optional table with properties Play properties table:
---@param complete_function function(self, message_id, message, sender)) function to call when the animation has completed.
function model.play_anim(url, anim_id, playback, play_properties, complete_function) end
return model
|
-- Minecraft Computercraft script for having a turtle build a cylindrical tower.
-- Assumes no obstructions, turtle starts from the base of the tower on the left side
-- and builds straight up.
-- Requires: nothing
-- Instructions:
-- 0) Fuel turtle
-- 1) Fill the inventory with blocks the tower shoud be made of
-- 2) Supply two argumnents <radius> and <height>
local args = {...}
local radius = tonumber(args[1]);
local topHeight = tonumber(args[2]);
local slot = 1;
turtle.select(slot);
print("Creating tower with radius " .. radius .. " and height " .. topHeight);
for h=1,topHeight,1 do
turtle.up();
for i=0,3,1 do
local x = radius;
local y = 0;
local turnedRight = false;
while (x ~= 0 or y ~= radius) do
local up = math.abs(radius - math.sqrt((x)*(x)+(y+1)*(y+1)) );
local right = math.abs(radius - math.sqrt((x-1)*(x-1)+(y)*(y)) );
if (right < up) then
if not turnedRight then
turtle.turnRight();
turnedRight = true;
end
turtle.forward();
x = x - 1;
else
if turnedRight then
turtle.turnLeft();
turnedRight = false;
end
turtle.forward();
y = y + 1;
end
-- Switch slots if needed
while turtle.getItemCount(slot) == 0 do
slot = slot + 1;
print("Switching to slot " .. slot);
turtle.select(slot);
end
turtle.placeDown();
end
end
print("Finshed Row " .. h);
end
|
local modkeys = {}
--modkeys.super = 'Mod4'
--modkeys.ctrl = 'Control'
--modkeys.shift = 'Shift'
--modkeys.alt = 'Mod1'
return modkeys
|
return {
name = 'Sabalan Pipeline',
checkpoints = {
LinearTransform(Vec3(0.040810, 0.000000, 0.999167), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.999167, 0.000000, 0.040810), Vec3(-873.548828, 148.250992, -708.107422)),
LinearTransform(Vec3(-0.621267, 0.000000, 0.783599), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.783599, 0.000000, -0.621267), Vec3(-918.188599, 148.249039, -709.004028)),
LinearTransform(Vec3(-0.955319, 0.000000, 0.295577), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.295577, 0.000000, -0.955319), Vec3(-993.619141, 145.144363, -791.446289)),
LinearTransform(Vec3(-0.994734, 0.000000, -0.102488), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.102488, 0.000000, -0.994734), Vec3(-982.796875, 141.439270, -879.000000)),
LinearTransform(Vec3(0.062728, 0.000000, -0.998031), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.998031, 0.000000, 0.062728), Vec3(-943.194763, 141.439301, -928.031006)),
LinearTransform(Vec3(0.035173, 0.000000, -0.999381), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.999381, 0.000000, 0.035173), Vec3(-871.032227, 141.439316, -926.590820)),
LinearTransform(Vec3(-0.023073, 0.000000, -0.999734), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.999734, 0.000000, -0.023073), Vec3(-786.595703, 137.084351, -923.982422)),
LinearTransform(Vec3(-0.107318, 0.000000, -0.994225), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.994225, 0.000000, -0.107318), Vec3(-727.982422, 137.889465, -933.671326)),
LinearTransform(Vec3(0.478607, 0.000000, -0.878029), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.878029, 0.000000, 0.478607), Vec3(-609.885742, 111.927536, -892.936523)),
LinearTransform(Vec3(0.322418, 0.000000, -0.946598), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.946598, 0.000000, 0.322418), Vec3(-550.372070, 97.813385, -850.600586)),
LinearTransform(Vec3(-0.477613, 0.000000, -0.878570), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.878570, 0.000000, -0.477613), Vec3(-494.983826, 97.076263, -860.379333)),
LinearTransform(Vec3(-0.420910, 0.000000, -0.907102), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.907102, 0.000000, -0.420910), Vec3(-429.010468, 87.176102, -895.666382)),
LinearTransform(Vec3(0.679180, 0.000000, -0.733972), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.733972, 0.000000, 0.679180), Vec3(-369.366333, 84.629807, -897.900513)),
LinearTransform(Vec3(0.851037, 0.000000, -0.525106), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.525106, 0.000000, 0.851037), Vec3(-323.733398, 83.904190, -838.912354)),
LinearTransform(Vec3(0.737380, 0.000000, 0.675478), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.675478, 0.000000, 0.737380), Vec3(-335.213837, 82.394157, -781.056396)),
LinearTransform(Vec3(-0.231818, 0.000000, 0.972759), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.972759, 0.000000, -0.231818), Vec3(-439.801758, 87.754128, -715.454102)),
LinearTransform(Vec3(-0.987821, 0.000000, 0.155592), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.155592, 0.000000, -0.987821), Vec3(-566.183594, 98.402374, -785.805054)),
LinearTransform(Vec3(-0.049289, 0.000000, 0.998785), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.998785, 0.000000, -0.049289), Vec3(-587.813110, 101.550957, -815.151184)),
LinearTransform(Vec3(0.249029, 0.000000, 0.968496), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.968496, 0.000000, 0.249029), Vec3(-663.054321, 119.811272, -796.182556)),
LinearTransform(Vec3(-0.041559, 0.000000, 0.999136), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.999136, 0.000000, -0.041559), Vec3(-743.568481, 133.398636, -777.671936)),
LinearTransform(Vec3(-0.479584, 0.000000, 0.877496), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.877496, 0.000000, -0.479584), Vec3(-826.613342, 143.662018, -788.986450)),
LinearTransform(Vec3(-0.999760, 0.000000, -0.021917), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.021917, 0.000000, -0.999760), Vec3(-867.026001, 141.440231, -826.721497)),
LinearTransform(Vec3(-0.999627, 0.000000, 0.027296), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.027296, 0.000000, -0.999627), Vec3(-847.940430, 140.220551, -908.130859)),
LinearTransform(Vec3(-0.999971, 0.000000, -0.007612), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.007612, 0.000000, -0.999971), Vec3(-846.760742, 142.785049, -961.679688)),
LinearTransform(Vec3(-0.984779, 0.000000, -0.173809), Vec3(0.000000, 1.000000, 0.000000), Vec3(0.173809, 0.000000, -0.984779), Vec3(-877.958740, 153.569138, -1103.340454)),
LinearTransform(Vec3(-0.866149, 0.000000, 0.499786), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.499786, 0.000000, -0.866149), Vec3(-877.676758, 153.522079, -1141.957031)),
LinearTransform(Vec3(-0.611927, 0.000000, 0.790915), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.790915, 0.000000, -0.611927), Vec3(-914.613281, 153.533066, -1194.987305)),
},
spawns = {
LinearTransform(Vec3(-0.100266, 0.000000, 0.994961), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.994961, 0.000000, -0.100266), Vec3(-827.687500, 148.215637, -704.163086)),
LinearTransform(Vec3(-0.068231, 0.000000, 0.997670), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.997670, 0.000000, -0.068231), Vec3(-827.256836, 148.174606, -705.504395)),
LinearTransform(Vec3(-0.045572, 0.000000, 0.998961), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.998961, 0.000000, -0.045572), Vec3(-827.167786, 148.158051, -706.863647)),
LinearTransform(Vec3(-0.015325, 0.000000, 0.999883), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.999883, 0.000000, -0.015325), Vec3(-827.130920, 148.158020, -708.112488)),
LinearTransform(Vec3(0.013045, 0.000000, 0.999915), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.999915, 0.000000, 0.013045), Vec3(-827.129456, 148.153091, -709.433411)),
LinearTransform(Vec3(0.041404, 0.000000, 0.999143), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.999143, 0.000000, 0.041404), Vec3(-827.163147, 148.132614, -710.939514)),
LinearTransform(Vec3(0.067842, 0.000000, 0.997696), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.997696, 0.000000, 0.067842), Vec3(-827.226746, 148.134140, -712.240173)),
LinearTransform(Vec3(0.103644, 0.000000, 0.994614), Vec3(0.000000, 1.000000, 0.000000), Vec3(-0.994614, 0.000000, 0.103644), Vec3(-827.324585, 148.137070, -713.502747)),
},
}
|
cpgf.import("cpgf", "builtin.debug");
function overrideEventReceiver(receiver, room, env, driver)
local Room = room;
local Driver = driver;
local skin = env.getSkin();
local font = env.getFont("../../media/fonthaettenschweiler.bmp");
if font then
skin.setFont(font);
end
local window = env.addWindow(irr.rect_s32(460,375,630,470), false, "Use 'E' + 'R' to change");
local ListBox = env.addListBox(irr.rect_s32(2,22,165,88), window);
ListBox.addItem("Diffuse");
ListBox.addItem("Bump mapping");
ListBox.addItem("Parallax mapping");
ListBox.setSelected(1);
ProblemText = env.addStaticText("Your hardware or this renderer is not able to use the needed shaders for this material. Using fall back materials.", irr.rect_s32(150,20,470,80));
ProblemText.setOverrideColor(irr.SColor(100,255,255,255));
local renderer = Driver.getMaterialRenderer(irr.EMT_PARALLAX_MAP_SOLID);
if renderer and renderer.getRenderCapability() == 0 then
ListBox.setSelected(2);
end
local setMaterial = function()
local type = irr.EMT_SOLID;
local index = ListBox.getSelected();
if index == 0 then
type = irr.EMT_SOLID;
elseif index == 1 then
type = irr.EMT_NORMAL_MAP_SOLID;
elseif index == 2 then
type = irr.EMT_PARALLAX_MAP_SOLID;
end
Room.setMaterialType(type);
local renderer = Driver.getMaterialRenderer(type);
if not renderer or renderer.getRenderCapability() ~= 0 then
ProblemText.setVisible(true);
else
ProblemText.setVisible(false);
end
end
setMaterial();
receiver.OnEvent = function(me, event)
if event.EventType == irr.EET_KEY_INPUT_EVENT and not event.KeyInput.PressedDown and Room and ListBox then
local sel = ListBox.getSelected();
if event.KeyInput.Key == irr.KEY_KEY_R then
sel = sel + 1;
elseif event.KeyInput.Key == irr.KEY_KEY_E then
sel = sel - 1;
else
return false;
end
if sel > 2 then
sel = 0;
end
if sel < 0 then
sel = 2;
end
ListBox.setSelected(sel);
setMaterial();
end
return false;
end
end
function start()
local driverType=irr.driverChoiceConsole();
if driverType==irr.EDT_COUNT then
return 1;
end
local device = irr.createDevice(driverType, irr.dimension2d_u32(640, 480));
if device == nil then
return 1;
end
local driver = device.getVideoDriver();
local smgr = device.getSceneManager();
local env = device.getGUIEnvironment();
driver.setTextureCreationFlag(irr.ETCF_ALWAYS_32_BIT, true);
env.addImage(driver.getTexture("../../media/irrlichtlogo2.png"), irr.position2d_s32(10,10));
local camera = smgr.addCameraSceneNodeFPS();
camera.setPosition(irr.vector3df(-200,200,-200));
device.getCursorControl().setVisible(false);
driver.setFog(irr.SColor(0,138,125,81), irr.EFT_FOG_LINEAR, 250, 1000, 0.003, true, false);
local roomMesh = smgr.getMesh("../../media/room.3ds");
local room = nil;
if roomMesh then
smgr.getMeshManipulator().makePlanarTextureMapping(roomMesh.getMesh(0), 0.003);
local normalMap = driver.getTexture("../../media/rockwall_height.bmp");
if normalMap then
driver.makeNormalMapTexture(normalMap, 9.0);
end
local tangentMesh = smgr.getMeshManipulator().createMeshWithTangents(roomMesh.getMesh(0));
room = smgr.addMeshSceneNode(tangentMesh);
room.setMaterialTexture(0, driver.getTexture("../../media/rockwall.jpg"));
room.setMaterialTexture(1, normalMap);
room.getMaterial(0).SpecularColor.set(0,0,0,0);
room.setMaterialFlag(irr.EMF_FOG_ENABLE, true);
room.setMaterialType(irr.EMT_PARALLAX_MAP_SOLID);
room.getMaterial(0).MaterialTypeParam = 0.035;
tangentMesh.drop();
end
local earthMesh = smgr.getMesh("../../media/earth.x");
if earthMesh then
local manipulator = smgr.getMeshManipulator();
local tangentSphereMesh = manipulator.createMeshWithTangents(earthMesh.getMesh(0));
manipulator.setVertexColorAlpha(tangentSphereMesh, 200);
local m = irr.matrix4();
m.setScale (irr.vector3df(50,50,50) );
manipulator.transformMesh( tangentSphereMesh, m );
local sphere = smgr.addMeshSceneNode(tangentSphereMesh);
sphere.setPosition(irr.vector3df(-70,130,45));
local earthNormalMap = driver.getTexture("../../media/earthbump.jpg");
if earthNormalMap then
driver.makeNormalMapTexture(earthNormalMap, 20.0);
sphere.setMaterialTexture(1, earthNormalMap);
sphere.setMaterialType(irr.EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
end
sphere.setMaterialFlag(irr.EMF_FOG_ENABLE, true);
local anim = smgr.createRotationAnimator(irr.vector3df(0,0.1,0));
sphere.addAnimator(anim);
anim.drop();
tangentSphereMesh.drop();
end
local light1 = smgr.addLightSceneNode(nil, irr.vector3df(0,0,0), irr.SColorf(0.5, 1.0, 0.5, 0.0), 800.0);
light1.setDebugDataVisible ( irr.EDS_BBOX );
local anim = smgr.createFlyCircleAnimator (irr.vector3df(50,300,0),190.0, -0.003);
light1.addAnimator(anim);
anim.drop();
local bill = smgr.addBillboardSceneNode(light1, irr.dimension2d_f32(60, 60));
bill.setMaterialFlag(irr.EMF_LIGHTING, false);
bill.setMaterialFlag(irr.EMF_ZWRITE_ENABLE, false);
bill.setMaterialType(irr.EMT_TRANSPARENT_ADD_COLOR);
bill.setMaterialTexture(0, driver.getTexture("../../media/particlered.bmp"));
local light2 = smgr.addLightSceneNode(nil, irr.vector3df(0,0,0), irr.SColorf(1.0, 0.2, 0.2, 0.0), 800.0);
anim = smgr.createFlyCircleAnimator(irr.vector3df(0,150,0), 200.0, 0.001, irr.vector3df(0.2, 0.9, 0.0));
light2.addAnimator(anim);
anim.drop();
bill = smgr.addBillboardSceneNode(light2, irr.dimension2d_f32(120, 120));
bill.setMaterialFlag(irr.EMF_LIGHTING, false);
bill.setMaterialFlag(irr.EMF_ZWRITE_ENABLE, false);
bill.setMaterialType(irr.EMT_TRANSPARENT_ADD_COLOR);
bill.setMaterialTexture(0, driver.getTexture("../../media/particlewhite.bmp"));
local ps = smgr.addParticleSystemSceneNode(false, light2);
local em = ps.createBoxEmitter(irr.aabbox3d_f32(-3,0,-3,3,1,3), irr.vector3df(0.0,0.03,0.0), 80,100, irr.SColor(0,255,255,255), irr.SColor(0,255,255,255), 400,1100);
em.setMinStartSize(irr.dimension2d_f32(30.0, 40.0));
em.setMaxStartSize(irr.dimension2d_f32(30.0, 40.0));
ps.setEmitter(em);
em.drop();
local paf = ps.createFadeOutParticleAffector();
ps.addAffector(paf);
paf.drop();
ps.setMaterialFlag(irr.EMF_LIGHTING, false);
ps.setMaterialFlag(irr.EMF_ZWRITE_ENABLE, false);
ps.setMaterialTexture(0, driver.getTexture("../../media/fireball.bmp"));
ps.setMaterialType(irr.EMT_TRANSPARENT_VERTEX_ALPHA);
local receiver = irr.IEventReceiverWrapper();
overrideEventReceiver(receiver, room, env, driver);
device.setEventReceiver(receiver);
local lastFPS = -1;
while device.run() do
if device.isWindowActive() then
driver.beginScene(true, true, 0);
smgr.drawAll();
env.drawAll();
driver.endScene();
local fps = driver.getFPS();
if lastFPS ~= fps then
local tmp = "Per pixel lighting example - cpgf Irrlicht Lua Binding [";
tmp = tmp .. driver.getName();
tmp = tmp .. "] FPS:";
tmp = tmp .. fps;
device.setWindowCaption(tmp);
lastFPS = fps;
end
end
end
device.drop();
return 0;
end
start();
|
local terminalOverRednet = require("remoteShell.terminalOverRednet")
peripheral.find("modem", function(side)
rednet.open(side)
end)
-- TODO: mbs support? choosable startup program
-- TODO: arg checks
-- TODO: file transfer
-- TODO: folder/drive mounting
-- TODO: remote peripherals
-- TODO: client catch terminate events and give menu to quite or forward terminate
-- TODO: vnc mode
-- TODO: encrypt mode?
-- TODO: forward connections or prevent connecting through a server
-- TODO: send diconnect on server terminate
local args = table.pack(...)
local function main()
if args[1] == "client" then
local hostId = tonumber(args[2])
terminalOverRednet.connectToRemoteTerminal(hostId, term.current())
elseif args[1] == "server" then
terminalOverRednet.remoteTerminalDeamon()
end
end
parallel.waitForAny(terminalOverRednet.eventTranslatorDeamon, main)
|
require("rrpg.lua");
local __o_rrpgObjs = require("rrpgObjs.lua");
require("rrpgGUI.lua");
require("rrpgDialogs.lua");
require("rrpgLFM.lua");
require("ndb.lua");
function newfrmInstalled()
__o_rrpgObjs.beginObjectsLoading();
local obj = gui.fromHandle(_obj_newObject("form"));
local self = obj;
local sheet = nil;
rawset(obj, "_oldSetNodeObjectFunction", rawget(obj, "setNodeObject"));
function obj:setNodeObject(nodeObject)
sheet = nodeObject;
self.sheet = nodeObject;
self:_oldSetNodeObjectFunction(nodeObject);
end;
function obj:setNodeDatabase(nodeObject)
self:setNodeObject(nodeObject);
end;
_gui_assignInitialParentForForm(obj.handle);
obj:beginUpdate();
obj:setName("frmInstalled");
obj:setAlign("client");
obj.scrollBox1 = gui.fromHandle(_obj_newObject("scrollBox"));
obj.scrollBox1:setParent(obj);
obj.scrollBox1:setAlign("client");
obj.scrollBox1:setName("scrollBox1");
obj.installedPluginsList = gui.fromHandle(_obj_newObject("recordList"));
obj.installedPluginsList:setParent(obj.scrollBox1);
obj.installedPluginsList:setAlign("client");
obj.installedPluginsList:setField("installedPluginsList");
obj.installedPluginsList:setName("installedPluginsList");
obj.installedPluginsList:setTemplateForm("frmInstalledPlugin");
obj._e_event0 = obj.installedPluginsList:addEventListener("onCompare",
function (self, nodeA, nodeB)
if nodeA.enabled and nodeB.enabled then
return utils.compareStringPtBr(nodeA.name, nodeB.name);
elseif nodeA.enabled then
return 1;
elseif nodeB.enabled then
return -1;
end;
end, obj);
function obj:_releaseEvents()
__o_rrpgObjs.removeEventListenerById(self._e_event0);
end;
obj._oldLFMDestroy = obj.destroy;
function obj:destroy()
self:_releaseEvents();
if (self.handle ~= 0) and (self.setNodeDatabase ~= nil) then
self:setNodeDatabase(nil);
end;
if self.installedPluginsList ~= nil then self.installedPluginsList:destroy(); self.installedPluginsList = nil; end;
if self.scrollBox1 ~= nil then self.scrollBox1:destroy(); self.scrollBox1 = nil; end;
self:_oldLFMDestroy();
end;
obj:endUpdate();
__o_rrpgObjs.endObjectsLoading();
return obj;
end;
local _frmInstalled = {
newEditor = newfrmInstalled,
new = newfrmInstalled,
name = "frmInstalled",
dataType = "",
formType = "undefined",
formComponentName = "form",
title = "",
description=""};
frmInstalled = _frmInstalled;
rrpg.registrarForm(_frmInstalled);
return _frmInstalled;
|
gemai = {}
b.dofile("actions.lua")
b.dofile("context.lua")
b.dofile("entity.lua")
|
-- This is a part of uJIT's testing suite.
-- Copyright (C) 2020-2021 LuaVela Authors. See Copyright Notice in COPYRIGHT
-- Copyright (C) 2015-2020 IPONWEB Ltd. See Copyright Notice in COPYRIGHT
-- This test assumes that JIT is on, starts recording on 2-th iteration and
-- fails with "missing metamethod" message (grep NOMM for more info).
jit.on()
assert(jit.status())
jit.opt.start('hotloop=1')
local n = 0
local mt = { __newindex = nil }
debug.setmetatable(n, mt)
for i = 1, 3 do
-- Recording starts here.
if (i == 2) then
n[1] = "mystring"
end
end
|
local g, opt = vim.g, vim.opt
opt.termguicolors = true
opt.background = "dark"
g.material_style = "darker"
require("material").setup({
popup_menu = "dark",
text_contrast = { darker = true },
contrast_widonws = { "packer", "fzf", "terminal" },
})
require("which-key").register({
["<leader>mm"] = {
"<cmd>lua require('material.functions').toggle_style()<CR>",
"Toogle scheme",
},
}, {
noremap = true,
silent = true,
})
vim.cmd([[colorscheme material]])
|
require("ypcall") -- must be first, as it changes globals
require("asm")
require("testing")
local labels = asm.loadlabels("build/taus.lbl")
function test_chartEffConvert ()
local chartEffConvertDivisor
if labels.chartEffConvert == labels.div3 then
chartEffConvertDivisor = 3
elseif labels.chartEffConvert == labels.div3125 then
chartEffConvertDivisor = 3.125
else
error("unknown chartEffConvert")
end
for i=0,255 do
asm.waitbefore()
asm.waitbefore()
local raw = i / chartEffConvertDivisor
local expected = math.floor(i / chartEffConvertDivisor)
memory.setregister("a", i)
asm.jsr(labels.chartEffConvert)
local result = memory.getregister("a")
if result ~= expected then
error("i " .. i .. " expected: " .. expected .. " actual: " .. result .. " raw: " .. raw)
end
asm.waitbefore()
emu.poweron()
end
end
function test_drawChartBackground ()
asm.waitbefore()
asm.waitbefore()
local levelEffs = {8, 8, 9, 9, 8, 9, 16, 17, 48, 1}
for i, levelEffs in ipairs(levelEffs) do
memory.writebyte(labels.levelEffs+(i-1), levelEffs)
end
asm.jsr(labels.drawChartBackground)
local n = 0x48 -- none
local r = 0x49 -- right
local l = 0x4A -- left
local b = 0x4B -- both
local gn = 0x50 -- gridline none
local gr = 0x51 -- gridline right
local gl = 0x52 -- gridline left
local gb = 0x53 -- gridline both
local goldenPlayfield = {
{gn, gn, gn, gn, gn, gn, gn, gn, gn, gn},
{ n, n, n, n, l, n, n, n, n, n},
{gn, gn, gn, gn, gl, gn, gn, gn, gn, gn},
{ n, n, n, n, l, n, n, n, n, n},
{gn, gn, gn, gr, gl, gn, gn, gn, gn, gn},
{ n, b, r, b, l, n, n, n, n, n},
}
local failed = false
for i, row in ipairs(goldenPlayfield) do
i = i - 1
for j, expected in ipairs(row) do
j = j - 1
local b = memory.readbyte(labels.playfield + (14 + i) * 10 + j)
if b ~= expected then
failed = true
print(string.format("playfield (%d,%d) expected: %X actual: %X", i, j, expected, b))
end
end
end
if failed then
error("playfield did not match expected")
end
end
function test_drawChartSprites ()
asm.waitbefore()
asm.waitbefore()
local levelEffs = {
48, 14, 14, 48,
16, 14, 14, 16,
16, 8, 8, 16,
9, 8, 14, 0,
0, 0, 0, 0,
}
for i, levelEffs in ipairs(levelEffs) do
memory.writebyte(labels.levelEffs+(i-1), levelEffs)
end
memory.writebyte(labels.oamStagingLength, 0)
asm.jsr(labels.drawChartBackground)
asm.jsr(labels.drawChartSprites)
local d0 = 0x40 -- endcap, diff 0
local d1 = 0x41 -- endcap, diff 1
local d2 = 0x42 -- endcap, diff 2
local d3 = 0x43 -- endcap, diff 3
local d4 = 0x44 -- endcap, diff 4
local d5 = 0x45 -- endcap, diff 5
local d6 = 0x46 -- endcap, diff 6
local d7 = 0x47 -- endcap, diff 7
local f = 0x4C -- seven-pixel filler
local e = 0x4D -- single endcap
local an = 0x22 -- attributes, normal
local af = 0x62 -- attributes, flip horiz
local goldenSprites = {
-- Y, Tile, Attr, X
{48 , e, an, 0},
{14 , e, af, 0},
{14 , e, an, 8},
{48 , e, af, 8},
{14+7, d2, af, 16},
{14-1, f, af, 16},
{14+7, d2, an, 24},
{14-1, f, an, 24},
{16 , e, an, 32},
{ 8 , e, af, 32},
{ 8 , e, an, 40},
{16 , e, af, 40},
{ 8+7, d1, af, 48},
{ 8-1, f, af, 48},
{14 , e, an, 56},
}
for _, sprite in ipairs(goldenSprites) do
sprite[1] = 0x2F + 20 * 8 - sprite[1]
sprite[4] = 0x60 + sprite[4]
end
local failed = false
local expected = #goldenSprites * 4
local actual = memory.readbyte(labels.oamStagingLength)
if actual ~= expected then
failed = true
print(string.format("oamStagingLength expected: %d actual %d", expected, actual))
end
for i, sprite in ipairs(goldenSprites) do
i = i - 1
for j, expected in ipairs(sprite) do
j = j - 1
local b = memory.readbyte(labels.oamStaging + (i * 4) + j)
if b ~= expected then
failed = true
print(string.format("oamStaging (%d,%d) expected: %X actual: %X", i, j, expected, b))
end
end
end
if failed then
error("oamStaging did not match expected")
end
end
testing.run()
|
scriptPath = chinGetScriptPath()
chiDefaultFloorObj = chiObjectCreate("CHI_WORLD_DEFAULTFLOOR")
chiDefaultFloorSurf = chiObjectLoadSurface(scriptPath.."/obj/D01_FloorTile.obj")
chiObjectAddSurface(chiDefaultFloorObj,chiDefaultFloorSurf)
chiDefaultFloorMat = chiMaterialCreate("CHI_WORLD_DEFAULTFLOOR")
chiDefaultFloorTex = chiTextureLoad(scriptPath.."/textures/C01_FloorTile.png")
chiMaterialSetProperty(chiDefaultFloorMat,"DiffuseTexture",chiDefaultFloorTex)
chiMaterialSetProperty(chiDefaultFloorMat,"DiffuseTextureEnabled",true)
chiObjectSetProperty(chiDefaultFloorObj,"Material",chiDefaultFloorMat)
|
--[[
TheNexusAvenger
Controls the UI for the timer and round loading.
--]]
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local Lighting = game:GetService("Lighting")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ReplicatedStorageProject = require(ReplicatedStorage:WaitForChild("Project"):WaitForChild("ReplicatedStorage"))
local FlashScreen = ReplicatedStorageProject:GetResource("UI.FlashScreen")
local TextTimer = ReplicatedStorageProject:GetResource("UI.TextTimer")
local CurrentRoundState = ReplicatedStorageProject:GetResource("State.CurrentRound")
local GameTypes = ReplicatedStorageProject:GetResource("Data.GameTypes")
--Connect creating the uesr interface.
CurrentRoundState:ConnectTo("CurrentRound",{
Start = function(self,CurrentRound)
--Create the user interface.
local RoundGui = Instance.new("ScreenGui")
RoundGui.Name = "RoundGui"
RoundGui.ResetOnSpawn = false
RoundGui.DisplayOrder = 5
RoundGui.Parent = Players.LocalPlayer:WaitForChild("PlayerGui")
self.CurrentRoundGui = RoundGui
local LoadingTopFrame = Instance.new("Frame")
LoadingTopFrame.BackgroundColor3 = Color3.new(0,0,0)
LoadingTopFrame.BorderSizePixel = 0
LoadingTopFrame.Size = UDim2.new(1,0,0.4,0)
LoadingTopFrame.Position = UDim2.new(0,0,-0.3,0)
LoadingTopFrame.Visible = false
LoadingTopFrame.Parent = RoundGui
local LoadingBottomFrame = Instance.new("Frame")
LoadingBottomFrame.BackgroundColor3 = Color3.new(0,0,0)
LoadingBottomFrame.BorderSizePixel = 0
LoadingBottomFrame.Size = UDim2.new(1,0,0.4,0)
LoadingBottomFrame.Position = UDim2.new(0,0,0.9,0)
LoadingBottomFrame.Visible = false
LoadingBottomFrame.Parent = RoundGui
local TimerMessageText = Instance.new("TextLabel")
TimerMessageText.BackgroundTransparency = 1
TimerMessageText.Size = UDim2.new(1,0,0.05,0)
TimerMessageText.Position = UDim2.new(0,0,0.02,0)
TimerMessageText.Font = "SourceSansBold"
TimerMessageText.TextColor3 = Color3.new(0,0,0)
TimerMessageText.TextStrokeColor3 = Color3.new(1,1,1)
TimerMessageText.TextStrokeTransparency = 0
TimerMessageText.TextScaled = true
TimerMessageText.Visible = false
TimerMessageText.Parent = RoundGui
local TimerTimeText = Instance.new("TextLabel")
TimerTimeText.BackgroundTransparency = 1
TimerTimeText.Size = UDim2.new(1,0,0.075,0)
TimerTimeText.Position = UDim2.new(0.5,0,0.06 + (0.075/2),0)
TimerTimeText.AnchorPoint = Vector2.new(0.5,0.5)
TimerTimeText.Font = "SourceSansBold"
TimerTimeText.TextColor3 = Color3.new(0,0,0)
TimerTimeText.TextStrokeColor3 = Color3.new(1,1,1)
TimerTimeText.TextStrokeTransparency = 0
TimerTimeText.TextScaled = true
TimerTimeText.Visible = false
TimerTimeText.Parent = RoundGui
local GameTypeNameText = Instance.new("TextLabel")
GameTypeNameText.BackgroundTransparency = 1
GameTypeNameText.Size = UDim2.new(1,0,0.075,0)
GameTypeNameText.Position = UDim2.new(0,0,0.125,0)
GameTypeNameText.Font = "SourceSansBold"
GameTypeNameText.TextColor3 = Color3.new(0,0,0)
GameTypeNameText.TextStrokeColor3 = Color3.new(1,1,1)
GameTypeNameText.TextStrokeTransparency = 0
GameTypeNameText.TextScaled = true
GameTypeNameText.Visible = false
GameTypeNameText.Parent = RoundGui
local GameTypeDescriptionText = Instance.new("TextLabel")
GameTypeDescriptionText.BackgroundTransparency = 1
GameTypeDescriptionText.Size = UDim2.new(1,0,0.05,0)
GameTypeDescriptionText.Position = UDim2.new(0,0,0.18,0)
GameTypeDescriptionText.Font = "SourceSansBold"
GameTypeDescriptionText.TextColor3 = Color3.new(0,0,0)
GameTypeDescriptionText.TextStrokeColor3 = Color3.new(1,1,1)
GameTypeDescriptionText.TextStrokeTransparency = 0
GameTypeDescriptionText.TextScaled = true
GameTypeDescriptionText.Visible = false
GameTypeDescriptionText.Parent = RoundGui
--Display the loading information.
if CurrentRound.State == "LOADING" then
--Flash the screen and blur the screen.
local Blur = Instance.new("DepthOfFieldEffect")
Blur.FocusDistance = 50
Blur.InFocusRadius = 10
Blur.Parent = Lighting
FlashScreen()
--Set the camera.
local LoadingCameraPositionPart = CurrentRound.Map:WaitForChild("LoadingCameraPosition")
local Camera = Workspace.CurrentCamera
Camera.CameraType = Enum.CameraType.Scriptable
Camera.CFrame = LoadingCameraPositionPart.CFrame
Camera.Focus = LoadingCameraPositionPart.CFrame * CFrame.new(0,0,-1)
--Display the information.
local GameData = GameTypes[CurrentRound.Name]
LoadingTopFrame.Visible = true
LoadingBottomFrame.Visible = true
TimerMessageText.Visible = false
TimerTimeText.Visible = false
GameTypeNameText.Visible = true
GameTypeDescriptionText.Visible = true
GameTypeNameText.Text = string.upper(GameData.DisplayName)
GameTypeDescriptionText.Text = GameData.Description
--Wait for the character to load.
if CurrentRound.Players:Contains(Players.LocalPlayer) then
Players.LocalPlayer.CharacterAdded:Wait()
local Character = Players.LocalPlayer.Character
if Character then
local Humanoid = Character:FindFirstChildOfClass("Humanoid")
if Humanoid then
Camera.CameraSubject = Humanoid
end
end
else
while CurrentRound.State == "LOADING" do
CurrentRound:GetPropertyChangedSignal("State"):Wait()
end
end
Blur:Destroy()
FlashScreen()
Camera.CameraType = Enum.CameraType.Custom
end
--Update the visible components.
LoadingTopFrame.Visible = false
LoadingBottomFrame.Visible = false
TimerMessageText.Visible = true
TimerTimeText.Visible = true
GameTypeNameText.Visible = false
GameTypeDescriptionText.Visible = false
--Set up the round timer.
local TimerTextChangedEvent = CurrentRound:GetPropertyChangedSignal("TimerText"):Connect(function()
TimerMessageText.Text = CurrentRound.TimerText
end)
TimerMessageText.Text = CurrentRound.TimerText
local RoundTimer = TextTimer.new(TimerTimeText,CurrentRound.Timer)
self.CurrentRoundTimer = RoundTimer
--Wait for the round to end.
while CurrentRoundState.CurrentRound == CurrentRound and CurrentRound.State ~= "ENDED" do
CurrentRound:GetPropertyChangedSignal("State"):Wait()
end
TimerTextChangedEvent:Disconnect()
RoundTimer:Destroy()
--Display the round end.
if self:IsActive() then
--Display the blur and the user interface.
local Blur = Instance.new("DepthOfFieldEffect")
Blur.FocusDistance = 50
Blur.InFocusRadius = 10
Blur.Parent = Lighting
LoadingTopFrame.Visible = true
LoadingBottomFrame.Visible = true
TimerMessageText.Visible = false
TimerTimeText.Visible = false
FlashScreen()
--Set the camera.
local LoadingCameraPositionPart = CurrentRound.Map:WaitForChild("LoadingCameraPosition")
local Camera = Workspace.CurrentCamera
Camera.CameraType = Enum.CameraType.Scriptable
Camera.CFrame = LoadingCameraPositionPart.CFrame
Camera.Focus = LoadingCameraPositionPart.CFrame * CFrame.new(0,0,-1)
--Wait for the player to be done viewing the end.
CurrentRoundState.CurrentRoundChanged:Wait()
if not Players.LocalPlayer.Character then
Players.LocalPlayer.CharacterAdded:Wait()
end
FlashScreen()
--Reset the camera.
Camera.CameraType = Enum.CameraType.Custom
local Character = Players.LocalPlayer.Character
if Character then
local Humanoid = Character:FindFirstChildOfClass("Humanoid")
if Humanoid then
Camera.CameraSubject = Humanoid
end
end
--Destroy the user interface.
Blur:Destroy()
self:Clear()
end
end,
Clear = function(self)
if self.CurrentRoundGui then
self.CurrentRoundGui:Destroy()
self.CurrentRoundGui = nil
end
if self.CurrentRoundTimer then
self.CurrentRoundTimer:Destroy()
self.CurrentRoundTimer = nil
end
end,
})
--Connect flashing the client on character spawning, except the first spawn.
if not Players.LocalPlayer.Character then
Players.LocalPlayer.CharacterAdded:Wait()
end
Players.LocalPlayer.CharacterAdded:Connect(FlashScreen)
|
local WIDGET, VERSION = 'CheckBox', 2
local GUI = LibStub('NetEaseGUI-2.0')
local CheckBox = GUI:NewClass(WIDGET, 'CheckButton', VERSION)
if not CheckBox then
return
end
function CheckBox:Constructor()
self:SetSize(16, 16)
--customized
self:SetBackdrop{
bgFile = [[Interface\BUTTONS\WHITE8X8.blp]],
edgeFile = [[Interface\BUTTONS\WHITE8X8.blp]],
edgeSize = 1, tileSize = 1, tile = true,
insets = { left = 0, right = 0, top = 0, bottom = 0 }
}
self:SetBackdropColor(0.1, 0.1, 0.1, 1)
self:SetBackdropBorderColor(0, 0, 0, 1)
self:SetHighlightTexture(nil)
--end
--self:SetNormalTexture([[Interface\Buttons\UI-CheckBox-Up]])
self:SetCheckedTexture([[Interface\Buttons\UI-CheckBox-Check]])
--self:SetPushedTexture([[Interface\Buttons\UI-CheckBox-Down]])
self:SetDisabledCheckedTexture([[INTERFACE\BUTTONS\UI-CheckBox-Check-Disabled]])
local Text = self:CreateFontString(nil, 'OVERLAY')
Text:SetPoint('LEFT', self, 'RIGHT', 2, 0)
self:SetFontString(Text)
self:SetNormalFontObject('GameFontNormalSmall')
self:SetHighlightFontObject('GameFontHighlightSmall')
self:SetDisabledFontObject('GameFontDisableSmall')
self.Text = Text
end
function CheckBox:SetText(text)
self.Text:SetText(text)
self:SetHitRectInsets(0, - self.Text:GetWidth(), 0, 0)
end
|
local layerBase = require("games/common2/module/layerBase");
--[[
玩家头像功能层
]]
local HeadLayer = class(layerBase);
HeadLayer.Delegate =
{
};
HeadLayer.s_cmds = {
};
HeadLayer.ctor = function(self)
self:init();
end
HeadLayer.dtor = function(self)
end
HeadLayer.init = function (self)
if PrivateRoomIsolater.getInstance():isInJiFenRoom() then
return;
end
if PrivateRoomIsolater.getInstance():isInPrivateRoom() then
local config = table.verify(GameProcessManager2.getInstance():getGameConfig());
local playerNumer = number.valueOf(config.playerNumer,3);
for seat = 1, playerNumer do
if not self.m_views[seat] then
self:addView(seat,self.m_viewConfig[seat]);
end
end
end
end
HeadLayer.resetHeadPosition = function (self,seat,uid,info,isFast)
local config = self.m_viewConfig[seat];
if self.m_views[seat] and config.pos then
self.m_views[seat]:setPos(config.pos.x,config.pos.y);
self.m_views[seat]:setAlign(config.align);
end
end
-- 初始化layer的配置
HeadLayer.initViewConfig = function(self)
self.m_viewConfig = {
[1] = {
path = "games/common2/module/head/headViewBase";
};
[2] = {
path = "games/common2/module/head/headViewBase";
};
[3] = {
path = "games/common2/module/head/headViewBase";
};
};
local config = table.verify(GameProcessManager2.getInstance():getGameConfig());
for k, v in ipairs(self.m_viewConfig) do
self.m_viewConfig[k].config = config;
end
end
HeadLayer.onLogout = function(self,seat,uid,info,isFast)
if self.m_views[seat] and seat ~= PlayerSeat.getInstance():getMyLocalSeat() then
if PrivateRoomIsolater.getInstance():isInPrivateRoom() then
if PrivateRoomIsolater.getInstance():isInJiFenRoom() then
Log.d("HeadLayer.onLogout seat = ",seat)
self:removeView(seat);
else
self.m_views[seat]:clear();
end
else
self:removeView(seat);
end
InteractionInfo.getInstance():reset(seat);
end
end
HeadLayer.s_stateFuncMap = {
[GameMechineConfig.STATUS_LOGIN] = "init";
[GameMechineConfig.STATUS_NONE] = "onLogout";
[GameMechineConfig.STATUS_LOGOUT] = "onLogout";
[GameMechineConfig.STATUS_GAMEOVER] = "resetHeadPosition";
};
HeadLayer.s_actionFuncMap = {
[GameMechineConfig.ACTION_NS_REFRESH_PRIVATE_ROOM] = "init";
}
HeadLayer.s_cmdConfig =
{
};
return HeadLayer;
--[[
公共头像模块说明
头像模块使用说明:
1、公共头像模块,提供了一个基础的头像功能,可以显示头像信息、VIP状态、邀请按钮、银币信息、昵称信息、
破产状态(破产时,头像上显示破产的动画)、防作弊逻辑、比赛分数计算
2、子游戏可自定义头像,通过继承的方式,把功能头像的功能添加到子游戏中。
3、互动道具、聊天等动画的位置都是根据头像位置来计算的,通过InteractionInfo来设置对于位置的头像相关信息,来获取坐标信息。
头像位置发生变化时,需要通知InteractionInfo来刷新坐标信息。
4、破产时,头像上会播放破产动画,在准备后会停止动画。
5、开启防作弊时,昵称和头像都不显示真实的信息。
6、若子游戏的头像完全是自己定义的,需要处理破产动画、防作弊、比赛积分刷新、银币刷新、昵称刷新等逻辑。如果是继承的方式就不需要子游戏单独处理。
监听的状态:
STATUS_LOGIN:私人房创建时,重新调用头像初始化的逻辑
STATUS_LOGOUT:如果是其它玩家,删除头像
STATUS_GAMEOVER:重置头像位置
STATUS_JOIN/STATUS_LOGIN/STATUS_GAMEOVER:刷新头像相关的个人信息
STATUS_READY/STATUS_PLAYING:停止头像上的破产动画
监听的动作:
ACTION_NS_REFRESH_PRIVATE_ROOM:私人房时,重新调用头像初始化的逻辑
ACTION_NS_UPDATE_USERINFO:个人信息或身份信息发生变化时,刷新头像
ACTION_NS_ROBOT:托管状态变化时,通知头像刷新
ACTION_NS_MATCH_SCORE:比赛时,分数变化,通知头像刷新分数
ACTION_NS_REFRESH_USERPROPERTY:刷新用户的资产信息
headview中提供setNickNameMaxLen:设置默认的昵称最大长度
]]
|
TestModule = {}
register_module(TestModule,"TestModule");
function TestModule.Init()
io.write("TestModule Init!\n");
io.write("Addr of pPluginManager " .. tostring(pPluginManager) .. "\n");
local pKernelModule = pPluginManager:FindKernelModule("NFCKernelModule");
io.write("Addr of NFCKernelModule " .. tostring(pKernelModule) .. "\n");
local pLogicClassModule = pPluginManager:FindLogicClassModule("NFCLogicClassModule");
io.write("Addr of NFCLogicClassModule " .. tostring(pLogicClassModule) .. "\n");
local pElementInfoModule = pPluginManager:FindElementInfoModule("NFCElementInfoModule");
io.write("Addr of NFCElementInfoModule " .. tostring(pElementInfoModule) .. "\n");
pLuaScriptModule:AddClassCallBack("Player", "TestModule.OnClassCommonEvent");
end
function TestModule.AfterInit()
io.write("TestModule AfterInit!" .. tostring(pLuaScriptModule) .. "\n");
local pKernelModule = pPluginManager:FindKernelModule("NFCKernelModule");
pKernelModule:CreateScene(1);
local pObject = pKernelModule:CreateObject(NFGUID(), 1, 0, "Player", "", NFCDataList());
local OID = pObject:Self();
--property callback
pLuaScriptModule:AddPropertyCallBack(OID, "MAXHP", "TestModule.MaxPropertyCallBack");
pKernelModule:SetPropertyInt(OID,"MAXHP",100);
--record callback
pLuaScriptModule:AddRecordCallBack(OID, "TaskList", "TestModule.TaskListCallBack");
local varTask = NFCDataList();
varTask:AddString("Task_From_Lua");
varTask:AddInt(1);
varTask:AddInt(1);
pLuaScriptModule:AddRow(OID, "TaskList", varTask);
pKernelModule:SetRecordInt(OID, "TaskList", 0, 1, 3);
pKernelModule:SetRecordString(OID, "TaskList", 0, 0, "NewStr_Task_From_Lua");
--event callback
pLuaScriptModule:AddEventCallBack(OID, 1, "TestModule.EventCallBack");
local obj = NFCDataList();
obj:AddInt(21);
obj:AddFloat(22.5);
obj:AddString("str23");
local ident = NFGUID();
ident:SetHead(241);
ident:SetData(242);
obj:AddObject(ident);
pKernelModule:DoEvent(OID, 1, obj);
--Hearback
pLuaScriptModule:AddHeartBeat(OID, "strHeartBeatName", "TestModule.HearCallBack", 2, 55555);
end
function TestModule.MaxPropertyCallBack(self, propertyName, oldVar, newVar)
local nOldVar = oldVar:GetInt();
local nNewVar = newVar:GetInt();
local obj = NFCDataList();
io.write("Hello Lua MaxPropertyCallBack oldVar:" .. tostring(nOldVar) .. " newVar:" .. tostring(nNewVar) .. "\n");
end
function TestModule.TaskListCallBack(self, recordName, nOpType, nRow, nCol, oldVar, newVar)
io.write("Hello Lua TaskListCallBack ")
if nCol == 0 then
local nOldVar = oldVar:GetString();
local nNewVar = newVar:GetString();
io.write(" nOpType:".. tostring(nOpType).. " oldVar:".. tostring(nOldVar) .." newVar:" .. tostring(nNewVar) .. "\n");
end
if nCol == 1 then
local nOldVar = oldVar:GetInt();
local nNewVar = newVar:GetInt();
io.write(" nOpType:".. tostring(nOpType).. " oldVar:".. tostring(nOldVar) .." newVar:" .. tostring(nNewVar) .. "\n");
end
end
function TestModule.EventCallBack(self, nEventID, arg)
local nValue = arg:Int(0);
local fValue = arg:Float(1);
local strValue = arg:String(2);
local ident = arg:Object(3);
local head = ident:GetHead();
local data = ident:GetData();
io.write("Hello Lua EventCallBack nEventID:".. nEventID .. "\n");
io.write("\r\targ:nValue:".. tostring(nValue) .. " fValue:"..tostring(fValue).. " strValue:"..tostring(strValue).." head:"..tostring(head).." data:"..tostring(data).."\n");
end
function TestModule.HearCallBack(self, strHeartBeat, fTime, nCount)
local obj = NFCDataList();
--local s = os.clock()
local s = pPluginManager:GetNowTime();
if oldTime == nil then
oldTime = s
end
io.write("Hello Lua HearCallBack :".. strHeartBeat .. " Time:" .. (s-oldTime) .. "\n");
oldTime = s;
end
function TestModule.OnClassCommonEvent(self, strClassName, eventID, varData)
io.write("onClassCommonEvent, ClassName: " .. tostring(strClassName) .. " EventID: " .. tostring(eventID) .. "\n");
end
function TestModule.OnRecordCommonEvent(self, recordName, nOpType, nRow, nCol, oldVar, newVar)
io.write("OnRecordCommonEvent, self: " .. tostring(self) .. " nOpType: " .. tostring(nOpType) .. " oldVar: " .. tostring(oldVar) .. " newVar: " .. tostring(newVar) .. "\n");
end
function TestModule.OnPropertyCommEvent(self, strPropertyName, oldVar, newVar)
io.write("OnPropertyCommEvent, self: " .. tostring(self) .. " strPropertyName: " .. tostring(strPropertyName) .. " oldVar: " .. tostring(oldVar) .. " newVar: " .. tostring(newVar) .. "\n");
end
function TestModule.Execute()
io.write("TestModule Execute!\n");
end
function TestModule.BeforeShut()
io.write("TestModule BeforeShut!\n");
end
function TestModule.Shut()
io.write("TestModule Shut!\n");
end
|
ENT.Type = "anim"
ENT.Base = "base_wire_entity"
ENT.PrintName = "Wire Keyboard"
ENT.Author = "Divran"
ENT.Contact = "www.wiremod.com"
ENT.Purpose = "Send key input to the server."
ENT.Instructions = "Click Use on it to activate it."
ENT.Spawnable = false
ENT.AdminSpawnable = false
|
-- MONOXIDE UI LIB BETA 0.1 - DO NOT SHARE WITH ANYONE WHO IS NOT A BETA TESTER.
getgenv().MonoxideWindows = {}
local CoreGui = game:GetService("CoreGui")
if not MonoxideWindows then
MonoxideWindows = {}
end
for i,v in next, MonoxideWindows do
if CoreGui:FindFirstChild("MonoxideLib"):FindFirstChild(v) then
CoreGui:FindFirstChild("MonoxideLib"):FindFirstChild(v):Destroy()
end
end
-- Instances:
local function ripple(obj)
spawn(
function()
local Mouse = game.Players.LocalPlayer:GetMouse()
local Circle = Instance.new("ImageLabel")
Circle.Name = "Circle"
Circle.Parent = obj
Circle.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Circle.BackgroundTransparency = 1.000
Circle.ZIndex = 10
Circle.Image = "rbxassetid://266543268"
Circle.ImageColor3 = Color3.fromRGB(255, 255, 255)
Circle.ImageTransparency = 0.4
local NewX, NewY = Mouse.X - Circle.AbsolutePosition.X, Mouse.Y - Circle.AbsolutePosition.Y
Circle.Position = UDim2.new(0, NewX, 0, NewY)
local Size = 0
if obj.AbsoluteSize.X > obj.AbsoluteSize.Y then
Size = obj.AbsoluteSize.X * 1.5
elseif obj.AbsoluteSize.X < obj.AbsoluteSize.Y then
Size = obj.AbsoluteSize.Y * 1.5
elseif obj.AbsoluteSize.X == obj.AbsoluteSize.Y then
Size = obj.AbsoluteSize.X * 1.5
end
Circle:TweenSizeAndPosition(
UDim2.new(0, Size, 0, Size),
UDim2.new(0.5, -Size / 2, 0.5, -Size / 2),
"Out",
"Quad",
0.2,
false
)
for i = 1, 20 do
Circle.ImageTransparency = Circle.ImageTransparency + 0.05
wait(0.3 / 10)
end
Circle:Destroy()
end
)
end
local ScreenGui = CoreGui:FindFirstChild("MonoxideLib") or Instance.new("ScreenGui")
--Properties:
ScreenGui.Name = "MonoxideLib"
ScreenGui.Parent = CoreGui;
local UserInputService = game:GetService("UserInputService")
ScreenGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
local function MakeDraggable(topbarobject, object)
local Dragging = nil
local DragInput = nil
local DragStart = nil
local StartPosition = nil
local function Update(input)
local Delta = input.Position - DragStart
local pos =
UDim2.new(
StartPosition.X.Scale,
StartPosition.X.Offset + Delta.X,
StartPosition.Y.Scale,
StartPosition.Y.Offset + Delta.Y
)
object.Position = pos
end
topbarobject.InputBegan:Connect(
function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
Dragging = true
DragStart = input.Position
StartPosition = object.Position
input.Changed:Connect(
function()
if input.UserInputState == Enum.UserInputState.End then
Dragging = false
end
end
)
end
end
)
topbarobject.InputChanged:Connect(
function(input)
if
input.UserInputType == Enum.UserInputType.MouseMovement or
input.UserInputType == Enum.UserInputType.Touch
then
DragInput = input
end
end
)
UserInputService.InputChanged:Connect(
function(input)
if input == DragInput and Dragging then
Update(input)
end
end
)
end
local lib = {}
local TweenService = game:GetService("TweenService")
local function SimpleTween(Object, Length, Style, Direction, Properties)
local Tween = TweenService:Create(
Object,
TweenInfo.new(Length, Enum.EasingStyle[Style].Value, Enum.EasingDirection[Direction].Value),
Properties
)
Tween:Play()
Tween.Completed:Wait()
Tween:Destroy()
end
function lib:Window(title, ver,font, outcolor)
local TextLabel = Instance.new("TextLabel")
local VerLabel = Instance.new("TextLabel")
local Outline = Instance.new("Frame")
local ExitButton = Instance.new("TextButton")
local UIListLayout = Instance.new("UIListLayout")
local Content = Instance.new("ScrollingFrame")
local UICorner = Instance.new("UICorner")
local Window = Instance.new("Frame")
local Topbar = Instance.new("Frame")
Outline.Name = string.lower(title)
table.insert(MonoxideWindows, string.lower(title))
local current = table.getn(MonoxideWindows)
local RNG = Random.new()
local RNG2 = Random.new()
Outline.Parent = ScreenGui
Outline.AnchorPoint = Vector2.new(0.5, 0.5)
Outline.BackgroundColor3 = outcolor or Color3.fromRGB(0, 0, 0)
Outline.BorderColor3 = Color3.fromRGB(0, 0, 0)
Outline.BorderSizePixel = 2
Outline.Position = UDim2.new(0.5 + RNG:NextNumber() * 0.05,0, 0.5 + RNG2:NextNumber() * 0.05, 0)
Outline.ClipsDescendants = true
Outline.Size = UDim2.new(0, 0, 0, 0)
Outline:TweenSize(
UDim2.new(0, 432, 0, 284),
Enum.EasingDirection.In,
"Quint",
.6,
true
)
UICorner.CornerRadius = UDim.new(0, 9)
UICorner.Parent = Outline
Window.Name = "Window"
Window.Parent = Outline
Window.ClipsDescendants = true
Window.AnchorPoint = Vector2.new(0.5, 0.5)
Window.BackgroundColor3 = Color3.fromRGB(31, 31, 31)
Window.BorderColor3 = Color3.fromRGB(0, 0, 0)
Topbar.BackgroundTransparency = .9
Window.BorderSizePixel = 2
Window.Position = UDim2.new(0.5, 0, 0.5, 0)
Window.Size = UDim2.new(0, 428, 0, 280)
Topbar.Name = "Topbar"
Topbar.Parent = Window
Topbar.BackgroundColor3 = Color3.fromRGB(57, 57, 57)
Topbar.Size = UDim2.new(0, 428, 0, 24)
local UICorner_Top = Instance.new("UICorner")
ExitButton.Parent = Topbar
ExitButton.Text = "x"
ExitButton.BackgroundTransparency = 1
ExitButton.TextStrokeTransparency = 1
ExitButton.AnchorPoint = Vector2.new(0, 1)
ExitButton.Position = UDim2.new(0,12,0,20)
ExitButton.Font = Enum.Font.GothamSemibold
ExitButton.TextSize = 16.00
ExitButton.Size = UDim2.new(0,10,0,10)
ExitButton.TextColor3 = Color3.fromRGB(199, 199, 199)
ExitButton.MouseButton1Down:Connect(function()
table.remove(MonoxideWindows, current)
Outline:TweenSize(
UDim2.new(0, 0, 0, 0),
Enum.EasingDirection.Out,
"Quint",
.6,
true
)
wait(.6)
Outline:Destroy()
end)
UICorner_Top.Parent = Topbar
MakeDraggable(Topbar, Outline)
TextLabel.Parent = Topbar
TextLabel.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
TextLabel.BackgroundTransparency = 1.000
TextLabel.BorderSizePixel = 0
TextLabel.Position = UDim2.new(0,0,0,2)
TextLabel.Size = UDim2.new(0, 432, 0, 24)
TextLabel.Font = font or Enum.Font.GothamSemibold
TextLabel.Text = string.upper(title) or "Window"
TextLabel.TextColor3 = Color3.fromRGB(190, 190, 190)
TextLabel.TextSize = 18.000
TextLabel.TextWrapped = true
VerLabel.AnchorPoint = Vector2.new(1.2,0)
VerLabel.Parent = Topbar
VerLabel.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
VerLabel.BackgroundTransparency = 1.000
VerLabel.BorderSizePixel = 0
VerLabel.Position = UDim2.new(0.99,0,0,0)
VerLabel.TextXAlignment = Enum.TextXAlignment.Right
VerLabel.Size = UDim2.new(0, 100, 0, 24)
VerLabel.Font = Enum.Font.SourceSansBold
VerLabel.Text = string.lower(ver) or "Window"
VerLabel.TextColor3 = Color3.fromRGB(133, 133, 133)
VerLabel.TextSize = 16.000
VerLabel.TextWrapped = true
local UICorner = Instance.new("UICorner")
UICorner.Parent = Window
local window = {}
Content.Name = "Content"
Content.Parent = Window
Content.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Content.BackgroundTransparency = 1.000
Content.BorderSizePixel = 0
Content.AnchorPoint = Vector2.new(0.5, 0.5)
Content.Position = UDim2.new(0.5, 0, 0.555, 0)
Content.Size = UDim2.new(0, 425, 0, 253)
UIListLayout.Parent = Content
UIListLayout.FillDirection = Enum.FillDirection.Vertical
UIListLayout.HorizontalAlignment = Enum.HorizontalAlignment.Center
UIListLayout.SortOrder = Enum.SortOrder.LayoutOrder
UIListLayout.Padding = UDim.new(0.00999999978, 0)
function window:Message(text, buttonname, duration)
local notframe = Instance.new("Frame")
local tex = Instance.new("TextLabel")
local corn = Instance.new("UICorner")
local confirmbtn = Instance.new("TextButton")
-- local exitbtn = Instance.new("ImageButton")
-- frame
notframe.Size = UDim2.new(0,200,0,200)
notframe.ClipsDescendants = true
notframe.BackgroundColor3 = Color3.fromRGB(50,50,50)
notframe.AnchorPoint = Vector2.new(0.5,0.5)
notframe.Parent = Window
notframe.Position = UDim2.new(.5,0,.5,0)
notframe.BackgroundTransparency = 1
corn.Parent = notframe
corn:Clone().Parent = confirmbtn
tex.Parent = notframe
tex.BackgroundTransparency = 1
tex.BorderSizePixel = 0
tex.TextColor3 = Color3.fromRGB(255,255,255)
tex.Text = text
tex.TextWrapped = true
tex.Size = UDim2.new(0,200,0,160)
-- button
confirmbtn.Size = UDim2.new(0,80,0,30)
confirmbtn.AnchorPoint = Vector2.new(.5,.5)
confirmbtn.BackgroundColor3 = Color3.fromRGB(20,20,20)
confirmbtn.TextColor3 = Color3.fromRGB(255,255,255)
confirmbtn.Position = UDim2.new(.5,0,0,160)
confirmbtn.Parent = notframe
confirmbtn.Text = buttonname
confirmbtn.MouseButton1Down:Connect(function()
notframe:TweenSize(UDim2.new(0,0,0,0))
wait(1)
notframe:Destroy()
end)
SimpleTween(notframe, .5, "Quint", "Out", {BackgroundTransparency = 0})
SimpleTween(confirmbtn, .5, "Quint", "Out", {BackgroundTransparency = 0})
if duration then
wait(duration)
notframe:TweenSize(UDim2.new(0,0,0,0))
wait(1)
notframe:Destroy()
end
end
function window:Rainbow(speed)
speed = speed or 1
coroutine.wrap(function() -- so does not wait for this function to finish (as it is infinite)
while true do
SimpleTween(Outline, speed, "Linear", "Out", { BackgroundColor3 = Color3.new(1, 0, 0) })
SimpleTween(Outline, speed, "Linear", "Out", { BackgroundColor3 = Color3.new(0, 1, 0) })
SimpleTween(Outline, speed, "Linear", "Out", { BackgroundColor3 = Color3.new(0, 0, 1) })
SimpleTween(Outline, speed, "Linear", "Out", { BackgroundColor3 = Color3.new(1, 1, 0) })
SimpleTween(Outline, speed, "Linear", "Out", { BackgroundColor3 = Color3.new(0, 1, 1) })
SimpleTween(Outline, speed, "Linear", "Out", { BackgroundColor3 = Color3.new(1, 0, 1) })
SimpleTween(Outline, speed, "Linear", "Out", { BackgroundColor3 = Color3.new(1, .5, .5) })
end
end)()
end
function window:GetWindow()
return Window
end
function window:Dropdown(text, list, callback) -- Based on dawid's Vape lib (soon i'll make a new one)
local droptog = false
local framesize = 0
local itemcount = 0
local Dropdown = Instance.new("Frame")
local DropdownCorner = Instance.new("UICorner")
local DropdownBtn = Instance.new("TextButton")
local DropdownTitle = Instance.new("TextLabel")
local ArrowImg = Instance.new("ImageLabel")
local DropItemHolder = Instance.new("ScrollingFrame")
local DropLayout = Instance.new("UIListLayout")
Dropdown.Name = "Dropdown"
Dropdown.Parent = Content
Dropdown.BackgroundColor3 = Color3.fromRGB(20, 20, 20)
Dropdown.ClipsDescendants = true
Dropdown.Position = UDim2.new(-0.541071415, 0, -0.532915354, 0)
Dropdown.Size = UDim2.new(0, 363, 0, 42)
DropdownCorner.CornerRadius = UDim.new(0, 5)
DropdownCorner.Name = "DropdownCorner"
DropdownCorner.Parent = Dropdown
DropdownBtn.Name = "DropdownBtn"
DropdownBtn.Parent = Dropdown
DropdownBtn.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
DropdownBtn.BackgroundTransparency = 1.000
DropdownBtn.Size = UDim2.new(0, 363, 0, 42)
DropdownBtn.Font = Enum.Font.SourceSans
DropdownBtn.Text = ""
DropdownBtn.TextColor3 = Color3.fromRGB(0, 0, 0)
DropdownBtn.TextSize = 14.000
DropdownTitle.Name = "DropdownTitle"
DropdownTitle.Parent = Dropdown
DropdownTitle.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
DropdownTitle.BackgroundTransparency = 1.000
DropdownTitle.Position = UDim2.new(0.0358126722, 0, 0, 0)
DropdownTitle.Size = UDim2.new(0, 187, 0, 42)
DropdownTitle.Font = Enum.Font.Gotham
DropdownTitle.Text = text
DropdownTitle.TextColor3 = Color3.fromRGB(255, 255, 255)
DropdownTitle.TextSize = 14.000
DropdownTitle.TextXAlignment = Enum.TextXAlignment.Left
ArrowImg.Name = "ArrowImg"
ArrowImg.Parent = DropdownTitle
ArrowImg.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
ArrowImg.BackgroundTransparency = 1.000
ArrowImg.Position = UDim2.new(1.65240645, 0, 0.190476194, 0)
ArrowImg.Size = UDim2.new(0, 26, 0, 26)
ArrowImg.Image = "http://www.roblox.com/asset/?id=6034818375"
DropItemHolder.Name = "DropItemHolder"
DropItemHolder.Parent = DropdownTitle
DropItemHolder.Active = true
DropItemHolder.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
DropItemHolder.BackgroundTransparency = 1.000
DropItemHolder.BorderSizePixel = 0
DropItemHolder.Position = UDim2.new(-0.00400000019, 0, 1.04999995, 0)
DropItemHolder.Size = UDim2.new(0, 342, 0, 0)
DropItemHolder.CanvasSize = UDim2.new(0, 0, 0, 0)
DropItemHolder.ScrollBarThickness = 3
DropLayout.Name = "DropLayout"
DropLayout.Parent = DropItemHolder
DropLayout.SortOrder = Enum.SortOrder.LayoutOrder
DropdownBtn.MouseButton1Click:Connect(
function()
if droptog == false then
Dropdown:TweenSize(
UDim2.new(0, 363, 0, 55 + framesize),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quart,
.2,
true
)
TweenService:Create(
ArrowImg,
TweenInfo.new(.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
{Rotation = 270}
):Play()
wait(.2)
Content.CanvasSize = UDim2.new(0, 0, 0, UIListLayout.AbsoluteContentSize.Y)
else
Dropdown:TweenSize(
UDim2.new(0, 363, 0, 42),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quart,
.2,
true
)
TweenService:Create(
ArrowImg,
TweenInfo.new(.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
{Rotation = 0}
):Play()
wait(.2)
Content.CanvasSize = UDim2.new(0, 0, 0, UIListLayout.AbsoluteContentSize.Y)
end
droptog = not droptog
end
)
for i, v in next, list do
itemcount = itemcount + 1
if itemcount <= 3 then
framesize = framesize + 26
DropItemHolder.Size = UDim2.new(0, 342, 0, framesize)
end
local Item = Instance.new("TextButton")
local ItemCorner = Instance.new("UICorner")
Item.Name = "Item"
Item.Parent = DropItemHolder
Item.BackgroundColor3 = Color3.fromRGB(20, 20, 20)
Item.ClipsDescendants = true
Item.Size = UDim2.new(0, 335, 0, 25)
Item.AutoButtonColor = false
Item.Font = Enum.Font.Gotham
Item.Text = v
Item.TextColor3 = Color3.fromRGB(255, 255, 255)
Item.TextSize = 15.000
ItemCorner.CornerRadius = UDim.new(0, 4)
ItemCorner.Name = "ItemCorner"
ItemCorner.Parent = Item
Item.MouseEnter:Connect(
function()
TweenService:Create(
Item,
TweenInfo.new(.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
{BackgroundColor3 = Color3.fromRGB(37, 37, 37)}
):Play()
end
)
Item.MouseLeave:Connect(
function()
TweenService:Create(
Item,
TweenInfo.new(.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
{BackgroundColor3 = Color3.fromRGB(34, 34, 34)}
):Play()
end
)
Item.MouseButton1Click:Connect(
function()
droptog = not droptog
DropdownTitle.Text = v
pcall(callback, v)
Dropdown:TweenSize(
UDim2.new(0, 363, 0, 42),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quart,
.2,
true
)
TweenService:Create(
ArrowImg,
TweenInfo.new(.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
{Rotation = 0}
):Play()
wait(.2)
Content.CanvasSize = UDim2.new(0, 0, 0, UIListLayout.AbsoluteContentSize.Y)
end
)
DropItemHolder.CanvasSize = UDim2.new(0, 0, 0, DropLayout.AbsoluteContentSize.Y)
end
Content.CanvasSize = UDim2.new(0, 0, 0, UIListLayout.AbsoluteContentSize.Y)
end
-- New Textbox
function window:Textbox(text, disapeer, callback) -- Based on dawid's Vape lib (soon i'll make a new one)
callback = callback or function(...)
end
local textbox = Instance.new("Frame")
local title = Instance.new("TextLabel")
local textboxframe = Instance.new("Frame")
local textboxmain = Instance.new("TextBox")
textbox.Name = "textbox"
textbox.Parent = Content
textbox.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
textbox.BackgroundTransparency = 1.000
textbox.Position = UDim2.new(0.503712893, 0, 0.239035085, 0)
title.Name = "title"
title.Parent = textbox
title.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
title.BackgroundTransparency = 1
title.BorderSizePixel = 0
title.Position = UDim2.new(0, 6, 0, 0)
title.Size = UDim2.new(0, 23, 1, 0)
title.ZIndex = 2
title.Font = Enum.Font.Gotham
title.Text = text
title.TextColor3 = Color3.fromRGB(255, 255, 255)
title.TextSize = 14.000
title.TextXAlignment = Enum.TextXAlignment.Left
textbox.Size = UDim2.new(0, title.TextBounds.X + 185, 0, 30)
textboxframe.Name = "textboxframe"
textboxframe.Parent = textbox
textboxframe.AnchorPoint = Vector2.new(1, 0.5)
textboxframe.BackgroundColor3 = Color3.fromRGB(20, 20, 20)
textboxframe.BorderSizePixel = 0
textboxframe.Position = UDim2.new(1, 0, 0.5, 0)
textboxframe.Size = UDim2.new(0, 165, 0, 26)
textboxmain.Name = "textboxmain"
textboxmain.Parent = textboxframe
textboxmain.BackgroundColor3 = Color3.fromRGB(20, 20, 20)
textboxmain.BorderSizePixel = 0
textboxmain.Size = UDim2.new(0, 165, 0, 26)
textboxmain.Font = Enum.Font.Gotham
textboxmain.Text = ""
textboxmain.TextColor3 = Color3.fromRGB(255, 255, 255)
textboxmain.TextSize = 14.000
Content.CanvasSize = UDim2.new(0, 0, 0, UIListLayout.AbsoluteContentSize.Y + 10)
textboxmain.FocusLost:Connect(
function(ep)
if ep then
if #textboxmain.Text > 0 then
pcall(callback, textboxmain.Text)
if disapeer then
textboxmain.Text = ""
end
end
end
end
)
end
function window:Slider(text, min, max, start, callback) -- Based on dawid's Vape lib (soon i'll make a new one)
local inputService = game:GetService("UserInputService")
local slider = Instance.new("Frame")
local round = Instance.new("UICorner")
local title = Instance.new("TextLabel")
local placetoslide = Instance.new("TextButton")
local slideframe = Instance.new("Frame")
local value = Instance.new("TextLabel")
local dragging = false
slider.Name = "slider"
slider.Parent = Content
slider.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
slider.BackgroundTransparency = 1.000
slider.Position = UDim2.new(0.503712893, 0, 0.239035085, 0)
title.Name = "title"
title.Parent = slider
title.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
title.BackgroundTransparency = 1.000
title.BorderSizePixel = 0
title.Position = UDim2.new(0, 6, 0, 0)
title.Size = UDim2.new(0, 23, 1, 0)
title.ZIndex = 2
title.Font = Enum.Font.Gotham
title.Text = text
title.TextColor3 = Color3.fromRGB(255, 255, 255)
title.TextSize = 14.000
title.TextXAlignment = Enum.TextXAlignment.Left
slider.Size = UDim2.new(0, title.TextBounds.X + 185, 0, 30)
placetoslide.Name = "slideplace"
placetoslide.Parent = slider
placetoslide.AnchorPoint = Vector2.new(1, 0.5)
placetoslide.BackgroundColor3 = Color3.fromRGB(20, 20, 20)
placetoslide.BorderSizePixel = 0
placetoslide.Position = UDim2.new(1, 0, 0.5, 0)
placetoslide.Size = UDim2.new(0, 165, 0, 26)
placetoslide.AutoButtonColor = false
placetoslide.Text = ""
round.Parent = placetoslide
slideframe.Name = "slideframe"
slideframe.Parent = placetoslide
slideframe.BackgroundColor3 = Color3.fromRGB(40, 40, 40)
slideframe.BorderSizePixel = 0
slideframe.Size = UDim2.new((start or 0) / max, 0, 1, 0)
round:Clone().Parent = slideframe
value.Name = "value"
value.Parent = placetoslide
value.BackgroundTransparency = 1
value.BorderSizePixel = 0
value.Size = UDim2.new(1, 0, 1, 0)
value.Font = Enum.Font.Gotham
value.Text = tostring(start and math.floor((start / max) * (max - min) + min) or 0)
value.TextColor3 = Color3.fromRGB(255, 255, 255)
value.TextSize = 14
Content.CanvasSize = UDim2.new(0, 0, 0, UIListLayout.AbsoluteContentSize.Y + 10)
slideframe.ClipsDescendants = true
local function slide(input)
local pos =
UDim2.new(
math.clamp((input.Position.X - placetoslide.AbsolutePosition.X) / placetoslide.AbsoluteSize.X, 0, 1),
0,
1,
0
)
slideframe:TweenSize(pos, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.1, true)
local s = math.floor(((pos.X.Scale * max) / max) * (max - min) + min)
value.Text = tostring(s)
callback(s)
end
placetoslide.InputBegan:Connect(
function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
slide(input)
dragging = true
end
end
)
placetoslide.InputEnded:Connect(
function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
ripple(slideframe)
dragging = false
end
end
)
inputService.InputChanged:Connect(
function(input)
if dragging and input.UserInputType == Enum.UserInputType.MouseMovement then
slide(input)
end
end
)
end
function window:Button(text, callback)
callback = callback or function(...)
end
local button = Instance.new("TextButton")
local MouseEnter =
TweenService:Create(
button,
TweenInfo.new(0.3, Enum.EasingStyle.Quint, Enum.EasingDirection.In),
{
BackgroundColor3 = Color3.fromRGB(25, 25, 25)
}
)
local MouseLeave =
TweenService:Create(
button,
TweenInfo.new(0.3, Enum.EasingStyle.Quint, Enum.EasingDirection.Out),
{
BackgroundColor3 = Color3.fromRGB(20, 20, 20)
}
)
button.Name = "button"
button.Parent = Content
button.BackgroundColor3 = Color3.fromRGB(20, 20, 20)
button.BorderSizePixel = 0
button.AutoButtonColor = false
button.Font = Enum.Font.Gotham
button.Text = string.upper(text)
button.TextColor3 = Color3.fromRGB(255, 255, 255)
button.TextSize = 14.000
button.Size = UDim2.new(0, button.TextBounds.X + 15, 0, 27)
button.ClipsDescendants = true
Content.CanvasSize = UDim2.new(0, 0, 0, UIListLayout.AbsoluteContentSize.Y + 10)
button.MouseEnter:Connect(
function()
MouseEnter:Play()
end
)
button.MouseLeave:Connect(
function()
MouseLeave:Play()
end
)
button.MouseButton1Click:Connect(
function()
ripple(button)
pcall(callback)
end
)
end
return window;
end
return lib -- Return the lib so it can be used with loadstring()
|
include("shared.lua")
AddCSLuaFile("shared.lua")
function ENT:SpawnFunction(ply, tr)
if (!tr.Hit) then return end
local ent=ents.Create(ClassName)
ent:SetPos(tr.HitPos+tr.HitNormal*50)
ent:Spawn()
ent:Activate()
ent.Owner=ply
ent:SetSkin(math.random(0,1))
ent:SetBodygroup(3,1)
return ent
end
ENT.Aerodynamics = {
Rotation = {
Front = Vector(0, 2, 0),
Right = Vector(0, 0, 40), -- Rotate towards flying direction
Top = Vector(0, -10, 0)
},
Lift = {
Front = Vector(0, 0, 24.5), -- Go up when flying forward
Right = Vector(0, 0, 0),
Top = Vector(0, 0, -0.5)
},
Rail = Vector(1, 5, 5),
Drag = {
Directional = Vector(0.01, 0.01, 0.01),
Angular = Vector(0.05, 0.1, 0.05)
}
}
function ENT:PhysicsUpdate(ph)
self:base("wac_pl_base").PhysicsUpdate(self,ph)
if self.rotorRpm > 0.5 and self.rotorRpm < 0.89 and IsValid(self.rotorModel) then
self.rotorModel:SetBodygroup(1,2)
elseif self.rotorRpm > 0.9 and IsValid(self.rotorModel) then
self.rotorModel:SetBodygroup(1,2)
elseif self.rotorRpm < 0.8 and IsValid(self.rotorModel) then
self.rotorModel:SetBodygroup(1,1)
end
if self.active then
self:SetBodygroup(3,0)
else
self:SetBodygroup(3,1)
end
local geardown,t1=self:LookupSequence("geardown")
local gearup,t2=self:LookupSequence("gearup")
local trace=util.QuickTrace(self:LocalToWorld(Vector(0,0,62)), self:LocalToWorld(Vector(0,0,50)), {self, self.Wheels[1], self.Wheels[2], self.Wheels[3], self.TopRotor})
local phys=self:GetPhysicsObject()
if IsValid(phys) and not self.disabled then
if self.controls.throttle>0.9 and self.rotorRpm>0.8 and phys:GetVelocity():Length() > 1299 and trace.HitPos:Distance( self:LocalToWorld(Vector(0,0,62)) ) > 50 and self:GetSequence() != gearup then
self:ResetSequence(gearup)
self:SetPlaybackRate(1.0)
self:SetBodygroup(2,1)
for i=1,3 do
self.wheels[i]:SetRenderMode(RENDERMODE_TRANSALPHA)
self.wheels[i]:SetColor(Color(255,255,255,0))
self.wheels[i]:SetSolid(SOLID_NONE)
end
elseif self.controls.throttle<0.6 and trace.HitPos:Distance( self:LocalToWorld(Vector(0,0,62)) ) > 50 and self:GetSequence() == gearup then
self:ResetSequence(geardown)
self:SetPlaybackRate(1.0)
timer.Simple(t1,function()
if self.wheels then
for i=1,3 do
self.wheels[i]:SetRenderMode(RENDERMODE_NORMAL)
self.wheels[i]:SetColor(Color(255,255,255,255))
self.wheels[i]:SetSolid(SOLID_VPHYSICS)
end
self:SetBodygroup(2,0)
end
end)
end
end
end
function ENT:addRotors()
self:base("wac_pl_base").addRotors(self)
self.rotorModel.TouchFunc = function() end
end
|
local K, C = unpack(select(2, ...))
local Module = K:GetModule("Skins")
function Module:ReskinSpy()
if not C["Skins"].Spy then
return
end
if not K.CheckAddOnState("Spy") then
return
end
if Spy_MainWindow.Background then
Spy_MainWindow.Background:CreateBorder()
Spy_MainWindow:StripTextures()
else
Spy_MainWindow:CreateBorder(nil, nil, nil, true)
end
Spy_AlertWindow:CreateBorder(nil, nil, nil, true)
Spy_MainWindow.CloseButton:SkinCloseButton()
Spy_MainWindow.CloseButton:SetSize(28, 28)
Spy_MainWindow.CloseButton:SetPoint("TOPRIGHT", 0, -7)
Spy_AlertWindow:SetPoint("TOP", UIParent, "TOP", 0, -130)
end
|
--[[
Jason A. Petrasko forked from josip on the love2d forums,
posted here: https://love2d.org/forums/viewtopic.php?f=5&t=89025&hilit=love+editor
and on GH here: https://github.com/jmiskovic/indeck
no license attached anywhere?
]]
-- make sure we have a class commons implementation!
if (class == nil) then
class_commons = true
class = require 'class'
end
local buffer = {} -- platform independant text buffer
local lexer = require 'glsl-lexer'
local clipboard = "" -- shared between buffer instances
--helper functions
local insertCharAt = function(text, c, pos)
local first = text:sub(1, pos)
local last = text:sub(pos + 1)
return first .. c .. last
end
local repeatN = function(n, f, ...)
for i=1,n do f(...) end
end
local function drawToken(dcon, text, col, row, tokenType)
local color = dcon.highlighting[tokenType] or {1,1,1}
local x = col * dcon.fontWidth
local y = row * dcon.fontHeight
love.graphics.setFont(dcon.font)
love.graphics.setColor(color[1],color[2],color[3],1.0)
love.graphics.print(text, x, y)
love.graphics.setColor(color[1],color[2],color[3],0.7)
love.graphics.print(text, x+0.2, y+0.2)
end
local function drawRectangle(dcon, col, row, width, tokenType)
local color = dcon.highlighting[tokenType] or {1,1,1}
local x = col * dcon.fontWidth
local y = row * dcon.fontHeight
local width = width * dcon.fontWidth
local height = dcon.fontHeight
love.graphics.setColor(color)
love.graphics.rectangle('fill', x, y, width, height)
end
local function drawRectangleDown(dcon, col, row, width, _height, tokenType)
local color = dcon.highlighting[tokenType] or {1,1,1}
local x = col * dcon.fontWidth
local y = row * dcon.fontHeight
local width = width * dcon.fontWidth
local height = dcon.fontHeight * (_height+1)
love.graphics.setColor(color)
love.graphics.rectangle('fill', x, y, width, height)
end
function buffer.new(_dcon, initialText) -- cols, rows, drawToken, drawRectangle, initialText)
local buffer = {
-- all coordinates in text space (integers)
cols = _dcon.cols,
rows = _dcon.rows,
name = '',
cursor = {x=0, y=1}, -- x is 0-indexed, y is 1-indexed
selection = {x=0, y=1}, -- x is 0-indexed, y is 1-indexed
-- selected text spans between cursor and selection marker
scroll = {x=5, y=0}, -- both 0-indexed
lines = {}, -- text broken in lines
lexed = {}, -- text lines broken into tokens
dcon = _dcon,
-- 'public' api
getText = function(self)
return table.concat(self.lines, "\n")
end,
getCursorLine = function(self)
return self.lines[self.cursor.y]
end,
setName = function(self, name)
self.name = name:gsub("%c", "")
end,
setText = function(self, text)
self.lines = {}
self.lexed = lexer(text)
for i, line in ipairs(self.lexed) do
lineStrings = {}
for l, token in ipairs(line) do
table.insert(lineStrings, token.data)
end
table.insert(self.lines, table.concat(lineStrings, ""))
end
self:updateView()
self:deselect()
end,
newcontext = function(self,_dcon)
self.cols = _dcon.cols
self.rows = _dcon.rows
self.dcon = _dcon
end,
drawCode = function(self)
local linesToDraw = math.min(self.rows, #(self.lexed)-self.scroll.y)
local selectionFrom, selectionTo = self:selectionSpan()
local selectionWidth = (selectionTo.x + selectionTo.y * self.cols) - (selectionFrom.x + selectionFrom.y * self.cols)
-- background
drawRectangleDown(self.dcon,0,0,self.cols,self.rows,'background')
-- highlight cursor line
if selectionWidth == 0 then
drawRectangle(self.dcon,-1, self.cursor.y - self.scroll.y, self.cols + 2, 'cursorline')
end
-- selection
local x, y = selectionFrom.x, selectionFrom.y
drawRectangle(self.dcon,x - self.scroll.x, y - self.scroll.y, selectionWidth, 'selection')
selectionWidth = selectionWidth - (self.cols - selectionFrom.x)
while selectionWidth > 0 do
y = y + 1
drawRectangle(self.dcon,0 - self.scroll.x, y - self.scroll.y, selectionWidth, 'selection')
--selectionWidth = selectionWidth - self.lines[y]:len() --self.cols
selectionWidth = selectionWidth - self.cols
end
-- file content
for y = 1, linesToDraw do
local x = -self.scroll.x
local currentLine = y + self.scroll.y
-- draw cursor line and caret
if currentLine == self.cursor.y then
drawToken(self.dcon,"|", self.cursor.x - self.scroll.x - 0.5, y, 'caret')
end
-- draw single line of text
local lineTokens = self.lexed[currentLine]
for j, token in ipairs(lineTokens) do
drawToken(self.dcon,token.data, x, y, token.type)
--print('token',x,y)
x = x + #token.data
end
end
-- status line
drawToken(self.dcon,self.statusLine, self.cols - #self.statusLine, 0, 'comment')
end,
-- cursor movement
cursorGoPx = function(self,px,py)
self.cursor.x = math.floor(px / self.dcon.fontWidth)
self.cursor.y = math.floor(py / self.dcon.fontHeight) + self.scroll.y
self:deselect()
self:updateView()
end,
cursorUp = function(self)
self.cursor.y = self.cursor.y - 1
self:updateView()
end,
cursorDown = function(self)
self.cursor.y = self.cursor.y + 1
self:updateView()
end,
cursorJumpUp = function(self)
repeatN(10, self.cursorUp, self)
end,
cursorJumpDown = function(self)
repeatN(10, self.cursorDown, self)
end,
cursorLeft = function(self)
if self.cursor.x == 0 then
if self.cursor.y > 1 then
self:cursorUp()
self:cursorEnd()
else
return false;
end
else
self.cursor.x = self.cursor.x - 1
self:updateView()
end
return true
end,
cursorRight = function(self)
local length = string.len(self.lines[self.cursor.y])
if self.cursor.x == length then
if self.cursor.y < #(self.lines) then
self:cursorDown()
self:cursorHome()
else
return false
end
else
self.cursor.x = self.cursor.x + 1
self:updateView()
end
return true
end,
cursorJumpLeft = function(self)
self:cursorLeft()
local pattern = self:charAtCursor():find("[%d%l%u]") and "[%d%l%u]" or "%s"
self:repeatOverPattern(pattern, self.cursorLeft, self)
end,
cursorJumpRight = function(self)
self:cursorRight()
local pattern = self:charAtCursor():find("[%d%l%u]") and "[%d%l%u]" or "%s"
self:repeatOverPattern(pattern, self.cursorRight, self)
end,
cursorHome = function(self)
self.cursor.x = 0
self:updateView()
end,
cursorEnd = function(self)
self.cursor.x = string.len(self.lines[self.cursor.y])
self:updateView()
end,
cursorPageUp = function(self)
self.cursor.y = self.cursor.y - self.rows
self:updateView()
end,
cursorPageDown = function(self)
self.cursor.y = self.cursor.y + self.rows
self:updateView()
end,
cursorJumpHome = function(self)
self.cursor.x, self.cursor.y = 0, 1
self:updateView()
end,
cursorJumpEnd = function(self)
self.cursor.y = #self.lines
self.cursor.x = #self.lines[self.cursor.y]
self:updateView()
end,
-- inserting and removing characters
insertCharacter = function(self, c)
self:deleteSelection()
self.lines[self.cursor.y] = insertCharAt(self.lines[self.cursor.y], c, self.cursor.x)
self:lexLine(self.cursor.y)
self.cursor.x = self.cursor.x + 1
self:updateView()
self:deselect()
end,
insertTab = function(self)
self:deleteSelection()
self:insertString(" ")
self:deselect()
end,
breakLine = function(self, withoutIndent)
self:deleteSelection()
local nl = self.lines[self.cursor.y]
local bef = nl:sub(1,self.cursor.x)
local aft = nl:sub(self.cursor.x + 1, #nl)
local indent = #(bef:match("^%s+") or "")
self.lines[self.cursor.y] = bef
self:lexLine(self.cursor.y)
table.insert(self.lines, self.cursor.y + 1, aft)
table.insert(self.lexed, self.cursor.y + 1, {})
self:lexLine(self.cursor.y + 1)
self:cursorHome()
self:cursorDown()
self:deselect()
if not withoutIndent then
repeatN(indent, self.insertCharacter, self, " ")
end
end,
deleteRight = function(self)
if self:isSelected() then
self:deleteSelection()
else
local length = string.len(self.lines[self.cursor.y])
if length == self.cursor.x then -- end of line
if self.cursor.y < #self.lines then
-- if we have another line, remove newline by joining lines
local nl = self.lines[self.cursor.y] .. self.lines[self.cursor.y + 1]
self.lines[self.cursor.y] = nl
self:lexLine(self.cursor.y)
table.remove(self.lines, self.cursor.y + 1)
table.remove(self.lexed, self.cursor.y + 1)
end
else -- middle of line, remove char
local nl = self.lines[self.cursor.y]
local bef = nl:sub(1, self.cursor.x)
local aft = nl:sub(self.cursor.x + 2, string.len(nl))
self.lines[self.cursor.y] = bef..aft
self:lexLine(self.cursor.y)
end
end
end,
deleteLeft = function(self)
if self:isSelected() then
self:deleteSelection()
elseif self:cursorLeft() then
self:deleteRight()
end
end,
deleteWord = function(self)
self:deleteLeft()
local pattern = self:charAtCursor():find("[%d%l%u]") and "[%d%l%u]" or "%s"
self:repeatOverPattern(pattern, self.deleteLeft, self)
end,
-- clipboard
cutText = function(self)
if self:isSelected() then
self:copyText()
self:deleteSelection()
else
clipboard = self.lines[self.cursor.y] .. '\n'
table.remove(self.lines, self.cursor.y)
table.remove(self.lexed, self.cursor.y)
end
self:updateView()
end,
copyText = function(self)
if self:isSelected() then
local selectionFrom, selectionTo = self:selectionSpan()
local lines = {}
for y = selectionFrom.y, selectionTo.y do
local fromX = y == selectionFrom.y and selectionFrom.x or 0
local toX = y == selectionTo.y and selectionTo.x or self.lines[y]:len()
table.insert(lines, self.lines[y]:sub(fromX + 1, toX))
end
clipboard = table.concat(lines, '\n')
else -- copy cursor line
clipboard = self.lines[self.cursor.y] .. '\n'
end
end,
pasteText = function(self)
self:deleteSelection()
self:insertString(clipboard)
end,
-- helper functions
isSelected = function(self)
return self.selection.x ~= self.cursor.x or self.selection.y ~= self.cursor.y
end,
selectionSpan = function(self)
if self.selection.y * self.cols + self.selection.x < self.cursor.y * self.cols + self.cursor.x then
return self.selection, self.cursor
else
return self.cursor, self.selection
end
end,
deleteSelection = function(self)
if not self:isSelected() then return end
local selectionFrom, selectionTo = self:selectionSpan()
local singleLineChange = selectionFrom.y == selectionTo.y
local lines = {}
for y = selectionTo.y, selectionFrom.y, -1 do
local fromX = y == selectionFrom.y and selectionFrom.x or 0
local toX = y == selectionTo.y and selectionTo.x or self.lines[y]:len()
if y > selectionFrom.y and y < selectionTo.y then
table.remove(self.lines, y)
table.remove(self.lexed, y)
else
local fromX = y == selectionFrom.y and selectionFrom.x or 0
local toX = y == selectionTo.y and selectionTo.x or self.lines[y]:len()
local bef = self.lines[y]:sub(0, fromX)
local aft = self.lines[y]:sub(toX + 1, self.lines[y]:len())
self.lines[y] = bef .. aft
end
end
self.cursor.x, self.cursor.y = selectionFrom.x, selectionFrom.y
self:deselect()
if singleLineChange then
self:lexLine(self.cursor.y)
else
self:deleteRight()
self:lexAll()
end
self:updateView()
end,
deselect = function(self)
self.selection.x, self.selection.y = self.cursor.x, self.cursor.y
end,
jumpToLine = function(self, lineNumber, columnNumber)
lineNumber = math.min(lineNumber or 1, #self.lines)
columnNumber = math.min(columnNumber or 0, #self.lines[lineNumber] - 1)
self.cursor.x = columnNumber
self.cursor.y = lineNumber
self.scroll.y = math.max(lineNumber - math.floor(self.rows / 2), 0)
self.scroll.x = math.max(columnNumber - math.floor(7 * self.cols / 8), 0)
self:deselect()
end,
insertString = function(self, str)
local singleLineChange = true
for c in str:gmatch(".") do
if c == '\n' then
singleLineChange = false
self:deselect()
self:breakLine(true)
elseif c:match('%C') then
self.lines[self.cursor.y] = insertCharAt(self.lines[self.cursor.y], c, self.cursor.x)
self.cursor.x = self.cursor.x + 1
end
end
if singleLineChange then
self:lexLine(self.cursor.y)
else
self:lexAll()
end
self:deselect()
end,
charAtCursor = function(self)
return self.lines[self.cursor.y]:sub(self.cursor.x, self.cursor.x)
end,
lexLine = function(self, lineNum)
self.lexed[lineNum] = lexer(self.lines[lineNum])[1]
end,
lexAll = function(self) -- lexing single line cannot handle multiline comments and strings
self.lexed = lexer(self:getText())
end,
updateView = function(self)
self.cursor.y = math.max(self.cursor.y, 1)
self.cursor.y = math.min(self.cursor.y, #(self.lines))
local lineLength = string.len(self.lines[self.cursor.y] or "")
self.cursor.x = math.max(self.cursor.x, 0)
self.cursor.x = math.min(self.cursor.x, lineLength)
if self.cursor.y <= self.scroll.y then
self.scroll.y = self.cursor.y - 1
elseif self.cursor.y > self.scroll.y + self.rows then
self.scroll.y = self.cursor.y - self.rows
end
if self.cursor.x < self.scroll.x then
self.scroll.x = math.max(self.cursor.x - 10, 0)
elseif self.cursor.x > self.scroll.x + self.cols then
self.scroll.x = self.cursor.x + 10 - self.cols
end
self.statusLine = string.format('L%d C%d %s', self.cursor.y, self.cursor.x, self.name)
end,
repeatOverPattern = function(self, pattern, moveF, ...)
-- execute moveF() over text as long as character matches pattern and cursor moves
while self:charAtCursor():match(pattern) do
local oldX, oldY = self.cursor.x, self.cursor.y
moveF(...)
if (oldX == self.cursor.x and oldY == self.cursor.y) then break end
end
end,
setName = function(self,name)
self.name = name or '?'
self:updateView()
end,
mouseDown = function(self,x,y)
end,
}
-- generate all select_ and move_ actions
for _, functionName in ipairs({'Up', 'Down', 'Left', 'Right', 'JumpUp', 'JumpDown', 'JumpLeft', 'JumpRight',
'Home', 'End', 'PageUp', 'PageDown', 'JumpHome', 'JumpEnd'}) do
buffer['select' .. functionName] = function(self)
--self.selection = self.selection or {x= self.cursor.x, y= self.cursor.y}
self['cursor' .. functionName](self)
end
buffer['move' .. functionName] = function(self)
self['cursor' .. functionName](self)
self:deselect()
end
end
buffer:setText(initialText or "")
return buffer
end
--[[ Lua pattern matching
str:find(pattern) finds the first instance of pattern in string and returns its position
str:gmatch(pattern) when called repeatedly, returns each successive instance of pattern in string
str:gsub(pattern, repl) returns a string where all instances of pattern in string have been replaced with repl
str:match(pattern) returns the first instance of pattern in string
X represents the character X itself as long as it is not a magic character
. represents any single character
%a represents all letters A-Z and a-z
%c represents all control characters such as Null, Tab, Carr.Return, Linefeed, Delete, etc
%d represents all digits 0-9
%l represents all lowercase letters a-z
%p represents all punctuation characters or symbols such as . , ? ! : ; @ [ ] _ { } ~
%s represents all white space characters such as Tab, Carr.Return, Linefeed, Space, etc
%u represents all uppercase letters A-Z
%w represents all alphanumeric characters A-Z and a-z and 0-9
%x represents all hexadecimal digits 0-9 and A-F and a-f
%z represents the character with code \000 because embedded zeroes in a pattern do not work
The upper case letter versions of the above reverses their meaning
i.e. %A represents all non-letters and %D represents all non-digits
+ one or more repetitions
* or - zero or more repetitions
? optional (zero or one occurrence)
%Y represents the character Y if it is any non-alphanumeric character
This is the standard way to get a magic character to match itself
Any punctuation character (even a non magic one) preceded by a % represents itself
e.g. %% represents % percent and %+ represents + plus
[set] represents the class which is the union of all characters in the set
A range of characters is specified by separating first and last character of range with a - hyphen e.g. 1-5
All classes described above may also be used as components in the set
e.g. [%w~] (or [~%w]) represents all alphanumeric characters plus the ~ tilde
[^set] represents the complement of set, where set is interpreted as above
e.g. [^A-Z] represents any character except upper case letters --]]
local LovEdit = class { drawContext = {} }
LovEdit.keymapping = {
buffer = {
['up'] = 'moveUp',
['down'] = 'moveDown',
['left'] = 'moveLeft',
['alt+up'] = 'moveJumpUp',
['alt+down'] = 'moveJumpDown',
['ctrl+left'] = 'moveJumpLeft',
['ctrl+right'] = 'moveJumpRight',
['right'] = 'moveRight',
['home'] = 'moveHome',
['end'] = 'moveEnd',
['pageup'] = 'movePageUp',
['pagedown'] = 'movePageDown',
['ctrl+home'] = 'moveJumpHome',
['ctrl+end'] = 'moveJumpEnd',
['shift+up'] = 'selectUp',
['alt+shift+up'] = 'selectJumpUp',
['shift+down'] = 'selectDown',
['alt+shift+down'] = 'selectJumpDown',
['shift+left'] = 'selectLeft',
['ctrl+shift+left'] = 'selectJumpLeft',
['ctrl+shift+right'] = 'selectJumpRight',
['shift+right'] = 'selectRight',
['shift+home'] = 'selectHome',
['shift+end'] = 'selectEnd',
['shift+pageup'] = 'selectPageUp',
['shift+pagedown'] = 'selectPageDown',
['tab'] = 'insertTab',
['return'] = 'breakLine',
['enter'] = 'breakLine',
['delete'] = 'deleteRight',
['backspace'] = 'deleteLeft',
['ctrl+backspace'] = 'deleteWord',
['ctrl+x'] = 'cutText',
['ctrl+c'] = 'copyText',
['ctrl+v'] = 'pasteText',
},
macros = {
['ctrl+shift+backspace'] = function(self) editorBuffer:setText("") end,
['alt+l'] = function(self) editorBuffer:insertString('love.graphics.') end,
},
}
LovEdit.highlighting =
{ -- taken from base16-woodland
background = {0.05, 0.1, 0.05}, --editor background
cursorline = {0.2, 0.2, 0.2}, --cursor background
caret = {0.7, 1.0, 0.7}, --cursor
whitespace = {0.0, 0.0, 0.0}, --spaces, newlines, tabs, and carriage returns
comment = {0.6, 0.6, 0.6}, --either multi-line or single-line comments
string_start = {0.75, 0.75, 0.5}, --starts and ends of a string. There will be no non-string tokens between these two.
string_end = {0.75, 0.75, 0.5},
string = {0.9, 0.9, 0.5}, --part of a string that isn't an escape
escape = {0.6, 0.9, 0.5}, --a string escape, like \n, only found inside strings
keyword = {0.9, 0.6, 0.9}, --keywords. Like "while", "end", "do", etc
btype = {0.75, 0.9, 0.75}, --value types
funcs = {0.75, 0.75, 1.0}, -- functions
value = {0.8, 0.5, 0.3}, --special values. Only true, false, and nil
ident = {0.9, 0.5, 0.3}, --identifier. Variables, function names, etc
number = {0.8, 0.8, 0.3}, --numbers, including both base 10 (and scientific notation) and hexadecimal
symbol = {0.8, 0.8, 0.8}, --symbols, like brackets, parenthesis, ., .., etc
vararg = {0.792, 0.498, 0.196}, --...
operator = {0.7, 0.9, 0.7}, --operators, like +, -, %, =, ==, >=, <=, ~=, etc
label_start = {0.615, 0.545, 0.439}, --the starts and ends of labels. Always equal to '::'. Between them there can only be whitespace and label tokens.
label_end = {0.615, 0.545, 0.439},
label = {0.776, 0.737, 0.694}, --basically an ident between a label_start and label_end.
unidentified = {0.827, 0.360, 0.360}, --anything that isn't one of the above tokens. Consider them errors. Invalid escapes are also unidentified.
selection = {0.207, 0.223, 0.215},
}
function LovEdit:init(conf)
love.keyboard.setKeyRepeat(true)
local font = love.graphics.newFont(conf.font, conf.font_size)
self.drawContext.font = font
self.drawContext.fontWidth = font:getWidth(' ')
self.drawContext.fontHeight = font:getHeight()
self.drawContext.highlighting = self.highlighting
local width, height = love.graphics.getDimensions()
self.drawContext.cols = math.floor(width / self.drawContext.fontWidth)
self.drawContext.rows = math.floor(height / self.drawContext.fontHeight) - 1
self.drawContext.w = self.drawContext.cols * self.drawContext.fontWidth
self.drawContext.h = self.drawContext.rows * self.drawContext.fontHeight
self.editorBuffer = buffer.new(self.drawContext, conf.content)
self.editorBuffer:setName(conf.name)
self.mouse_aware = true
self.window = false
end
function LovEdit:update(dt)
-- if we allowed, study the mouse
if self.mouse_aware then
if love.mouse.isDown(1) then
local mx = love.mouse.getX() - self.ulx
local my = love.mouse.getY() - self.uly
if (mx < 0) or (mx > self.drawContext.w) or (my < 0) or (my > self.drawContext.h) then
return
else
self.editorBuffer:cursorGoPx(mx,my)
end
end
end
end
function LovEdit:wheelmoved(x,y)
if y > 0 then
self.editorBuffer:moveUp()
elseif y < 0 then
self.editorBuffer:moveDown()
end
end
function LovEdit:draw()
if self.window then
love.graphics.setCanvas(self.canvas)
love.graphics.clear()
love.graphics.setBlendMode("alpha")
self.editorBuffer:drawCode()
love.graphics.setCanvas()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setBlendMode("alpha", "premultiplied")
love.graphics.draw(self.canvas,self.ulx,self.uly)
love.graphics.setBlendMode("alpha")
else
self.editorBuffer:drawCode()
end
end
function LovEdit:keypressed(k)
if love.keyboard.isDown('lshift') or love.keyboard.isDown('rshift') then
k = 'shift+'.. k
end
if love.keyboard.isDown('lalt') then
k = 'alt+'.. k
end
if love.keyboard.isDown('ralt') then
k = 'ralt+'.. k
end
if love.keyboard.isDown('lctrl') then
k = 'ctrl+'.. k
end
if self.keymapping.buffer[k] then
local functionName = self.keymapping.buffer[k]
self.editorBuffer[functionName](self.editorBuffer)
end
if self.keymapping.macros[k] then
self.keymapping.macros[k]()
end
end
function LovEdit:textinput(k)
if not love.keyboard.isDown('lctrl') and not love.keyboard.isDown('lalt') then
self.editorBuffer:insertCharacter(k)
end
end
function LovEdit:resize(w,h)
self.drawContext.cols = math.floor(w / self.drawContext.fontWidth)
self.drawContext.rows = math.floor(h / self.drawContext.fontHeight) - 1
self.drawContext.w = self.drawContext.cols * self.drawContext.fontWidth
self.drawContext.h = self.drawContext.rows * self.drawContext.fontHeight
self.editorBuffer:newcontext(self.drawContext)
end
function LovEdit:setName(name)
self.editorBuffer:setName(name)
end
function LovEdit:getText()
return self.editorBuffer:getText()
end
function LovEdit:setText(txt)
self.editorBuffer:setText(txt)
end
function LovEdit:getColsPx(px_width) return math.floor(px_width / self.drawContext.fontWidth) end
function LovEdit:getRowsPx(px_height) return math.floor(px_height / self.drawContext.fontHeight) end
function LovEdit:getColsPxSnap(px_width) return math.floor(px_width / self.drawContext.fontWidth) * self.drawContext.fontWidth end
function LovEdit:getRowsPxSnap(px_height) return math.floor(px_height / self.drawContext.fontHeight) * self.drawContext.fontHeight end
function LovEdit:makeWindow(w,h,x,y)
if w then
-- make us a window
self.window = true
self.ww = w
self.wh = h
self.ulx = x or 0
self.uly = y or 0
self:resize(w,h)
self.canvas = love.graphics.newCanvas(w, h)
else
-- nope, back to full-screen
self.window = false
self:resize(love.graphics.getWidth(),love.graphics.getHeight())
self.canvas = nil
end
end
function LovEdit:place(x,y)
self.ulx = x or 0
self.uly = y or 0
end
return LovEdit
|
--- === cp.apple.finalcutpro.content.Clip ===
---
--- Represents a clip of media inside FCP.
local axutils = require("cp.ui.axutils")
local Table = require("cp.ui.Table")
local Clip = {}
Clip.mt = {}
Clip.type = {}
--- cp.apple.finalcutpro.content.Clip.type.filmstrip
--- Constant
--- A constant for clips which are represented by a filmstrip.
Clip.type.filmstrip = "filmstrip"
--- cp.apple.finalcutpro.content.Clip.type.row
--- Constant
--- A constant for clips which are represented by a table row.
Clip.type.row = "row"
--- cp.apple.finalcutpro.content.Clip:UI() -> axuielement
--- Method
--- Returns the `axuielement` for the clip.
---
--- Parameters:
--- * None
---
--- Returns:
--- * The `axuielement` for the clip.
function Clip.mt:UI()
return self._element
end
--- cp.apple.finalcutpro.content.Clip:getType() -> Clip.type
--- Method
--- Returns the type of clip (one of the `Clip.type` values)
---
--- Parameters:
--- * None
---
--- Returns:
--- * The `Clip.type` value (e.g. `Clip.type.row` or Clip.type.filmstrip`)
function Clip.mt:getType()
return self._type
end
--- cp.apple.finalcutpro.content.Clip:getTitle() -> String
--- Method
--- Returns the title of the clip.
---
--- Parameters:
--- * None
---
--- Returns:
--- * The clip title.
function Clip.mt:getTitle()
if self:getType() == Clip.type.row then
local colIndex = self._options.columnIndex
local cell = self._element[colIndex]
return Table.cellTextValue(cell)
else
return self._element:attributeValue("AXDescription")
end
end
--- cp.apple.finalcutpro.content.Clip.new(element[, options]) -> Clip
--- Constructor
--- Creates a new `Clip` pointing at the specified element, with the specified options.
---
--- Parameters:
--- * `element` - The `axuielement` the clip represents.
--- * `options` - A table containing the options for the clip.
---
--- Returns:
--- * The new `Clip`.
---
--- Notes:
--- * The options may be:
--- ** `columnIndex` - A number which will be used to specify the column number to find the title in, if relevant.
function Clip.new(element, options)
local o = {
_element = element,
_options = options or {},
_type = element:attributeValue("AXRole") == "AXRow" and Clip.type.row or Clip.type.filmstrip,
}
return setmetatable(o, {__index = Clip.mt})
end
--- cp.apple.finalcutpro.content.Clip.is(thing) -> boolean
--- Function
--- Checks if the specified `thing` is a `Clip` instance.
---
--- Parameters:
--- * `thing` - The thing to check.
---
--- Returns:
--- * `true` if the `thing` is a `Clip`, otherwise returns `false`.
function Clip.is(thing)
return thing and getmetatable(thing) == Clip.mt
end
return Clip
|
-- STRIP CAMERA 1
stripCamera1 = nil
stripCamera1Col = nil
stripCamera1ColWarn = nil
stripCamera1Speed = nil
function resourceStart(res)
-- STRIP CAMERA 1
stripCamera1 = createObject(1293, 1342.5859375, -1471.4306640625, 12.939081573486, 0, 0, 347.48364257813)
exports.pool:allocateElement(stripCamera1)
stripCamera1Col = createColTube(1342.5859375, -1471.4306640625, 5, 80, 9)
exports.pool:allocateElement(stripCamera1Col)
stripCamera1ColWarn = createColTube(1342.5859375, -1471.4306640625, 5, 150, 10)
exports.pool:allocateElement(stripCamera1ColWarn)
stripCamera1Speed = 65
addEventHandler("onColShapeHit", stripCamera1ColWarn, sendWarning)
addEventHandler("onColShapeHit", stripCamera1Col, monitorSpeed)
addEventHandler("onColShapeLeave", stripCamera1Col, stopMonitorSpeed)
end
addEventHandler("onResourceStart", getResourceRootElement(), resourceStart)
-- dynamic stuff
function monitorSpeed(element, matchingDimension)
if (matchingDimension) and (getElementType(element)=="vehicle")then
local thePlayer = getVehicleOccupant(element)
if thePlayer then
local timer = setTimer(checkSpeed, 200, 40, element, thePlayer, source)
setElementData(thePlayer, "cameratimer", timer, false)
end
end
end
function stopMonitorSpeed(element, matchingDimension)
if (matchingDimension) and (getElementType(element)=="vehicle") then
local thePlayer = getVehicleOccupant(element)
if thePlayer then
local timer = getElementData(thePlayer, "cameratimer")
if isTimer( timer ) then
killTimer( timer )
end
removeElementData( thePlayer, "cameratimer" )
end
end
end
function checkSpeed(vehicle, player, colshape)
speedx, speedy, speedz = getElementVelocity(vehicle)
if (speedx) and (speedy) and (speedz) then
speed = ((speedx^2 + speedy^2 + speedz^2)^(0.5)*100)
if (colshape==stripCamera1Col) then -- strip camera 1
if (speed>stripCamera1Speed) then
local x, y, z = getElementPosition(player)
local timer = getElementData(player, "cameratimer")
if timer then
killTimer(timer)
removeElementData(player, "cameratimer")
end
setTimer(sendWarningToCops, 1000, 1, vehicle, player, colshape, x, y, z, speed)
end
end
end
end
lawVehicles = { [416]=true, [433]=true, [427]=true, [490]=true, [528]=true, [407]=true, [544]=true, [523]=true, [470]=true, [598]=true, [596]=true, [597]=true, [599]=true, [432]=true, [601]=true }
function sendWarningToCops(vehicle, player, colshape, x, y, z, speed)
local direction = "in an unknown direction"
local areaname = getZoneName(x, y, z)
local nx, ny, nz = getElementPosition(player)
local vehname = getVehicleName(vehicle)
local vehid = getElementModel(vehicle)
if not (lawVehicles[vehid]) then
local dx = nx - x
local dy = ny - y
if dy > math.abs(dx) then
direction = "northbound"
elseif dy < -math.abs(dx) then
direction = "southbound"
elseif dx > math.abs(dy) then
direction = "eastbound"
elseif dx < -math.abs(dy) then
direction = "westbound"
end
exports.global:givePlayerAchievement(player, 13)
triggerClientEvent(player, "cameraEffect", player)
local theTeam = getTeamFromName("Los Santos Police Department")
local teamPlayers = getPlayersInTeam(theTeam)
for key, value in ipairs(teamPlayers) do
local duty = tonumber(getElementData(value, "duty"))
if (duty>0) then
outputChatBox("DISPATCH: All units we have a traffic violation at " .. areaname .. ". ((" .. getPlayerName(player) .. "))", value, 255, 194, 14)
outputChatBox("DISPATCH: Vehicle was a " .. vehname .. " travelling at " .. tostring(math.ceil(speed)) .. " Mph.", value, 255, 194, 14)
outputChatBox("DISPATCH: Vehicle was last seen heading " .. direction .. ".", value, 255, 194, 14)
end
end
end
end
function sendWarning(element, matchingDimension)
if (matchingDimension) and (getElementType(element)=="vehicle")then
local thePlayer = getVehicleOccupant(element)
if (isElement(thePlayer) and (thePlayer~=getRootElement())) then
outputChatBox("You are entering a speed control area. The speed limit is 60Kph (40Mph). Watch your speed.", thePlayer)
outputChatBox("Courtesy of the Los Santos Police Department.", thePlayer)
end
end
end
function showspeed(thePlayer)
local veh = getPedOccupiedVehicle(thePlayer)
speedx, speedy, speedz = getElementVelocity (veh)
actualspeed = ((speedx^2 + speedy^2 + speedz^2)^(0.5)*100)
outputChatBox("SPEED: " .. actualspeed .. "(" .. getTrainSpeed(veh) .. ")")
setVehicleEngineState(veh, true)
end
|
-- Fetching script: copy all files necessary for the MIT Linux release
-- of the scheduler.
-- The `root` variable points to the Lua framework's root directory.
root = "../luafwk"
-- List of file copies to perform:
--
-- * ">" lines introduce a new target directory;
-- paths are relative to the current working directory.
--
-- * "-" lines list files to copy in the latest target directory;
-- paths are relative to `root`.
--
script = [[
>.
-/common/misc/coxpcall.lua
-/common/misc/print.lua
-/common/luasocket/common/ltn12.lua
-/common/luasocket/common/mime.lua
-/common/luasocket/common/socket.lua
>utils
-/common/utils/loader.lua
-/common/utils/path.lua
-/common/utils/table.lua
>utils/ltn12
-/common/utils/ltn12/source.lua
>c
-/common/checks/checks.c
-/common/checks/checks.h
-/common/lpack/lpack.c
-/common/lpack/lpack.h
-/linux/liblua/mem_define.h
-/common/luasocket/common/mime/mime.c
-/common/luasocket/common/mime/mime.h
>log
-/common/log/common/log/init.lua
-/common/log/common/log/tcp.lua
-/common/log/common/log/tools.lua
>c/log
-/common/log/common/log_store.h
-/common/log/common/log_store.c
-/common/log/common/log_storeflash.h
-/common/log/linux/log_storeflash.c
>sched
-/common/sched/common/sched/timer.lua
-/common/sched/common/sched/init.lua
-/common/sched/linux/sched/fd.lua
-/common/sched/linux/sched/platform.lua
-/common/misc/pipe.lua
-/common/misc/lock.lua
>shell
-/common/shell/common/shell/telnet.lua
>c/socket
-/common/luasocket/linux/socket.h
-/common/luasocket/linux/auxiliar.h
-/common/luasocket/linux/buffer.h
-/common/luasocket/linux/except.h
-/common/luasocket/linux/inet.h
-/common/luasocket/linux/io.h
-/common/luasocket/linux/luasocket.h
-/common/luasocket/linux/options.h
-/common/luasocket/linux/select.h
-/common/luasocket/linux/tcp.h
-/common/luasocket/linux/timeout.h
-/common/luasocket/linux/udp.h
-/common/luasocket/linux/unix.h
-/common/luasocket/linux/usocket.h
-/common/luasocket/linux/auxiliar.c
-/common/luasocket/linux/buffer.c
-/common/luasocket/linux/except.c
-/common/luasocket/linux/inet.c
-/common/luasocket/linux/io.c
-/common/luasocket/linux/luasocket.c
-/common/luasocket/linux/options.c
-/common/luasocket/linux/select.c
-/common/luasocket/linux/tcp.c
-/common/luasocket/linux/timeout.c
-/common/luasocket/linux/udp.c
-/common/luasocket/linux/unix.c
-/common/luasocket/linux/usocket.c
>socket
-/common/luasocket/common/socket/ftp.lua
-/common/luasocket/common/socket/http.lua
-/common/luasocket/common/socket/smtp.lua
-/common/luasocket/common/socket/tp.lua
-/common/luasocket/common/socket/url.lua
-/common/luasocket/linux/socket/platform.lua
>c/telnet
-/common/shell/common/telnet/actions.h
-/common/shell/common/telnet/buffers.h
-/common/shell/common/telnet/editor.h
-/common/shell/common/telnet/history.h
-/common/shell/common/telnet/teel.h
-/common/shell/common/telnet/telnet.h
-/common/shell/common/telnet/teel_internal.h
-/common/shell/common/telnet/actions.c
-/common/shell/common/telnet/buffers.c
-/common/shell/common/telnet/editor.c
-/common/shell/common/telnet/history.c
-/common/shell/common/telnet/teel.c
-/common/shell/common/telnet/telnet.c
]]
-- Interpret the script string:
-- create the necessary directories and perform file copies.
-- Actual operations are performed through `os.execute`,
-- and any execution error will halt the Lua script.
--
function process_script(script)
local target
for op, arg in script :gmatch "([^\r\n])([^\r\n]*)" do
local cmd
if op==">" then
target = arg
cmd = "mkdir -p "..target
elseif op=="-" then
cmd = "cp "..root..arg.." "..target.."/"
elseif op=="#" then
-- pass the comment
else
error "Invalid script"
end
print (cmd)
assert(0==os.execute(cmd))
end
end
process_script(script)
|
local sql = read_file_in_plugin_dir("sequences.sql")
local key = "sequences"
local function check(host, unix_ts)
local result = storage:query(sql, host, unix_ts)
if not(result.rows[1] == nil) and not(result.rows[1][1] == nil) then
local sequence_name, remaining_capacity = result.rows[1][1], result.rows[1][2]
local jsonb = {
host = host,
key = key,
created_at = get_last_created_at(host, key, unix_ts),
custom_details ={sequence_name=sequence_name, remaining_capacity=remaining_capacity}
}
local jsonb, err = json.encode(jsonb)
if err then error(err) end
storage:insert_metric({ host = host, plugin = plugin_name, json = jsonb })
end
end
return check
|
azura_black_ethereum = class({})
--------------------------------------------------------------------------------
-- Ability Start
function azura_black_ethereum:OnSpellStart()
-- unit identifier
local caster = self:GetCaster()
local target = self:GetCursorTarget()
-- get references
local max_target = self:GetSpecialValueFor("max_target")
local damage = self:GetSpecialValueFor("damage_tooltip")
local search_radius = self:GetSpecialValueFor("search_radius")
local bolt_per_unit = self:GetSpecialValueFor("bolt_per_unit")
local modifier_name = "modifier_azura_multishot_crossbow"
-- find affected targets
local enemies = FindUnitsInRadius(
caster:GetTeamNumber(), -- int, your team number
target:GetOrigin(), -- point, center point
nil, -- handle, cacheUnit. (not known)
search_radius, -- float, radius. or use FIND_UNITS_EVERYWHERE
DOTA_UNIT_TARGET_TEAM_ENEMY, -- int, team filter
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, -- int, type filter
0, -- int, flag filter
FIND_CLOSEST, -- int, order filter
false -- bool, can grow cache
)
-- prepare damageTable
local damageTable = {
victim = target,
attacker = caster,
damage_type = DAMAGE_TYPE_MAGICAL,
damage = damage,
ability = self, --Optional.
}
-- prepare modifier
local modifier = caster:FindModifierByNameAndCaster(modifier_name, caster)
-- for each affected targets, up until max_target
local hit_target = 0
for _,enemy in pairs(enemies) do
-- end if hits max_target
if hit_target >= max_target then break end
-- Apply Damage
damageTable.victim = enemy
ApplyDamage(damageTable)
-- Increase bolt charges
if modifier~=nil then
modifier:AddStack( bolt_per_unit )
end
-- increase hit target
hit_target = hit_target + 1
-- play effects
self:PlayEffects2( enemy )
end
self:PlayEffects()
end
--------------------------------------------------------------------------------
-- Effects
function azura_black_ethereum:PlayEffects()
-- get resources
local sound_cast = "Hero_ShadowShaman.EtherShock.Cast"
-- -- play effects
-- local nFXIndex = ParticleManager:CreateParticle( particle_target, PATTACH_WORLDORIGIN, nil )
-- ParticleManager:SetParticleControl( nFXIndex, 0, target:GetOrigin() )
-- ParticleManager:SetParticleControl( nFXIndex, 1, target:GetOrigin() )
-- ParticleManager:ReleaseParticleIndex( nFXIndex )
-- play sounds
EmitSoundOn( sound_cast, self:GetCaster() )
end
function azura_black_ethereum:PlayEffects2( target )
-- get resources
local particle_cast = "particles/units/heroes/hero_shadowshaman/shadowshaman_ether_shock.vpcf"
local sound_target = "Hero_ShadowShaman.EtherShock.Target"
-- play effects
local nFXIndex = ParticleManager:CreateParticle( particle_cast, PATTACH_CUSTOMORIGIN, nil );
ParticleManager:SetParticleControlEnt( nFXIndex, 0, self:GetCaster(), PATTACH_POINT_FOLLOW, "attach_attack1", self:GetCaster():GetOrigin() + Vector( 0, 0, 96 ), true );
ParticleManager:SetParticleControlEnt( nFXIndex, 1, target, PATTACH_POINT_FOLLOW, "attach_hitloc", target:GetOrigin(), true );
ParticleManager:ReleaseParticleIndex( nFXIndex );
-- play sounds
EmitSoundOn( sound_target, target )
end
|
Config = {}
Config.PlateLetters = 4
Config.PlateNumbers = 4
Config.PlateUseSpace = false
Config.SpawnVehicle = true -- TRUE if you want spawn vehicle when buy
Config.TestDrive = true -- TRUE if you want enable test drive
Config.TestDriveTime = 10 -- TIME in SEC
Config.Build2060 = true
Config.Locale = 'en'
|
--[[--------------------------------------------------------------------------
Copyright (c) 2009-2021, Google LLC
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of Google LLC nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL Google LLC BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--]]--------------------------------------------------------------------------
local upb = require("lupb")
upb.generated_pool = upb.DefPool()
local module_metatable = {
__index = function(t, k)
local package = t._filedef:package()
if package then
k = package .. "." .. k
end
local pool = upb.generated_pool
local def = pool:lookup_msg(k) or pool:lookup_enum(k)
local v = nil
if def and def:file():name() == t._filedef:name() then
v = def
t[k] = v
end
return v
end
}
function upb._generated_module(desc_string)
local file = upb.generated_pool:add_file(desc_string)
local module = {_filedef = file}
setmetatable(module, module_metatable)
return module
end
return upb
|
--[[
Copyright 2017 wrxck <[email protected]>
This code is licensed under the MIT. See LICENSE for details.
]]
local statistics = {}
local mattata = require('mattata')
local redis = require('mattata-redis')
function statistics:init()
statistics.help = [[/statistics - Shows statistical information about the current chat's top ten users (ordered by message count). Alias: /stats.]]
end
function statistics.get_name(user)
if user.name then
return user.name
end
local text = ''
if user.first_name then
text = user.first_name .. ' '
end
if user.last_name then
text = text .. user.last_name
end
return text
end
function statistics.get_messages(id, chat)
local info = {}
local user = redis:hgetall('user:' .. id)
info.messages = tonumber(
redis:get('messages:' .. id .. ':' .. chat)
) or 0
info.name = statistics.get_name(user)
return info
end
function statistics.get_statistics(chat, title, total)
local hash = 'chat:' .. chat .. ':users'
local users = redis:smembers(hash)
local user_info = {}
for i = 1, #users do
local id = users[i]
local user = statistics.get_messages(
id,
chat
)
table.insert(
user_info,
user
)
end
table.sort(
user_info,
function(a, b)
if a.messages and b.messages then
return a.messages > b.messages
end
end
)
local total = 0
for n, user in pairs(user_info) do
local message_count = user_info[n].messages
total = total + message_count
end
local text = ''
local output = {}
for i = 1, 10 do
table.insert(
output,
user_info[i]
)
end
for k, v in pairs(output) do
local message_count = v.messages
local percent = tostring(
mattata.round(
(message_count / total) * 100,
1
)
)
text = text .. mattata.escape_html(v.name) .. ': <b>' .. mattata.comma_value(message_count) .. '</b> [' .. percent .. '%]\n'
end
if text == nil or text == '' then
return 'No messages have been sent in this chat!'
end
return '<b>Statistics for:</b> ' .. mattata.escape_html(title) .. '\n\n' .. text .. '\n<b>Total messages sent:</b> ' .. mattata.comma_value(total)
end
function statistics:process_message(message)
if message.left_chat_member then
redis:srem(
'chat:' .. message.chat.id .. ':users',
message.left_chat_member.id
)
return message
end
if message.from.name then
redis:hset(
'user:' .. message.from.id,
'name', message.from.name
)
end
if message.from.first_name then
redis:hset(
'user:' .. message.from.id,
'first_name', message.from.first_name
)
end
if message.from.last_name then
redis:hset(
'user:' .. message.from.id, 'last_name',
message.from.last_name
)
end
if message.chat.type ~= 'private' then
redis:sadd(
'chat:' .. message.chat.id .. ':users',
message.from.id
)
end
redis:incr('messages:' .. message.from.id .. ':' .. message.chat.id)
return message
end
function statistics:on_message(message)
if message.chat.type == 'private' then
return
end
return mattata.send_message(
message.chat.id,
statistics.get_statistics(
message.chat.id,
message.chat.title,
message.message_id
),
'html'
)
end
return statistics
|
---
-- Created by IntelliJ IDEA.
-- @author [email protected]
-- @copyright 2012 임창진
--
local storyboard = require("storyboard")
local PS = require("classes.ParticleSugar").instance()
local scene = storyboard.newScene()
function scene:createScene(event)
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene(event)
storyboard.removeAll()
local group = self.view
display.newText(group, "effect 1",20,20,native.systemFont, 24)
----------- particle begin -------------
Runtime:addEventListener('enterFrame', PS )
local dustEm = PS:newEmitter{
name="em1",
x=0,y=0,
rotation=0,
visible=true,
loop=false,
autoDestroy=false
}
dustEm:setParentGroup(group)
dustEm.x = 160
dustEm.y = 160
PS:newParticleType{
name="starPt",prop={
scaleStart = 1,
scaleVariation = 0,
velocityStart = 60,
velocityVariation = 30,
rotationStart = 0,
rotationVariation = 0,
directionVariation = 360,
killOutsideScreen = false,
lifeTime = 500,
alphaStart = 1,
fadeOutSpeed = -2,
fadeOutDelay = 150,
imagePath={
"image/s1.png",
},
imageWidth=10,
imageHeight=10,
}
}
PS:attachParticleType("em1", "starPt", 50, 300, 0)
----------- particle end -------------
-- button --
local caption = display.newText(group, "Prev",20,420,native.systemFont, 24)
caption:addEventListener('touch',function(event)
if event.phase == 'ended' then
storyboard.gotoScene("scene.effect6")
end
end)
local caption1 = display.newText(group, "start emit",100,420,native.systemFont, 24)
caption1:addEventListener('touch',function()
PS:startEmitter('em1')
end)
local caption2 = display.newText(group, "Next",240,420,native.systemFont, 24)
caption2:addEventListener('touch',function(event)
if event.phase == 'ended' then
storyboard.gotoScene("scene.effect2")
end
end)
-- button end --
end
-- Called when scene is about to move offscreen:
function scene:exitScene(event)
local group = self.view
Runtime:removeEventListener('enterFrame', PS )
PS:cleanUp()
end
-- If scene's view is removed, scene:destroyScene() will be called just prior to:
function scene:destroyScene(event)
local group = self.view
collectgarbage('collect')
end
-----------------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
-----------------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener("createScene", scene)
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener("enterScene", scene)
-- "exitScene" event is dispatched whenever before next scene's transition begins
scene:addEventListener("exitScene", scene)
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener("destroyScene", scene)
-----------------------------------------------------------------------------------------
return scene
|
local ffi = require "ffi"
local ffi_cdef = ffi.cdef
ffi_cdef[[
typedef struct ripemd160_ctx {
uint32_t state[5];
uint64_t count;
uint8_t block[64];
unsigned int index;
} RIPEMD160_CTX;
]]
|
local net_ReadEntity = net.ReadEntity
local net_ReadString = net.ReadString
local net_ReadUInt = net.ReadUInt
local net_Receive = net.Receive
local tostring = tostring
local isnumber = isnumber
local IsValid = IsValid
PLib:Precache_G("net.Start", net.Start)
local net_Start = PLib:Get_G("net.Start")
local math_random = math.random
local SysTime = SysTime
local nets = {}
local function checkNetStart(name, timeout)
if (timeout != nil) then
local lastNet = nets[name]
if (lastNet != nil) then
if (nets[name] == false) then return false end
if (lastNet[2] > math_random(22, 28)) then
nets[name] = false
return false
end
if (SysTime() - lastNet) < timeout then
nets[name] = {SysTime(), lastNet[2] + 1}
return false
end
end
lastNet = {SysTime(), 0}
end
return true
end
function net.Start(name, unreliable, timeout, tag)
if (checkNetStart(tag or name, timeout) == false) then
Error("Too frequent requests to server!")
end
net_Start(name, unreliable)
end
local matOptions = PLib["MatPresets"]["Pic"]
local acts = {
[0] = function()
PLib["Achievements"] = {}
for tag, tbl in pairs(net.ReadCompressTable() or {}) do
if (tbl != nil) then
local mat = tbl[2]
if (mat != nil) then
tbl[2] = (isnumber(mat) and PLib:GetStandardAchievementIcon(mat) or Material(mat, matOptions))
end
PLib["Achievements"][tostring(tag)] = tbl
end
end
end,
[1] = function()
local ply = net_ReadEntity()
if IsValid(ply) then
local id = net_ReadString()
ply:GotAchievement(id)
if (ply == LocalPlayer()) then
PLib.AchievementVGUI(id)
end
end
end,
[2] = function()
end,
[3] = function()
local url = net_ReadString()
if url == "" then
PLib["ServerLogo"] = nil
else
PLib["ServerLogo"] = Material(url, matOptions)
end
RunConsoleCommand("plib_logo_update")
end,
[4] = function()
local NETCALL = PLib["NetCallback"]
NETCALL:Run(net_ReadString(), net.ReadCompressTable())
end,
[5] = function()
PLib:SetServerName(net_ReadString())
end,
}
net_Receive("PLib", function(len)
local act = acts[net_ReadUInt(3)]
if (act != nil) then
act()
end
end)
|
local uv = require('uv')
local parseUrl = require('url').parse
local connect = require('coro-net').connect
local tlsWrap = require('coro-tls').wrap
local rex = require('rex')
local getaddrinfo = require('./utils').getaddrinfo
local httpCodec = require('http-codec')
local wrapper = require('coro-wrapper')
local httpAuth = require('./http-auth')
local os = require('os')
local function parseProps(data, string)
for key, value in string:gmatch('([^ ";=]+)="([^"]+)"') do
data[key] = value
end
for key, value in string:gmatch('([^ ";=]+)=([^ ";=]+)') do
data[key] = value
end
end
local function readBody(read)
local body = ""
for chunk in read do
if not chunk then return end
if #chunk == 0 then return body end
body = body .. chunk
end
end
local months = {
Jan = 1, Feb = 2, Mar = 3, Apr = 4, May = 5, Jun = 6,
Jul = 7, Aug = 8, Sep = 9, Oct = 10, Nov = 11, Dec = 12,
}
local function parseDate(date)
-- parses dates like: Apr 28 15:31:07 2016 GMT
local pattern = "(%a+) (%d+) (%d+):(%d+):(%d+) (%d+) (%a+)"
local month, day, hour, min, sec, year, tz = date:match(pattern)
month = months[month]
-- TODO: account for timezone to get accurate timestamp
return os.time({
year = year,
month = month,
day = day,
hour = hour,
min = min,
sec = sec
}), tz
end
--[[
--------------------------------- Attributes ---------------------------------
target: String
hostname or ip address
timeout: Uint32
timeout in ms
--------------------------------- Config Params --------------------------------
url: URL / String between 1 and 8096 characters long Target URL
auth_password: Optional / String between 1 and 255 characters long Optional auth password
auth_user: Optional / String between 1 and 255 characters long Optional auth user
body: Optional / String between 1 and 255 characters long Body match regular expression (body is limited to 100k)
body_matches: Optional / Hash
Body match regular expressions (body is limited to 100k, matches are truncated
to 80 characters)
Hash [String,String between 1 and 50 characters long,String matching the regex
/^[-_ a-z0-9]+$/i:String,String between 1 and 255 characters long]
Array or object with number of items between 0 and 4
follow_redirects: Optional / Boolean Follow redirects (default: true)
headers: Optional / Hash
Arbitrary headers which are sent with the request.
Hash [String between 1 and 50 characters : String between 1 and 50 characters]
Array or object with number of items between 0 and 10.
A value which is not one of: content-length, user-agent, host, connection,
keep-alive, transfer-encoding, upgrade
method: Optional / String / One of (HEAD, GET, POST, PUT, DELETE, INFO) HTTP
method (default: GET)
payload: Optional / String between 0 and 1024 characters long
Specify a request body (limited to 1024 characters). If following a redirect,
payload will only be sent to first location
------------------------------------- Metrics ----------------------------------
body_match: String
The string representing the body match specified in a remote.http check.
body_match_one: String
The string representing a single body_matches value specified in a remote.http
check. This metrics are only present when using a body_matches option. one is
the actual key you have specified for the body_matches option.
body_match_two: String
The string representing a single body_matches value specified in a remote.http
check. This metrics are only present when using a body_matches option. two is
the actual key you have specified for the body_matches option.
bytes: Int32
The number of bytes returned from a response payload.
cert_end: Uint32
The absolute timestamp in seconds for the certificate expiration. This is only
available when performing a check on an HTTPS server.
cert_end_in: Int32
The relative timestamp in seconds til certification expiration. This is only
available when performing a check on an HTTPS server.
cert_error: String
A string describing a certificate error in our validation. This is only
available when performing a check on an HTTPS server.
cert_issuer: String
The issue string for the certificate. This is only available when performing a
check on an HTTPS server.
cert_start: Uint32
The absolute timestamp of the issue of the certificate. This is only available
when performing a check on an HTTPS server.
cert_subject: String
The subject of the certificate. This is only available when performing a check
on an HTTPS server.
cert_subject_alternative_names: String
The alternative name for the subject of the certificate. This is only
available when performing a check on an HTTPS server.
code: String
The status code returned.
duration: Uint32
The time took to finish executing the check in milliseconds.
truncated: Uint32
The number of bytes that the result was truncated by.
tt_connect: Uint32
The time to connect measured in milliseconds.
tt_firstbyte: Uint32
The time to first byte measured in milliseconds.
----------------------------------------------------------------------------]]--
return function (attributes, config, register, set)
local start = uv.now()
local body
local read, write, socket, req, res
local redirects_left = config.follow_redirects and 100 or 0
local cookies = {}
local function request(urlString, authProps)
local url = parseUrl(urlString, true)
-- Get host and ip from url, fallback to attributes
local ssl = url.protocol == "https"
local port = tonumber(url.port) or ssl and 443 or 80
local host = url.hostname or attributes.target
-- Resolve hostname and record time spent
local ip = assert(getaddrinfo(host, port, attributes.family))
set("tt_resolve", uv.now() - start)
set("ip", ip)
set("port", port)
-- Connect to TCP port and record time spent
read, write, socket = assert(connect {
host = ip,
port = port
})
set("tt_connect", uv.now() - start)
register(socket)
if ssl then
read, write, ssl = tlsWrap(read, write, {})
set("tt_ssl", uv.now() - start)
local cert = ssl:peer()
local expires = parseDate(cert:notafter())
set("cert_end", expires)
set("cert_end_in", expires - os.time())
set("cert_start", parseDate(cert:notbefore()))
set("cert_issuer", tostring(cert:issuer()))
set("cert_subject", tostring(cert:subject()))
-- TODO: cert_subject_alternative_names
-- TODO: cert_error
end
read = wrapper.reader(read, httpCodec.decoder())
write = wrapper.writer(write, httpCodec.encoder())
req = {
method = config.method or "GET",
path = url.path,
{"Host", url.host},
{"User-Agent", "Rackspace Monitoring Agent"},
}
local cookieList = {}
for key, value in pairs(cookies) do
if value:match(" ") then
value = '"' .. value .. '"'
end
cookieList[#cookieList + 1] = key .. '=' .. value
end
if #cookieList > 0 then
req[#req + 1] = {"Cookie", table.concat(cookieList, ", ")}
end
if config.auth_user and config.auth_password then
local auth = httpAuth(config.auth_user, config.auth_password, authProps)
req[#req + 1] = {"Authorization", auth}
end
if config.payload then
req[#req + 1] = {"Content-Length", #config.payload}
end
if config.headers then
for key, value in pairs(config.headers) do
req[#req + 1] = {key, value}
end
end
-- p(req)
write(req)
if config.payload then
write(config.payload)
end
write("")
res = read()
-- p(res)
set("tt_firstbyte", uv.now() - start)
set("code", res.code)
if not authProps and tonumber(res.code) == 401 then
for i = 1, #res do
local name = res[i][1]:lower()
if name == "set-cookie" then
parseProps(cookies, res[i][2])
elseif name == "www-authenticate" then
local challenge = res[i][2]
if challenge:match("^Digest ") then
authProps = {
method = req.method,
uri = req.path,
body = readBody(read)
}
parseProps(authProps, challenge)
end
end
end
if authProps then
return request(urlString, authProps)
end
end
if redirects_left > 0 and tonumber(res.code) == 301 and res.location then
redirects_left = redirects_left - 1
write()
return request(res.location)
end
end
request(config.url)
body = readBody(read)
-- p(body)
local bytes = #body
set("bytes", bytes)
if bytes > 100000 then
body = body:sub(1, 100000)
end
set("truncated", bytes - #body)
if config.body then
set("body_match", rex.match(body, config.body))
end
if config.body_matches then
for key, reg in pairs(config.body_matches) do
set("body_match_" .. key, rex.match(body, reg))
end
end
-- TODO: finish HTTP check
set("duration", uv.now() - start)
end
|
---Find primes smaller than this number:
LIMIT=100000
primes={}
---Checks to see if a number is prime or not
function isPrime(n)
for i, prime in pairs(primes) do
if prime*2 > n then break end
if (n%prime == 0) then return end
end
table.insert(primes, n)
end
---Print all the prime numbers within range
for i=2,LIMIT do
isPrime(i)
end
print(#primes)
|
--- Utility module for loading files into tables and
-- saving tables into files.
-- Implemented separately to avoid interdependencies,
-- as it is used in the bootstrapping stage of the cfg module.
--module("luarocks.persist", package.seeall)
local persist = {}
package.loaded["luarocks.persist"] = persist
local util = require("luarocks.util")
--- Load a Lua file containing assignments, storing them in a table.
-- The global environment is not propagated to the loaded file.
-- @param filename string: the name of the file.
-- @param tbl table or nil: if given, this table is used to store
-- loaded values.
-- @return table or (nil, string): a table with the file's assignments
-- as fields, or nil and a message in case of errors.
function persist.load_into_table(filename, tbl)
assert(type(filename) == "string")
assert(type(tbl) == "table" or not tbl)
local result, chunk, ran, err
result = tbl or {}
local globals = {}
local globals_mt = {
__index = function(t, n)
globals[n] = true
return rawget(t, n)
end
}
local save_mt = getmetatable(result)
setmetatable(result, globals_mt)
if _VERSION == "Lua 5.1" then -- Lua 5.1
chunk, err = loadfile(filename)
if chunk then
setfenv(chunk, result)
ran, err = pcall(chunk)
end
else -- Lua 5.2
chunk, err = loadfile(filename, "t", result)
if chunk then
ran, err = pcall(chunk)
end
end
setmetatable(result, save_mt)
if not chunk then
if err:sub(1,5) ~= filename:sub(1,5) then
return false, err
end
return nil, "Error loading file: "..err
end
if not ran then
return nil, "Error running file: "..err
end
return result, globals
end
local write_table
--- Write a value as Lua code, invoking write_table.
-- This function handles only numbers, strings and tables
-- are keys (tables are handled recursively).
-- @param out userdata: a file object, open for writing.
-- @param v: the value to be written.
-- @param level number: the indentation level
-- @param sub_order table: optional prioritization table
-- @see write_table
local function write_value(out, v, level, sub_order)
if type(v) == "table" then
write_table(out, v, level + 1, sub_order)
elseif type(v) == "string" then
if v:match("\n") then
local open, close = "[[", "]]"
local equals = 0
while v:find(open,1,true) or v:find(close,1,true) do
equals = equals + 1
local eqs = ("="):rep(equals)
open, close = "["..eqs.."[", "]"..eqs.."]"
end
out:write(open.."\n"..v..close)
else
out:write("\""..v:gsub("\"", "\\\"").."\"")
end
else
out:write(tostring(v))
end
end
--- Write a table as Lua code representing a table to disk
-- (that is, in curly brackets notation).
-- This function handles only numbers, strings and tables
-- are keys (tables are handled recursively).
-- @param out userdata: a file object, open for writing.
-- @param tbl table: the table to be written.
-- @param level number: the indentation level
-- @param field_order table: optional prioritization table
write_table = function(out, tbl, level, field_order)
out:write("{")
local sep = "\n"
local indentation = " "
local indent = true
local i = 1
for k, v, sub_order in util.sortedpairs(tbl, field_order) do
out:write(sep)
if indent then
for n = 1,level do out:write(indentation) end
end
sep = ",\n"
indent = true
if type(k) == "number" then
if k ~= i then
out:write("["..tostring(k).."]=")
else
i = i + 1
end
indent = false
sep = ", "
elseif type(k) == "table" then
out:write("[")
write_table(out, k, level + 1)
out:write("] = ")
else
if k:match("^[a-zA-Z_][a-zA-Z0-9_]*$") then
out:write(k.." = ")
else
out:write("['"..k:gsub("'", "\\'").."'] = ")
end
end
write_value(out, v, level, sub_order)
end
if sep ~= "\n" then
out:write("\n")
for n = 1,level-1 do out:write(indentation) end
end
out:write("}")
end
--- Writes a table to an io-like object.
-- @param out userdata: a file object, open for writing.
-- @param tbl table: the table to be written.
-- @param field_order table: optional prioritization table
-- @return userdata The file object originally passed in as the `out` parameter.
local function write_table(out, tbl, field_order)
for k, v, sub_order in util.sortedpairs(tbl, field_order) do
out:write(k.." = ")
write_value(out, v, 0, sub_order)
out:write("\n")
end
return out
end
--- Save the contents of a table to a string.
-- Each element of the table is saved as a global assignment.
-- Only numbers, strings and tables (containing numbers, strings
-- or other recursively processed tables) are supported.
-- @param tbl table: the table containing the data to be written
-- @param field_order table: an optional array indicating the order of top-level fields.
-- @return string
function persist.save_from_table_to_string(tbl, field_order)
local out = {buffer = {}}
function out:write(data) table.insert(self.buffer, data) end
write_table(out, tbl, field_order)
return table.concat(out.buffer)
end
--- Save the contents of a table in a file.
-- Each element of the table is saved as a global assignment.
-- Only numbers, strings and tables (containing numbers, strings
-- or other recursively processed tables) are supported.
-- @param filename string: the output filename
-- @param tbl table: the table containing the data to be written
-- @param field_order table: an optional array indicating the order of top-level fields.
-- @return boolean or (nil, string): true if successful, or nil and a
-- message in case of errors.
function persist.save_from_table(filename, tbl, field_order)
local out = io.open(filename, "w")
if not out then
return nil, "Cannot create file at "..filename
end
write_table(out, tbl, field_order)
out:close()
return true
end
return persist
|
workspace "SBXS"
language "D"
configurations { "Test" }
location "build"
filter "configurations:Test"
flags { "UnitTest", "CodeCoverage" }
optimize "Off"
project "UnitTests"
kind "ConsoleApp"
files {"src/run_unit_tests.d", "src/sbxs/**.d"}
targetdir "build"
|
--[[
-- Clone table format
["CLONED GAME ID"] = {
[CLONE REVISION] = { id = "ORIGINAL GAME ID", version = REVISION }
}
]]
return {
["GTME01"] = {
[2] = { id = "GALE01", version = 2 }, -- UnclePunch Training Mode
},
["MNCE02"] = {
[2] = { id = "GALE01", version = 2 }, -- Melee Netplay Community Build
},
["SDRE32"] = {
[3] = { id = "GALE01", version = 2 }, -- SSBM SD Remix
},
["RSBE01"] = {
-- Brawl versions 1.0, 1.1 have the same memory locations for controller data as 1.2
[0] = { id = "RSBE01", version = 2 }, -- Super Smash Bros. Brawl (v1.0)
[1] = { id = "RSBE01", version = 2 }, -- Super Smash Bros. Brawl (v1.1)
},
["G2ME0R"] = {
[0] = { id = "G2ME01", version = 0 }, -- Metroid Prime 2: Echoes Randomizer
},
["KHPE01"] = {
[0] = { id = "GKYE01", version = 0 }, -- Kirby Air Ride Hack Pack
},
["GZLE99"] = {
[0] = { id = "GZLE01", version = 0 }, -- The Legend of Zelda: The Wind Waker Randomizer
},
["GALJ01"] = {
[0] = { id = "GALE01", version = 0 }, -- Dairantou Smash Brothers DX (Japan) (v1.0)
[1] = { id = "GALE01", version = 1 }, -- Dairantou Smash Brothers DX (Japan) (v1.1)
[2] = { id = "GALE01", version = 2 }, -- Dairantou Smash Brothers DX (Japan) (v1.2)
},
}
|
-- mod-version:2 -- lite-xl 2.0
local core = require "core"
local style = require "core.style"
local command = require "core.command"
local keymap = require "core.keymap"
local DocView = require "core.docview"
local config = require "core.config"
-- Colors can be configured as follows:
-- underline color = `style.bracketmatch_color`
-- bracket color = `style.bracketmatch_char_color`
-- background color = `style.bracketmatch_block_color`
-- frame color = `style.bracketmatch_frame_color`
config.plugins.bracketmatch = {
highligh_both = true, -- highlight the current bracket too
style = "underline", -- can be "underline", "block", "frame", "none"
color_char = false, -- color the bracket
line_size = math.ceil(1 * SCALE), -- the size of the lines used in "underline" and "frame"
}
local bracket_maps = {
-- [ ] ( ) { }
{ [91] = 93, [40] = 41, [123] = 125, direction = 1 },
-- ] [ ) ( } {
{ [93] = 91, [41] = 40, [125] = 123, direction = -1 },
}
local function get_token_at(doc, line, col)
local column = 0
for _,type,text in doc.highlighter:each_token(line) do
column = column + #text
if column >= col then return type, text end
end
end
local function get_matching_bracket(doc, line, col, line_limit, open_byte, close_byte, direction)
local end_line = line + line_limit * direction
local depth = 0
while line ~= end_line do
local byte = doc.lines[line]:byte(col)
if byte == open_byte and get_token_at(doc, line, col) ~= "comment" then
depth = depth + 1
elseif byte == close_byte and get_token_at(doc, line, col) ~= "comment" then
depth = depth - 1
if depth == 0 then return line, col end
end
local prev_line, prev_col = line, col
line, col = doc:position_offset(line, col, direction)
if line == prev_line and col == prev_col then
break
end
end
end
local state = {}
local select_adj = 0
local function update_state(line_limit)
line_limit = line_limit or math.huge
-- reset if we don't have a document (eg. DocView isn't focused)
local doc = core.active_view.doc
if not doc then
state = {}
return
end
-- early exit if nothing has changed since the last call
local line, col = doc:get_selection()
local change_id = doc:get_change_id()
if state.doc == doc and state.line == line and state.col == col
and state.change_id == change_id and state.limit == line_limit then
return
end
-- find matching bracket if we're on a bracket
local line2, col2
for _, map in ipairs(bracket_maps) do
for i = 0, -1, -1 do
local line, col = doc:position_offset(line, col, i)
local open = doc.lines[line]:byte(col)
local close = map[open]
if close and get_token_at(doc, line, col) ~= "comment" then
-- i == 0 if the cursor is on the left side of a bracket (or -1 when on right)
select_adj = i + 1 -- if i == 0 then select_adj = 1 else select_adj = 0 end
line2, col2 = get_matching_bracket(doc, line, col, line_limit, open, close, map.direction)
goto found
end
end
end
::found::
-- update
state = {
change_id = change_id,
doc = doc,
line = line,
col = col,
line2 = line2,
col2 = col2,
limit = line_limit,
}
end
local update = DocView.update
function DocView:update(...)
update(self, ...)
update_state(100)
end
local function redraw_char(dv, x, y, line, col, bg_color, char_color)
local x1 = x + dv:get_col_x_offset(line, col)
local x2 = x + dv:get_col_x_offset(line, col + 1)
local lh = dv:get_line_height()
local token = get_token_at(dv.doc, line, col)
if not char_color then
char_color = style.syntax[token]
end
local font = style.syntax_fonts[token] or dv:get_font()
local char = string.sub(dv.doc.lines[line], col, col)
if not bg_color then
-- redraw background
core.push_clip_rect(x1, y, x2 - x1, lh)
local dlt = DocView.draw_line_text
DocView.draw_line_text = function() end
dv:draw_line_body(line, x, y)
DocView.draw_line_text = dlt
core.pop_clip_rect()
else
renderer.draw_rect(x1, y, x2 - x1, lh, bg_color)
end
renderer.draw_text(font, char, x1, y + dv:get_line_text_y_offset(), char_color)
end
local function draw_decoration(dv, x, y, line, col)
local conf = config.plugins.bracketmatch
local color = style.bracketmatch_color or style.syntax["function"]
local char_color = style.bracketmatch_char_color
or (conf.style == "block" and style.background or style.syntax["keyword"])
local block_color = style.bracketmatch_block_color or style.line_number2
local frame_color = style.bracketmatch_frame_color or style.line_number2
local h = conf.line_size
if conf.color_char or conf.style == "block" then
redraw_char(dv, x, y, line, col,
conf.style == "block" and block_color, conf.color_char and char_color)
end
if conf.style == "underline" then
local x1 = x + dv:get_col_x_offset(line, col)
local x2 = x + dv:get_col_x_offset(line, col + 1)
local lh = dv:get_line_height()
renderer.draw_rect(x1, y + lh - h, x2 - x1, h, color)
elseif conf.style == "frame" then
local x1 = x + dv:get_col_x_offset(line, col)
local x2 = x + dv:get_col_x_offset(line, col + 1)
local lh = dv:get_line_height()
renderer.draw_rect(x1, y + lh - h, x2 - x1, h, frame_color)
renderer.draw_rect(x1, y, x2 - x1, h, frame_color)
renderer.draw_rect(x1, y, h, lh, frame_color)
renderer.draw_rect(x2, y, h, lh, frame_color)
end
end
local draw_line_text = DocView.draw_line_text
function DocView:draw_line_text(idx, x, y)
draw_line_text(self, idx, x, y)
if self.doc == state.doc and state.line2 then
if idx == state.line2 then
draw_decoration(self, x, y, idx, state.col2)
end
if idx == state.line and config.plugins.bracketmatch.highligh_both then
draw_decoration(self, x, y, idx, state.col + select_adj - 1)
end
end
end
command.add("core.docview", {
["bracket-match:move-to-matching"] = function()
update_state()
if state.line2 then
core.active_view.doc:set_selection(state.line2, state.col2)
end
end,
["bracket-match:select-to-matching"] = function()
update_state()
if state.line2 then
core.active_view.doc:set_selection(state.line, state.col, state.line2, state.col2 + select_adj)
end
end,
})
keymap.add {
["ctrl+m"] = "bracket-match:move-to-matching",
["ctrl+shift+m"] = "bracket-match:select-to-matching",
}
|
gen_medium_win_s01_loot_deed = {
minimumLevel = 0,
maximumLevel = -1,
customObjectName = "Medium Generic House, Style 1 (Windowed) Blueprint",
directObjectTemplate = "object/tangible/loot/loot_schematic/gen_md_win_01_loot_schem.iff",
craftingValues = {
},
customizationStringNames = {},
customizationValues = {}
}
addLootItemTemplate("gen_medium_win_s01_loot_deed", gen_medium_win_s01_loot_deed)
|
local loader = function(loader, ...)
local record = require"_cqueues.dns.record"
for k, v in pairs(record.class) do
if type(k) == "string" then
record[k] = v
end
end
for k, v in pairs(record.type) do
if type(k) == "string" then
record[k] = v
end
end
for k, v in pairs(require"cqueues.dns.packet".section) do
if type(k) == "string" then
record[k] = v
end
end
return record
end
return loader(loader, ...)
|
local constants = require("constants")
local styles = data.raw["gui-style"].default
styles.rb_list_box_item = {
type = "button_style",
parent = "list_box_item",
left_padding = 4,
right_padding = 4,
horizontally_squashable = "on",
horizontally_stretchable = "on",
disabled_graphical_set = styles.list_box_item.default_graphical_set,
disabled_font_color = styles.list_box_item.default_font_color
}
styles.rb_last_selected_list_box_item = {
type = "button_style",
parent = "rb_list_box_item",
default_font_color = constants.colors.yellow.tbl,
disabled_font_color = constants.colors.yellow.tbl
}
styles.rb_unresearched_list_box_item = {
type = "button_style",
parent = "rb_list_box_item",
default_font_color = constants.colors.unresearched.tbl,
disabled_font_color = constants.colors.unresearched.tbl
}
styles.rb_table_button = {
type = "button_style",
parent = "rb_list_box_item",
horizontally_stretchable = "off",
horizontally_squashable = "off",
top_margin = -3,
right_margin = -8,
bottom_margin = -5,
left_margin = -8,
}
-- FLOW STYLES
styles.rb_main_frame_flow = {
type = "horizontal_flow_style",
horizontal_spacing = 12
}
styles.rb_main_info_pane_flow = {
type = "vertical_flow_style",
vertical_spacing = 8
}
styles.rb_quick_ref_content_flow = {
type = "vertical_flow_style",
bottom_padding = 12,
left_padding = 12,
right_padding = 0,
top_padding = 6
}
styles.rb_search_content_flow = {
type = "vertical_flow_style",
padding = 12,
top_padding = 8,
vertical_spacing = 10
}
styles.rb_warning_flow = {
type = "vertical_flow_style",
padding = 12,
horizontal_align = "center",
vertical_align = "center",
vertical_spacing = 8,
horizontally_stretchable = "on",
vertically_stretchable = "on",
}
-- FRAME STYLES
styles.rb_main_info_frame = {
type = "frame_style",
parent = "inside_shallow_frame",
width = 450
}
styles.rb_search_results_frame = {
type = "frame_style",
parent = "deep_frame_in_shallow_frame",
height = 28 * 18,
width = 250,
horizontally_stretchable = "on"
}
styles.rb_search_results_subheader_frame = {
type = "frame_style",
parent = "subheader_frame",
height = 28,
horizontally_stretchable = "on",
horizontal_flow_style = {
type = "horizontal_flow_style",
horizontal_align = "center"
}
}
styles.rb_subheader_frame = {
type = "frame_style",
parent = "subheader_frame",
height = 0, -- Negate the height requirement
minimal_height = 36
}
styles.rb_quick_ref_content_frame = {
type = "frame_style",
parent = "inside_shallow_frame",
width = 224
}
styles.rb_slot_table_frame = {
type = "frame_style",
parent = "slot_button_deep_frame",
maximal_height = 200,
natural_height = 40,
width = 40 * 5
}
styles.rb_settings_category_frame = {
type = "frame_style",
parent = "bordered_frame",
horizontally_stretchable = "on",
right_padding = 8
}
styles.rb_inside_warning_frame = {
type = "frame_style",
parent = "inside_shallow_frame",
graphical_set = {
base = {
position = {17, 0}, corner_size = 8,
center = {position = {411, 25}, size = {1, 1}},
draw_type = "outer"
},
shadow = default_inner_shadow
}
}
styles.rb_inside_deep_frame_under_tabs = {
type = "frame_style",
parent = "invisible_frame",
graphical_set = {
base = {
center = {position = {42, 8}, size = {1, 1}},
top = {position = {93, 0}, size = {1, 8}},
draw_type = "outer"
},
shadow = {
top = {position = {191, 128}, size = {1, 8}},
tint = hard_shadow_color,
scale = 0.5,
draw_type = "inner"
}
}
}
-- LABEL STYLES
styles.rb_hyperlink_label = {
type = "label_style",
-- parent = "hyperlink_label",
font_color = {110, 179, 255},
hovered_font_color = {154, 250, 255},
}
styles.rb_table_label = {
type = "label_style",
font = "default-semibold",
horizontally_stretchable = "on"
}
styles.rb_toolbar_label = {
type = "label_style",
parent = "subheader_caption_label",
-- left_padding = 4,
horizontally_squashable = "on"
}
styles.rb_unresearched_toolbar_label = {
type = "label_style",
parent = "rb_toolbar_label",
font_color = constants.colors.unresearched.tbl,
}
styles.rb_slot_label = {
type = "label_style",
parent = "count_label",
height = 36,
width = 35,
vertical_align = "bottom",
horizontal_align = "right",
right_padding = 3
}
styles.rb_slot_label_top = {
type = "label_style",
parent = "rb_slot_label",
vertical_align = "top",
top_padding = 3
}
styles.rb_list_box_label = {
type = "label_style",
parent = "bold_label",
bottom_padding = 2
}
-- LINE STYLES
styles.rb_dark_line = {
type = "line_style",
horizontally_stretchable = "on",
left_margin = -8,
right_margin = -8,
top_margin = -2,
bottom_margin = -2,
border = {
border_width = 8,
horizontal_line = {filename = "__RecipeBook__/graphics/dark-line.png", size = {1, 8}}
}
}
-- SCROLL PANE STYLES
styles.rb_list_box_scroll_pane = {
type = "scroll_pane_style",
parent = "list_box_scroll_pane",
graphical_set = {
shadow = default_inner_shadow
},
vertical_flow_style = {
type = "vertical_flow_style",
vertical_spacing = 0,
horizontally_stretchable = "on"
}
}
styles.rb_page_scroll_pane = {
type = "scroll_pane_style",
parent = "flib_naked_scroll_pane_no_padding",
vertical_flow_style = {
type = "vertical_flow_style",
padding = 12,
top_padding = 8,
vertical_spacing = 8
}
}
styles.rb_search_results_scroll_pane = {
type = "scroll_pane_style",
parent = "rb_list_box_scroll_pane",
vertically_stretchable = "on"
-- height = 28 * constants.search_results_visible_items
}
-- styles.rb_settings_content_scroll_pane = {
-- type = "scroll_pane_style",
-- parent = "rb_naked_scroll_pane",
-- vertical_flow_style = {
-- type = "vertical_flow_style",
-- padding = 4
-- }
-- }
-- TABLE STYLES
styles.rb_info_table = {
type = "table_style",
parent = "mods_table",
top_margin = -6, -- To hide the strange first row styling
bottom_margin = 1,
top_cell_padding = 1,
bottom_cell_padding = 3,
column_alignments = {
{column = 1, alignment = "middle-left"},
{column = 2, alignment = "middle-right"},
}
}
-- TEXTFIELD STYLES
styles.rb_search_textfield = {
type = "textbox_style",
parent = "flib_widthless_textfield",
horizontally_stretchable = "on",
}
styles.rb_search_invalid_textfield = {
type = "textbox_style",
parent = "flib_widthless_invalid_textfield",
horizontally_stretchable = "on",
}
|
--AUTOCOMPLETE FOR IDEA DO NOT REMOVE OR REQUIRE
---@class DRAW_PIXELS
drawpixels = {}
---Method for drawing circle:
function drawpixels.circle(buffer_info, pox_x, pox_y, diameter, red, green, blue, alpha)end
---Method for drawing filled circle:
function drawpixels.filled_circle(buffer_info, pos_x, pos_y, diameter, red, green, blue, alpha) end
---Method for drawing rectangle:
function drawpixels.rect(buffer_info, pos_x, pos_y, rect_width, rect_height, red, green, blue, alpha) end
---Method for drawing filled rectangle:
function drawpixels.filled_rect(buffer_info, pos_x, pos_y, rect_width, rect_height, red, green, blue, alpha, angle) end
---Fill buffer with the color:
function drawpixels.fill(buffer_info, red, green, blue, alpha) end
---Draw a line between two points:
function drawpixels.line(buffer_info, x0, y0, x1, y1, red, green, blue, alpha) end
---Draw a pixel:
function drawpixels.pixel(buffer_info, x, y, red, green, blue, alpha) end
---Read color from a position in the buffer:
function drawpixels.color(buffer_info, x, y) end
return
|
local naughty = require("naughty")
local xresources = require("beautiful.xresources")
local dpi = xresources.apply_dpi
local gears = require("gears")
local theme_path = string.format("%s/.config/awesome/themes/%s/", os.getenv("HOME"), "something")
local theme = {}
------------
-- colors --
------------
theme.font = "SFMono Nerd Font 10"
theme.font_medium = "SFMono Nerd Font 13"
theme.font_big = "SFMono Nerd Font 15"
theme.primary = "#11171d"
theme.primary_dark = "#0c1115"
theme.secondary = "#1d262d"
theme.secondary_bright = "#1f2931"
theme.foreground = "#a8a8a8"
theme.foreground_dark = "#575064"
theme.foreground_bright = "#ffffff"
theme.red = "#8c6983"
theme.green = "#828793"
theme.yellow = "#888293"
theme.blue = "#918795"
theme.magenta = "#92a28e"
theme.cyan = "#7d8f8c"
theme.progress_bar_normal = theme.blue
theme.progress_bar_off = theme.red
theme.bg_normal = theme.primary
theme.bg_focus = theme.secondary
theme.bg_urgent = theme.red
theme.bg_minimize = theme.primary_dark
theme.bg_systray = theme.bg_normal
theme.fg_normal = theme.foreground
theme.fg_focus = theme.foreground_bright
theme.fg_urgent = theme.foreground_bright
theme.fg_minimize = theme.foreground
theme.useless_gap = dpi(10)
theme.border_width = 0
theme.border_normal = theme.secondary
theme.border_focus = theme.secondary_bright
theme.border_marked = theme.red
theme.wibar_bg = theme.bg_normal
theme.wibar_fg = theme.fg_normal
theme.bg_systray = theme.secondary
theme.systray_icon_spacing = dpi(12)
theme.tag_non_empty = theme.foreground
theme.tag_empty = theme.secondary
theme.tag_ind = theme.secondary_bright
theme.tag_hover = "#ffffff"
theme.volume_color_normal = "#398a4e"
theme.volume_color_high = "#8a395b"
theme.volume_color_muted = "#353d45"
-----------
-- bling --
-----------
theme.flash_focus_start_opacity = 0.8
theme_flash_focus_step = 0.1
theme.tag_preview_client_opacity = 1
theme.tag_preview_client_bg = theme.primary
theme.tag_preview_widget_bg = theme.primary
theme.tag_preview_widget_border_color = theme.secondary
theme.tag_preview_client_border_color = theme.secondary
theme.tag_preview_client_border_width = 0
theme.tag_preview_widget_border_width = 0
theme.tag_preview_widget_border_radius = 5
theme.tag_preview_client_border_radius = 5
-------------------
-- notifications --
-------------------
theme.notification_max_height = dpi(80)
theme.notification_bg = theme.primary
theme.notification_fg = theme.foreground
naughty.config.padding = 20
naughty.config.spacing = 10
naughty.config.defaults.border_width = dpi(0)
naughty.config.defaults.margin = 15
-----------------
-- other stuff --
-----------------
theme.menu_submenu_icon = theme_path.."submenu.png"
theme.menu_height = dpi(28)
theme.menu_width = dpi(180)
theme.menu_font = theme.font
theme.corner_radius = 10
theme.bar_corner_radius = 22
theme.wallpaper = theme_path.."background.png"
theme.layout_fairh = theme_path.."layouts/fairhw.png"
theme.layout_fairv = theme_path.."layouts/fairvw.png"
theme.layout_floating = theme_path.."layouts/floatingw.png"
theme.layout_magnifier = theme_path.."layouts/magnifierw.png"
theme.layout_max = theme_path.."layouts/maxw.png"
theme.layout_fullscreen = theme_path.."layouts/fullscreenw.png"
theme.layout_tilebottom = theme_path.."layouts/tilebottomw.png"
theme.layout_tileleft = theme_path.."layouts/tileleftw.png"
theme.layout_tile = theme_path.."layouts/tilew.png"
theme.layout_tiletop = theme_path.."layouts/tiletopw.png"
theme.layout_spiral = theme_path.."layouts/spiralw.png"
theme.layout_dwindle = theme_path.."layouts/dwindlew.png"
theme.layout_cornernw = theme_path.."layouts/cornernww.png"
theme.layout_cornerne = theme_path.."layouts/cornernew.png"
theme.layout_cornersw = theme_path.."layouts/cornersww.png"
theme.layout_cornerse = theme_path.."layouts/cornersew.png"
return theme
|
-- @Author:pandayu
-- @Version:1.0
-- @DateTime:2018-09-09
-- @Project:pandaCardServer CardGame
-- @Contact: QQ:815099602
local model = require "game.model.role_model"
local CTask = require "game.model.role.task"
local config = require "game.template.task"
local countMgr = require "game.model.countMgr"
local timetool = require "include.timetool"
local CMail = require "game.model.role.mail"
local math_floor = math.floor
local table_insert =table.insert
local table_remove = table.remove
local _M = model:extends()
_M.class = "role.tasklist"
_M.push_name = "tasklist"
_M.changed_name_in_role = "tasklist"
local cjson = require "include.cjson"
_M.is_list = true
_M.child_model = CTask
_M.is_key_num = true
function _M:__up_version()
_M.super.__up_version(self)
end
function _M:on_time_up()
self.tocs = self:init_tocs()
end
function _M:init_tocs()
return {}
end
--[[function _M:init_tocs()
local tocs = {}
for id,task in pairs(self.data) do
local proto = config:get(id)
if proto and proto.type and proto.subtype then -- and not config:check_arry(tocs[proto.type],proto.subtype)
--if task:get_status() ~= 3 then
tocs[proto.type] = tocs[proto.type] or {};
table_insert(tocs[proto.type],proto.subtype)
--end
end
end
ngx.log(ngx.ERR,"tocs:",cjson.encode(tocs))
return tocs
end]]--
function _M:init()
--ngx.log(ngx.ERR,self.class,":22222222=:",self.push_name)
self.triggerlist = {}
self.chains = {}
self.ids = {}
for id,v in pairs(self.data) do
local trigger_id = config:get_trigger_id(id)
if trigger_id then
self.triggerlist[trigger_id] = self.triggerlist[trigger_id] or {}
table_insert(self.triggerlist[trigger_id],v)
end
local chain_id = config:get_chain_id(id)
if chain_id and chain_id > 0 then self.chains[chain_id] = id end
self.ids[id] = 1
end
self:refresh()
end
function _M:get_client_data()
local data = _M.super.get_client_data(self)
data.p = self.tocs
data.fundnum = countMgr:get_type_count(countMgr.type.fund)
return data
end
function _M:add_tasks()
local ids = config:get_ids(self.chains,self.ids)
for i,id in ipairs(ids) do
if not self.data[id] and config:check_condition(self.role,config:get_active_condition(id)) then
self:append(id)
end
end
end
function _M:refresh()
for id,task in pairs(self.data) do
if task:failed() then
if not config:is_task_end(id) then
if not self:accept_next_task(task,id) then
task:set_s(4)
end
else self:remove(id) end
else
local rs = task:trigger(0)
if rs then self:accept_next_task(task,id) end
end
end
self:add_tasks()
local last_tocs = self.tocs
self.tocs = self:init_tocs()
if last_tocs ~= self.tocs then
self:update_p(self.tocs)
end
local last_fundnum = self.fundnum
self.fundnum = countMgr:get_type_count(countMgr.type.fund)
if last_fundnum ~= self.fundnum then
self:update_fundnum(self.fundnum)
end
end
function _M:on_level_up()
self:init()
end
function _M:on_vip_up()
--self:refresh()
end
function _M:on_time_up()
self:init()
end
function _M:update_p()
end
function _M:update_fundnum()
end
function _M:new_task(pid)
return CTask:new(self.role,{p=pid,g=0,s=1},pid)
end
function _M:append(pid,ltime)
self.max_id = self.max_id + 1
local task = self:new_task(pid,ltime)
_M.super.append(self,pid,task)
local trigger_id = config:get_trigger_id(pid)
self.triggerlist[trigger_id] = self.triggerlist[trigger_id] or {}
table_insert(self.triggerlist[trigger_id],task)
local chain_id = config:get_chain_id(pid)
if chain_id and chain_id >0 then self.chains[chain_id] = pid end
self.ids[pid] = 1
task:trigger(0)
end
function _M:remove(id)
local trigger_id = config:get_trigger_id(id)
if self.triggerlist[trigger_id] then
for k,v in ipairs(self.triggerlist[trigger_id]) do
if v == id then table_remove(self.triggerlist[trigger_id],k) end
end
end
local chain_id = config:get_chain_id(id)
if chain_id then self.chains[chain_id] = nil end
self.ids[id] = nil
_M.super.remove(self,id)
end
function _M:finish(id)
local task = self:get(id)
if not task then return false end
local profit,newtask = task:finish()
if self.role and profit then
self.role:gain_resource(profit)
end
self:accept_next_task(task,id,newtask)
return true,profit
end
function _M:accept_next_task(task,id,newtask)
local set_newtask =false
if not newtask then newtask = config:get_next_task(id,task.data.g) end
if newtask and newtask > 0 and config:check_condition(self.role,config:get_active_condition(newtask)) then
if newtask == id then
else
self:remove(id)
if math_floor(newtask / 1000) == config.total_pay_day then self:append(newtask,timetool:get_hour_time(0))
else self:append(newtask) end
end
set_newtask =true
end
return set_newtask
end
function _M:trigger(trigger_id,value,...)
if not self.triggerlist[trigger_id] then return false end
for id,task in ipairs(self.triggerlist[trigger_id]) do
local rs = task:trigger(value,...)
-- ngx.log(ngx.ERR,"trigger_id:",trigger_id," id:",id, "task.p",task.data.p)
local task_id = task.data.p
if rs then self:accept_next_task(task,task_id,newtask)
elseif config:is_send_mail(task_id) and task:can_finish() then self:send_mail(task_id,task) end
end
end
function _M:get_schedule(id)
local task = self:get(id)
if not task then return 0 end
return task:get_schedule()
end
function _M:send_mail(id,task)
local mail = {
t = 1,
s = 0,
h = config:get_name(id) or "",
c = config:get_des(id) or "",
p = config:get_profit(id) or {},
}
self.role:receive_mail(CMail:new(nil,mail))
local profit,newtask = task:finish()
self:accept_next_task(task,id,newtask)
if math_floor(id / 1000) == config.total_pay_day then self:trigger(config.trigger_type.pay_daynum,1) end
end
return _M
|
AddCSLuaFile()
if CLIENT then
SWEP.PrintName = "MP5"
SWEP.Author = "DarkRP Developers"
SWEP.Slot = 2
SWEP.SlotPos = 0
SWEP.IconLetter = "x"
killicon.AddFont("weapon_mp52", "CSKillIcons", SWEP.IconLetter, Color(255, 80, 0, 255))
end
SWEP.Base = "weapon_cs_base2"
SWEP.Spawnable = true
SWEP.AdminOnly = false
SWEP.Category = "DarkRP (Weapon)"
SWEP.ViewModel = "models/weapons/cstrike/c_smg_mp5.mdl"
SWEP.WorldModel = "models/weapons/w_smg_mp5.mdl"
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.HoldType = "smg"
SWEP.Primary.Sound = Sound("Weapon_MP5Navy.Single")
SWEP.Primary.Recoil = 0.5
SWEP.Primary.Damage = 15
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.005
SWEP.Primary.ClipSize = 32
SWEP.Primary.Delay = 0.08
SWEP.Primary.DefaultClip = 32
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "smg1"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.IronSightsPos = Vector(-5.3, -7, 2.1)
SWEP.IronSightsAng = Vector(0.9, 0.1, 0)
|
local _0_0 = nil
do
local name_23_0_ = "conjure.client.clojure.nrepl"
local loaded_23_0_ = package.loaded[name_23_0_]
local module_23_0_ = nil
if ("table" == type(loaded_23_0_)) then
module_23_0_ = loaded_23_0_
else
module_23_0_ = {}
end
module_23_0_["aniseed/module"] = name_23_0_
module_23_0_["aniseed/locals"] = (module_23_0_["aniseed/locals"] or {})
module_23_0_["aniseed/local-fns"] = (module_23_0_["aniseed/local-fns"] or {})
package.loaded[name_23_0_] = module_23_0_
_0_0 = module_23_0_
end
local function _1_(...)
_0_0["aniseed/local-fns"] = {require = {a = "conjure.aniseed.core", action = "conjure.client.clojure.nrepl.action", bridge = "conjure.bridge", config = "conjure.client.clojure.nrepl.config", eval = "conjure.eval", mapping = "conjure.mapping", nvim = "conjure.aniseed.nvim", str = "conjure.aniseed.string"}}
return {require("conjure.aniseed.core"), require("conjure.client.clojure.nrepl.action"), require("conjure.bridge"), require("conjure.client.clojure.nrepl.config"), require("conjure.eval"), require("conjure.mapping"), require("conjure.aniseed.nvim"), require("conjure.aniseed.string")}
end
local _2_ = _1_(...)
local a = _2_[1]
local action = _2_[2]
local bridge = _2_[3]
local config = _2_[4]
local eval = _2_[5]
local mapping = _2_[6]
local nvim = _2_[7]
local str = _2_[8]
do local _ = ({nil, _0_0, nil})[2] end
local buf_suffix = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = ".cljc"
_0_0["buf-suffix"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["buf-suffix"] = v_23_0_
buf_suffix = v_23_0_
end
local comment_prefix = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = "; "
_0_0["comment-prefix"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["comment-prefix"] = v_23_0_
comment_prefix = v_23_0_
end
local config0 = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = config
_0_0["config"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["config"] = v_23_0_
config0 = v_23_0_
end
local context = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = nil
local function context0(header)
local _3_0 = header
if _3_0 then
local _4_0 = string.match(_3_0, "%(%s*ns%s+(.-)%)")
if _4_0 then
local _5_0 = string.gsub(_4_0, "%^:.-%s+", "")
if _5_0 then
local _6_0 = string.gsub(_5_0, "%^%b{}%s+", "")
if _6_0 then
local _7_0 = str.split(_6_0, "%s+")
if _7_0 then
return a.first(_7_0)
else
return _7_0
end
else
return _6_0
end
else
return _5_0
end
else
return _4_0
end
else
return _3_0
end
end
v_23_0_0 = context0
_0_0["context"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["context"] = v_23_0_
context = v_23_0_
end
local eval_file = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = nil
local function eval_file0(opts)
return action["eval-file"](opts)
end
v_23_0_0 = eval_file0
_0_0["eval-file"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["eval-file"] = v_23_0_
eval_file = v_23_0_
end
local eval_str = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = nil
local function eval_str0(opts)
return action["eval-str"](opts)
end
v_23_0_0 = eval_str0
_0_0["eval-str"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["eval-str"] = v_23_0_
eval_str = v_23_0_
end
local doc_str = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = nil
local function doc_str0(opts)
return action["doc-str"](opts)
end
v_23_0_0 = doc_str0
_0_0["doc-str"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["doc-str"] = v_23_0_
doc_str = v_23_0_
end
local def_str = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = nil
local function def_str0(opts)
return action["def-str"](opts)
end
v_23_0_0 = def_str0
_0_0["def-str"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["def-str"] = v_23_0_
def_str = v_23_0_
end
local completions = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = nil
local function completions0(opts)
return action.completions(opts)
end
v_23_0_0 = completions0
_0_0["completions"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["completions"] = v_23_0_
completions = v_23_0_
end
local on_filetype = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = nil
local function on_filetype0()
mapping.buf("n", config0.mappings.disconnect, "conjure.client.clojure.nrepl.server", "disconnect")
mapping.buf("n", config0.mappings["connect-port-file"], "conjure.client.clojure.nrepl.action", "connect-port-file")
mapping.buf("n", config0.mappings.interrupt, "conjure.client.clojure.nrepl.action", "interrupt")
mapping.buf("n", config0.mappings["last-exception"], "conjure.client.clojure.nrepl.action", "last-exception")
mapping.buf("n", config0.mappings["result-1"], "conjure.client.clojure.nrepl.action", "result-1")
mapping.buf("n", config0.mappings["result-2"], "conjure.client.clojure.nrepl.action", "result-2")
mapping.buf("n", config0.mappings["result-3"], "conjure.client.clojure.nrepl.action", "result-3")
mapping.buf("n", config0.mappings["view-source"], "conjure.client.clojure.nrepl.action", "view-source")
mapping.buf("n", config0.mappings["session-clone"], "conjure.client.clojure.nrepl.action", "clone-current-session")
mapping.buf("n", config0.mappings["session-fresh"], "conjure.client.clojure.nrepl.action", "clone-fresh-session")
mapping.buf("n", config0.mappings["session-close"], "conjure.client.clojure.nrepl.action", "close-current-session")
mapping.buf("n", config0.mappings["session-close-all"], "conjure.client.clojure.nrepl.action", "close-all-sessions")
mapping.buf("n", config0.mappings["session-list"], "conjure.client.clojure.nrepl.action", "display-sessions")
mapping.buf("n", config0.mappings["session-next"], "conjure.client.clojure.nrepl.action", "next-session")
mapping.buf("n", config0.mappings["session-prev"], "conjure.client.clojure.nrepl.action", "prev-session")
mapping.buf("n", config0.mappings["session-select"], "conjure.client.clojure.nrepl.action", "select-session-interactive")
mapping.buf("n", config0.mappings["session-type"], "conjure.client.clojure.nrepl.action", "display-session-type")
mapping.buf("n", config0.mappings["run-all-tests"], "conjure.client.clojure.nrepl.action", "run-all-tests")
mapping.buf("n", config0.mappings["run-current-ns-tests"], "conjure.client.clojure.nrepl.action", "run-current-ns-tests")
mapping.buf("n", config0.mappings["run-alternate-ns-tests"], "conjure.client.clojure.nrepl.action", "run-alternate-ns-tests")
mapping.buf("n", config0.mappings["run-current-test"], "conjure.client.clojure.nrepl.action", "run-current-test")
mapping.buf("n", config0.mappings["refresh-changed"], "conjure.client.clojure.nrepl.action", "refresh-changed")
mapping.buf("n", config0.mappings["refresh-all"], "conjure.client.clojure.nrepl.action", "refresh-all")
mapping.buf("n", config0.mappings["refresh-clear"], "conjure.client.clojure.nrepl.action", "refresh-clear")
nvim.ex.command_("-nargs=+ -buffer ConjureConnect", bridge["viml->lua"]("conjure.client.clojure.nrepl.action", "connect-host-port", {args = "<f-args>"}))
nvim.ex.command_("-nargs=1 -buffer ConjureShadowSelect", bridge["viml->lua"]("conjure.client.clojure.nrepl.action", "shadow-select", {args = "<f-args>"}))
nvim.ex.command_("-nargs=1 -buffer ConjurePiggieback", bridge["viml->lua"]("conjure.client.clojure.nrepl.action", "piggieback", {args = "<f-args>"}))
nvim.ex.command_("-nargs=0 -buffer ConjureOutSubscribe", bridge["viml->lua"]("conjure.client.clojure.nrepl.action", "out-subscribe", {}))
nvim.ex.command_("-nargs=0 -buffer ConjureOutUnsubscribe", bridge["viml->lua"]("conjure.client.clojure.nrepl.action", "out-unsubscribe", {}))
return action["passive-ns-require"]()
end
v_23_0_0 = on_filetype0
_0_0["on-filetype"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["on-filetype"] = v_23_0_
on_filetype = v_23_0_
end
local on_load = nil
do
local v_23_0_ = nil
do
local v_23_0_0 = nil
local function on_load0()
nvim.ex.augroup("conjure_clojure_nrepl_cleanup")
nvim.ex.autocmd_()
nvim.ex.autocmd("VimLeavePre *", bridge["viml->lua"]("conjure.client.clojure.nrepl.server", "disconnect", {}))
nvim.ex.augroup("END")
return action["connect-port-file"]()
end
v_23_0_0 = on_load0
_0_0["on-load"] = v_23_0_0
v_23_0_ = v_23_0_0
end
_0_0["aniseed/locals"]["on-load"] = v_23_0_
on_load = v_23_0_
end
return nil
|
--the goal
--[[spawn weather entity checker to instantly fall to ground to find a column to spawn snow in
create table for snow to spawn
when player enters new node spawn new entities
create column of snow
repeat
when player goes out radius delete particlespawner
]]
--radius of rain
local rad = 7
weather = 2
local weather_table = {}
local weather_particle_table = {}
local weather_timer = 0
local update_timer = 0.25
local weather_change_timer = 0
local weather_change_goal = math.random(200,400)
minetest.register_globalstep(function(dtime)
if weather == 0 then return end
weather_timer = weather_timer + dtime
local update_weather = false
if weather_timer > update_timer then
weather_timer = 0
update_weather = true
end
weather_change_timer = weather_change_timer + dtime
if weather_change_timer > weather_change_goal then
weather_change_goal = math.random(200,400)
weather = math.random(0,2)
print("weather changed to "..weather)
weather_change_timer = 0
end
for _,player in ipairs(minetest.get_connected_players()) do
--get center of node position
local pos = vector.floor(vector.add(player:get_pos(),0.5))
local name = player:get_player_name()
local test_table = {}
--build an environment map upside down
if update_weather == true then --or (weather_table[name] and not vector.equals(pos,weather_table[name])) then
--clear particle spawners
if weather_particle_table[name] and table.getn(weather_particle_table[name]) > 0 then
for _,id in ipairs(weather_particle_table[name]) do
--print("delete old pas")
minetest.delete_particlespawner(id)
end
end
weather_particle_table[name] = {}
for x = -rad,rad do
test_table[x] = {}
for z = -rad,rad do
test_table[x][z] = {}
--set a high point
local high = pos.y+rad
--try to get the lowest point
for y = rad,-rad,-1 do
local ipos = vector.add(pos,vector.new(x,y,z)) --index position
local light = minetest.get_node_light(ipos, 0.5)
if light == 15 then
--set a new low if the point
if pos.y+y < high then
--print("new y is "..y)
test_table[x][z] = pos.y + y
end
else
break
end
end
end
end
end
if table.getn(test_table) > 0 then
--generate new table for particlspawener ids
if not weather_particle_table[name] then
weather_particle_table[name] = {}
end
for x = -rad,rad do
for z = -rad,rad do
if test_table and test_table[x] and test_table[x][z] and type(test_table[x][z]) == "number" then
--create particle columns
--print("THE LOW FOR X "..x.." Z "..z.." IS: "..test_table[x][z])
local id
if weather == 1 then
id = minetest.add_particlespawner({
amount = 1,
time = 0,
minpos = {x=pos.x+x-0.5,y=test_table[x][z],z=pos.z+z-0.5},
maxpos = {x=pos.x+x+0.5,y=pos.y+rad,z=pos.z+z+0.5},
minvel = {x=0, y=-25, z=0},
maxvel = {x=0, y=-25, z=0},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 1,
minsize = 4,
maxsize = 6,
collisiondetection = true,
collision_removal = true,
object_collision = true,
vertical = true,
texture = "rain.png",
playername = name,
})
elseif weather == 2 then
id = minetest.add_particlespawner({
time = 0,
amount = 1,
minpos = {x=pos.x+x-0.5,y=test_table[x][z],z=pos.z+z-0.5},
maxpos = {x=pos.x+x+0.5,y=pos.y+rad,z=pos.z+z+0.5},
minvel = {x=0, y=-1, z=0},
maxvel = {x=0, y=-3, z=0},
minacc = {x=-1, y=0, z=-1},
maxacc = {x=1, y=0, z=1},
minexptime = 1,
maxexptime = 2,
minsize = 2,
maxsize = 3,
collisiondetection = true,
collision_removal = true,
object_collision = true,
vertical = true,
texture = "snow.png",
playername = name,
})
end
table.insert(weather_particle_table[name],id)
end
end
end
end
--store the table
weather_table[name] = pos
end
end)
--a hook for other mods to use
function delete_weather_particle_spawners()
--delete particle spawners
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if weather_particle_table[name] and table.getn(weather_particle_table[name]) > 0 then
for _,id in ipairs(weather_particle_table[name]) do
minetest.delete_particlespawner(id)
end
end
weather_particle_table[name] = {}
end
end
|
local socket = require "levent.socket"
local levent = require "levent.levent"
local seri = require "levent.tpseri"
local dns = require "levent.dns"
local mt = {}
mt.__index = mt
BUFLEN = 4096
mt.get_base_header = function(self)
local start_pos, end_pos
while true do
self.client_buffer = self.client_buffer .. self.client:recv(BUFLEN)
start_pos, end_pos = self.client_buffer:find("\n")
if start_pos then
break
end
end
base_header = self.client_buffer:sub(1, start_pos)
local result = {}
for i in string.gmatch(base_header, "%S+") do
table.insert(result, i)
end
self.client_buffer = self.client_buffer:sub(start_pos + 1, -1)
return table.unpack(result)
end
mt.connect_target = function(self, host)
local i = host:find(":")
local port
if not i then
port = 80
else
host = host:sub(1, i)
port = tonumber(host:sub(i,-1))
end
local ips, err = dns.resolve(host)
local ip = ips[1]
self.target, err = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.target:connect(ip, port)
end
mt.method_CONNECT = function(self)
print("enter method connect")
self.path = self.path:sub(8, -1)
local i = self.path:find("/")
local host = self.path:sub(1, i - 1)
local path = self.path:sub(i, -1)
self:connect_target(host)
self.target:sendall("HTTP/1.1 200 Connection established\n Proxy-agent: 0.0.1\n\n")
self.client_buffer = ""
self:flush_two_socket()
end
mt.keep_request = function(self)
print("keep request")
while true do
local req, err = self.client:recv(BUFLEN)
if req and #req > 0 then
self.target:sendall(req)
else
break
end
end
end
mt.keep_resp = function(self)
print("keep resp")
while true do
local resp, err = self.target:recv(BUFLEN)
if resp and #resp > 0 then
self.client:sendall(resp)
else
break
end
end
end
mt.flush_two_socket = function(self)
levent.spawn(self.keep_resp, self)
levent.spawn(self.keep_request, self)
levent.sleep(1)
end
mt.method_others = function(self)
self.path = self.path:sub(8, -1)
local i = self.path:find("/")
local host = self.path:sub(1, i - 1)
local path = self.path:sub(i, -1)
self:connect_target(host)
local first_data = string.format("%s %s %s\r\n", self.method, path, self.protocol)..self.client_buffer
print(string.format("%q", first_data))
self.target:sendall(first_data)
self:flush_two_socket()
end
local other_method = {
OPTIONS=1,
GET = 1,
HEAD = 1,
POST=1,
PUT=1,
DELETE=1,
TRACE=1,
}
mt.handle = function(self, csock)
self.client = csock
self.client_buffer = ""
self.timeout = timeout
self.method, self.path, self.protocol = self:get_base_header()
print(self.method, self.path, self.protocol)
if self.method == "CONNECT" then
self:method_CONNECT()
elseif other_method[self.method] then
self:method_others()
end
self.client:close()
self.target:close()
print("close all socket")
end
local sock, err = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
assert(sock, errmsg)
print("bind:", sock:bind("0.0.0.0", 8858))
print("listen:", sock:listen())
function start_server()
while true do
local csock, err = sock:accept()
if not csock then
print("accept failed:", err)
break
end
print("new conn from:", csock:getpeername())
local a = {}
setmetatable(a, mt)
levent.spawn(a.handle, a, csock)
end
end
levent.start(start_server)
|
---@class ItemBoostGroup
local ItemBoostGroup = {
ID = "",
Entries = {},
Limit = -1,
Applied = 0,
Chance = 100,
Type = "ItemBoostGroup"
}
ItemBoostGroup.__index = ItemBoostGroup
---@param boost ItemBoost
---@param vars table
local function SetVars(boost, vars)
if vars ~= nil then
if vars.Limit ~= nil then boost.Limit = vars.Limit end
if vars.Chance ~= nil then boost.Chance = vars.Chance end
end
end
---@param id string
---@param entries table
---@param vars table|nil
---@return ItemBoostGroup
function ItemBoostGroup:Create(id, entries, vars)
local this =
{
ID = id,
Entries = entries,
}
setmetatable(this, self)
SetVars(this, vars)
return this
end
---@type ItemBoostGroup
Classes.ItemBoostGroup = ItemBoostGroup
local function PropertyMatch(itemBoostProp, prop)
if itemBoostProp == nil or itemBoostProp == "" then
return true
else
return itemBoostProp == prop
end
end
---@param itemBoost ItemBoost
---@param stat string
---@param statType string
local function CanAddBoost(itemBoost,stat,statType)
if itemBoost.Limit > 0 and itemBoost.Applied >= itemBoost.Limit then
return false
end
if itemBoost.ObjectCategories ~= nil then
local objectCategory = Ext.StatGetAttribute(stat, "ObjectCategory")
if itemBoost.ObjectCategories[objectCategory] ~= true then
return false
end
end
if statType == "Weapon" then
local weaponType = Ext.StatGetAttribute(stat, "WeaponType")
if itemBoost.WeaponType ~= "" then
if weaponType == itemBoost.WeaponType then
if itemBoost.TwoHanded ~= nil then
local isTwoHanded = Ext.StatGetAttribute(stat, "IsTwoHanded")
if isTwoHanded == "Yes" and itemBoost.TwoHanded == true then
return true
else
return false
end
else
return true
end
else
return false
end
elseif itemBoost.BlockWeaponTypes ~= nil and itemBoost.BlockWeaponTypes[weaponType] == true then
return false
elseif itemBoost.TwoHanded ~= nil then
local isTwoHanded = Ext.StatGetAttribute(stat, "IsTwoHanded")
if isTwoHanded == "Yes" and itemBoost.TwoHanded == true then
return true
else
return false
end
end
end
if PropertyMatch(itemBoost.StatType, statType) then
if itemBoost.SlotType ~= "" then
local slot = Ext.StatGetAttribute(stat, "Slot")
if itemBoost.SlotType == slot or itemBoost.SlotType == "Ring" and slot == "Ring2" then
return true
else
return false
end
end
end
return true
end
---@param itemBoost ItemBoost
local function RollForBoost(itemBoost)
if itemBoost.Chance < 100 and itemBoost.Chance > 0 then
local roll = Ext.Random(1,100)
if roll <= itemBoost.Chance then
return true
end
elseif itemBoost.Chance >= 100 then
return true
end
return false
end
function ItemBoostGroup:ResetApplied()
for i,v in pairs(self.Entries) do
v.Applied = 0
end
end
---@param totalEntries integer
---@return ItemBoost[]
function ItemBoostGroup:GetRandomEntries(totalEntries)
local ranEntries = {}
local shuffled = LeaderLib.Common.ShuffleTable(self.Entries)
local total = 0
while total < totalEntries do
local entry = LeaderLib.Common.GetRandomTableEntry(shuffled)
table.insert(ranEntries, entry)
total = total + 1
end
return ranEntries
end
---@param item string
---@param stat string
---@param statType string
---@param level integer
---@param mod number
---@param noRandomization boolean
---@param limit integer|nil
---@param minAmount integer|nil
---@return ItemBoostGroup
function ItemBoostGroup:Apply(item,stat,statType,level,mod,noRandomization,limit,minAmount)
if limit == nil then
if self.Limit > 0 then
limit = self.Limit
else
limit = 0
end
end
if minAmount == nil then minAmount = 0 end
if limit > 0 and self.Applied >= limit then
self.Applied = 0
return limit
end
if self.Chance < 100 and self.Chance > 0 then
local roll = Ext.Random(1,100)
if roll > self.Chance then
return 0
end
end
local totalApplied = 0
if #self.Entries > 0 then
--LeaderLib.PrintDebug("Applying boosts from group: " .. tostring(self.ID) .. " | Total: " .. tostring(#self.Entries))
if noRandomization == true then
for i,v in pairs(self.Entries) do
if limit > 0 and totalApplied >= limit then
self:ResetApplied()
return totalApplied
end
if CanAddBoost(v, stat, statType) then
if v.MinLevel <= 0 and v.MaxLevel <= 0 then
v:Apply(item,mod)
totalApplied = totalApplied + 1
elseif level >= v.MinLevel and (level <= v.MaxLevel or v.MaxLevel <= 0) then
v:Apply(item,mod)
totalApplied = totalApplied + 1
end
end
end
else
if minAmount > 0 then
local validEntries = {}
for i,v in pairs(self.Entries) do
if CanAddBoost(v, stat, statType) then
if v.MinLevel <= 0 and v.MaxLevel <= 0 or (level >= v.MinLevel and (level <= v.MaxLevel or v.MaxLevel <= 0)) then
table.insert(validEntries, v)
end
end
end
if #validEntries > 1 then
local loopLimit = 0
while totalApplied < minAmount and loopLimit < 50 do
if (limit > 0 and totalApplied >= limit) or #validEntries == 0 then
self:ResetApplied()
return totalApplied
end
---@type ItemBoost
local entry = LeaderLib.Common.GetRandomTableEntry(validEntries)
if CanAddBoost(entry, stat, statType) then
if entry.MinLevel <= 0 and entry.MaxLevel <= 0 or (level >= entry.MinLevel and (level <= entry.MaxLevel or entry.MaxLevel <= 0)) then
if RollForBoost(entry) then
entry:Apply(item,mod)
totalApplied = totalApplied + 1
if entry.Applied >= entry.Limit then
local index = 1
for i,v in ipairs(validEntries) do
if v == entry then
index = i
break
end
end
table.remove(validEntries, index)
end
end
end
end
loopLimit = loopLimit + 1
end
elseif #validEntries == 1 then
local entry = validEntries[1]
if RollForBoost(entry) then
entry:Apply(item,mod)
totalApplied = totalApplied + 1
end
else
self:ResetApplied()
return totalApplied
end
else
for i,v in pairs(self.Entries) do
if limit > 0 and totalApplied >= limit then
self:ResetApplied()
return totalApplied
end
if CanAddBoost(v, stat, statType) then
if v.MinLevel <= 0 and v.MaxLevel <= 0 or (level >= v.MinLevel and (level <= v.MaxLevel or v.MaxLevel <= 0)) then
if RollForBoost(v) then
v:Apply(item,mod)
totalApplied = totalApplied + 1
end
end
end
end
end
end
if totalApplied == 0 then
local shuffled = LeaderLib.Common.ShuffleTable(self.Entries)
for i,v in pairs(shuffled) do
if CanAddBoost(v, stat, statType) then
if v.MinLevel <= 0 and v.MaxLevel <= 0 or (level >= v.MinLevel and (level <= v.MaxLevel or v.MaxLevel <= 0)) then
v:Apply(item,mod)
totalApplied = totalApplied + 1
self:ResetApplied()
return totalApplied
end
end
end
end
end
self:ResetApplied()
return totalApplied
end
|
--[[
This file is a general memory stream interface.
The primary objective is to satisfy the needs of the
truetype parser, but it can be used in general cases.
It differs from the MemoryStream object in that it can't
write, and it has more specific data type reading
convenience calls.
More specifically, all of the numeric reading assumes the
data in the stream is formatted in 'big-endian' order. That
is, the high order bytes come first.
]]
local ffi = require("ffi")
local bit = require("bit")
local bor, lshift = bit.bor, bit.lshift
local min = math.min
--[[
Standard 'object' construct.
__call is implemented so we get a 'constructor'
sort of feel:
binstream(data, size, position)
]]
local binstream = {
bigend = true;
}
setmetatable(binstream, {
__call = function(self, ...)
return self:new(...)
end,
})
local binstream_mt = {
__index = binstream;
}
function binstream.init(self, data, size, position, littleendian)
position = position or 0
--print("SIZE: ", data, size, position, littleendian)
assert(size > 0);
local obj = {
bigend = not littleendian;
data = ffi.cast("uint8_t *", data);
size = tonumber(size);
cursor = tonumber(position);
lineCount = 1;
}
setmetatable(obj, binstream_mt)
return obj
end
function binstream.new(self, data, size, position, littleendian)
return self:init(data, size, position, littleendian);
end
-- get a subrange of the memory stream
-- returning a new memory stream
function binstream.range(self, size, pos)
pos = pos or self.cursor;
if pos < 0 or size < 0 then
return false, "pos or size < 0"
end
if pos > self.size then
return false, "pos > self.size"
end
if ((size > (self.size - pos))) then
return false, "size is greater than remainder";
end
return binstream(self.data+pos, size, 0 , not self.bigend)
end
-- report how many bytes remain to be read
-- from stream
function binstream.remaining(self)
--return tonumber(self.size - self.cursor)
return self.size - self.cursor
end
function binstream.isEOF(self)
return self:remaining() < 1
end
function binstream.getLine(self)
return self.lineCount;
end
function binstream.incrementLineCount(self, n)
n = n or 1;
self.lineCount = self.lineCount + n;
end
-- move to a particular position, in bytes
function binstream.seek(self, pos)
-- if position specified outside of range
-- just set it past end of stream
if (pos > self.size) or (pos < 0) then
self.cursor = self.size
return false, self.cursor;
else
self.cursor = pos;
end
return true;
end
-- Report the current cursor position.
function binstream.tell(self)
return self.cursor;
end
binstream.getPosition = binstream.tell;
-- move the cursor ahead by the amount
-- specified in the offset
-- seek, relative to current position
function binstream.skip(self, offset)
offset = offset or 1;
return self:seek(self.cursor + offset);
end
-- Seek forward to an even numbered byte boundary
-- This could be expanded to seek to next highest
-- alignment, based on any number, defaulting to 2
function binstream.skipToEven(self)
self:skip(self.cursor % 2);
end
function binstream.alignTo(self, num)
self:skip(self.cursor % num)
end
function binstream.getPositionPointer(self)
return self.data + self.cursor;
end
-- get 8 bits, and don't advance the cursor
function binstream.peekOctet(self, offset)
offset = offset or 0
if (self.cursor+offset >= self.size) then
return -1;
end
return self.data[self.cursor+offset];
end
-- get 8 bits, and advance the cursor
function binstream.readOctet(self)
-- check to ensure we don't go beyond end
if (self.cursor >= self.size) then
return false, "EOF";
end
self.cursor = self.cursor + 1;
return self.data[self.cursor-1]
end
-- A pure functional iterator of the octets
-- in the stream.
-- The stream is not affected by subsequent calls
-- to the iterator.
-- The iterator can be started at any given offset
-- indicated by the initial 'state'
function binstream.octets(self, state)
state = state or 0
local function octet_gen(params, state)
--print("STATE: ", state)
-- check to see if we've reach end of stream
if params.size - state < 1 then
return nil;
end
return state+1, params.data[state]
end
return octet_gen, self, state
end
-- Read an integer value
-- The parameter 'n' determines how many bytes to read.
-- 'n' can be up to 8
-- The routine will deal with big or little endian
function binstream.read(self, n)
local v = 0;
local i = 0;
if self:remaining() < n then
return false, "NOT ENOUGH DATA AVAILABLE"
end
if self.bigend then
while (i < n) do
local octet = self:readOctet()
v = bor(lshift(v, 8), octet);
i = i + 1;
end
else
while (i < n) do
v = bor(v, lshift(self:readOctet(), 8*i));
i = i + 1;
end
end
return v;
end
-- BUGBUG, do error checking against end of stream
function binstream.readBytes(self, n, bytes)
if n < 1 then
return false, "must specify more then 0 bytes"
end
-- see how many bytes are remaining to be read
local nActual = min(n, self:remaining())
-- read the minimum between remaining and 'n'
bytes = bytes or ffi.new("uint8_t[?]", nActual)
ffi.copy(bytes, self.data+self.cursor, nActual)
self:skip(nActual)
-- if minimum is less than n, return false, and the number
-- actually read
if nActual < n then
return false, nActual;
end
return bytes, nActual;
end
-- Read bytes and turn into a Lua string
-- Read up to 'n' bytes, or up to a '\0' if
-- 'n' is not specified.
function binstream.readString(self, n)
local str = nil;
--print("BS: ", self:remaining())
if self:isEOF() then
return false, "EOF"
end
if not n then
-- read to null terminator
str = ffi.string(self.data+self.cursor)
--print("binstream, STR: ", str)
self.cursor = self.cursor + #str + 1;
else
-- read a specific number of bytes, turn into Lua string
str = ffi.string(self.data+self.cursor, n)
self.cursor = self.cursor + n;
end
return str;
end
function binstream.readNumber(self, n)
return tonumber(self:read(n));
end
-- Read 8-bit signed integer
function binstream.readInt8(self)
return tonumber(ffi.cast('int8_t', self:read(1)))
end
-- Read 8-bit unsigned integer
function binstream.readUInt8(self)
return tonumber(ffi.cast('uint8_t', self:read(1)))
end
-- Read 16-bit signed integer
function binstream.readInt16(self)
return tonumber(ffi.cast('int16_t', self:read(2)))
end
-- Read 16-bit unsigned integer
function binstream.readUInt16(self)
return tonumber(ffi.cast('uint16_t', self:read(2)))
end
-- Read Signed 32-bit integer
function binstream.readInt32(self)
return tonumber(ffi.cast('int32_t', self:read(4)))
end
-- Read unsigned 32-bit integer
function binstream.readUInt32(self)
return tonumber(ffi.cast('uint32_t', self:read(4)))
end
-- Read signed 64-bit integer
function binstream.readInt64(self)
return tonumber(ffi.cast('int64_t', self:read(8)))
end
-- Read unsigned 64-bit integer
-- we don't convert to a lua number because those
-- can't actually represent the full range of a 64-bit integer
function binstream.readUInt64(self)
local v = 0ULL;
--ffi.cast("uint64_t", 0);
local i = 0;
if self.bigend then
while (i < 8) do
v = bor(lshift(v, 8), self:readOctet());
i = i + 1;
end
else
while (i < 8) do
local byte = ffi.cast("uint64_t",self:readOctet());
local shifted = lshift(byte, 8*i)
v = bor(v, lshift(byte, 8*i));
i = i + 1;
end
end
return v;
end
--[[
Writing to a binary stream
]]
function binstream.writeOctet(self, octet)
if (self.cursor >= self.size) then
return false, "EOF";
end
self.data[self.cursor] = octet;
self.cursor = self.cursor + 1;
return true;
end
function binstream.writeInt(self, value, n)
if self:remaining() < n then
return false, "NOT ENOUGH DATA AVAILABLE"
end
if self.bigend then
local i = n-1;
while (i >= 0) do
self:writeOctet(band(rshift(value,i*8), 0xff))
i = i - 1;
end
else
local i = 0;
while (i < n) do
self:writeOctet(band(rshift(value,i*8), 0xff))
i = i + 1;
end
end
return v;
end
function binstream.writeBytes(self, bytes, n)
n = n or #bytes
if n > self:remaining() then
return false, "Not enough space"
end
ffi.copy(self.data+self.cursor, ffi.cast("const char *", bytes, n))
self:skip(n)
return true;
end
function binstream.writeString(self, str)
return self:writeBytes(str)
end
function binstream.writeInt8(self, n)
return self:writeInt(n, 1);
end
function binstream.writeUInt8(self, n)
return self:writeInt(ffi.cast("uint8_t",n), 1)
end
function binstream.writeInt16(self, n)
return self:writeInt(ffi.cast("int16_t",n), 2);
end
function binstream.writeUint16(self, n)
return self:writeInt(ffi.cast("uint16_t",n), 2);
end
function binstream.writeInt32(self, n)
return self:writeInt(ffi.cast("int32_t",n), 4);
end
function binstream.writeUInt32(self, n)
return self:writeInt(ffi.cast("uint32_t",n), 4);
end
function binstream.writeInt64(self, n)
return self:writeInt(ffi.cast("int64_t",n), 8);
end
function binstream.writeUInt64(self, n)
return self:writeInt(ffi.cast("uint64_t",n), 8);
end
-- Some various fixed formats
function binstream.readFixed(self)
local decimal = self:readInt16();
local fraction = self:readUInt16();
return decimal + fraction / 65535;
end
function binstream.readF2Dot14(self)
return self:readInt16() / 16384;
end
-- Convenient types named in the documentation
binstream.readFWord = binstream.readInt16;
binstream.readUFWord = binstream.readUInt16;
binstream.readOffset16 = binstream.readUInt16;
binstream.readOffset32 = binstream.readUInt32;
binstream.readWORD = binstream.readUInt16;
binstream.readDWORD = binstream.readUInt32;
binstream.readBYTE = binstream.readOctet;
return binstream
|
log = {};
function log.format(...)
local s = "";
local first = true;
for _, v in pairs({...}) do
if first then
s = tostring(v);
first = false;
else
s = s .. " " .. tostring(v);
end
end
return s;
end
function log.critical(...)
obe.Debug.critical(log.format(...));
end
function log.error(...)
obe.Debug.error(log.format(...));
end
function log.warn(...)
obe.Debug.warn(log.format(...));
end
function log.info(...)
obe.Debug.info(log.format(...));
end
function log.debug(...)
obe.Debug.debug(log.format(...));
end
function log.trace(...)
obe.Debug.trace(log.format(...));
end
-- print = log.debug;
|
local _=BaseEntity.new("help_screen",true)
_.active=false
_.drawUnscaledUi=function()
local message="F12 - debugger"
love.graphics.print("Help:", 0, 80)
love.graphics.print(message, 0, 100)
end
return _
|
local cutils = require 'libcutils'
local cVector = require 'libvctr'
local basic_serialize = require 'Q/UTILS/lua/basic_serialize'
local should_save = require 'Q/UTILS/lua/should_save'
-- TODO Indrajeet make 2 args, one is name of table, other is filename
-- function internal_save(name, value, saved)
local function internal_save(
name,
value,
Tsaved,
fp
)
if not should_save(name, value) then return end
assert(type(Tsaved) == "table")
if ( ( type(value) == "number" ) or
( type(value) == "string" ) or
( type(value) == "boolean" ) ) then
fp:write(name, " = ")
fp:write(basic_serialize(value), "\n")
elseif type(value) == "table" then
local tbl = value
fp:write(name, " = ")
if Tsaved[tbl] then -- value already saved?
fp:write(Tsaved[tbl], "\n") -- use its previous name
else
Tsaved[tbl] = name -- save name for next time
fp:write("{}\n") -- create a new table
for k, v in pairs(tbl) do -- save its fields
local fieldname = string.format("%s[%s]", name, basic_serialize(k))
internal_save(fieldname, v, Tsaved, fp)
end
end
elseif ( type(value) == "lVector" ) then
local vec = value
vec:eov() -- Debatable whether we should do this or not
local reincarnate_str = vec:shutdown()
if ( reincarnate_str ) then
assert(type(reincarnate_str) == "string")
local y = loadstring(reincarnate_str)()
assert(type(y) == "table")
y = string.gsub(reincarnate_str, "return ", "" )
fp:write(name, " = lVector ( ", y, " ) " )
fp:write("\n")
print(y)
--===========================
--TODO internal_save(name .. "._meta", vec._meta, Tsaved, fp)
fp:write(name .. ":persist(true)")
fp:write("\n")
else
print("Not saving lVector because eov=false or is_memo=false ", name)
end
elseif ( type(value) == "Scalar" ) then
local sclr = value
local scalar_str = sclr:reincarnate()
assert(type(scalar_str) == "string")
fp:write(name .. " = " .. scalar_str)
fp:write("\n")
elseif ( type(value) == "lAggregator" ) then
print("Serialization of Aggregators not supported as yet"); -- TODO P2
elseif ( type(value) == "lDNN" ) then
print("Serialization of DNNs not supported as yet"); -- TODO P2
else
error("cannot save " .. name .. " of type " .. type(value))
end
end
local function save()
local data_dir = cVector.get_globals("data_dir")
assert(cutils.isdir(data_dir))
local meta_file = data_dir .. "/q_meta.lua" -- note .lua suffix
local aux_file = data_dir .. "/q_aux.lua"
if cutils.isfile(meta_file) or cutils.isfile(aux_file) then
print("Warning! Over-writing meta data file ", meta_file)
print("Warning! Over-writing aux data file ", aux_file)
cutils.delete(meta_file)
cutils.delete(aux_file)
end
print("Writing to ", meta_file, aux_file)
--================================================
local fp = assert(io.open(aux_file, "w+"))
local str = string.format(
"local T = {}; T.max_file_num = %s; return T",
cVector.get_globals("max_file_num"))
fp:write(str)
fp:close()
--================================================
fp = assert(io.open(meta_file, "w+"))
fp:write("local lVector = require 'Q/RUNTIME/VCTR/lua/lVector'\n")
fp:write("local cVector = require 'libvctr'\n")
fp:write("local Scalar = require 'libsclr'\n")
fp:write("local cmem = require 'libcmem'\n")
fp:write("local cmem = require 'libcutils'\n")
-- saved is a table that keeps track of things we have already saved
-- so that we don't save them a second time around
-- TODO But why exactly is it needed?
local Tsaved = {}
-- For all globals,
for k, v in pairs(_G) do
internal_save(k, v, Tsaved, fp); -- print("Saving ", k, v)
end
fp:close()
print("Saved to " .. meta_file)
return meta_file
end
return require('Q/q_export').export('save', save)
|
keyCodes = {[0] = "leftMouse", [1] = "middleMouse", [2] = "rightMouse", [13] = "enter", [276] = "left",
[273] = "up", [275] = "right", [274] = "down", [304] = "shift", [32] = "space", [8] = "backspace", [303] = "shift", [301] = "capslock"}
shiftKeyCodes = {[39] = "\"",[44] = "<",[45] = "_",[46] = ">",[47] = "?",[48] = ")", [49] = "!",[50] = "@",[51] = "#", [52] = "$",[53] = "%",
[54] = "^", [55] = "&",[56] = "*",[57] = "(", [59] = ":", [61] = "+", [91] = "{", [92] = "|", [93] = "}", [96] = "~"}
undoTips = {
["framePress"]="Cycle Selected Frame",
["backingPress"]="Cycle Selected Backing",
["restoreFrame"]="Reverse Changes to Frame",
["restoreSignPixels"]="Reverse Dump",
["removeFrame"]="Remove New Frame",
["insertFrame"]="Restore Deleted Frame",
["restoreIcon"]="Reverse Icon Change",
["reverseStroke"]="Undo Stroke",
["restoreColor"]="Restore Color",
["restoreFromTemplate"]="Reverse Template Load"
}
toolTips = {
["framePress"]="Cycle through possible frame colors",
["backingRight"]="Select next backing type",
["backingLeft"]="Select previous backing type",
["frameRight"]="Move to next animation frame",
["frameLeft"]="Move to previous animation frame",
["shiftRight"]="Shift current animation frame right one pixel (bleed is lost)",
["shiftLeft"]="Shift current animation frame left one pixel (bleed is lost)",
["shiftDown"]="Shift current animation frame down one pixel (bleed is lost)",
["shiftUp"]="Shift current animation frame up one pixel (bleed is lost)",
["clearPress"]="Clear current animation frame",
["isWired"]="Toggle if this sign will be wired. Frame #1 will be used as an 'off' frame.",
["dumpPress"] = "Clear and remove all animation frames",
["frameAdd"] = "Add a new animation frame (copies current to end)",
["frameDelete"] = "Remove current animation frame",
["printPress"]="Print a copy of this sign to the sign dispenser",
["iconGrab"]="Update the current inventory icon",
["spectrumPress"]="Select a new paint color",
["spectrumClose"]="Close color selector window",
["pickToggle"]="Select \"Color Selector\" mode. Turns off after use",
["fillToggle"]="Toggle \"Fill\" mode",
["colorInput"]="Bring up the color selection window",
["nameInput"] = "Enter new sign name",
["alphaInput"]="Manually enter new paint color alpha",
["alphaSlider"]="Adjust paint color alpha",
["lightSelect"]="Set the color of light this sign will give off"
}
spectrumRGBTable = {{{234, 216, 216},{255, 221, 220},{246, 204, 203},{245, 196, 194},{246, 186, 187},{246, 178, 179},{246, 170, 169},{245, 162, 161},{245, 154, 153},{245, 145, 144},{245, 136, 134},{246, 128, 126},{245, 120, 118},{244, 111, 110},{245, 103, 101},{245, 94, 93},{246, 86, 85},{245, 78, 75},{245, 70, 68},{245, 62, 61},{245, 52, 50},{245, 44, 42},{245, 35, 33},{244, 27, 24},{244, 18, 16},{246, 9, 8},{244, 5, 4},{234, 5, 4},{225, 6, 4},{217, 6, 4},{209, 5, 4},{201, 4, 4},{192, 5, 5},{184, 5, 5},{176, 5, 4},{167, 5, 4},{158, 5, 4},{151, 4, 5},{142, 5, 4},{135, 5, 4},{126, 5, 5},{119, 5, 4},{110, 4, 4},{100, 4, 4},{92, 5, 4},{84, 4, 4},{77, 5, 5},{68, 4, 5},{60, 4, 4},{51, 4, 4},{43, 4, 4},{35, 5, 4},{26, 5, 4},{13, 0, 0},{13, 8, 8}},{{247, 234, 231},{255, 240, 237},{255, 219, 218},{255, 211, 208},{255, 201, 199},{255, 191, 190},{255, 183, 178},{255, 174, 171},{255, 164, 161},{255, 154, 151},{255, 145, 140},{255, 136, 130},{255, 128, 123},{255, 118, 113},{255, 109, 102},{255, 99, 94},{255, 90, 85},{255, 81, 75},{255, 72, 66},{255, 63, 57},{255, 53, 46},{255, 45, 38},{255, 34, 28},{255, 25, 18},{255, 17, 8},{255, 7, 0},{255, 1, 0},{253, 2, 0},{242, 2, 0},{232, 1, 0},{225, 0, 0},{214, 0, 0},{205, 0, 0},{196, 0, 0},{187, 0, 0},{177, 0, 0},{168, 0, 0},{159, 0, 0},{148, 0, 0},{140, 0, 0},{131, 0, 0},{123, 0, 0},{113, 0, 0},{103, 0, 0},{94, 0, 0},{85, 0, 0},{75, 0, 0},{65, 0, 0},{57, 0, 0},{47, 0, 0},{37, 0, 0},{28, 0, 0},{18, 0, 0},{4, 0, 0},{4, 4, 4}},{{243, 224, 222},{255, 230, 227},{254, 212, 210},{253, 204, 200},{254, 195, 192},{254, 187, 181},{253, 179, 172},{253, 171, 164},{254, 162, 155},{254, 153, 147},{254, 146, 137},{254, 136, 127},{253, 129, 120},{253, 120, 110},{253, 112, 102},{254, 103, 93},{253, 96, 85},{253, 86, 76},{253, 78, 66},{252, 71, 56},{252, 60, 48},{253, 53, 40},{254, 43, 31},{252, 36, 22},{254, 28, 12},{253, 18, 3},{250, 13, 0},{242, 13, 0},{233, 13, 0},{224, 13, 0},{216, 12, 0},{206, 11, 0},{197, 12, 0},{189, 11, 0},{180, 10, 0},{171, 10, 0},{161, 10, 0},{154, 8, 0},{144, 8, 0},{136, 7, 0},{128, 6, 0},{120, 6, 0},{112, 6, 0},{101, 6, 0},{93, 6, 0},{85, 6, 0},{76, 3, 0},{65, 4, 0},{57, 4, 0},{48, 3, 0},{40, 2, 0},{33, 2, 0},{22, 2, 0},{8, 0, 0},{8, 5, 4}},{{243, 224, 223},{255, 232, 227},{254, 214, 211},{253, 206, 201},{254, 197, 192},{254, 189, 180},{253, 180, 172},{254, 174, 165},{253, 165, 155},{254, 156, 147},{254, 149, 137},{255, 140, 130},{252, 132, 120},{253, 123, 110},{253, 116, 103},{254, 108, 93},{253, 99, 84},{253, 90, 75},{254, 83, 66},{252, 75, 57},{252, 65, 48},{252, 58, 40},{253, 48, 31},{253, 41, 22},{253, 33, 14},{253, 23, 4},{251, 18, 0},{242, 19, 0},{233, 19, 0},{224, 19, 0},{216, 17, 0},{207, 16, 0},{197, 16, 0},{188, 16, 0},{181, 15, 0},{172, 14, 0},{161, 13, 0},{153, 12, 0},{144, 12, 0},{137, 11, 0},{129, 10, 0},{120, 10, 0},{110, 9, 0},{100, 9, 0},{93, 8, 0},{85, 7, 0},{75, 6, 0},{65, 6, 0},{56, 5, 0},{47, 4, 0},{39, 3, 0},{31, 4, 0},{21, 4, 0},{7, 0, 0},{7, 5, 4}},{{243, 226, 223},{255, 233, 227},{254, 214, 208},{253, 207, 201},{254, 199, 193},{254, 191, 183},{253, 182, 173},{253, 175, 166},{253, 167, 156},{255, 158, 145},{255, 151, 137},{254, 143, 129},{253, 135, 118},{253, 127, 112},{253, 118, 102},{254, 111, 94},{254, 102, 85},{253, 94, 75},{254, 87, 68},{253, 79, 59},{254, 71, 50},{254, 63, 41},{253, 55, 30},{253, 47, 22},{253, 38, 12},{254, 29, 3},{252, 24, 0},{243, 24, 0},{233, 23, 0},{224, 23, 0},{216, 22, 0},{208, 21, 1},{198, 20, 0},{189, 19, 0},{180, 18, 0},{171, 18, 0},{162, 16, 0},{154, 15, 0},{146, 14, 0},{136, 13, 0},{128, 13, 0},{119, 12, 0},{111, 11, 0},{100, 11, 0},{93, 9, 0},{84, 9, 0},{75, 8, 0},{67, 7, 0},{57, 6, 0},{48, 5, 0},{41, 4, 0},{30, 3, 0},{21, 2, 0},{8, 0, 0},{7, 5, 4}},{{244, 227, 223},{255, 234, 227},{253, 215, 208},{253, 208, 201},{254, 201, 192},{254, 193, 183},{254, 184, 174},{254, 176, 165},{253, 168, 156},{254, 161, 145},{254, 154, 138},{255, 146, 130},{254, 138, 119},{253, 130, 111},{253, 122, 102},{253, 114, 95},{253, 107, 85},{254, 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175, 175},{171, 171, 171},{165, 166, 166},{161, 161, 161},{157, 157, 156},{152, 153, 152},{148, 147, 147},{143, 143, 142},{137, 138, 138},{134, 133, 133},{129, 128, 129},{124, 124, 124},{119, 120, 119},{115, 115, 115},{110, 110, 110},{105, 105, 106},{101, 101, 101},{97, 96, 96},{91, 92, 92},{87, 87, 87},{82, 82, 82},{78, 78, 77},{73, 73, 73},{68, 68, 68},{63, 63, 64},{59, 59, 59},{55, 55, 55},{50, 50, 50},{45, 46, 44},{40, 41, 41},{36, 36, 37},{32, 31, 31},{26, 27, 26},{22, 21, 22},{17, 16, 18},{12, 13, 13},{2, 3, 3},{7, 8, 7}},{{247, 247, 247},{255, 255, 255},{254, 255, 254},{250, 250, 251},{246, 245, 246},{240, 240, 240},{235, 235, 236},{230, 230, 230},{225, 225, 225},{220, 221, 220},{215, 216, 215},{210, 211, 211},{205, 206, 206},{201, 201, 201},{196, 196, 195},{191, 191, 190},{186, 186, 186},{181, 180, 181},{176, 176, 176},{171, 171, 171},{166, 165, 167},{161, 161, 162},{157, 156, 156},{152, 151, 151},{147, 147, 146},{141, 142, 142},{136, 136, 136},{132, 132, 131},{126, 127, 127},{122, 121, 122},{118, 117, 117},{111, 112, 112},{107, 107, 107},{102, 102, 102},{97, 97, 97},{91, 92, 92},{87, 87, 87},{82, 83, 82},{77, 78, 77},{72, 73, 72},{68, 67, 67},{63, 62, 62},{57, 58, 57},{52, 53, 53},{48, 48, 48},{43, 43, 43},{38, 38, 38},{32, 33, 33},{28, 28, 28},{23, 23, 23},{18, 19, 18},{13, 13, 13},{9, 8, 8},{0, 0, 0},{4, 4, 4}},{{238, 237, 238},{252, 252, 252},{237, 237, 237},{232, 232, 232},{228, 228, 228},{224, 224, 224},{219, 219, 220},{215, 214, 214},{210, 210, 210},{206, 206, 206},{201, 201, 202},{197, 197, 197},{193, 193, 193},{188, 188, 188},{184, 183, 184},{180, 179, 180},{175, 176, 175},{170, 170, 171},{166, 166, 166},{161, 162, 162},{157, 158, 157},{154, 152, 153},{149, 148, 149},{144, 145, 144},{140, 139, 140},{135, 135, 136},{131, 131, 131},{127, 126, 127},{122, 122, 122},{118, 117, 118},{113, 113, 114},{109, 110, 109},{104, 104, 105},{100, 100, 100},{96, 96, 96},{91, 92, 92},{86, 87, 87},{82, 82, 83},{78, 78, 79},{74, 74, 74},{70, 70, 69},{65, 66, 65},{60, 60, 61},{56, 56, 56},{52, 52, 52},{47, 47, 47},{43, 43, 43},{38, 39, 39},{34, 34, 34},{30, 29, 29},{25, 25, 25},{20, 22, 21},{16, 17, 17},{7, 7, 7},{11, 11, 11}}}
|
local AddonName, AddonTable = ...
AddonTable.shadowlab = {
-- Ambassador Hellmaw
27885, -- Soul-Wand of the Aldor
27887, -- Platinum Shield of the Valorous
27888, -- Dream-Wing Helm
27889, -- Jaedenfire Gloves of Annihilation
27908, -- Leggings of Assassination
27884, -- Ornate Boots
-- Blackheart the Inciter
27890, -- Wand of the Netherwing
28134, -- Brooch of Heightened Potential
27892, -- Cloak of the Inciter
27893, -- Ornate Leggings of the Venerated
27891, -- Adamantine Figurine
-- Grandmaster Vorpil
27901, -- Blackout Truncheon
27898, -- Wrathfire Hand-Cannon
27775, -- Hallowed Pauldrons
27897, -- Breastplate of Many Graces
27468, -- Moonglade Handwraps
27909, -- Tidefury Kilt
27900, -- Jewel of Charismatic Mystique
-- Murmur
27903, -- Sonic Spear
27905, -- Greatsword of Horrid Dreams
29353, -- Shockwave Truncheon
27913, -- Whispering Blade of Slaying
27910, -- Silvermoon Crest Shield
27803, -- Shoulderguards of the Bold
27778, -- Spaulders of Oblivion
28230, -- Hallowed Garments
27912, -- Harness of the Deep Currants
28232, -- Robe of Oblivion
29357, -- Master Thief's Gloves
29261, -- Girdle of Ferocity
30532, -- Kirin Tor Master's Trousers
27902, -- Silent Slippers of Meditation
}
|
--[[
With Luade, you can share text, URLs and files with your scripts.
For that, just create a script IN THIS DIRECTORY. Then, when you share a text, an URL or a file, you can select 'Run Lua Script' and select the script you created.
--]]
sharesheet.string() -- Retrieves text
sharesheet.url() -- Retrieves an URL
sharesheet.filePath() -- Retrieves the path of a file
-- One of the previous functions should return something depending on what you shared. They will return `nil` if the script is ran from the app.
|
local keymap = require 'utils'.keymap
-- Set barbar's options
vim.g.bufferline = {
-- Enable/disable auto-hiding the tab bar when there is a single buffer
auto_hide = false,
-- Enable/disable current/total tabpages indicator (top right corner)
tabpages = true,
-- Enable/disable close button
closable = false,
-- Enables/disable clickable tabs
-- - left-click: go to buffer
-- - middle-click: delete buffer
clickable = true,
-- Enable/disable icons
-- if set to 'numbers', will show buffer index in the tabline
-- if set to 'both', will show buffer index and icons in the tabline
icons = false,
-- If true, new buffers will be inserted at the end of the list.
-- Default is to insert after current buffer.
insert_at_end = true,
-- Sets the maximum padding width with which to surround each tab
maximum_padding = 1,
-- Sets the maximum buffer name length.
maximum_length = 20,
}
keymap("n", "<C-K>", ":BufferNext<CR>")
keymap("n", "<C-J>", ":BufferPrevious<CR>")
keymap("n", "<Leader>c", ":BufferClose<CR>")
|
--
-- Quiz: sample project
-- By TiagoDanin
-- Version: 1.0.0
--[==[
The MIT License (MIT)
Copyright (c) 2016 Tiago Danin
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.
]==]--
---------------------------------------------------------------------------------------
-- Libs --
local json = require("json")
local widget = require( "widget" )
-- Base --
local background = display.newImage("bg.jpg", display.contentCenterX, display.contentCenterY)
local question = ''
local answer = ''
local quest = ''
local game = false
local text = widget.newButton
{
defaultFile = "bt2.png",
label = "Question",
labelColor = {
default = {1, 1, 1},
},
font = native.systemFont,
fontSize = 21,
}
text.x = 160; text.y = 40
-- API Trivia --
local url = "http://jservice.io/api/random/"
function trivia(event)
if ( event.isError ) then
question = 'Network error!'
answer = 'Network error!'
else
local data = json.decode(event.response)
question = data[1].question
answer = data[1].answer
end
local ok = function(event)
box:removeSelf()
box = native.newTextBox(160, 80, 280, 230)
box.anchorY = 0
box.text = answer
box.size = 20
box.isEditable = false
end
bt = widget.newButton
{
defaultFile = "bt.png",
label = "View Answer",
labelColor = {
default = {1, 1, 1},
},
font = native.systemFont,
fontSize = 21,
emSboss = true,
onPress = ok,
}
bt.x = 160; bt.y = 340
box = native.newTextBox(160, 80, 280, 230)
box.anchorY = 0
box.text = question
box.size = 20
box.isEditable = false
game = true
return true
end
-- Menu --
function load(event)
local new_question = function(event)
if game then
box:removeSelf()
bt:removeSelf()
game = false
network.request(url, "GET", trivia)
else
network.request(url, "GET", trivia)
end
end
local new = widget.newButton
{
defaultFile = "bt.png",
label = "New Question",
labelColor = {
default = {1, 1, 1},
},
font = native.systemFont,
fontSize = 21,
emSboss = true,
onPress = new_question,
}
new.x = 160; new.y = 420
end
timer.performWithDelay( 150, load )
|
function get_info(cmd, default)
local f = io.popen (cmd, "r");
local rev = nil
if f ~= nil then
rev = f:read("*a")
f:close ();
end
if rev == nil or rev == "" then
rev = default
end
return rev
end
-- NOTE: cal also be found in '.git/HEAD'
BRANCH_PATH = get_info("git rev-parse --abbrev-ref HEAD", "none\n")
-- NOTE: can be found in '.git/refs/heads/<BRANCH_PATH>'
REVISION = get_info("git rev-parse HEAD", "none\n")
USER_NAME = get_info("git config user.name", "none\n")
REVISION = string.gsub(REVISION,"\n", "")
USER_NAME = string.gsub(USER_NAME,"\n", "")
BRANCH_PATH = string.gsub(BRANCH_PATH,"\n", "")
-- BRANCH_PATH = "(* indicates active branch in following list)\n [\n " .. string.gsub(BRANCH_PATH,"\n", "\n ") .."]"
print("INFO: repository info")
print(" REVISION = " .. REVISION)
print(" USER_NAME = " .. USER_NAME)
print(" BRANCH_PATH = " .. BRANCH_PATH)
print()
|
local routing = require 'web.middleware.routing'
local describe, it, assert = describe, it, assert
describe('web.middleware.routing', function()
it('', function()
assert.not_nil(routing)
end)
end)
|
-- Copyright 2017-2022 Jason Tackaberry
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
local rtk = require('rtk.core')
--- A scrollable single-child container.
--
-- Viewports intentionally only support a single child, but that child can of course be a
-- @{rtk.Container|container}.
--
-- When child widgets within the viewport are dragging (where `ondragstart()` returns a positive
-- value), the viewport's scrollbar will appear if the dragging child has its
-- `show_scrollbar_on_drag` attribute set to true (as is default). This is a common idiom
-- for drag-and-drop as it reveals where in the viewport the user is dragging, and also
-- invites edge scrolling by dragging outside the boundary of the viewport (and this is
-- supported by `rtk.Viewport`).
--
--
-- The default `rtk.Viewport` behavior is optimized for vertical scrolling while trying to
-- minimize the need to scroll horizontally.
--
-- @warning Vertical scrollbars only
-- Currently only vertical scrollbars are supported. Horizontal scrolling can be
-- achieved programmatically (e.g. via `scrollto()`) but horizontal scrollbars
-- haven't yet been implemented.
--
-- @class rtk.Viewport
-- @inherits rtk.Widget
rtk.Viewport = rtk.class('rtk.Viewport', rtk.Widget)
--- Scrollbar Constants.
--
-- Used with the `vscrollbar` attribute, where lowercase strings of these constants without
-- the `SCROLLBAR_` prefix can be used for convenience (e.g. `never` instead of
-- `rtk.Viewport.SCROLLBAR_NEVER`).
--
-- @section scrollbarconst
-- @compact
--- Never show the scrollbar, and so user can only scroll the viewport by using the
-- mouse wheel. Programmatic scrolling is also possible.
-- @meta 'never'
rtk.Viewport.static.SCROLLBAR_NEVER = 0
--- Only show the scrollbar when the mouse hovers over the @{vscrollbar_gutter|gutter
-- area}. Space is not reserved for the scrollbar: the child is able to consume this
-- space and the scrollbar will be drawn over top.
-- @meta 'hover'
rtk.Viewport.static.SCROLLBAR_HOVER = 1
--- Always show the scrollbar. Unlike `SCROLLBAR_HOVER`, space is reserved for the scrollbar
-- and so the child won't overlap with the scrollbar handle.
-- @meta 'always'
rtk.Viewport.static.SCROLLBAR_ALWAYS = 2
--- Class API
--- @section api
rtk.Viewport.register{
[1] = rtk.Attribute{alias='child'},
--- The child widget that is to scroll within this viewport.
--
-- This attribute may be passed as the first positional argument during initialization:
--
-- @code
-- -- This ...
-- local vp = rtk.Viewport{box}
-- -- ... is equivalent to this
-- local vp = rtk.Viewport{child=box}
--
-- Because `rtk.Viewport` doesn't implement the `rtk.Container` interface (instead being
-- a much simpler single-child type container), there's no method analogous to
-- `rtk.Container:add()`. Placing the single child within the viewport is done by
-- setting this attribute. It does mean that viewports don't provide the
-- @{container.cellattrs|cell attributes} capability; the widget's
-- @{rtk.Widget.margin|margin} is respected, however, and can be used to provide
-- visual distance between the viewport boundary and the child widget.
--
-- @meta read/write
-- @type rtk.Widget
child = rtk.Attribute{reflow=rtk.Widget.REFLOW_FULL},
--- Vertical scroll offset in pixels. See also `scrollby()` and `scrollto()`.
-- @meta read/write
-- @type number
scroll_left = rtk.Attribute{
default=0,
-- Scrolling doesn't affect layout
reflow=rtk.Widget.REFLOW_NONE,
calculate=function(self, attr, value, target)
return math.round(value)
end,
},
--- Horizontal scroll offset in pixels. See also `scrollby()` and `scrollto()`.
-- @meta read/write
-- @type number
scroll_top=rtk.Reference('scroll_left'),
--- Controls whether scrolling the viewport either programmatically or via the mouse wheel
-- should animate smoothly (default nil).
--
-- If nil, the global `rtk.smoothscroll` value is used. If true or false, it explicitly
-- overrides the global default for this viewport.
--
-- @meta read/write
-- @type boolean|nil
smoothscroll = rtk.Attribute{reflow=rtk.Widget.REFLOW_NONE},
--- The thickness of the scrollbar handle in pixels. The scrollbar position ignores
-- `padding` and is always aligned to the viewport's border.
-- @meta read/write
-- @type number
scrollbar_size = 15,
--- Visibility of the vertical scrollbar (default `SCROLLBAR_HOVER`).
-- @meta read/write
-- @type scrollbarconst
vscrollbar = rtk.Attribute{
default=rtk.Viewport.SCROLLBAR_HOVER,
calculate={
never=rtk.Viewport.SCROLLBAR_NEVER,
always=rtk.Viewport.SCROLLBAR_ALWAYS,
hover=rtk.Viewport.SCROLLBAR_HOVER,
},
},
--- Number of pixels inside the viewport area to offset the vertical scrollbar, where
-- 0 positions the scrollbar at the right edge of the viewport as normal (default 0).
--
-- Any positive value will draw the scrollbar that number of pixels inside the
-- viewport. Negative values will have undefined behavior.
-- @meta read/write
-- @type number
vscrollbar_offset = rtk.Attribute{
default=0,
-- Scrollbar offset doesn't affect layout
reflow=rtk.Widget.REFLOW_NONE,
},
--- Number of pixels from the edge of the viewport that defines the "hot zone" where
-- when the mouse this region a `SCROLLBAR_HOVER` scrollbar will appear with a low
-- opacity. The opacity increases once the mouse moves directly over the scrollbar
-- handle.
-- @meta read/write
-- @type number
vscrollbar_gutter = 25,
-- TODO: implement horizontal scrollbars
hscrollbar = rtk.Attribute{
default=rtk.Viewport.SCROLLBAR_NEVER,
calculate=rtk.Reference('vscrollbar'),
},
hscrollbar_offset = 0,
hscrollbar_gutter = 25,
--- Controls whether the `child` widget should be asked to constrain its width to the
-- viewport's box (false) or if the viewport's inner width should be flexible and
-- allow the child infinite width under the assumption that we want to allow
-- horizontal scrolling (true) (default is false).
-- @meta read/write
-- @type boolean
flexw = false,
--- Like `flexw` but for height (default true).
-- @meta read/write
-- @type boolean
flexh = true,
--- If set, a shadow will be drawn around the viewport with the specified color (default nil).
-- The alpha channel in the color affects the weight of the shadow (e.g. `#00000066`).
-- @meta read/write
-- @type colortype
shadow = nil,
--- When `shadow` is set, this defines the apparent distance the viewport is hovering above
-- what's underneath (default 20).
-- @meta read/write
-- @type number
elevation = 20,
-- Overides from rtk.Widget
--
-- Ensure dragging the scrollbar doesn't cause any outer viewport we belong to
-- to show its scrollbar.
show_scrollbar_on_drag = false,
-- Ensure touch-dragging immediately calls `handle_dragstart` without any delay.
touch_activate_delay = 0,
}
--- Create a new viewport with the given attributes.
--
-- @display rtk.Viewport
-- @treturn rtk.Viewport the new viewport widget
function rtk.Viewport:initialize(attrs, ...)
rtk.Widget.initialize(self, attrs, self.class.attributes.defaults, ...)
-- Force setting of child viewport/window
self:_handle_attr('child', self.calc.child, nil, true)
-- Force calculation of scrollbar colors based on bg color
self:_handle_attr('bg', self.calc.bg)
self._backingstore = nil
-- If scroll*() is called then the offset is dirtied so that it can be clamped
-- upon next draw or event.
self._needs_clamping = false
-- If not nil, then we need to emit onscroll() on next draw. Value is the previous
-- scroll position. Initialize to non-nil value to ensure we trigger onscroll()
-- after first draw.
self._last_draw_scroll_left = nil
self._last_draw_scroll_top = nil
-- Scrollbar geometry updated during _reflow()
--
-- Vertical scrollbar position relative to parent
self._vscrollx = 0
self._vscrolly = 0
self._vscrollh = 0
self._vscrolla = {
-- Initialize scrollbar alpha based on whether the scrollbar is always visible.
current=self.calc.vscrollbar == rtk.Viewport.SCROLLBAR_ALWAYS and 0.1 or 0,
target=0,
delta=0.05
}
self._vscroll_in_gutter = false
end
function rtk.Viewport:_handle_attr(attr, value, oldval, trigger, reflow)
local ok = rtk.Widget._handle_attr(self, attr, value, oldval, trigger, reflow)
if ok == false then
return ok
end
if attr == 'child' then
if oldval then
-- This is basically what rtk.Container:_unparent_child() does, reproduced
-- here as rtk.Viewport doesn't subclass rtk.Container.
oldval:_unrealize()
oldval.viewport = nil
oldval.parent = nil
oldval.window = nil
self:_sync_child_refs(oldval, 'remove')
end
if value then
-- Similar to rtk.Container:_reparent_child()
value.viewport = self
value.parent = self
value.window = self.window
self:_sync_child_refs(value, 'add')
end
elseif attr == 'bg' then
-- If no bg is specified, use the window background. It's not guaranteed
value = value or rtk.theme.bg
local luma = rtk.color.luma(value)
-- Default alphas for scrollbar. Recalculated based on bg luma when bg is set.
-- The idea here is to increase opacity of the scrollbar when luma is within the
-- middle range, and then taper off to 0 roughly below 0.2 and above 0.8 where
-- the white or black scrollbar is more easily visible.
-- around the middle range
local offset = math.max(0, 1 - (1.5 - 3*luma)^2)
self._scrollbar_alpha_proximity = 0.19 * (1+offset^0.2)
self._scrollbar_alpha_hover = 0.44 * (1+offset^0.4)
self._scrollbar_color = luma < 0.5 and '#ffffff' or '#000000'
elseif attr == 'shadow' then
-- Force regeneration on reflow.
self._shadow = nil
elseif attr == 'scroll_top' or attr == 'scroll_left' then
self._needs_clamping = true
end
return true
end
function rtk.Viewport:_sync_child_refs(child, action)
-- Hijack the rtk.Container implementation, which doesn't depend on anything not
-- already available in rtk.Viewport.
return rtk.Container._sync_child_refs(self, child, action)
end
function rtk.Viewport:_reflow(boxx, boxy, boxw, boxh, fillw, fillh, clampw, clamph, uiscale, viewport, window)
local calc = self.calc
calc.x, calc.y = self:_get_box_pos(boxx, boxy)
local w, h, tp, rp, bp, lp = self:_get_content_size(boxw, boxh, fillw, fillh, clampw, clamph)
local hpadding = lp + rp
local vpadding = tp + bp
-- Determine bounding box for child
local inner_maxw = w or (boxw - hpadding)
local inner_maxh = h or (boxh - vpadding)
-- Amount of the inner box we need to steal from children for scrollbar. Only
-- do so if scrollbar is always visible.
local scrollw, scrollh = 0, 0
if calc.vscrollbar == rtk.Viewport.SCROLLBAR_ALWAYS then
-- Vertical scrollbar takes from width
scrollw = calc.scrollbar_size * rtk.scale.value
inner_maxw = inner_maxw - scrollw
end
if calc.hscrollbar == rtk.Viewport.SCROLLBAR_ALWAYS then
-- Horizontal scrollbar takes from height
scrollh = calc.scrollbar_size * rtk.scale.value
inner_maxh = inner_maxh - scrollh
end
local child = calc.child
local innerw, innerh
local hmargin, vmargin
local ccalc
if child and child.visible == true then
ccalc = child.calc
hmargin = ccalc.lmargin + ccalc.rmargin
vmargin = ccalc.tmargin + ccalc.bmargin
-- Remove child margin from max inner size
inner_maxw = inner_maxw - hmargin
inner_maxh = inner_maxh - vmargin
local wx, wy, ww, wh = child:reflow(
-- box
0, 0,
inner_maxw,
inner_maxh,
-- Explicitly pass false to child widget for fill flags to prevent clamping to
-- the above box. The child of a viewport should express its full size and
-- reflow within that, while the viewport simply scrolls within it.
false, false,
not calc.flexw,
not calc.flexh,
uiscale,
-- Set the child's viewport to us
self,
window
)
if calc.halign == rtk.Widget.CENTER then
wx = wx + math.max(0, inner_maxw - ccalc.w) / 2
elseif calc.halign == rtk.Widget.RIGHT then
wx = wx + math.max(0, (inner_maxw - ccalc.w) - rp)
end
if calc.valign == rtk.Widget.CENTER then
wy = wy + math.max(0, inner_maxh - ccalc.h) / 2
elseif calc.valign == rtk.Widget.BOTTOM then
wy = wy + math.max(0, (inner_maxh - ccalc.h) - bp)
end
-- Update child position if alignment had changed it
ccalc.x = wx
ccalc.y = wy
child:_realize_geometry()
-- calc size of viewport takes into account widget's size and x/y offset within
-- the viewport, clamping to the viewport's box. We take the ceiling because technically
-- dimensions could be fractional (thanks to rtk.scale) but we need to ensure we create
-- a backing store image with integer dimensions.
innerw = math.ceil(rtk.clamp(ww + wx, fillw and inner_maxw, inner_maxw))
innerh = math.ceil(rtk.clamp(wh + wy, fillh and inner_maxh, inner_maxh))
else
-- Without a child to define influence our size, default to the child bounding
-- box.
innerw, innerh = inner_maxw, inner_maxh
hmargin, vmargin = 0, 0
end
-- Only need to add child margin back in if we're using child's size. If using our own
-- size, w/h will be non-nil and that already incorporates child margin.
calc.w = (w or (innerw + scrollw + hmargin)) + hpadding
calc.h = (h or (innerh + scrollh + vmargin)) + vpadding
if not self._backingstore then
self._backingstore = rtk.Image(innerw, innerh)
else
self._backingstore:resize(innerw, innerh, false)
end
self._vscrollh = 0
self._needs_clamping = true
if ccalc then
self._scroll_clamp_left = math.max(0, ccalc.w - calc.w + lp + rp + ccalc.lmargin + ccalc.rmargin)
self._scroll_clamp_top = math.max(0, ccalc.h - calc.h + tp + bp + ccalc.tmargin + ccalc.bmargin)
end
end
function rtk.Viewport:_realize_geometry()
local calc = self.calc
local tp, rp, bp, lp = self:_get_padding_and_border()
if self.child then
local innerh = self._backingstore.h
local ch = self.child.calc.h
if calc.vscrollbar ~= rtk.Viewport.SCROLLBAR_NEVER and ch > innerh then
self._vscrollx = calc.x + calc.w - calc.scrollbar_size * rtk.scale.value - calc.vscrollbar_offset
self._vscrolly = calc.y + calc.h * calc.scroll_top / ch + tp
self._vscrollh = calc.h * innerh / ch
end
end
if self.shadow then
if not self._shadow then
self._shadow = rtk.Shadow(calc.shadow)
end
self._shadow:set_rectangle(calc.w, calc.h, calc.elevation)
end
self._pre = {tp=tp, rp=rp, bp=bp, lp=lp}
end
function rtk.Viewport:_unrealize()
self._backingstore = nil
if self.child then
self.child:_unrealize()
end
end
function rtk.Viewport:_draw(offx, offy, alpha, event, clipw, cliph, cltargetx, cltargety, parentx, parenty)
rtk.Widget._draw(self, offx, offy, alpha, event, clipw, cliph, cltargetx, cltargety, parentx, parenty)
local calc = self.calc
local pre = self._pre
-- Preserve drawing target client coordinates which are used to adjust scrollbar
-- to client coordinates
self.cltargetx = cltargetx
self.cltargety = cltargety
local x = calc.x + offx + pre.lp
local y = calc.y + offy + pre.tp
local lastleft, lasttop
local scrolled = calc.scroll_left ~= self._last_draw_scroll_left or
calc.scroll_top ~= self._last_draw_scroll_top
if scrolled then
lastleft, lasttop = self._last_draw_scroll_left or 0, self._last_draw_scroll_top or 0
if self:onscrollpre(lastleft, lasttop, event) == false then
-- Scroll was rejected by the handler. Revert.
calc.scroll_left = lastleft or 0
calc.scroll_top = lasttop
-- Don't fire onscroll() later.
scrolled = false
else
self._last_draw_scroll_left = calc.scroll_left
self._last_draw_scroll_top = calc.scroll_top
end
end
if y + calc.h < 0 or y > cliph or calc.ghost then
-- Viewport would not be visible on current drawing target
return false
end
self:_handle_drawpre(offx, offy, alpha, event)
-- Force alpha to 1.0 here and when we draw the child just below as the correctv
-- alpha will be applied when blitting.
self:_draw_bg(offx, offy, 1.0, event)
local child = calc.child
if child and child.realized then
self:_clamp()
x = x + child.calc.lmargin
y = y + child.calc.tmargin
-- Redraw the backing store, first "clearing" it according to what's currently painted
-- underneath it.
self._backingstore:blit{src=gfx.dest, sx=x, sy=y, mode=rtk.Image.FAST_BLIT}
self._backingstore:pushdest()
-- Explicitly draw child with alpha=1.0 because ...
child:_draw(
-calc.scroll_left, -calc.scroll_top,
1.0, event,
calc.w, calc.h,
cltargetx + x, cltargety + y,
0, 0
)
child:_draw_debug_box(-calc.scroll_left, -calc.scroll_top, event)
self._backingstore:popdest()
-- ... we apply the proper alpha when blitting the viewport backing store onto the
-- destination.
self._backingstore:blit{dx=x, dy=y, alpha=alpha * calc.alpha}
self:_draw_scrollbars(offx, offy, cltargetx, cltargety, alpha * calc.alpha, event)
end
if calc.shadow then
self._shadow:draw(calc.x + offx, calc.y + offy, alpha * calc.alpha)
end
self:_draw_borders(offx, offy, alpha)
if scrolled then
self:onscroll(lastleft, lasttop, event)
end
self:_handle_draw(offx, offy, alpha, event)
end
function rtk.Viewport:_draw_scrollbars(offx, offy, cltargetx, cltargety, alpha, event)
local calc = self.calc
local animate = self._vscrolla.current ~= self._vscrolla.target
if calc.vscrollbar == rtk.Viewport.SCROLLBAR_ALWAYS or
(calc.vscrollbar == rtk.Viewport.SCROLLBAR_HOVER and self._vscrollh > 0 and
((not rtk.dnd.dragging and self._vscroll_in_gutter) or animate or self._vscrolla.target>0)) then
-- scrollbar coordinates relative to parent
local scrx = offx + self._vscrollx
local scry = offy + calc.y + calc.h * calc.scroll_top / self.child.calc.h
local should_handle_hovering = rtk.point_in_box(
event.x, event.y,
-- Add drawing target client coordinates for testing mouse position
scrx + cltargetx, scry + cltargety,
calc.scrollbar_size * rtk.scale.value, self._vscrollh
)
if (should_handle_hovering and self._vscroll_in_gutter) or rtk.dnd.dragging == self then
self._vscrolla.target = self._scrollbar_alpha_hover
self._vscrolla.delta = 0.1
elseif self._vscroll_in_gutter or calc.vscrollbar == rtk.Viewport.SCROLLBAR_ALWAYS then
self._vscrolla.target = self._scrollbar_alpha_proximity
self._vscrolla.delta = 0.1
end
if animate then
local newval
if self._vscrolla.current < self._vscrolla.target then
newval = math.min(self._vscrolla.current + self._vscrolla.delta, self._vscrolla.target)
else
newval = math.max(self._vscrolla.current - self._vscrolla.delta, self._vscrolla.target)
end
self._vscrolla.current = newval
self:queue_draw()
end
self:setcolor(self._scrollbar_color)
gfx.a = self._vscrolla.current * alpha
gfx.rect(scrx, scry, calc.scrollbar_size * rtk.scale.value, self._vscrollh + 1, 1)
end
end
function rtk.Viewport:_handle_event(clparentx, clparenty, event, clipped, listen)
local calc = self.calc
local pre = self._pre
listen = self:_should_handle_event(listen)
local x = calc.x + clparentx
local y = calc.y + clparenty
local hovering = rtk.point_in_box(event.x, event.y, x, y, calc.w, calc.h)
local dragging = rtk.dnd.dragging
local is_child_dragging = dragging and dragging.viewport == self
local child = self.child
-- Don't check for listen==true at this level as we want to handle the case where
-- we are currently in proximity of the scrollbar and some other widget goes
-- modal. At that point we want to be able to hide the scrollbar.
if event.type == rtk.Event.MOUSEMOVE then
local vscroll_in_gutter = false
if listen and is_child_dragging and dragging.scroll_on_drag then
if event.y - 20 < y then
self:scrollby(0, -math.max(5, math.abs(y - event.y)), false)
elseif event.y + 20 > y + calc.h then
self:scrollby(0, math.max(5, math.abs(y + calc.h - event.y)), false)
end
if dragging.show_scrollbar_on_drag then
-- Show scrollbar when we have a child dragging.
self._vscrolla.target = self._scrollbar_alpha_proximity
self._vscrolla.delta = 0.03
end
elseif listen and not dragging and not event.handled and hovering then
if calc.vscrollbar ~= rtk.Viewport.SCROLLBAR_NEVER and self._vscrollh > 0 then
local gutterx = self._vscrollx + clparentx - calc.vscrollbar_gutter
local guttery = calc.y + clparenty
-- Are we hovering in the scrollbar gutter?
if rtk.point_in_box(event.x, event.y, gutterx, guttery,
calc.vscrollbar_gutter + calc.scrollbar_size*rtk.scale.value, calc.h) then
vscroll_in_gutter = true
if event.x >= self._vscrollx + clparentx then
event:set_handled(self)
end
-- Ensure we queue draw if we leave the scrollbar handle but still in
-- the gutter.
self:queue_draw()
end
end
end
if vscroll_in_gutter ~= self._vscroll_in_gutter or self._vscrolla.current > 0 then
self._vscroll_in_gutter = vscroll_in_gutter
if calc.vscrollbar == rtk.Viewport.SCROLLBAR_HOVER then
if not vscroll_in_gutter and not is_child_dragging then
self._vscrolla.target = 0
self._vscrolla.delta = 0.02
end
-- Ensure we redraw to reflect mouse leaving gutter. But we
-- don't mark the event as handled because we're ok with lower
-- z-order widgets handling the mouseover as well.
self:queue_draw()
end
end
elseif listen and not event.handled and event.type == rtk.Event.MOUSEDOWN then
if not self:cancel_animation('scroll_top') then
self:_reset_touch_scroll()
end
if self._vscroll_in_gutter and event.x >= self._vscrollx + clparentx then
local scrolly = self:_get_vscrollbar_client_pos()
if event.y < scrolly or event.y > scrolly + self._vscrollh then
self:_handle_scrollbar(event, nil, self._vscrollh / 2, true)
end
event:set_handled(self)
end
end
if (not event.handled or event.type == rtk.Event.MOUSEMOVE) and
not (event.type == rtk.Event.MOUSEMOVE and self.window:_is_touch_scrolling(self)) and
self.child and self.child.visible and self.child.realized then
self:_clamp()
self.child:_handle_event(
x - calc.scroll_left + pre.lp + child.calc.lmargin,
y - calc.scroll_top + pre.tp + child.calc.tmargin,
event,
clipped or not hovering,
listen
)
end
if listen and hovering and not event.handled and event.type == rtk.Event.MOUSEWHEEL then
-- Only scroll and handle this effect if the inner height is greater than the
-- viewport height. In other words, if we don't actually have anything to scroll,
-- let this scroll event be handled by the parent viewport (if any).
if self.child and self._vscrollh > 0 and event.wheel ~= 0 then
local distance = event.wheel * math.min(calc.h/2, 120)
self:scrollby(0, distance)
event:set_handled(self)
end
end
rtk.Widget._handle_event(self, clparentx, clparenty, event, clipped, listen)
end
function rtk.Viewport:_get_vscrollbar_client_pos()
local calc = self.calc
return self.clienty + calc.h * calc.scroll_top / self.child.calc.h
end
function rtk.Viewport:_handle_scrollbar(event, hoffset, voffset, gutteronly, natural)
local calc = self.calc
local pre = self._pre
if voffset ~= nil then
self:cancel_animation('scroll_top')
if gutteronly then
local ssy = self:_get_vscrollbar_client_pos()
if event.y >= ssy and event.y <= ssy + self._vscrollh then
-- Mouse is not in the gutter.
return false
end
end
local innerh = calc.h - pre.tp - pre.bp
local target
if natural then
target = calc.scroll_top + (voffset - event.y)
else
local pct = rtk.clamp(event.y - self.clienty - voffset, 0, innerh) / innerh
target = pct * (self.child.calc.h)
end
-- Explicitly don't smooth scroll with scollbar movements.
self:scrollto(calc.scroll_left, target, false)
end
end
function rtk.Viewport:_handle_dragstart(event, x, y, t)
-- Superclass method disables dragging so don't call it.
local draggable, droppable = self:ondragstart(self, event, x, y, t)
if draggable ~= nil then
return draggable, droppable
end
if math.abs(y - event.y) > 0 then
if self._vscroll_in_gutter and event.x >= self._vscrollx + self.offx + self.cltargetx then
-- If here, we are dragging the scroll handle itself. Second return value of false
-- indicates we are not droppable
return {true, y - self:_get_vscrollbar_client_pos(), nil, false}, false
elseif rtk.touchscroll and event.buttons & rtk.mouse.BUTTON_LEFT ~= 0 and self._vscrollh > 0 then
self.window:_set_touch_scrolling(self, true)
return {true, y, {{x, y, t}}, true}, false
end
end
return false, false
end
function rtk.Viewport:_handle_dragmousemove(event, arg)
local ok = rtk.Widget._handle_dragmousemove(self, event)
if ok == false or event.simulated then
return ok
end
local vscrollbar, lasty, samples, natural = table.unpack(arg)
if vscrollbar then
self:_handle_scrollbar(event, nil, lasty, false, natural)
if natural then
-- We are touch scrolling. Update our internal drag state with the latest
-- mouse y position.
arg[2] = event.y
samples[#samples+1] = {event.x, event.y, event.time}
end
-- Some widget above the viewport (and under the mouse) may already have requested
-- a mouse cursor, but we want to override that in case we are touch scrolling, so
-- we force-replace the cursor (by passing true here).
self.window:request_mouse_cursor(rtk.mouse.cursors.POINTER, true)
end
return true
end
function rtk.Viewport:_reset_touch_scroll()
-- Verify self.window is valid because if viewport was unparented or hidden while in
-- the middle of a kinetic scroll, when the animation finishes this gets called, but
-- self.window may be nil at that point.
if self.window then
self.window:_set_touch_scrolling(self, false)
end
end
function rtk.Viewport:_handle_dragend(event, arg)
local ok = rtk.Widget._handle_dragend(self, event)
if ok == false then
return ok
end
local vscrollbar, lasty, samples, natural = table.unpack(arg)
if natural then
local now = event.time
local x1, y1, t1 = event.x, event.y, event.time
for i = #samples, 1, -1 do
local x, y, t = table.unpack(samples[i])
if now - t > 0.2 then
break
end
x1, y1, t1 = x, y, t
end
local v = 0
if t1 ~= event.time then
v = (event.y - y1) - (event.time - t1)
end
local distance = v * rtk.scale.value
local x, y = self:_get_clamped_scroll(self.calc.scroll_left, self.calc.scroll_top - distance)
-- FIXME: duration should be a function of distance
local duration = 1
self:animate{attr='scroll_top', dst=y, duration=duration, easing='out-cubic'}
:done(function() self:_reset_touch_scroll() end)
:cancelled(function() self:_reset_touch_scroll() end)
end
-- In case we release the mouse in a different location (off the scrollbar
-- handle or even outside the gutter), ensure the new state gets redrawn.
self:queue_draw()
-- Handle the event to prevent mouseup from closing modal popups when rtk.touchscroll
-- is true (in which case unhandled mouseups cause modal widgets to be cleared).
event:set_handled(self)
return true
end
function rtk.Viewport:_scrollto(x, y, smooth, animx, animy)
local calc = self.calc
if not smooth or not self.realized then
x = x or self.scroll_left
y = y or self.scroll_top
if x == calc.scroll_left and y == calc.scroll_top then
return
end
-- We blindly accept the provided positions as the child hasn't been reflowed so
-- we can't sanity check the bounds. Instead, the offsets will be clamped on next
-- draw or event.
self._needs_clamping = true
calc.scroll_left = x
calc.scroll_top = y
-- Sync to user-facing attributes.
self.scroll_left = calc.scroll_left
self.scroll_top = calc.scroll_top
self:queue_draw()
else
-- Unlike above, we can clamp now before starting the animation because we know
-- we're realized.
x, y = self:_get_clamped_scroll(x or calc.scroll_left, y or calc.scroll_top)
animx = animx or self:get_animation('scroll_left')
animy = animy or self:get_animation('scroll_top')
if calc.scroll_left ~= x and (not animx or animx.dst ~= x) then
self:animate{attr='scroll_left', dst=x, duration=0.15}
end
if calc.scroll_top ~= y and (not animy or animy.dst ~= y) then
self:animate{attr='scroll_top', dst=y, duration=0.2, easing='out-sine'}
end
end
end
function rtk.Viewport:_get_smoothscroll(override)
if override ~= nil then
return override
end
local calc = self.calc
if calc.smoothscroll ~= nil then
return calc.smoothscroll
end
-- Fall back to global default
return rtk.smoothscroll
end
--- Scrolls the viewport to a specific horizontal and/or vertical offset.
--
-- If either value is nil then the current position will be used, allowing you to scroll
-- only in one direction. Values that exceed the viewport bounds will be clamped as
-- needed.
--
-- This is a shorthand for calling `attr()` on the `scroll_left` and `scroll_top` attributes,
-- but unlike `attr()` this also allows overriding `smoothscroll`.
--
-- @tparam number|nil x the offset from the left edge to scroll the viewport, or nil to not
-- scroll horizontally
-- @tparam number|nil y the offset from the top edge to scroll the viewport, or nil to
-- not scroll vertically
-- @tparam boolean|nil smooth true to force smooth scrolling even if `smoothscroll` is false,
-- false to force-disable smooth scrolling even if `smoothscroll` is true, or nil to use
-- the current value of `smoothscroll`
function rtk.Viewport:scrollto(x, y, smooth)
self:_scrollto(x, y, self:_get_smoothscroll(smooth))
end
--- Scrolls the viewport horizontally and/or vertically by a relative offset.
--
-- @tparam number|nil offx the offset from the current `scroll_left` value, or nil to not
-- scroll horizontally
-- @tparam number|nil offy the offset from the current `scroll_top` value, or nil to
-- not scroll vertically
-- @tparam boolean|nil smooth true to force smooth scrolling even if `smoothscroll` is false,
-- false to force-disable smooth scrolling even if `smoothscroll` is true, or nil to use
-- the current value of `smoothscroll`
function rtk.Viewport:scrollby(offx, offy, smooth)
local calc = self.calc
local x, y, animx, animy
smooth = self:_get_smoothscroll(smooth)
if smooth then
-- Compound the offset with any current animation(s) so that we maintain
-- velocity with rapid scrolling.
animx = self:get_animation('scroll_left')
animy = self:get_animation('scroll_top')
x = (animx and animx.dst or calc.scroll_left) + (offx or 0)
y = (animy and animy.dst or calc.scroll_top) + (offy or 0)
else
x = calc.scroll_left + (offx or 0)
y = calc.scroll_top + (offy or 0)
end
self:_scrollto(x, y, smooth, animx, animy)
end
--- Returns true if the viewport's child has at least one dimension greater
-- than the viewport's own bounding box such that scrolling would be necessary
-- to see the entire child.
--
-- @treturn boolean true if the viewport's child is larger than the viewport,
-- false otherwise.
function rtk.Viewport:scrollable()
if not self.child then
return false
end
local vcalc = self.calc
local ccalc = self.child.calc
return ccalc.w > vcalc.w or ccalc.h > vcalc.h
end
-- Clamp viewport position to fit child's current dimensions. Caller must ensure child
-- has been realized.
function rtk.Viewport:_get_clamped_scroll(left, top)
-- Clamp viewport position to fit child's current dimensions
left = rtk.clamp(left, 0, self._scroll_clamp_left)
top = rtk.clamp(top, 0, self._scroll_clamp_top)
return left, top
end
function rtk.Viewport:_clamp()
if self._needs_clamping then
local calc = self.calc
calc.scroll_left, calc.scroll_top = self:_get_clamped_scroll(self.scroll_left, self.scroll_top)
-- Sync to user-facing attributes.
self.scroll_left, self.scroll_top = calc.scroll_left, calc.scroll_top
self._needs_clamping = false
end
end
--- Event Handlers.
--
-- See also @{widget.handlers|handlers for rtk.Widget}.
--
-- @section viewport.handlers
--- Called when the viewport scrolls *before* the `child` is drawn.
--
-- The `scroll_left` and `scroll_top` attributes indicate the new scroll
-- offsets.
--
-- This callback has the opportunity to block or mutate the scroll position before the
-- viewport `child` is drawn. Because it's invoked before the child is drawn, handlers
-- must not access any of the child's attributes that are populated on draw, such as
-- `offx`/`offy` or `clientx`/`clienty`.
--
-- @tparam number last_left the last horizontal scroll offset before the change
-- @tparam number last_top the last vertical scroll offset before the change
-- @tparam rtk.Event event the event that occurred at the time of the redraw when
-- the change in scroll position was noticed
-- @treturn boolean|nil if false, the scroll is rejected and the previous scroll
-- offsets are restored, otherwise any other value allows the scroll to occur.
function rtk.Viewport:onscrollpre(last_left, last_top, event) end
--- Called when the viewport scrolls after the `child` is drawn.
--
-- The `scroll_left` and `scroll_top` attributes indicate the new scroll
-- offsets.
--
-- Because this is invoked after the child is drawn, draw-provided attributes such as
-- offx`/`offy` or `clientx`/`clienty` will be available.
--
-- This callback is invoked prior to `ondraw()`.
--
-- @tparam number last_left the last horizontal scroll offset before the change
-- @tparam number last_top the last vertical scroll offset before the change
-- @tparam rtk.Event event the event that occurred at the time of the redraw when
-- the change in scroll position was noticed
-- @treturn nil Return value has no significance. This is a notification event only.
function rtk.Viewport:onscroll(last_left, last_top, event) end
|
Tags_prototype = function()
local this = {}
this.__public_static = {
-- Public Static Variables
-- Public Static Funcs
}
this.__private_static = {
-- Private Static Variables
-- Private Static Funcs
}
this.__public = {
-- Public Variables
list = {},
key_bindings = {},
selected_index = 1
-- Public Funcs
}
this.__private = {
-- Private Variables
-- Private Funcs
}
this.__construct = function()
-- Constructor
end
return this
end
Tags = createClass(Tags_prototype)
|
----
-- Tests for the xlsxwriter.lua worksheet class.
--
-- Copyright 2014, John McNamara, [email protected]
--
require "Test.More"
plan(10)
----
-- Tests setup.
--
local expected
local got
local caption
local Worksheet = require "xlsxwriter.worksheet"
local Sharedstrings = require "xlsxwriter.sharedstrings"
local worksheet
local cell_ref
----
-- 1. Test the _write_dimension() method with no dimensions set.
--
caption = " \tWorksheet: _write_dimension()"
expected = '<dimension ref="A1"/>'
worksheet = Worksheet:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet:_write_dimension()
got = worksheet:_get_data()
is(got, expected, caption)
----
-- 2. Test the _write_dimension() method with dimensions set.
--
cell_ref = 'A1'
caption = string.format(" \tWorksheet: _write_dimension('%s')", cell_ref)
expected = string.format('<dimension ref="%s"/>', cell_ref)
worksheet = Worksheet:new()
worksheet.str_table = Sharedstrings:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet:write(cell_ref, 'some string')
worksheet:_write_dimension()
got = worksheet:_get_data()
is(got, expected, caption)
----
-- 3. Test the _write_dimension() method with dimensions set.
--
cell_ref = 'A1048576'
caption = string.format(" \tWorksheet: _write_dimension('%s')", cell_ref)
expected = string.format('<dimension ref="%s"/>', cell_ref)
worksheet = Worksheet:new()
worksheet.str_table = Sharedstrings:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet:write(cell_ref, 'some string')
worksheet:_write_dimension()
got = worksheet:_get_data()
is(got, expected, caption)
----
-- 4. Test the _write_dimension() method with dimensions set.
--
cell_ref = 'XFD1'
caption = string.format(" \tWorksheet: _write_dimension('%s')", cell_ref)
expected = string.format('<dimension ref="%s"/>', cell_ref)
worksheet = Worksheet:new()
worksheet.str_table = Sharedstrings:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet:write(cell_ref, 'some string')
worksheet:_write_dimension()
got = worksheet:_get_data()
is(got, expected, caption)
----
-- 5. Test the _write_dimension() method with dimensions set.
--
cell_ref = 'XFD1048576'
caption = string.format(" \tWorksheet: _write_dimension('%s')", cell_ref)
expected = string.format('<dimension ref="%s"/>', cell_ref)
worksheet = Worksheet:new()
worksheet.str_table = Sharedstrings:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet:write(cell_ref, 'some string')
worksheet:_write_dimension()
got = worksheet:_get_data()
is(got, expected, caption)
----
-- 6. Test the _write_dimension() method with dimensions set.
--
cell_ref = 'A1'
caption = string.format(" \tWorksheet: _write_dimension('%s')", cell_ref)
expected = string.format('<dimension ref="%s"/>', cell_ref)
worksheet = Worksheet:new()
worksheet.str_table = Sharedstrings:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet:write(cell_ref, 'some string')
worksheet:_write_dimension()
got = worksheet:_get_data()
is(got, expected, caption)
----
-- 7. Test the _write_dimension() method with dimensions set.
--
cell_ref = 'A1:B2'
caption = string.format(" \tWorksheet: _write_dimension('%s')", cell_ref)
expected = string.format('<dimension ref="%s"/>', cell_ref)
worksheet = Worksheet:new()
worksheet.str_table = Sharedstrings:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet:write('A1', 'some string')
worksheet:write('B2', 'some string')
worksheet:_write_dimension()
got = worksheet:_get_data()
is(got, expected, caption)
----
-- 8. Test the _write_dimension() method with dimensions set.
--
cell_ref = 'A1:B2'
caption = string.format(" \tWorksheet: _write_dimension('%s')", cell_ref)
expected = string.format('<dimension ref="%s"/>', cell_ref)
worksheet = Worksheet:new()
worksheet.str_table = Sharedstrings:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet:write('B2', 'some string')
worksheet:write('A1', 'some string')
worksheet:_write_dimension()
got = worksheet:_get_data()
is(got, expected, caption)
----
-- 9. Test the _write_dimension() method with dimensions set.
--
cell_ref = 'B2:H11'
caption = string.format(" \tWorksheet: _write_dimension('%s')", cell_ref)
expected = string.format('<dimension ref="%s"/>', cell_ref)
worksheet = Worksheet:new()
worksheet.str_table = Sharedstrings:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet:write('B2', 'some string')
worksheet:write('H11', 'some string')
worksheet:_write_dimension()
got = worksheet:_get_data()
is(got, expected, caption)
----
-- 10. Test the _write_dimension() method with dimensions set.
--
cell_ref = 'A1:XFD1048576'
caption = string.format(" \tWorksheet: _write_dimension('%s')", cell_ref)
expected = string.format('<dimension ref="%s"/>', cell_ref)
worksheet = Worksheet:new()
worksheet.str_table = Sharedstrings:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet:write('A1', 'some string')
worksheet:write('XFD1048576', 'some string')
worksheet:_write_dimension()
got = worksheet:_get_data()
is(got, expected, caption)
|
----------------------------------------
-- Outfitter Copyright 2006-2018 John Stephen
-- All rights reserved, unauthorized redistribution is prohibited
----------------------------------------
Outfitter.Debug =
{
InventoryCache = false,
EquipmentChanges = false,
EquipmentManager = false,
NewItems = false,
TemporaryItems = false,
Optimize = false,
}
----------------------------------------
Outfitter.CreditPlayersByRealm =
--
-- 0 Friend
-- 1 Tester or developer (bugfixes, enhancements, etc.)
-- 2 Localizer
-- 3 Donor
----------------------------------------
{
["Ace Library"] = {
["LibBabble"] = 2,
["LibBabble-Zone"] = 2,
["LibBabble-SubZone"] = 2,
["LibBabble-Inventory"] = 2,
["LibDataBroker"] = 2,
["LibTipHooker"] = 2,
["LibDropdown"] = 2,
},
[Outfitter.cGermanLocalization] =
{
["Ani"] = 2,
["Zokrym"] = 2,
["Dessa"] = 2,
},
[Outfitter.cChineseLocalization] =
{
["AndyAska"] = 2,
["xingdvd"] = 2,
},
[Outfitter.cFrenchLocalization] =
{
["Jullye"] = 2,
["Quetzaco"] = 2,
["Ekhurr"] = 2,
["Negwe"] = 2,
},
[Outfitter.cSpanishLocalization] =
{
["Marutak"] = 2,
["Marosth"] = 2,
},
[Outfitter.cRussianLocalization] =
{
["Delika"] = 2,
},
[Outfitter.cKoreanLocalization] =
{
["Unknown"] = 2,
},
[Outfitter.cContributingDeveloper] =
{
["Dridzt"] = 1,
["Bruce Quinton"] = 1,
["Kal_Zakath13"] = 1,
["Smurfy"] = 1,
["XMinionX"] = 1,
["Dussander"] = 1,
["Echobravo"] = 1,
["MacGregor"] = 1,
["LaoTseu"] = 1,
["Irozal"] = 1,
["EmForAce"] = 1,
["durandal42"] = 1,
["Dicebar"] = 1,
["Silarn"] = 1,
["slippycheeze"] = 1,
["binul"] = 1,
["elaundar"] = 1,
["Bodar"] = 1,
["chullah"] = 1,
["AoR_Derangement"] = 1,
},
["Tester"] =
{
["Whishann"] = 1,
["HunterZ"] = 1,
["docthis"] = 1,
["Irdx"] = 1,
["TigaFIN"] = 1,
["iceeagle"] = 1,
["Denrax"] = 1,
["rasmoe"] = 1,
["Katlefiya"] = 1,
["gtmsece"] = 1,
["Militis"] = 1,
["Casard"] = 1,
["saltorio"] = 1,
["elusif"] = 1,
["DanoPDX"] = 1,
},
[""] =
{
["Kristi H."] = 3,
["Lawrence C."] = 3,
["Hellrush"] = 3,
["Fusyion"] = 3,
["Matt R."] = 3,
["Richard F.\n<Greatest Addon Supporter>"] = 3,
},
["Alterac Mountains"] =
{
["Asgeirr\n<The Stone Council>"] = 3,
},
["Aman'Thul"] =
{
["Blessmie\n<Chairman of the Horde>"] = 3,
["Zanoroy\n<The Mighty Few>"] = 3,
},
["Antonidas"] =
{
["Colina\n<Drunken Monkey Brigade>"] = 3,
},
["Anvilmar"] =
{
["Droodwrmycar"] = 3,
},
["Azgalore"] =
{
["Dankris\n<Caligula's Pleasures>"] = 3,
},
["Azjol-Nerub"] =
{
["Mythris"] = 3,
},
["Blackwater Raiders"] =
{
["Maumau\n<No Quarter>"] = 3,
},
["Bronzebeard"] =
{
["Jiminimonka\n<Go Rin No Sho>"] = 3,
},
["Dalaran"] =
{
["Y C\n<Blurred Reality>"] = 3,
},
["Defias Brotherhood"] =
{
["Maelmoor"] = 3,
},
["Draenor"] =
{
["Emmerald\n<Adept>"] = 3,
},
["Draka"] =
{
["Nagem\n<Loch Modan Yacht Club"] = 3,
},
["Durotar"] =
{
["Haguen"] = 3,
},
Ghostlands =
{
Nounchok = 3,
},
["Gnomeregan"] =
{
["Calind\n<Swords of the Alliance>"] = 3,
},
["Jubei'Thos"] =
{
["Thoresen\n<Verb>"] = 3,
["Thorgils"] = 3,
},
["Kargath"] =
{
["Leara"] = 3,
["Burnaron\nLiga of Faliviens"] = 3,
},
["Khaz Modan"] =
{
["Faizal"] = 3,
},
["Khaz'goroth"] =
{
["Xentric\n<Cult of the Nuzzled Nark>"] = 3,
},
["Kul'Tiras"] =
{
["Tharca"] = 3,
},
["Lightbringer"] =
{
["Teldra\n<The Trust>"] = 3,
},
["Llane"] =
{
["Chirily"] = 3,
},
["Malfurion"] =
{
["Zetac\n<Hold Fast>"] = 3,
},
["Moonglade"] =
{
["Ciev"] = 3,
},
["Rexxar"] =
{
["Blitzi\n<Absolution>"] = 3,
},
["Scilla"] =
{
["Blam\n<Syndicate>"] = 3,
},
["Sentinels"] =
{
["Dhaktar"] = 3,
},
["Skywall"] =
{
["Valerya"] = 3,
},
["Suramar"] =
{
["Zendex"] = 3,
["Klaxon\n<Forbidden Planet"] = 3,
},
["Terrokkar"] =
{
["Extropianus\n<The First Immortals>"] = 3,
},
["Thorium Brotherhood"] =
{
["Pitchifus\n<Bloodforged>"] = 0,
Tiae = 0,
Airmid = 0,
Pistachio = 0,
Fizzlebang = 0,
[Outfitter.cGuildCreditFormat:format("Bloodforged")] = 1,
},
["Ysondre"] =
{
["Steikfrit"] = 3,
},
["Zangarmarsh"] =
{
["Feliany"] = 3,
},
}
Outfitter.BannedCharacters = {
}
----------------------------------------
----------------------------------------
gOutfitter_Settings = nil
gOutfitter_GlobalSettings = nil
Outfitter.Initialized = false
Outfitter.Suspended = false
-- Outfit state
Outfitter.OutfitStack = {}
Outfitter.OutfitStack.Outfits = {}
Outfitter.CurrentOutfit = nil
Outfitter.ExpectedOutfit = nil
Outfitter.CurrentInventoryOutfit = nil
Outfitter.EquippedNeedsUpdate = false
Outfitter.LastEquipmentUpdateTime = 0
Outfitter.SpecialState = {} -- The current state as determined by the engine, not necessarily the state of the outfit itself
-- Player state
Outfitter.CurrentZone = ""
Outfitter.CurrentZoneIDs = {}
Outfitter.InCombat = false
Outfitter.MaybeInCombat = false
Outfitter.IsDead = false
Outfitter.IsFeigning = false
Outfitter.BankFrameIsOpen = false
Outfitter.VoidStorageIsOpen = false
Outfitter.HasHWEvent = false
Outfitter.SettingTypeInfo =
{
string = {Default = "", FrameType = "EditBox" },
number = {Default = 0, FrameType = "EditBox" },
stringtable = {Default = {}, FrameType = "ScrollableEditBox"},
zonelist = {Default = {}, FrameType = "ZoneListEditBox" },
boolean = {Default = false, FrameType = "Checkbox" },
}
Outfitter.Style = {}
Outfitter.Style.ButtonBar =
{
ButtonHeight = 37,
ButtonWidth = 37,
BackgroundTextureHeight = 128,
BackgroundTextureWidth = 128,
BackgroundWidth = 42,
BackgroundWidth0 = 26,
BackgroundWidthN = 27,
BackgroundHeight = 41,
BackgroundHeight0 = 28,
BackgroundHeightN = 25,
}
-- UI
Outfitter.CurrentPanel = 0
Outfitter.Collapsed = {}
Outfitter.SelectedOutfit = nil
Outfitter.DisplayIsDirty = true
Outfitter.OutfitInfoCache = {}
Outfitter.MaxSimpleTitles = 10
function Outfitter:FormatItemList(pList)
local vNumItems = #pList
if vNumItems == 0 then
return ""
elseif vNumItems == 1 then
return string.format(self.cSingleItemFormat, pList[1])
elseif vNumItems == 2 then
return string.format(self.cTwoItemFormat, pList[1], pList[2])
else
local vStartIndex, vEndIndex, vPrefix, vRepeat, vSuffix = string.find(self.cMultiItemFormat, "(.*){{(.*)}}(.*)")
local vResult
local vParamIndex = 1
if vPrefix and string.find(vPrefix, "%%") then
vResult = string.format(vPrefix, pList[1])
vParamIndex = 2
else
vResult = vPrefix or ""
end
if vRepeat then
for vIndex = vParamIndex, vNumItems - 1 do
vResult = vResult..string.format(vRepeat, pList[vIndex])
end
end
if vSuffix then
vResult = vResult..string.format(vSuffix, pList[vNumItems])
end
return vResult
end
end
-- Define global variables to be used directly in the XML
-- file since those references can't be object paths
Outfitter_cTitle = Outfitter.cTitle
Outfitter_cTitleVersion = Outfitter.cTitleVersion
Outfitter_cCreateUsingTitle = Outfitter.cCreateUsingTitle
Outfitter_cAutomationLabel = Outfitter.cAutomationLabel
Outfitter_cOutfitterTabTitle = Outfitter.cOutfitterTabTitle
Outfitter_cOptionsTabTitle = Outfitter.cOptionsTabTitle
Outfitter_cAboutTabTitle = Outfitter.cAboutTabTitle
Outfitter_cNewOutfit = Outfitter.cNewOutfit
Outfitter_cNameAlreadyUsedError = Outfitter.cNameAlreadyUsedError
Outfitter_cEnableAll = Outfitter.cEnableAll
Outfitter_cEnableNone = Outfitter.cEnableNone
Outfitter_cOptionsTitle = Outfitter.cOptionsTitle
Outfitter_cEditScriptTitle = Outfitter.cEditScriptTitle
Outfitter_cEditScriptEllide = Outfitter.cEditScriptEllide
Outfitter_cPresetScript = Outfitter.cPresetScript
Outfitter_cSettings = Outfitter.cSettings
Outfitter_cSource = Outfitter.cSource
Outfitter_cIconFilterLabel = Outfitter.cIconFilterLabel
Outfitter_cIconSetLabel = Outfitter.cIconSetLabel
-- These definitions are for backward compatibility with third-party addons
-- which call into Outfitter directly (OutfitterFu, FishingBuddy, ArkInventory)
-- Hopefully the authors of those addons will eventually migrate their code to
-- use the new functions instead so that these can eventually be eliminated.
Outfitter_cCompleteOutfits = Outfitter.cCompleteOutfits
Outfitter_cAccessoryOutfits = Outfitter.cAccessoryOutfits
Outfitter_cOddsNEndsOutfits = Outfitter.cOddsNEndsOutfits
function Outfitter_OnLoad(...) return Outfitter:OnLoad(...) end
function Outfitter_IsInitialized(...) return Outfitter:IsInitialized(...) end
function Outfitter_Update(...) return Outfitter:Update(...) end
function Outfitter_FindOutfitByStatID(...) return Outfitter:FindOutfitByStatID(...) end
function Outfitter_FindOutfitByName(...) return Outfitter:FindOutfitByName(...) end
function Outfitter_GetCategoryOrder(...) return Outfitter:GetCategoryOrder(...) end
function Outfitter_GetOutfitsByCategoryID(...) return Outfitter:GetOutfitsByCategoryID(...) end
function Outfitter_HasVisibleOutfits(...) return Outfitter:HasVisibleOutfits(...) end
function Outfitter_OutfitIsVisible(...) return Outfitter:OutfitIsVisible(...) end
function Outfitter_GenerateSmartOutfit(pName, pStat, pInventoryCache, pAllowEmptyOutfit) return Outfitter:GenerateSmartOutfit(pName, pStat, pInventoryCache, pAllowEmptyOutfit) end
function Outfitter_AddOutfit(...) return Outfitter:AddOutfit(...) end
function Outfitter_DeleteOutfit(...) return Outfitter:DeleteOutfit(...) end
function Outfitter_WearOutfit(pOutfit, pCategoryID, pWearBelowOutfit) return Outfitter:WearOutfit(pOutfit) end
function Outfitter_RemoveOutfit(...) return Outfitter:RemoveOutfit(...) end
function Outfitter_WearingOutfit(...) return Outfitter:WearingOutfit(...) end
function Outfitter_RegisterOutfitEvent(...) return Outfitter:RegisterOutfitEvent(...) end
function Outfitter_UnregisterOutfitEvent(...) return Outfitter:UnregisterOutfitEvent(...) end
function Outfitter_GetCurrentOutfitInfo(...) return Outfitter:GetCurrentOutfitInfo(...) end
function Outfitter_SetShowMinimapButton(...) return Outfitter:SetShowMinimapButton(...) end
function Outfitter_GetItemInfoFromLink(...) return Outfitter:GetItemInfoFromLink(...) end
function Outfitter_GetOutfitsUsingItem(...) return Outfitter:GetOutfitsUsingItem(...) end
function OutfitterItemList_GetEquippableItems(...) return Outfitter:GetInventoryCache(...) end
function OutfitterItemList_GetMissingItems(pItemList, ...) return pItemList:GetMissingItems(...) end
function Outfitter.ItemList_GetEquippableItems(...) return Outfitter:GetInventoryCache(...) end
function Outfitter.ItemList_GetMissingItems(pItemList, ...) return pItemList:GetMissingItems(...) end
function Outfitter:OutfitUsesItem(pOutfit, pItemInfo) return pOutfit:OutfitUsesItem(pItemInfo) end
--
Outfitter.cMinEquipmentUpdateInterval = 1.5
Outfitter.cInitializationEvents =
{
["PLAYER_ENTERING_WORLD"] = true,
["BAG_UPDATE"] = true,
["UNIT_INVENTORY_CHANGED"] = true,
["ZONE_CHANGED_NEW_AREA"] = true,
["ZONE_CHANGED"] = true,
["ZONE_CHANGED_INDOORS"] = true,
["PLAYER_ALIVE"] = true,
}
-- Beginning in patch 8.0, WoW throws errors when registering for events which don't exist. This table contains all builtin event IDs so they can be avoided when registering events.
Outfitter.BuiltinEvents = {
["TIMER"] = true,
["GAMETOOLTIP_SHOW"] = true,
["GAMETOOLTIP_HIDE"] = true,
["BATTLEGROUND"] = true,
["NOT_BATTLEGROUND"] = true,
["BATTLEGROUND_AV"] = true,
["NOT_BATTLEGROUND_AV"] = true,
["BATTLEGROUND_AB"] = true,
["NOT_BATTLEGROUND_AB"] = true,
["BATTLEGROUND_ARENA"] = true,
["NOT_BATTLEGROUND_ARENA"] = true,
["BATTLEGROUND_BLADESEDGE"] = true,
["NOT_BATTLEGROUND_BLADESEDGE"] = true,
["BATTLEGROUND_EOTS"] = true,
["NOT_BATTLEGROUND_EOTS"] = true,
["BATTLEGROUND_GILNEAS"] = true,
["NOT_BATTLEGROUND_GILNEAS"] = true,
["BATTLEGROUND_IOC"] = true,
["NOT_BATTLEGROUND_IOC"] = true,
["BATTLEGROUND_NAGRAND"] = true,
["NOT_BATTLEGROUND_NAGRAND"] = true,
["BATTLEGROUND_LORDAERON"] = true,
["NOT_BATTLEGROUND_LORDAERON"] = true,
["BATTLEGROUND_ROV"] = true,
["NOT_BATTLEGROUND_ROV"] = true,
["BATTLEGROUND_SEWERS"] = true,
["NOT_BATTLEGROUND_SEWERS"] = true,
["BATTLEGROUND_SOTA"] = true,
["NOT_BATTLEGROUND_SOTA"] = true,
["BATTLEGROUND_TWINPEAKS"] = true,
["NOT_BATTLEGROUND_TWINPEAKS"] = true,
["BATTLEGROUND_WG"] = true,
["NOT_BATTLEGROUND_WG"] = true,
["BATTLEGROUND_WSG"] = true,
["NOT_BATTLEGROUND_WSG"] = true,
["CASTER_FORM"] = true,
["NOT_CASTER_FORM"] = true,
["BEAR_FORM"] = true,
["NOT_BEAR_FORM"] = true,
["CAT_FORM"] = true,
["NOT_CAT_FORM"] = true,
["TRAVEL_FORM"] = true,
["NOT_TRAVEL_FORM"] = true,
["MOONKIN_FORM"] = true,
["NOT_MOONKIN_FORM"] = true,
-- ["TREE_FORM"] = true,
-- ["NOT_TREE_FORM"] = true,
["STEALTH"] = true,
["NOT_STEALTH"] = true,
["MOUNTED"] = true,
["NOT_MOUNTED"] = true,
["SPIRIT_REGEN"] = true,
["NOT_SPIRIT_REGEN"] = true,
["GHOST_WOLF"] = true,
["NOT_GHOST_WOLF"] = true,
["FEIGN_DEATH"] = true,
["NOT_FEIGN_DEATH"] = true,
["SWIMMING"] = true,
["NOT_SWIMMING"] = true,
["CITY"] = true,
["NOT_CITY"] = true,
["EVOCATE"] = true,
["NOT_EVOCATE"] = true,
["DINING"] = true,
["NOT_DINING"] = true,
}
Outfitter.BANKED_FONT_COLOR = CreateColor(0.25, 0.2, 1.0)
Outfitter.BANKED_FONT_COLOR_CODE = "|cff4033ff"
Outfitter.OUTFIT_MESSAGE_COLOR = CreateColor(0.2, 0.75, 0.3)
Outfitter.IsWoW4 = true
Outfitter.cItemLinkFormat = "|Hitem:(-?%d+):(-?%d+):(-?%d+):(-?%d+):(-?%d+):(-?%d+):(-?%d+):(-?%d+):(-?%d+):(-?%d+):(-?%d+):(-?%d+):(-?%d+)|h%[([^%]]*)%]|h"
-- Phantom items are items which appear to be in a slot but which are actually the by-product of some other item being equipped in a different slot. This is being used in Patch 7 (Legion) for the artifact weapons which occupy both weapon slots.
-- /dump {Outfitter:GetInventoryItemInfo("MainHandSlot").Code,Outfitter:GetInventoryItemInfo("SecondaryHandSlot").Code}
Outfitter.PhantomItemIDs = {
[133948] = true, -- Monk, Fists of the Heavaens
[128293] = true, -- DK, Blades of the Fallen Prince
[127830] = true, -- DH, Twinblades of the Deceiver
[128831] = true, -- DH, Aldrachi Warblades
[128859] = true, -- Druid, Fangs of Ashmane
[128822] = true, -- Druid, Claws of Ursoc
[133959] = true, -- Mage, Heart of the Phoenix
[128867] = true, -- Paladin, Oathseeker
[133958] = true, -- Priest, Secrets of the Void
[128869] = true, -- Rogue, The Kingslayers
[134552] = true, -- Rogue, Fortune
[128479] = true, -- Rogue, Akaari's Will
[128936] = true, -- Shaman, The Highkeeper's Ward
[128873] = true, -- Shaman, Fury of the Stonemother
[128934] = true, -- Shaman, Shield of the Sea Queen
[137246] = true, -- Warlock, Spine of Thal'kiel
[134553] = true, -- Warrior, Helya's Wrath
[128288] = true, -- Warrior, Scaleshard
}
Outfitter.cUniqueGemItemIDs =
{
[33140] = 33140, -- Blood of Amber, ItemCode 33140, +13 Spell Critical Strike Rating
[33139] = 33139, -- Brilliant Bladestone, ItemCode 33139, +12 Intellect
[34256] = 34256, -- Charmed Amani Jewel, ItemCode 34256, +15 Stamina
[33131] = 33131, -- Crimson Sun, ItemCode 33131, +24 Attack Power
[33132] = 33132, -- Delicate Fire Ruby, ItemCode 33132, +12 Agility
[33133] = 33133, -- Don Julio's Heart, ItemCode 33133
[33144] = 33144, -- Facet of Eternity, ItemCode 33144, +12 Defense Rating
[33135] = 33135, -- Falling Star, ItemCode 33135, +18 Stamina
[33141] = 33141, -- Great Bladestone, ItemCode 33141, +12 Spell Hit Rating
[33134] = 33134, -- Kailee's Rose, ItemCode 33134, +26 Healing and +9 Spell Damage
[33138] = 33138, -- Mystic Bladestone, ItemCode 33138, +12 Resilience Rating
[32735] = 32735, -- Radiant Spencerite, ItemCode 32735, +20 Attack Power
[33142] = 33142, -- Rigid Bladestone, ItemCode 33142, +12 Hit Rating
[33137] = 33137, -- Sparkling Falling Star, ItemCode 33137, +12 Spirit
[33143] = 3220, -- Stone of Blades, ItemCode 33143, +12 Critical Strike Rating
[27679] = 2891, -- Sublime Mystic Dawnstone, ItemCode 27679, +10 Resilience Rating
[27786] = 2899, -- Barbed Deep Peridot, ItemCode 27786 & 27809, +3 Stamina, +4 Critical Strike Rating
[27809] = 2899, -- Barbed Deep Peridot, ItemCode 27786 & 27809, +3 Stamina, +4 Critical Strike Rating
[30598] = 3103, -- Don Amancio's Heart, ItemCode 30598, +8 Strength (numerous enchants of +8 str)
[30571] = 3065, -- Don Rodrigo's Heart, ItemCode 30571, +8 Strength
[34831] = 3268, -- Eye of the Sea, ItemCode 34831, +15 Stamina
[28360] = 2943, -- Mighty Blood Garnet, ItemCode 28360, +14 Attack Power
[28361] = 2944, -- Mighty Blood Garnet, ItemCode 28361, +14 Attack Power
[27785] = 2898, -- Notched Deep Peridot, ItemCode 27785, +3 Stamina, +4 Spell Critical Strike Rating
[27820] = 2923, -- Notched Deep Peridot, ItemCode 27820, +3 Stamina, +4 Spell Critical Strike Rating
[27777] = 2896, -- Stark Blood Garnet, ItemCode 27777, +8 Spell Damage
[27812] = 2924, -- Stark Blood Garnet, ItemCode 27812, +8 Spell Damage
[28557] = 2970, -- Swift Starfire Diamond, ItemCode 28557, +12 Spell Damage and Minor Run Speed Increase
[28556] = 2969, -- Swift Windfire Diamond, ItemCode 28556, +20 Attack Power and Minor Run Speed Increase
[32634] = 3156, -- Unstable Amethyst, ItemCode 32634, +8 Attack Power and +6 Stamina
[32635] = 3157, -- Unstable Peridot, ItemCode 32635,
[32636] = 3158, -- Unstable Sapphire, ItemCode 32636
[32637] = 3159, -- Unstable Citrine, ItemCode 32637, +8 Attack Power
[32638] = 3160, -- Unstable Topaz, ItemCode 32638
[32639] = 3161, -- Unstable Talasite, ItemCode 32639
-- WotLK unique-equipped
[42701] = 3749, -- Enchanted Pearl, +4 all stats, ItemCode 42701
[42702] = 3750, -- Enchanted Tear, +6 all stats, ItemCode 42702
[44066] = 3792, -- Kharmaa's Grace, +20 resilience, ItemCode 44066
-- WotLK JC Prismatics (unique-equipped x 3)
[36766] = "PRISM3", -- Bright Dragon's Eye, 54att, ItemCode 36766
[36767] = "PRISM3", -- Solid Dragon's Eye, 41stam, ItemCode 36767
[42142] = "PRISM3", -- Bold Dragon's Eye, 27str, ItemCode 42142
[42143] = "PRISM3", -- Delicate Dragon's Eye, 27agi, ItemCode 42143
[42144] = "PRISM3", -- Runed Dragon's Eye, 32spell, ItemCode 42144
[42145] = "PRISM3", -- Sparkling Dragon's Eye, 27spi, ItemCode 42145
[42146] = "PRISM3", -- Lustrous Dragon's Eye, 11mp5, ItemCode 42146
[42148] = "PRISM3", -- Brilliant Dragon's Eye, 27int, ItemCode 42148
[42149] = "PRISM3", -- Smooth Dragon's Eye, 27crit, ItemCode 42149
[42150] = "PRISM3", -- Quick Dragon's Eye, 27haste, ItemCode 42150
[42151] = "PRISM3", -- Subtle Dragon's Eye, 27dodge, ItemCode 42151
[42152] = "PRISM3", -- Flashing Dragon's Eye, 27parry, ItemCode 42152
[42153] = "PRISM3", -- Fractured Dragon's Eye, 27armorpen, ItemCode 42153
[42154] = "PRISM3", -- Precise Dragon's Eye, 27exp, ItemCode 42154
[42155] = "PRISM3", -- Stormy Dragon's Eye, 32spellpen, ItemCode 42155
[42156] = "PRISM3", -- Rigid Dragon's Eye, 27hit, ItemCode 42156
[42157] = "PRISM3", -- Thick Dragon's Eye, 27def, ItemCode 42157
[42158] = "PRISM3", -- Mystic Dragon's Eye, 27resil, ItemCode 42158
-- Patch 3.2
[49110] = 49110, -- Nightmare Tear
-- Cataclysm JC
[52255] = "PRISM3", -- Bold Chimera's Eye
[52257] = "PRISM3", -- Brilliant Chimera's Eye
[52258] = "PRISM3", -- Delicate Chimera's Eye
[52259] = "PRISM3", -- Flashing Chimera's Eye
[52269] = "PRISM3", -- Fractured Chimera's Eye
[52267] = "PRISM3", -- Mystic Chimera's Eye
[52260] = "PRISM3", -- Precise Chimera's Eye
[52268] = "PRISM3", -- Quick Chimera's Eye
[52264] = "PRISM3", -- Rigid Chimera's Eye
[52266] = "PRISM3", -- Smooth Chimera's Eye
[52261] = "PRISM3", -- Solid Chimera's Eye
[52262] = "PRISM3", -- Sparkling Chimera's Eye
[52263] = "PRISM3", -- Stormy Chimera's Eye
[52265] = "PRISM3", -- Subtle Chimera's Eye
-- MoP JC
[83141] = "FACET2", -- Bold Serpent's Eye
[83142] = "FACET2", -- Quick Serpent's Eye
[83143] = "FACET2", -- Fractured Serpent's Eye
[83144] = "FACET2", -- Rigid Serpent's Eye
[83145] = "FACET2", -- Subtle Serpent's Eye
[83146] = "FACET2", -- Smooth Serpent's Eye
[83147] = "FACET2", -- Precise Serpent's Eye
[83148] = "FACET2", -- Solid Serpent's Eye
[83149] = "FACET2", -- Sparkling Serpent's Eye
[83150] = "FACET2", -- Brilliant Serpent's Eye
[83151] = "FACET2", -- Delicate Serpent's Eye
[83152] = "FACET2", -- Flashing Serpent's Eye
-- MoP Cogwheel
[77540] = 77540, -- Subtle Tinker's Gear
[77541] = 77541, -- Smooth Tinker's Gear
[77542] = 77542, -- Quick Tinker's Gear
[77543] = 77543, -- Precise Tinker's Gear
[77544] = 77544, -- Flashing Tinker's Gear
[77545] = 77545, -- Rigid Tinker's Gear
[77546] = 77546, -- Sparkling Tinker's Gear
[77547] = 77547, -- Fractured Tinker's Gear
-- MoP JC
[93404] = "FACET2", -- Resplendent
[93405] = "FACET2", -- Lucent
[93406] = "FACET2", -- Willful
[93408] = "FACET2", -- Tense
[93409] = "FACET2", -- Assassin's
[93410] = "FACET2", -- Mysterious
}
StaticPopupDialogs.OUTFITTER_CANT_RELOADUI =
{
text = Outfitter.cCantReloadUI,
button1 = OKAY,
OnAccept = function() end,
OnCancel = function() end,
timeout = 0,
whileDead = 1,
hideOnEscape = 1,
showAlert = 1,
}
StaticPopupDialogs.OUTFITTER_SERVER_FULL =
{
text = Outfitter.cTooManyServerOutfits,
button1 = OKAY,
OnAccept = function() end,
OnCancel = function() end,
timeout = 0,
whileDead = 1,
hideOnEscape = 1,
showAlert = 1,
}
StaticPopupDialogs.OUTFITTER_CANT_SET_ICON =
{
text = Outfitter.cCantSetIcon,
button1 = Outfitter.cChangeIcon,
button2 = CANCEL,
OnAccept = function() end,
OnCancel = function() end,
timeout = 0,
whileDead = 1,
hideOnEscape = 1,
showAlert = 1,
}
StaticPopupDialogs.OUTFITTER_CONFIRM_DELETE =
{
text = Outfitter.cConfirmDeleteMsg,
button1 = DELETE,
button2 = CANCEL,
OnAccept = function() Outfitter:DeleteSelectedOutfit() end,
timeout = 0,
whileDead = 1,
hideOnEscape = 1
}
StaticPopupDialogs.OUTFITTER_CONFIRM_REBUILD =
{
text = Outfitter.cConfirmRebuildMsg,
button1 = Outfitter.cRebuild,
button2 = CANCEL,
OnAccept = function() Outfitter:RebuildOutfit(Outfitter.OutfitToRebuild) Outfitter.OutfitToRebuild = nil end,
timeout = 0,
whileDead = 1,
hideOnEscape = 1,
}
StaticPopupDialogs.OUTFITTER_CONFIRM_SET_CURRENT =
{
text = Outfitter.cConfirmSetCurrentMsg,
button1 = Outfitter.cSetCurrent,
button2 = CANCEL,
OnAccept = function() Outfitter:SetOutfitToCurrent(Outfitter.OutfitToRebuild); Outfitter.OutfitToRebuild = nil end,
timeout = 0,
whileDead = 1,
hideOnEscape = 1,
}
Outfitter.cCategoryDescriptions =
{
Complete = Outfitter.cCompleteCategoryDescription,
Accessory = Outfitter.cAccessoryCategoryDescription,
OddsNEnds = Outfitter.cOddsNEndsCategoryDescription,
BoEs = Outfitter.cBoEsCategoryDescription,
}
Outfitter.cSlotNames =
{
-- First priority goes to armor
"HeadSlot",
"ShoulderSlot",
"ChestSlot",
"WristSlot",
"HandsSlot",
"WaistSlot",
"LegsSlot",
"FeetSlot",
-- Second priority goes to weapons
"MainHandSlot",
"SecondaryHandSlot",
"RangedSlot",
-- Last priority goes to items with no durability
"BackSlot",
"NeckSlot",
"ShirtSlot",
"TabardSlot",
"Finger0Slot",
"Finger1Slot",
"Trinket0Slot",
"Trinket1Slot",
"AmmoSlot",
}
Outfitter.cSlotOrder = {}
for vIndex, vSlotName in ipairs(Outfitter.cSlotNames) do
Outfitter.cSlotOrder[vSlotName] = vIndex
end
Outfitter.cSlotDisplayNames =
{
HeadSlot = HEADSLOT,
NeckSlot = NECKSLOT,
ShoulderSlot = SHOULDERSLOT,
BackSlot = BACKSLOT,
ChestSlot = CHESTSLOT,
ShirtSlot = SHIRTSLOT,
TabardSlot = TABARDSLOT,
WristSlot = WRISTSLOT,
HandsSlot = HANDSSLOT,
WaistSlot = WAISTSLOT,
LegsSlot = LEGSSLOT,
FeetSlot = FEETSLOT,
Finger0Slot = Outfitter.cFinger0SlotName,
Finger1Slot = Outfitter.cFinger1SlotName,
Trinket0Slot = Outfitter.cTrinket0SlotName,
Trinket1Slot = Outfitter.cTrinket1SlotName,
MainHandSlot = MAINHANDSLOT,
SecondaryHandSlot = SECONDARYHANDSLOT,
RangedSlot = RANGEDSLOT,
AmmoSlot = AMMOSLOT,
}
Outfitter.cInvTypeToSlotName =
{
INVTYPE_2HWEAPON = {SlotName = "MainHandSlot", MetaSlotName = "TwoHandSlot"},
INVTYPE_BODY = {SlotName = "ShirtSlot"},
INVTYPE_CHEST = {SlotName = "ChestSlot"},
INVTYPE_CLOAK = {SlotName = "BackSlot"},
INVTYPE_FEET = {SlotName = "FeetSlot"},
INVTYPE_FINGER = {SlotName = "Finger0Slot"},
INVTYPE_HAND = {SlotName = "HandsSlot"},
INVTYPE_HEAD = {SlotName = "HeadSlot"},
INVTYPE_HOLDABLE = {SlotName = "SecondaryHandSlot"},
INVTYPE_LEGS = {SlotName = "LegsSlot"},
INVTYPE_NECK = {SlotName = "NeckSlot"},
INVTYPE_ROBE = {SlotName = "ChestSlot"},
INVTYPE_SHIELD = {SlotName = "SecondaryHandSlot"},
INVTYPE_SHOULDER = {SlotName = "ShoulderSlot"},
INVTYPE_TABARD = {SlotName = "TabardSlot"},
INVTYPE_TRINKET = {SlotName = "Trinket0Slot"},
INVTYPE_WAIST = {SlotName = "WaistSlot"},
INVTYPE_WEAPON = {SlotName = "MainHandSlot", MetaSlotName = "Weapon0Slot"},
INVTYPE_WEAPONMAINHAND = {SlotName = "MainHandSlot"},
INVTYPE_WEAPONOFFHAND = {SlotName = "SecondaryHandSlot"},
INVTYPE_WRIST = {SlotName = "WristSlot"},
INVTYPE_RANGED = {SlotName = "RangedSlot"},
INVTYPE_RANGEDRIGHT = {SlotName = "AmmoSlot"},
INVTYPE_THROWN = {SlotName = "RangedSlot"},
INVTYPE_RELIC = {SlotName = "RangedSlot"},
}
Outfitter.cHalfAlternateStatSlot =
{
Trinket0Slot = "Trinket1Slot",
Finger0Slot = "Finger1Slot",
Weapon0Slot = "Weapon1Slot",
}
Outfitter.cFullAlternateStatSlot =
{
Trinket0Slot = "Trinket1Slot",
Trinket1Slot = "Trinket0Slot",
Finger0Slot = "Finger1Slot",
Finger1Slot = "Finger0Slot",
Weapon0Slot = "Weapon1Slot",
Weapon1Slot = "Weapon0Slot",
}
Outfitter.cCategoryOrder =
{
"Complete",
"Accessory"
}
Outfitter.cItemAliases =
{
[18608] = 18609, -- Benediction -> Anathema
[18609] = 18608, -- Anathema -> Benediction
[17223] = 17074, -- Thunderstrike -> Shadowstrike
[17074] = 17223, -- Shadowstrike -> Thunderstrike
[46069] = 46106, -- Alliance Lance -> Argent Lance
[46070] = 46106, -- Horde Lance -> Argent Lance
[46106] = 46069, -- Argent Lance -> Alliance Lance (will be replaced by Horde Lance at runtime)
}
Outfitter.cIgnoredUnusedItems =
{
[2901] = "Mining Pick",
[5956] = "Blacksmith hammer",
[6219] = "Arclight Spanner",
[7005] = "Skinning Knife",
[7297] = "Morbent's Bane",
[10696] = "Enchanted Azsharite Felbane Sword",
[10697] = "Enchanted Azsharite Felbane Dagger",
[10698] = "Enchanted Azsharite Felbane Staff",
[20406] = "Twilight Cultist Mantle",
[20407] = "Twilight Cultist Robe",
[20408] = "Twilight Cultist Cowl",
[136350] = "Brumdysla, Hammer of Vrorsk"
}
Outfitter.cSmartOutfits =
{
-- {Name = Outfitter.cFishingOutfit, StatID = "FISHING", ScriptID = "Fishing"},
-- {Name = Outfitter.cHerbalismOutfit, StatID = "HERBALISM", ScriptID = "Herbalism"},
-- {Name = Outfitter.cMiningOutfit, StatID = "MINING", ScriptID = "Mining"},
-- {Name = Outfitter.cSkinningOutfit, StatID = "SKINNING", ScriptID = "Skinning"},
}
Outfitter.cSpecialIDEvents =
{
Bear = {Equip = "BEAR_FORM", Unequip = "NOT_BEAR_FORM"},
Cat = {Equip = "CAT_FORM", Unequip = "NOT_CAT_FORM"},
Travel = {Equip = "TRAVEL_FORM", Unequip = "NOT_TRAVEL_FORM"},
Moonkin = {Equip = "MOONKIN_FORM", Unequip = "NOT_MOONKIN_FORM"},
-- Tree = {Equip = "TREE_FORM", Unequip = "NOT_TREE_FORM"},
Prowl = {Equip = "STEALTH", Unequip = "NOT_STEALTH"},
Caster = {Equip = "CASTER_FORM", Unequip = "NOT_CASTER_FORM"},
Stealth = {Equip = "STEALTH", Unequip = "NOT_STEALTH"},
GhostWolf = {Equip = "GHOST_WOLF", Unequip = "NOT_GHOST_WOLF"},
Feigning = {Equip = "FEIGN_DEATH", Unequip = "NOT_FEIGN_DEATH"},
Evocate = {Equip = "EVOCATE", Unequip = "NOT_EVOCATE"},
Dining = {Equip = "DINING", Unequip = "NOT_DINING"},
City = {Equip = "CITY", Unequip = "NOT_CITY"},
Riding = {Equip = "MOUNTED", Unequip = "NOT_MOUNTED"},
Swimming = {Equip = "SWIMMING", Unequip = "NOT_SWIMMING"},
Spirit = {Equip = "SPIRIT_REGEN", Unequip = "NOT_SPIRIT_REGEN"},
ArgentDawn = {Equip = "ARGENT_DAWN", Unequip = "NOT_ARGENT_DAWN"},
Battleground = {Equip = "BATTLEGROUND", Unequip = "NOT_BATTLEGROUND"},
AB = {Equip = "BATTLEGROUND_AB", Unequip = "NOT_BATTLEGROUND_AB"},
AV = {Equip = "BATTLEGROUND_AV", Unequip = "NOT_BATTLEGROUND_AV"},
WSG = {Equip = "BATTLEGROUND_WSG", Unequip = "NOT_BATTLEGROUND_WSG"},
EotS = {Equip = "BATTLEGROUND_EOTS", Unequip = "NOT_BATTLEGROUND_EOTS"},
SotA = {Equip = "BATTLEGROUND_SOTA", Unequip = "NOT_BATTLEGROUND_SOTA"},
IoC = {Equip = "BATTLEGROUND_IOC", Unequip = "NOT_BATTLEGROUND_IOC"},
Wintergrasp = {Equip = "BATTLEGROUND_WG", Unequip = "NOT_BATTLEGROUND_WG"},
Sewers = {Equip = "BATTLEGROUND_SEWERS", Unequip = "NOT_BATTLEGROUND_SEWERS"},
Gilneas = {Equip = "BATTLEGROUND_GILNEAS", Unequip = "NOT_BATTLEGROUND_GILNEAS"},
TwinPeaks = {Equip = "BATTLEGROUND_TWINPEAKS", Unequip = "NOT_BATTLEGROUND_TWINPEAKS"},
RingOfValor = {Equip = "BATTLEGROUND_ROV", Unequip = "NOT_BATTLEGROUND_ROV"},
Arena = {Equip = "BATTLEGROUND_ARENA", Unequip = "NOT_BATTLEGROUND_ARENA"},
BladesEdgeArena = {Equip = "BATTLEGROUND_BLADESEDGE", Unequip = "NOT_BATTLEGROUND_BLADESEDGE"},
NagrandArena = {Equip = "BATTLEGROUND_NAGRAND", Unequip = "NOT_BATTLEGROUND_NAGRAND"},
LordaeronArena = {Equip = "BATTLEGROUND_LORDAERON", Unequip = "NOT_BATTLEGROUND_LORDAERON"},
}
Outfitter.cClassSpecialOutfits =
{
WARRIOR =
{
},
DRUID =
{
{Name = Outfitter.cDruidCasterForm, ScriptID = "Caster"},
{Name = Outfitter.cDruidBearForm, ScriptID = "Bear"},
{Name = Outfitter.cDruidCatForm, ScriptID = "Cat"},
{Name = Outfitter.cDruidTravelForm, ScriptID = "Travel"},
{Name = Outfitter.cDruidMoonkinForm, ScriptID = "Moonkin"},
{Name = Outfitter.cDruidTreeOfLifeForm, ScriptID = "Tree"},
{Name = Outfitter.cDruidProwl, ScriptID = "Prowl"},
},
PRIEST =
{
},
ROGUE =
{
{Name = Outfitter.cRogueStealth, ScriptID = "Stealth"},
},
SHAMAN =
{
{Name = Outfitter.cShamanGhostWolf, ScriptID = "GhostWolf"},
},
HUNTER =
{
},
MAGE =
{
},
DEATHKNIGHT =
{
},
MONK =
{
},
DEMONHUNTER =
{
},
}
Outfitter.cSpellIDToSpecialID =
{
[13165] = "Hawk",
[14318] = "Hawk",
[14319] = "Hawk",
[14320] = "Hawk",
[14321] = "Hawk",
[14322] = "Hawk",
[25296] = "Hawk",
[27044] = "Hawk",
[61846] = "Hawk",
[61847] = "Hawk",
[12051] = "Evocate",
[2645] = "GhostWolf",
[5384] = "Feigning",
[58984] = "Prowl",
}
Outfitter.cAuraIconSpecialID =
{
[134062] = "Dining",
[132805] = "Dining",
}
-- Note that zone special outfits will be worn in the order
-- the are listed here, with later outfits being worn over
-- earlier outfits (when they're being applied at the same time)
-- This allows BG-specific outfits to take priority over the generic
-- BG outfit
Outfitter.cZoneSpecialIDs =
{
"ArgentDawn",
"City",
"Battleground",
"Arena",
"AV",
"AB",
"WSG",
"EotS",
"SotA",
"IoC",
"BladesEdgeArena",
"NagrandArena",
"LordaeronArena",
}
Outfitter.cZoneSpecialIDMap =
{
--[[
[GetMapNameByID(22)] = {"ArgentDawn"}, -- Western Plaguelands
[GetMapNameByID(23)] = {"ArgentDawn"}, -- Eastern Plaguelands
[GetMapNameByID(765)] = {"ArgentDawn"}, -- Stratholme
[GetMapNameByID(763)] = {"ArgentDawn"}, -- Scholomance
[GetMapNameByID(535)] = {"Naxx"}, -- Naxxramas
[GetMapNameByID(401)] = {"Battleground", "AV"}, -- Alterac Valley
[GetMapNameByID(461)] = {"Battleground", "AB"}, -- Arathi Basin
[GetMapNameByID(443)] = {"Battleground", "WSG"}, -- Warsong Gulch
[Outfitter.LSZ["Silverwing Hold"] ] = {"Battleground", "WSG"}, -- Silverwing Hold
[Outfitter.LSZ["Warsong Lumber Mill"] ] = {"Battleground", "WSG"}, -- Warsong Lumber Mill
[GetMapNameByID(482)] = {"Battleground", "EotS"}, -- Eye of the Storm
[GetMapNameByID(512)] = {"Battleground", "SotA"}, -- Strand of the Ancients
[GetMapNameByID(540)] = {"Battleground", "IoC"}, -- Isle of Conquest
[GetMapNameByID(501)] = {"Battleground", "Wintergrasp"}, -- Wintergrasp
[GetMapNameByID(736)] = {"Battleground", "Gilneas"}, -- Battle for Gilneas
[GetMapNameByID(626)] = {"Battleground", "TwinPeaks"}, -- Twin Peaks
[Outfitter.LSZ["Wildhammer Stronghold"] ] = {"Battleground", "TwinPeaks"}, -- Wildhammer Stronghold
[Outfitter.LSZ["Dragonmaw Stronghold"] ] = {"Battleground", "TwinPeaks"}, -- Dragonmaw Stronghold
-- Arenas
-- [GetMapNameByID(Dalaran Sewers)] = {"Battleground", "Arena", "Sewers"}, -- Dalaran Sewers
-- [GetMapNameByID(The Ring of Valor)] = {"Battleground", "Arena", "RingOfValor"}, -- The Ring of Valor
-- [GetMapNameByID(Blade's Edge Arena)] = {"Battleground", "BladesEdgeArena", "Arena"}, -- Blade's Edge Arena
-- [GetMapNameByID(Nagrand Arena)] = {"Battleground", "NagrandArena", "Arena"}, -- Nagrand Arena
-- [GetMapNameByID(Ruins of Lordaeron)] = {"Battleground", "LordaeronArena", "Arena"}, -- Ruins of Lordaeron
[GetMapNameByID(341)] = {"City"}, -- Ironforge
[Outfitter.LSZ["City of Ironforge"] ] = {"City"}, -- City of Ironforge
[Outfitter.LSZ["Miwana's Longhouse"] ] = {"City"}, -- Miwana's Longhouse
[GetMapNameByID(381)] = {"City"}, -- Darnassus
-- [GetMapNameByID(Stormwind)] = {"City"}, -- Stormwind
[GetMapNameByID(301)] = {"City"}, -- Stormwind City
[GetMapNameByID(321)] = {"City"}, -- Orgrimmar
[GetMapNameByID(362)] = {"City"}, -- Thunder Bluff
[GetMapNameByID(382)] = {"City"}, -- Undercity
[GetMapNameByID(480)] = {"City"}, -- Silvermoon City
[GetMapNameByID(471)] = {"City"}, -- The Exodar
[GetMapNameByID(481)] = {"City"}, -- Shattrath City
[GetMapNameByID(504)] = {"City"}, -- Dalaran
[GetMapNameByID(903)] = {"City"}, -- Shrine of Two Moons
[GetMapNameByID(905)] = {"City"}, -- Shrine of Seven Stars
]]
}
-- As of patch 3.3 automated combat swaps aren't allowed. I'm
-- leaving the code in but emptying the slot list in
-- case an acceptable workaround is discovered which would
-- make it useful again.
Outfitter.cCombatEquipmentSlots =
{
--[[
MainHandSlot = true,
SecondaryHandSlot = true,
]]
}
Outfitter.InventoryCache = nil
Outfitter.cMaxDisplayedItems = 14
Outfitter.cPanelFrames =
{
"OutfitterMainFrame",
"OutfitterOptionsFrame",
"OutfitterAboutFrame",
}
Outfitter.cShapeshiftIDInfo = {
-- Druid
[5487] = {ID = "Bear", MaybeInCombat = true},
[768] = {ID = "Cat"},
[783] = {ID = "Travel"},
[24858] = {ID = "Moonkin"},
CasterForm = {ID = "Caster"}, -- this is a psuedo-form which is active when no other druid form is
-- Rogue
[1784] = {ID = "Stealth"},
}
function Outfitter:ToggleOutfitterFrame()
if self:IsOpen() then
OutfitterFrame:Hide()
else
OutfitterFrame:Show()
end
end
function Outfitter:IsOpen()
return OutfitterFrame:IsVisible()
end
function Outfitter:OnLoad()
for vEventID, _ in pairs(self.cInitializationEvents) do
self.EventLib:RegisterEvent(vEventID, self.InitializationCheck, self)
end
end
function Outfitter:OnShow()
self.SetFrameLevel(OutfitterFrame, PaperDollFrame:GetFrameLevel() - 1)
self:ShowPanel(1) -- Always switch to the main view when showing the window
end
function Outfitter:OnHide()
self:ClearSelection()
if self.QuickSlots and self.QuickSlots.Close then
self.QuickSlots:Close()
end
if self.NameOutfitDialog and self.NameOutfitDialog:IsShown() then
self.NameOutfitDialog:Cancel()
end
if self.RebuildOutfitDialog and self.RebuildOutfitDialog:IsShown() then
self.RebuildOutfitDialog:Cancel()
end
OutfitterFrame:Hide() -- This seems redundant, but the OnHide handler gets called
-- in response to the parent being hidden (the character window)
-- so calling Hide() on the frame here ensures that when the
-- character window is hidden then Outfitter won't be displayed
-- next time it's opened
end
function Outfitter:SchedulePlayerEnteringWorld()
self.SchedulerLib:RescheduleTask(0.05, self.PlayerEnteringWorld, self)
end
function Outfitter:PlayerEnteringWorld()
self.IsCasting = false
self.IsChanneling = false
self:BeginEquipmentUpdate()
self:FlushInventoryCache()
self:RegenEnabled()
self:UpdateAuraStates()
self:ScheduleUpdateZone()
self:ResumeLoadScreenEvents()
self:ScheduleSynch() -- Always sync on entering world
-- self:SynchronizeEM()
self:EndEquipmentUpdate()
end
function Outfitter:PlayerLeavingWorld()
-- To improve load screen performance, suspend events which are
-- fired repeatedly and rapidly during zoning
self.Suspended = true
self.EventLib:UnregisterEvent("BAG_UPDATE", self.BagUpdate, self)
self.EventLib:UnregisterEvent("UNIT_INVENTORY_CHANGED", self.UnitInventoryChanged, self)
self.EventLib:UnregisterEvent("UNIT_AURA", self.UnitAuraChanged, self)
self.EventLib:UnregisterEvent("PLAYERBANKSLOTS_CHANGED", self.BankSlotsChanged, self)
end
function Outfitter:ResumeLoadScreenEvents()
if self.Suspended then
-- To improve load screen performance, suspend events which are
-- fired repeatedly and rapidly during zoning
self.Suspended = false
self.EventLib:RegisterEvent("BAG_UPDATE", self.BagUpdate, self)
self.EventLib:RegisterEvent("UNIT_INVENTORY_CHANGED", self.UnitInventoryChanged, self, true) -- Register as a blind event handler (no event id param)
self.EventLib:RegisterEvent("UNIT_AURA", self.UnitAuraChanged, self)
self.EventLib:RegisterEvent("PLAYERBANKSLOTS_CHANGED", self.BankSlotsChanged, self)
end
end
function Outfitter:VariablesLoaded()
self.Settings = gOutfitter_Settings
end
function Outfitter:BankSlotsChanged()
self:ScheduleSynch()
end
function Outfitter:BagUpdate()
self:ScheduleSynch()
end
Outfitter.OutfitEvents = {}
function Outfitter:RegisterOutfitEvent(pEvent, pFunction)
local vHandlers = self.OutfitEvents[pEvent]
if not vHandlers then
vHandlers = {}
self.OutfitEvents[pEvent] = vHandlers
end
table.insert(vHandlers, pFunction)
end
function Outfitter:UnregisterOutfitEvent(pEvent, pFunction)
local vHandlers = self.OutfitEvents[pEvent]
if not vHandlers then
return
end
for vIndex, vFunction in ipairs(vHandlers) do
if vFunction == pFunction then
table.remove(vHandlers, vIndex)
return
end
end
end
function Outfitter:DispatchOutfitEvent(pEvent, pParameter1, pParameter2)
-- Don't send out events until we're initialized
if not self.Initialized then
return
end
-- Post a message
local vHandlers = self.OutfitEvents[pEvent]
if vHandlers then
for _, vFunction in ipairs(vHandlers) do
-- Call in protected mode so that if they fail it doesn't
-- screw up Outfitter or other addons wishing to be notified
local vSucceeded, vMessage = pcall(vFunction, pEvent, pParameter1, pParameter2)
if vMessage then
self:ErrorMessage("Error dispatching event "..pEvent)
self:ErrorMessage(vMessage)
end
end
end
local vEventID
if pEvent == "WEAR_OUTFIT" then
vEventID = "OUTFIT_EQUIPPED"
elseif pEvent == "UNWEAR_OUTFIT" then
vEventID = "OUTFIT_UNEQUIPPED"
end
local vOutfits = self.OutfitScriptEvents[vEventID]
if vOutfits then
local vScriptContext = vOutfits[pParameter2]
if vScriptContext then
local vSucceeded, vMessage = pcall(vScriptContext.Function, vScriptContext, vEventID)
if vMessage then
self:ErrorMessage("Error dispatching outfit event %s", pEvent or "nil")
self:ErrorMessage(vMessage)
end
end
end
-- Translate to the event ids for dispatch through the event system
if pEvent == "WEAR_OUTFIT" then
self.EventLib:DispatchEvent("WEAROUTFIT")
elseif pEvent == "UNWEAR_OUTFIT" then
self.EventLib:DispatchEvent("UNWEAROUTFIT")
end
-- Set the correct Helm and Cloak settings.
self.OutfitStack:UpdateOutfitDisplay()
--self.SchedulerLib:ScheduleUniqueTask(0.5, self.OutfitStack.UpdateOutfitDisplay, self.OutfitStack)
self.SchedulerLib:ScheduleUniqueTask(0.1, self.UpdateCurrentOutfitIcon, self)
end
function Outfitter:UpdateCurrentOutfitIcon()
local _, vOutfit = self:GetCurrentOutfitInfo()
local vTexture = self.OutfitBar:GetOutfitTexture(vOutfit)
if type(vTexture) == "number" then
vTexture = self:ConvertTextureIDToPath(vTexture)
end
SetPortraitToTexture(OutfitterMinimapButton.CurrentOutfitTexture, vTexture)
end
function Outfitter:BankFrameOpened()
self.BankFrameIsOpen = true
self:BankSlotsChanged()
end
function Outfitter:BankFrameClosed()
self.BankFrameIsOpen = false
self:BankSlotsChanged()
end
function Outfitter:VoidStorageFrameOpened()
self.VoidStorageIsOpen = true
end
function Outfitter:VoidStorageFrameClosed()
self.VoidStorageIsOpen = false
end
function Outfitter:RegenDisabled(pEvent)
self.InCombat = true
if self.OutfitBar then
self.OutfitBar:AdjustAlpha()
end
self.OutfitStack:UpdateOutfitDisplay()
self:SuspendSecureActions()
end
function Outfitter:RegenEnabled(pEvent)
self:BeginEquipmentUpdate()
self.InCombat = false
self:EndEquipmentUpdate()
if self.OutfitBar then
self.OutfitBar:AdjustAlpha()
end
self.OutfitStack:UpdateOutfitDisplay()
self:ResumeSecureActions()
end
function Outfitter:SuspendSecureActions()
for index = 1, self.cMaxDisplayedItems do
local item = _G["OutfitterItem"..(index - 1)]
item:suspendSecureActions()
end
end
function Outfitter:ResumeSecureActions()
for index = 1, self.cMaxDisplayedItems do
local item = _G["OutfitterItem"..(index - 1)]
item:resumeSecureActions()
end
end
function Outfitter:PlayerDead(pEvent)
self.IsDead = true
end
function Outfitter:PlayerAlive(pEvent)
self:BeginEquipmentUpdate()
self.IsDead = false
self:UpdateAuraStates()
self:EndEquipmentUpdate()
end
function Outfitter:UnitHealthOrManaChanged(pUnitID)
if pUnitID ~= "player" then
return
end
self:BeginEquipmentUpdate()
-- Check to see if the player is full while dining
if self.SpecialState.Dining
and self:PlayerIsFull() then
self:SetSpecialOutfitEnabled("Dining", false)
end
-- If the mana drops, see if there was a recent spellcast
local vPlayerMana = UnitPower("player")
if vPlayerMana and (not self.PreviousManaLevel or vPlayerMana < self.PreviousManaLevel) then
local vTime = GetTime()
if self.SpellcastSentTime and vTime < self.SpellcastSentTime + 10 then
self.SpellcastSentTime = nil
-- Five second rule has begun
if self.SpiritRegenEnabled then
self.SpiritRegenEnabled = false
self:SetSpecialOutfitEnabled("Spirit", false)
end
self.SchedulerLib:RescheduleTask(5.0, self.SpiritRegenTimer, self)
end
end
self.PreviousManaLevel = vPlayerMana
--
if self.SpellcastSentMana then
self.SchedulerLib:RescheduleTask(0.01, self.CheckSpellcastManaDrop, self)
end
--
self:EndEquipmentUpdate()
end
function Outfitter:UnitSpellcastDebug(pEventID, pUnitID, pSpellName)
if pUnitID ~= "player" then
return
end
self:DebugMessage("UnitSpellcastDebug: %s %s %s", pEventID, pUnitID, pSpellName)
end
function Outfitter:UnitSpellcastSent(pEventID, pUnitID, pSpellName)
if pUnitID ~= "player" then
return
end
self.SpellcastSentTime = GetTime()
if not self.IsCasting then
self.IsCasting = true
end
end
function Outfitter:UnitSpellcastChannelStart(pEventID, pUnitID, pSpellName)
if pUnitID ~= "player" then
return
end
self.IsChanneling = true
end
function Outfitter:UnitSpellcastChannelStop(pEventID, pUnitID, pSpellName)
if pUnitID ~= "player" then
return
end
if not self.IsChanneling then
return
end
self:BeginEquipmentUpdate()
self.IsChanneling = false
self.IsCasting = false
self:SetUpdateDelay(GetTime(), 0.5) -- Need a short delay because the 'in combat' message doesn't come until after the spellcast is done
self:EndEquipmentUpdate()
end
function Outfitter:UnitSpellcastStop(pEventID, pUnitID, pSpellName)
if pUnitID ~= "player" then
return
end
if not self.IsCasting then
return
end
self:BeginEquipmentUpdate()
self.IsCasting = false
self:SetUpdateDelay(GetTime(), 0.5) -- Need a short delay because the 'in combat' message doesn't come until after the spellcast is done
self:EndEquipmentUpdate()
end
function Outfitter:SpiritRegenTimer()
self.SpiritRegenEnabled = true
self:SetSpecialOutfitEnabled("Spirit", true)
end
function Outfitter:PlayerIsFull()
if UnitHealth("player") < (UnitHealthMax("player") * 0.85) then
return false
end
if UnitPowerType("player") ~= 0 then
return true
end
return UnitPower("player") > (UnitPowerMax("player") * 0.85)
end
function Outfitter:UnitInventoryChanged(pUnitID)
if pUnitID == "player" then
self:ScheduleSynch()
end
end
function Outfitter:InventoryChanged()
self.DisplayIsDirty = true -- Update the list so the checkboxes reflect the current state
local vNewItemsOutfit, vCurrentOutfit = self:GetNewItemsOutfit(self.CurrentOutfit)
if vNewItemsOutfit then
-- Save the new outfit
self.CurrentOutfit = vCurrentOutfit
-- Update the selected outfit or temporary outfit
self:SubtractOutfit(vNewItemsOutfit, self.ExpectedOutfit)
if next(vNewItemsOutfit.Items) then
if self.SelectedOutfit then
self:UpdateOutfitFromInventory(self.SelectedOutfit, vNewItemsOutfit)
else
self:UpdateTemporaryOutfit(vNewItemsOutfit)
end
end
if self.QuickSlots and self.QuickSlots.InventoryChanged then
self.QuickSlots:InventoryChanged(false)
end
end
-- Fire off an event if the current outfit matches the expected outfit
if not self.EquippedNeedsUpdate
and self:OutfitItemsAreSame(self.CurrentOutfit, self.ExpectedOutfit, nil, true) then
if self.Debug.TemporaryItems then
self:DebugMessage("Swap complete")
end
self.EventLib:DispatchEvent("OUTFITTER_SWAP_COMPLETE")
elseif self.Debug.TemporaryItems then
self:DebugMessage("Swap not complete")
self:DebugTable(self.CurrentOutfit, "CurrentOutfit", 2)
self:DebugTable(self.ExpectedOutfit, "ExpectedOutfit", 2)
end
--
self:Update(true)
end
function Outfitter:ExecuteCommand(pCommand)
local vCommands =
{
wear = {useOutfit = true, func = self.WearOutfitNow},
unwear = {useOutfit = true, func = self.RemoveOutfitNow},
toggle = {useOutfit = true, func = self.ToggleOutfitNow},
reset = {func = self.AskReset},
deposit = {useOutfit = true, func = self.DepositOutfit},
depositunique = {useOutfit = true, func = self.DepositOutfitUnique},
depositothers = {useOutfit = true, func = self.DepositOtherOutfits},
withdraw = {useOutfit = true, func = self.WithdrawOutfit},
withdrawothers = {useOutfit = true, func = self.WithdrawOtherOutfits},
update = {useOutfit = true, func = self.SetOutfitToCurrent},
updatetitle = {func = function () Outfitter.OutfitStack:UpdateOutfitDisplay() end},
summary = {func = self.OutfitSummary},
rating = {func = self.RatingSummary},
iteminfo = {func = self.ShowLinkInfo},
itemstats = {func = self.ShowLinkStats},
missing = {func = self.ShowMissingItems},
sound = {func = self.SetSoundOption},
help = {func = self.ShowCommandHelp},
disable = {func = self.DisableAutoChanges},
enable = {func = self.EnableAutoChanges},
errors = {func = self.SetErrorsOption},
daxdax = {func = self.SetErrorsOption},
}
-- Evaluate options if the command uses them
local vCommand
if string.find(pCommand, "|h") then -- Commands which use item links don't appear to parse correctly
vCommand = pCommand
else
vCommand = SecureCmdOptionParse(pCommand)
end
if not vCommand then
return
end
--
local vStartIndex, vEndIndex, vCommand, vParameter = string.find(vCommand, "(%w+) ?(.*)")
if not vCommand then
self:ShowCommandHelp()
return
end
vCommand = strlower(vCommand)
local vCommandInfo = vCommands[vCommand]
if not vCommandInfo then
self:ShowCommandHelp()
self:ErrorMessage("Unknown command %s", vCommand)
return
end
local vOutfit = nil
local vCategoryID = nil
if vCommandInfo.useOutfit then
if vParameter and vParameter:len() > 0 then
vOutfit, vCategoryID = self:FindOutfitByName(vParameter)
else
vOutfit = self:GetCurrentCompleteOutfit()
if not vOutfit then
self:ErrorMessage("No Complete outfit is equipped")
return
end
vCategoryID = vOutfit.CategoryID
end
if not vOutfit then
self:ErrorMessage("Couldn't find outfit named "..vParameter)
return
end
Outfitter.HasHWEvent = true
vCommandInfo.func(self, vOutfit)
Outfitter.HasHWEvent = false
else
vCommandInfo.func(self, vParameter)
end
end
function Outfitter:DisableAutoChanges()
self:SetAutoSwitch(false)
self:NoteMessage(self.cAutoChangesDisabled)
end
function Outfitter:EnableAutoChanges()
self:SetAutoSwitch(true)
self:NoteMessage(self.cAutoChangesEnabled)
end
function Outfitter:ShowCommandHelp()
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter wear outfitName"..NORMAL_FONT_COLOR_CODE..": Wear an outfit")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter unwear outfitName"..NORMAL_FONT_COLOR_CODE..": Remove an outfit")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter toggle outfitName"..NORMAL_FONT_COLOR_CODE..": Wears or removes an outfit")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter reset"..NORMAL_FONT_COLOR_CODE..": Resets Outfitter, restoring default settings and outfits")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter reset bar"..NORMAL_FONT_COLOR_CODE..": Resets the position of the outfit bar")
self:NoteMessage("")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter deposit outfitName"..NORMAL_FONT_COLOR_CODE..": Deposits an outfit to the bank")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter depositunique outfitName"..NORMAL_FONT_COLOR_CODE..": Deposits an outfit to the bank, except for items used by other outfits")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter depositothers outfitName"..NORMAL_FONT_COLOR_CODE..": Deposits all outfits except one to the bank")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter withdraw outfitName"..NORMAL_FONT_COLOR_CODE..": Withdraws an outfit from the bank")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter withdrawothers outfitName"..NORMAL_FONT_COLOR_CODE..": Withdraws all outfits except one from the bank")
self:NoteMessage("")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter update [outfitName]"..NORMAL_FONT_COLOR_CODE..": Updates the outfit with currently equipped items, or the current Complete outfit if no outfit is specified")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter updatetitle"..NORMAL_FONT_COLOR_CODE..": Refreshes the current player title based on equipped items")
self:NoteMessage("")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter sound [on|off]"..NORMAL_FONT_COLOR_CODE..": Turns equipment sound effects off during Outfitter's gear changes")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter disable"..NORMAL_FONT_COLOR_CODE..": Prevents all scripts from running")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter enable"..NORMAL_FONT_COLOR_CODE..": Allows enabled scripts to run")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter missing"..NORMAL_FONT_COLOR_CODE..": Generates a list of items which are in your outfits but can't be found")
self:NoteMessage(HIGHLIGHT_FONT_COLOR_CODE.."/outfitter errors [on|off]"..NORMAL_FONT_COLOR_CODE..": Enables/disables missing item messages during gear changes")
end
function Outfitter:UnequipItemByName(pItemName)
local vInventoryID = tonumber(pItemName)
if pItemName ~= tostring(vInventoryID) then
local vLowerItemName = pItemName:lower()
-- Search the inventory for a matching item name
vInventoryID = nil
for _, vSlotID in ipairs(self.cSlotIDs) do
local vItemCodes, vItemName = self:GetSlotIDLinkInfo(vSlotID)
if vItemName and vItemName:lower() == vLowerItemName then
vInventoryID = vSlotID
end
end
if not vInventoryID then
self:ErrorMessage("Couldn't find an item named "..pItemName)
end
end
local vEmptyBagSlot = self:GetEmptyBagSlot(NUM_BAG_SLOTS, 1)
if not vEmptyBagSlot then
self:ErrorMessage("Couldn't unequip "..pItemName.." because all bags are full")
return
end
PickupInventoryItem(vInventoryID)
PickupContainerItem(vEmptyBagSlot.BagIndex, vEmptyBagSlot.BagSlotIndex)
end
function Outfitter:AskRebuildOutfit(pOutfit)
self.OutfitToRebuild = pOutfit
StaticPopup_Show("OUTFITTER_CONFIRM_REBUILD", self.OutfitToRebuild.Name)
end
function Outfitter:AskSetCurrent(pOutfit)
self.OutfitToRebuild = pOutfit
StaticPopup_Show("OUTFITTER_CONFIRM_SET_CURRENT", self.OutfitToRebuild.Name)
end
function Outfitter:RebuildOutfit(pOutfit)
if not pOutfit then
return
end
local vStatConfig = pOutfit.StatConfig
if not vStatConfig and pOutfit.StatID then
vStatConfig = {{StatID = pOutfit.StatID}}
end
local vOutfit = self:GenerateSmartOutfit(
pOutfit.Name,
vStatConfig,
self:GetInventoryCache(),
false,
function (pNewOutfit)
local vNewItems = pNewOutfit:GetItems()
if pOutfit:IsComplete() then
local vOldItems = pOutfit:GetItems()
for vItemSlot, vOldItem in pairs(vOldItems) do
if not vNewItems[vItemSlot] then
vNewItems[vItemSlot] = vOldItem
end
end
end
pOutfit:SetItems(vNewItems)
self:OutfitSettingsChanged(pOutfit)
self:WearOutfit(pOutfit)
self:Update(true)
end)
if vOutfit then
local vNewItems = vOutfit:GetItems()
if pOutfit:IsComplete() then
local vOldItems = pOutfit:GetItems()
for vItemSlot, vOldItem in pairs(vOldItems) do
if not vNewItems[vItemSlot] then
vNewItems[vItemSlot] = vOldItem
end
end
end
pOutfit:SetItems(vNewItems)
self:OutfitSettingsChanged(pOutfit)
self:WearOutfit(pOutfit)
self:Update(true)
end
end
function Outfitter:SetOutfitToCurrent(pOutfit)
if not pOutfit then
return
end
pOutfit:SetToCurrentInventory()
self:OutfitSettingsChanged(pOutfit)
self:WearOutfit(pOutfit)
self:Update(true)
self:NoteMessage("Updated the outfit '"..pOutfit:GetName().."' to currently equipped items")
end
function Outfitter:AskDeleteOutfit(pOutfit)
gOutfitter_OutfitToDelete = pOutfit
StaticPopup_Show("OUTFITTER_CONFIRM_DELETE", gOutfitter_OutfitToDelete.Name)
end
function Outfitter:DeleteSelectedOutfit()
if not gOutfitter_OutfitToDelete then
return
end
self:DeleteOutfit(gOutfitter_OutfitToDelete)
self:Update(true)
end
function Outfitter:TalentsChanged()
--self.CanDualWield2H = self.PlayerClass == "WARRIOR" and GetSpecialization() == 2
end
function Outfitter:SetScript(pOutfit, pScript)
self:DeactivateScript(pOutfit)
if pScript == "" then
pScript = nil
end
pOutfit.Script = pScript
pOutfit.ScriptID = nil
self:OutfitSettingsChanged(self.SelectedOutfit)
self:ActivateScript(pOutfit)
end
function Outfitter:SetScriptID(pOutfit, pScriptID)
self:DeactivateScript(pOutfit)
if pScriptID == "" then
pScriptID = nil
end
pOutfit.Script = nil
pOutfit.ScriptID = pScriptID
self:OutfitSettingsChanged(self.SelectedOutfit)
self:ActivateScript(pOutfit)
end
function Outfitter:GetScript(pOutfit)
if pOutfit.ScriptID then
local vPresetScript = self:GetPresetScriptByID(pOutfit.ScriptID)
if vPresetScript then
local vScript = vPresetScript.Script:gsub("([\r\t])", {["\r"] = "", ["\t"] = " "})
return vScript, pOutfit.ScriptID
end
else
return pOutfit.Script
end
end
function Outfitter:ShowPanel(pPanelIndex)
self:CancelDialogs() -- Force any dialogs to close if they're open
if self.CurrentPanel > 0
and self.CurrentPanel ~= pPanelIndex then
self:HidePanel(self.CurrentPanel)
end
-- NOTE: Don't check for redundant calls since this function
-- will be called to reset the field values as well as to
-- actually show the panel when it's hidden
self.CurrentPanel = pPanelIndex
local vPanelFrame = _G[self.cPanelFrames[pPanelIndex]]
vPanelFrame:Show()
PanelTemplates_SetTab(OutfitterFrame, pPanelIndex)
-- Update the control values
if pPanelIndex == 1 then
-- Main panel
elseif pPanelIndex == 2 then
-- Options panel
elseif pPanelIndex == 3 then
-- About panel
if not self.AboutView then
self.AboutView = self:New(self._AboutView)
end
else
self:ErrorMessage("Unknown index (%d) in ShowPanel()", pPanelIndex)
end
self:Update(false)
end
function Outfitter:HidePanel(pPanelIndex)
if self.CurrentPanel ~= pPanelIndex then
return
end
_G[self.cPanelFrames[pPanelIndex]]:Hide()
self.CurrentPanel = 0
end
function Outfitter:CancelDialogs()
end
function Outfitter:AddOutfitMenu(menu, outfit)
-- This shouldn't happen
if not outfit then
self:ErrorMessage("Outfit is nil for menu")
return
end
menu:AddCategoryTitle(outfit:GetName())
-- General
menu:AddFunction(PET_RENAME, function (menu)
self:PerformAction("RENAME", outfit)
end)
menu:AddSelect(self.cKeyBinding, {
self.cNone,
_G["BINDING_NAME_OUTFITTER_OUTFIT1"],
_G["BINDING_NAME_OUTFITTER_OUTFIT2"],
_G["BINDING_NAME_OUTFITTER_OUTFIT3"],
_G["BINDING_NAME_OUTFITTER_OUTFIT4"],
_G["BINDING_NAME_OUTFITTER_OUTFIT5"],
_G["BINDING_NAME_OUTFITTER_OUTFIT6"],
_G["BINDING_NAME_OUTFITTER_OUTFIT7"],
_G["BINDING_NAME_OUTFITTER_OUTFIT8"],
_G["BINDING_NAME_OUTFITTER_OUTFIT9"],
_G["BINDING_NAME_OUTFITTER_OUTFIT10"]
}, function ()
if outfit.BindingIndex then
return outfit.BindingIndex + 1
else
return 1
end
end, function (menu, value)
if value == 1 then
self:SetOutfitBindingIndex(outfit, nil)
else
self:SetOutfitBindingIndex(outfit, value - 1)
end
end)
-- Get the titles
--[[ local titles = self:GetSortedTitles()
-- Build the menu
local maxTitlesPerMenu = 30
menu:AddChildMenu(self.cPlayerTitle, function (submenu)
local startIndex = 1
-- Add the None item
submenu:AddToggle(self.cNone,
function ()
return outfit.ShowTitleID == nil
end, function (menu, value)
outfit.ShowTitleID = nil
Outfitter.HasHWEvent = true
self.OutfitStack:UpdateOutfitDisplay()
Outfitter.HasHWEvent = false
end)
-- Add a select menu for groups of titles
while startIndex <= #titles do
local endIndex = startIndex + maxTitlesPerMenu - 1
if endIndex > #titles then
endIndex = #titles
end
self:AddTitleSelectMenu(submenu, tostring(startIndex).." - "..tostring(endIndex), outfit, titles, startIndex, maxTitlesPerMenu)
startIndex = endIndex + 1
end
end)]]
menu:AddChildMenu(self.cBankCategoryTitle, function (submenu)
submenu:AddFunction(self.cDepositToBank, function () self:PerformAction("DEPOSIT", outfit) end, not self.BankFrameIsOpen)
submenu:AddFunction(self.cDepositUniqueToBank, function () self:PerformAction("DEPOSITUNIQUE", outfit) end, not self.BankFrameIsOpen)
submenu:AddFunction(self.cWithdrawFromBank, function () self:PerformAction("WITHDRAW", outfit) end, not self.BankFrameIsOpen)
submenu:AddDivider()
submenu:AddFunction(self.cDepositOthersToBank, function () self:PerformAction("DEPOSITOTHERS", outfit) end, not self.BankFrameIsOpen)
submenu:AddFunction(self.cWithdrawOthersFromBank, function () self:PerformAction("WITHDRAWOTHERS", outfit) end, not self.BankFrameIsOpen)
end)
if outfit.CategoryID ~= "Complete" then
menu:AddToggle(self.cUnequipOthers, function ()
return outfit.UnequipOthers
end, function (menu, value)
outfit.UnequipOthers = value or nil
self:OutfitSettingsChanged(outfit)
end)
end
menu:AddToggle(self.cIgnoreComparisons, function ()
return outfit.IgnoreComparisons
end, function (menu, value)
outfit.IgnoreComparisons = value or nil
end)
menu:AddFunction(DELETE, function ()
self:PerformAction("DELETE", outfit)
end)
-- Rebuild
menu:AddCategoryTitle(self.cRebuild)
menu:AddFunction(self.cSetCurrentItems, function ()
self:PerformAction("SET_CURRENT", outfit)
end)
local statName
if outfit.StatConfig then
statName = self:GetStatConfigName(outfit.StatConfig)
elseif outfit.StatID then
statName = self:GetStatIDName(outfit.StatID)
end
if statName then
menu:AddFunction(format(self.cRebuildOutfitFormat, statName),
function ()
self:PerformAction("REBUILD", outfit)
end)
end
menu:AddFunction(self.cRebuildFor, function () self:PerformAction("REBUILD_FOR", outfit) end)
-- Automation
menu:AddCategoryTitle(self.cAutomation)
local presetScript = self:GetPresetScriptByID(outfit.ScriptID)
local scriptName
if presetScript then
scriptName = presetScript.Name
elseif outfit.Script then
scriptName = self.cCustomScript
else
scriptName = nil
end
menu:AddChildMenu(string.format(self.cScriptFormat, scriptName or self.cNoScript),
function (submenu)
local hasAnyScript = self:GetScript(outfit) ~= nil
submenu:AddToggle(self.cNoScript,
function ()
return (outfit.ScriptID == nil) and not hasAnyScript
end, function (menu, value)
self:PerformAction("PRESET_NONE", outfit)
end)
submenu:AddFunction(self.cEditScriptEllide,
function ()
self:PerformAction("EDIT_SCRIPT", outfit)
end, (outfit.ScriptID == nil) and hasAnyScript)
local previousCategory, foundSelectedScript
for _, presetScript in ipairs(self.PresetScripts) do
if not presetScript.Class or presetScript.Class == self.PlayerClass then
-- Get the category for this script
local category = presetScript.Category or presetScript.Class or "GENERAL"
-- Add the category once it changes
if previousCategory ~= category then
self:AddScriptCategorySubmenu(submenu, category,
function ()
return outfit.ScriptID
end, function (menu, value)
self:PerformAction("PRESET_"..value, outfit)
end)
previousCategory = category
foundSelectedScript = false
end
if outfit.ScriptID == presetScript.ID then
foundSelectedScript = true
end
end -- if
end -- for
end)
menu:AddFunction(self.cScriptSettings,
function ()
self:PerformAction("SCRIPT_SETTINGS", outfit)
end, scriptName == nil)
menu:AddToggle(self.cDisableScript,
function ()
return outfit.Disabled
end, function (menu, value)
self:SetScriptEnabled(outfit, not value)
end, scriptName == nil)
menu:AddToggle(self.cDisableOutfitInCombat,
function ()
return outfit.CombatDisabled
end, function (menu, value)
self:PerformAction("COMBATDISABLE", outfit)
end, scriptName == nil)
-- Outfit bar
if self.OutfitBar then
menu:AddCategoryTitle(self.cOutfitBar)
menu:AddToggle(self.cShowInOutfitBar,
function ()
return self.OutfitBar:IsOutfitShown(outfit)
end, function (menu, value)
self:PerformAction("OUTFITBAR_SHOW", outfit)
end)
menu:AddFunction(self.cChangeIcon.."...",
function ()
self:PerformAction("OUTFITBAR_CHOOSEICON", outfit)
end)
end
end
function Outfitter:GetSortedTitles()
local titles = {}
-- Gather the list of known titles
local numTitles = GetNumTitles()
for titleIndex = 1, numTitles do
if IsTitleKnown(titleIndex) then
local titleName = GetTitleName(titleIndex)
table.insert(titles, {name = titleName, index = titleIndex})
end
end
-- Sort the list
table.sort(titles, function (a, b)
return a.name < b.name
end)
return titles
end
function Outfitter:AddTitleSelectMenu(menu, menuTitle, outfit, titles, startIndex, maxTitles)
-- Calculate the endIndex
local endIndex = startIndex + maxTitles - 1
if endIndex > #titles then
endIndex = #titles
end
-- Build the list of values
local values = {}
for titleIndex = startIndex, endIndex do
table.insert(values, titles[titleIndex].name)
end
menu:AddSelect(menuTitle, values,
function ()
local selectedTitleIndex = outfit.ShowTitleID
if not selectedTitleIndex then
selectedTitleIndex = -1
end
for titleIndex = startIndex, endIndex do
if titles[titleIndex].index == selectedTitleIndex then
return titleIndex - startIndex + 1
end
end
end, function (menu, value)
local title = titles[value + startIndex - 1]
-- No title for the first index
if title.index == -1 then
outfit.ShowTitleID = nil
-- Find the titleID for the index
else
outfit.ShowTitleID = title.index
end
Outfitter.HasHWEvent = true
self.OutfitStack:UpdateOutfitDisplay()
Outfitter.HasHWEvent = false
end)
end
function Outfitter:AddScriptCategorySubmenu(menu, category, get, set)
local title = self.cScriptCategoryName[category]
if not title then
local isFemale = UnitSex("player") == 3
if isFemale then
title = LOCALIZED_CLASS_NAMES_FEMALE[category]
else
title = LOCALIZED_CLASS_NAMES_MALE[category]
end
end
assert(title, "no name found for category "..tostring(category))
menu:AddChildMenu(title, function (submenu)
for _, presetScript in ipairs(self.PresetScripts) do
local scriptCategory = presetScript.Category or presetScript.Class or "GENERAL"
-- Add the item if it's the right category
if (not presetScript.Class or presetScript.Class == self.PlayerClass) and scriptCategory == category then
-- Ellide the name if there are inputs
local name = presetScript.Name
local scriptFields = self:ParseScriptFields(presetScript.Script)
if scriptFields.Inputs ~= nil and #scriptFields.Inputs ~= 0 then
name = name.."..."
end
-- Add the item
submenu:AddToggle(name,
function ()
return get() == presetScript.ID
end, function (menu, value)
set(menu, presetScript.ID)
end, nil, {
desc = Outfitter:GetScriptDescription(presetScript.Script)
})
end -- if
end -- for
end)
end
function Outfitter.ItemDropDownMenuFunc(dropdown, menu)
local listItem = dropdown:GetParent():GetParent()
local outfit = listItem:GetOutfit()
Outfitter:AddOutfitMenu(menu, outfit)
end
function Outfitter.ItemDropDown_Initialize(pFrame)
local vItem = pFrame:GetParent():GetParent()
local vOutfit = vItem:GetOutfit()
Outfitter:InitializeOutfitMenu(pFrame, vOutfit)
pFrame:SetHeight(pFrame.SavedHeight)
end
function Outfitter:SetAutoSwitch(pAutoSwitch)
local vDisableAutoSwitch = not pAutoSwitch
if self.Settings.Options.DisableAutoSwitch == vDisableAutoSwitch then
return
end
self.Settings.Options.DisableAutoSwitch = vDisableAutoSwitch
if pAutoSwitch then
self:ActivateAllScripts()
else
self:DeactivateAllScripts()
end
self.DisplayIsDirty = true
self:Update(false)
end
function Outfitter:SetShowTooltipInfo(pShowInfo)
self.Settings.Options.DisableToolTipInfo = not pShowInfo
self:Update(false)
end
function Outfitter:SetShowItemComparisons(pShowComparisons)
self.Settings.Options.DisableItemComparisons = not pShowComparisons
if pShowComparisons and not self.ExtendedCompareTooltip then
self.ExtendedCompareTooltip = self:New(self._ExtendedCompareTooltip)
end
end
function Outfitter:SetShowMinimapButton(pShowButton)
self.Settings.Options.HideMinimapButton = not pShowButton
if self.Settings.Options.HideMinimapButton then
OutfitterMinimapButton:Hide()
else
OutfitterMinimapButton:Show()
end
self:Update(false)
end
function Outfitter:SetShowHotkeyMessages(pShowHotkeyMessages)
self.Settings.Options.DisableHotkeyMessages = not pShowHotkeyMessages
self:Update(false)
end
function Outfitter:OutfitIsVisible(pOutfit)
return not pOutfit.Disabled
and not pOutfit:IsEmpty()
and (not pOutfit.OutfitBar or not pOutfit.OutfitBar.Hide)
end
function Outfitter:HasVisibleOutfits(pOutfits)
if not pOutfits then
return false
end
for vIndex, vOutfit in pairs(pOutfits) do
if self:OutfitIsVisible(vOutfit) then
return true
end
end
return false
end
function Outfitter:GetCategoryOrder()
return self.cCategoryOrder
end
function Outfitter:GetOutfitsByCategoryID(pCategoryID)
return self.Settings.Outfits[pCategoryID]
end
function Outfitter.MinimapDropDown_InitializeOutfitList(pFrame)
-- Just return if not initialized yet
if not Outfitter.Initialized then
return
end
--
local vInventoryCache = Outfitter:GetInventoryCache()
local vCategoryOrder = Outfitter:GetCategoryOrder()
for vCategoryIndex, vCategoryID in ipairs(vCategoryOrder) do
local vCategoryName = Outfitter["c"..vCategoryID.."Outfits"]
local vOutfits = Outfitter:GetOutfitsByCategoryID(vCategoryID)
if Outfitter:HasVisibleOutfits(vOutfits) then
Outfitter:AddCategoryMenuItem(vCategoryName)
for vIndex, vOutfit in ipairs(vOutfits) do
if Outfitter:OutfitIsVisible(vOutfit) then
local vWearingOutfit = Outfitter:WearingOutfit(vOutfit)
local vMissingItems, vBankedItems = vInventoryCache:GetMissingItems(vOutfit)
local vItemColor = NORMAL_FONT_COLOR_CODE
if vMissingItems then
vItemColor = RED_FONT_COLOR_CODE
elseif vBankedItems then
vItemColor = Outfitter.BANKED_FONT_COLOR_CODE
end
Outfitter:AddMenuItem(
pFrame,
vOutfit:GetName(),
{CategoryID = vCategoryID, Index = vIndex},
vWearingOutfit, -- Checked
nil, -- Level
vItemColor, -- Color
nil, -- Disabled
{icon = Outfitter.OutfitBar:GetOutfitTexture(vOutfit)})
end
end
end
end
end
function Outfitter.DropDown_OnClick(pItem, pOwner, pValue)
if not pOwner then
Outfitter:DebugTable(pItem, "OnClick Item")
return
end
if pOwner.AutoSetValue then
pOwner:SetSelectedValue(pValue)
end
if pOwner.ChangedValueFunc then
pOwner.ChangedValueFunc(pOwner, pValue)
end
CloseDropDownMenus()
end
function Outfitter:GenerateItemListString(pLabel, pListColorCode, pItems)
local vItemList = nil
for vIndex, vOutfitItem in ipairs(pItems) do
if not vItemList then
vItemList = HIGHLIGHT_FONT_COLOR_CODE..pLabel..pListColorCode..tostring(vOutfitItem.Name)
else
vItemList = vItemList..self.cMissingItemsSeparator..tostring(vOutfitItem.Name)
end
end
return vItemList
end
function Outfitter.AddNewbieTip(pItem, pNormalText, pRed, pGreen, pBlue, pNewbieText, pNoNormalText)
if GetCVarBool("UberTooltips") then
GameTooltip_SetDefaultAnchor(GameTooltip, pItem)
if pNormalText then
GameTooltip:SetText(pNormalText, pRed, pGreen, pBlue)
GameTooltip:AddLine(pNewbieText, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b, 1)
else
GameTooltip:SetText(pNewbieText, pRed, pGreen, pBlue, 1, 1)
end
GameTooltip:Show()
else
if not pNoNormalText then
GameTooltip:SetOwner(pItem, "ANCHOR_RIGHT")
GameTooltip:SetText(pNormalText, pRed, pGreen, pBlue)
end
end
end
function Outfitter:ShowOutfitTooltip(pOutfit, pOwner, pMissingItems, pBankedItems, pShowEmptyTooltips, pTooltipAnchor)
-- local vInventoryCache = self:GetInventoryCache()
-- local vMissingItems, vBankedItems = vInventoryCache:GetMissingItems(pOutfit)
local vDescription = self:GetOutfitDescription(pOutfit)
if pMissingItems
or pBankedItems
or pShowEmptyTooltips then
GameTooltip:SetOwner(pOwner, pTooltipAnchor or "ANCHOR_LEFT")
GameTooltip:AddLine(pOutfit:GetName())
if vDescription then
GameTooltip:AddLine(vDescription, HIGHLIGHT_FONT_COLOR.r, HIGHLIGHT_FONT_COLOR.g, HIGHLIGHT_FONT_COLOR.b, true)
end
if pMissingItems then
local vItemList = self:GenerateItemListString(self.cMissingItemsLabel, RED_FONT_COLOR_CODE, pMissingItems)
GameTooltip:AddLine(vItemList, RED_FONT_COLOR.r, RED_FONT_COLOR.g, RED_FONT_COLOR.b, true)
end
if pBankedItems then
local vItemList = self:GenerateItemListString(self.cBankedItemsLabel, self.BANKED_FONT_COLOR_CODE, pBankedItems)
GameTooltip:AddLine(vItemList, RED_FONT_COLOR.r, RED_FONT_COLOR.g, RED_FONT_COLOR.b, true)
end
GameTooltip:Show()
elseif vDescription then
self.AddNewbieTip(pOwner, pOutfit:GetName(), 1.0, 1.0, 1.0, vDescription, 1)
end
ResetCursor()
end
function Outfitter:GetOutfitDescription(pOutfit)
return self:GetScriptDescription(self:GetScript(pOutfit))
end
function Outfitter:OutfitHasSettings(pOutfit)
return self:ScriptHasSettings(self:GetScript(pOutfit))
end
function Outfitter:ToggleOutfitMenuAtCursor(outfit)
if self.outfitMenu then
self:HideOutfitMenu()
else
self:ShowOutfitMenuAtCursor(outfit)
end
end
function Outfitter:ShowOutfitMenuAtCursor(outfit)
if self.outfitMenu then
return
end
-- Create the items
local items = Outfitter:New(Outfitter.UIElementsLib._DropDownMenuItems, function ()
-- Close the menu after a short delay when a menu item is selected
Outfitter.SchedulerLib:ScheduleTask(0.1, function ()
self:HideOutfitMenu()
end)
end)
-- Get the items
Outfitter:AddOutfitMenu(items, outfit)
-- Get the cursor position
local cursorX, cursorY = GetCursorPosition()
local scaling = UIParent:GetEffectiveScale()
cursorX = cursorX / scaling
cursorY = cursorY / scaling
-- Use the screen quadrant as an anchor for the menu
local quadrant = Outfitter:GetScreenQuadrantFromCoordinates(cursorX, cursorY)
-- Show the menu
self.outfitMenu = Outfitter:New(Outfitter.UIElementsLib._DropDownMenu)
self.outfitMenu:Show(items, quadrant, UIParent, "BOTTOMLEFT", cursorX, cursorY)
self.outfitMenu.cleanup = function ()
self.outfitMenu = nil
end
end
function Outfitter:HideOutfitMenu()
if not self.outfitMenu then
return
end
self.outfitMenu:Hide()
end
function Outfitter:Item_CheckboxClicked(pItem)
if pItem.isCategory then
return
end
local vOutfits = Outfitter.Settings.Outfits[pItem.categoryID]
if not vOutfits then
-- Error: outfit category not found
return
end
local vOutfit = vOutfits[pItem.outfitIndex]
if not vOutfit then
-- Error: outfit not found
return
end
local vCheckbox = _G[pItem:GetName().."OutfitSelected"]
if vCheckbox:GetChecked() then
vOutfit.Disabled = nil
Outfitter:WearOutfit(vOutfit)
else
Outfitter:RemoveOutfit(vOutfit)
end
self.DisplayIsDirty = true
self:Update(true)
end
function Outfitter:Item_StoreOnServerClicked(pItem)
if pItem.isCategory then
return
end
local vOutfits = self.Settings.Outfits[pItem.categoryID]
if not vOutfits then
-- Error: outfit category not found
return
end
local vOutfit = vOutfits[pItem.outfitIndex]
if not vOutfit then
-- Error: outfit not found
return
end
local vCheckbox = _G[pItem:GetName().."OutfitServerButton"]
if vCheckbox:GetChecked() then
if vOutfit ~= self.SelectedOutfit then
self:WearOutfit(vOutfit)
self:SelectOutfit(vOutfit)
else
vOutfit:StoreOnServer()
end
else
vOutfit:StoreLocally()
end
self.DisplayIsDirty = true
self:Update(true)
end
function Outfitter:AddOutfitsToList(pOutfits, pCategoryID, pItemIndex, pFirstItemIndex, pInventoryCache)
local vOutfits = pOutfits[pCategoryID]
local vItemIndex = pItemIndex
local vFirstItemIndex = pFirstItemIndex
local vItem = _G["OutfitterItem"..pItemIndex]
if vFirstItemIndex == 0 then
vItem:SetToCategory(pCategoryID, false)
vItemIndex = vItemIndex + 1
else
vFirstItemIndex = vFirstItemIndex - 1
end
if vItemIndex >= self.cMaxDisplayedItems then
return vItemIndex, vFirstItemIndex
end
if not self.Collapsed[pCategoryID]
and vOutfits then
for vIndex, vOutfit in ipairs(vOutfits) do
if vFirstItemIndex == 0 then
local vItem2 = _G["OutfitterItem"..vItemIndex]
vItem2:SetToOutfit(vOutfit, pCategoryID, vIndex, pInventoryCache)
vItemIndex = vItemIndex + 1
if vItemIndex >= self.cMaxDisplayedItems then
return vItemIndex, vFirstItemIndex
end
else
vFirstItemIndex = vFirstItemIndex - 1
end
end
end
return vItemIndex, vFirstItemIndex
end
function Outfitter:AddOutfitItemsToList(pOutfitItems, pCategoryID, pItemIndex, pFirstItemIndex)
local vItemIndex = pItemIndex
local vFirstItemIndex = pFirstItemIndex
local vItem = _G["OutfitterItem"..pItemIndex]
if vFirstItemIndex == 0 then
vItem:SetToCategory(pCategoryID, false)
vItemIndex = vItemIndex + 1
else
vFirstItemIndex = vFirstItemIndex - 1
end
if vItemIndex >= self.cMaxDisplayedItems then
return vItemIndex, vFirstItemIndex
end
if not self.Collapsed[pCategoryID] then
for vIndex, vOutfitItem in ipairs(pOutfitItems) do
if vFirstItemIndex == 0 then
local vItem2 = _G["OutfitterItem"..vItemIndex]
vItem2:SetToItem(vOutfitItem)
vItemIndex = vItemIndex + 1
if vItemIndex >= self.cMaxDisplayedItems then
return vItemIndex, vFirstItemIndex
end
else
vFirstItemIndex = vFirstItemIndex - 1
end
end
end
return vItemIndex, vFirstItemIndex
end
function Outfitter:SortOutfits()
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
table.sort(vOutfits, Outfitter.CompareOutfitNames)
end
end
function Outfitter.CompareOutfitNames(pOutfit1, pOutfit2)
if pOutfit1.Name ~= pOutfit2.Name then
if not pOutfit1.Name then
return false
end
if not pOutfit2.Name then
return true
end
return pOutfit1.Name < pOutfit2.Name
end
return pOutfit1.StoredInEM and not pOutfit2.StoredInEM
end
function Outfitter:Update(pOutfitsChanged)
-- Flush the caches
if pOutfitsChanged then
wipe(self.OutfitInfoCache)
end
-- Just leave if we're not visible (when does this happen?)
if not OutfitterFrame:IsVisible() then
return
end
--
if self.CurrentPanel == 1 then
-- Main panel
if not self.DisplayIsDirty then
return
end
self.DisplayIsDirty = false
-- Sort the outfits
self:SortOutfits()
-- Get the equippable items so outfits can be marked if they're missing anything
local vInventoryCache = self:GetInventoryCache()
-- Update the slot enables if they're shown
if pOutfitsChanged
and OutfitterSlotEnables:IsVisible() then
self:UpdateSlotEnables(self.SelectedOutfit, vInventoryCache)
end
vInventoryCache:CompiledUnusedItemsList()
-- Update the list
OutfitterMainFrameHighlight:Hide()
local vFirstItemIndex = FauxScrollFrame_GetOffset(OutfitterMainFrameScrollFrame)
local vItemIndex = 0
vInventoryCache:ResetIgnoreItemFlags()
for vCategoryIndex, vCategoryID in ipairs(self.cCategoryOrder) do
vItemIndex, vFirstItemIndex = self:AddOutfitsToList(self.Settings.Outfits, vCategoryID, vItemIndex, vFirstItemIndex, vInventoryCache)
if vItemIndex >= self.cMaxDisplayedItems then
break
end
end
if vItemIndex < self.cMaxDisplayedItems
and vInventoryCache.UnusedItems then
vItemIndex, vFirstItemIndex = self:AddOutfitItemsToList(vInventoryCache.UnusedItems, "OddsNEnds", vItemIndex, vFirstItemIndex)
end
-- Add the BoEs
local vBoEItems = vInventoryCache:GetBoEItems()
if vItemIndex < self.cMaxDisplayedItems
and vBoEItems and #vBoEItems > 0 then
vItemIndex, vFirstItemIndex = self:AddOutfitItemsToList(vBoEItems, "BoEs", vItemIndex, vFirstItemIndex)
end
-- Hide any unused items
for vItemIndex2 = vItemIndex, (self.cMaxDisplayedItems - 1) do
local vItemName = "OutfitterItem"..vItemIndex2
local vItem = _G[vItemName]
vItem:Hide()
end
-- Count the total items
local vTotalNumItems = 0
-- Add in the main categories
for vCategoryIndex, vCategoryID in ipairs(self.cCategoryOrder) do
vTotalNumItems = vTotalNumItems + 1
local vOutfits = self.Settings.Outfits[vCategoryID]
if not self.Collapsed[vCategoryID]
and vOutfits then
vTotalNumItems = vTotalNumItems + #vOutfits
end
end
-- Add in the Odd 'n Ends category
if vInventoryCache.UnusedItems then
vTotalNumItems = vTotalNumItems + 1
if not self.Collapsed["OddsNEnds"] then
vTotalNumItems = vTotalNumItems + #vInventoryCache.UnusedItems
end
end
-- Add in the BoEs category
if vBoEItems and #vBoEItems then
vTotalNumItems = vTotalNumItems + 1
if not self.Collapsed["BoEs"] then
vTotalNumItems = vTotalNumItems + #vBoEItems
end
end
FauxScrollFrame_Update(
OutfitterMainFrameScrollFrame,
vTotalNumItems, -- numItems
self.cMaxDisplayedItems, -- numToDisplay
18, -- valueStep
nil, nil, nil, -- button, smallWidth, bigWidth
nil, -- highlightFrame
0, 0) -- smallHighlightWidth, bigHighlightWidth
elseif self.CurrentPanel == 2 then -- Options panel
OutfitterAutoSwitch:SetChecked(self.Settings.Options.DisableAutoSwitch)
OutfitterShowMinimapButton:SetChecked(not self.Settings.Options.HideMinimapButton)
OutfitterTooltipInfo:SetChecked(not self.Settings.Options.DisableToolTipInfo)
OutfitterShowHotkeyMessages:SetChecked(not self.Settings.Options.DisableHotkeyMessages)
OutfitterShowOutfitBar:SetChecked(self.Settings.OutfitBar.ShowOutfitBar)
OutfitterItemComparisons:SetChecked(not self.Settings.Options.DisableItemComparisons)
end
end
function Outfitter.OnVerticalScroll(pScrollFrame)
Outfitter.DisplayIsDirty = true
Outfitter:Update(false)
end
function Outfitter:SelectOutfit(pOutfit)
if not self:IsOpen() then
return
end
self.SelectedOutfit = pOutfit
-- Get the equippable items so outfits can be marked if they're missing anything
local vInventoryCache = self:GetInventoryCache()
-- Update the slot enables
self:UpdateSlotEnables(pOutfit, vInventoryCache)
OutfitterSlotEnables:Show()
-- Done, rebuild the list
self.DisplayIsDirty = true
end
function Outfitter:UpdateSlotEnables(pOutfit, pInventoryCache)
for _, vInventorySlot in ipairs(self.cSlotNames) do
local vCheckbox = _G["OutfitterEnable"..vInventorySlot]
if not pOutfit:SlotIsEnabled(vInventorySlot) then
vCheckbox:SetChecked(false)
else
if pOutfit:SlotIsEquipped(vInventorySlot, pInventoryCache) then
vCheckbox:SetCheckedTexture("Interface\\Buttons\\UI-CheckBox-Check")
vCheckbox.IsUnknown = false
else
vCheckbox:SetCheckedTexture("Interface\\Addons\\Outfitter\\Textures\\CheckboxUnknown")
vCheckbox.IsUnknown = true
end
vCheckbox:SetChecked(true)
end
end
end
function Outfitter:ClearSelection()
self.SelectedOutfit = nil
self.DisplayIsDirty = true
OutfitterSlotEnables:Hide()
end
function Outfitter:FindOutfitItemIndex(pOutfit)
local vOutfitCategoryID, vOutfitIndex = self:FindOutfit(pOutfit)
if not vOutfitCategoryID then
return nil
end
local vItemIndex = 0
for vCategoryIndex, vCategoryID in ipairs(self.cCategoryOrder) do
vItemIndex = vItemIndex + 1
if not self.Collapsed[vCategoryID] then
if vOutfitCategoryID == vCategoryID then
return vItemIndex + vOutfitIndex - 1
else
vItemIndex = vItemIndex + #self.Settings.Outfits[vCategoryID]
end
end
end
return nil
end
function Outfitter:WearOutfitByName(pOutfitName, pLayerID)
vOutfit = self:FindOutfitByName(pOutfitName)
if not vOutfit then
self:ErrorMessage("Couldn't find outfit named %s", pOutfitName)
return
end
self:WearOutfit(vOutfit, pLayerID)
end
function Outfitter:RemoveOutfitByName(pOutfitName, pLayerID)
vOutfit = self:FindOutfitByName(pOutfitName)
if not vOutfit then
self:ErrorMessage("Couldn't find outfit named %s", pOutfitName)
return
end
self:RemoveOutfit(vOutfit)
end
function Outfitter:WearOutfitNow(pOutfit, pLayerID, pCallerIsScript)
self:BeginEquipmentUpdate()
self:WearOutfit(pOutfit, pLayerID, pCallerIsScript)
self:EndEquipmentUpdate(nil, true)
end
function Outfitter:WearOutfit(pOutfit, pLayerID, pCallerIsScript)
self:BeginEquipmentUpdate()
-- Update the equipment
pOutfit.didEquip = pCallerIsScript
pOutfit.didUnequip = false
self.EquippedNeedsUpdate = true
-- Add the outfit to the stack
if pOutfit.CategoryID == "Complete" then
self.OutfitStack:Clear()
elseif pOutfit.UnequipOthers then
self.OutfitStack:ClearCategory("Accessory")
end
self.OutfitStack:AddOutfit(pOutfit, pLayerID)
-- If it's a Complete outfit, push it onto the list of recent complete outfits
if pOutfit.CategoryID == "Complete" and pOutfit:GetName() then
local vOutfitName = pOutfit:GetName()
for vRecentIndex, vRecentName in ipairs(self.Settings.RecentCompleteOutfits) do
if vRecentName == vOutfitName then
table.remove(self.Settings.RecentCompleteOutfits, vRecentIndex)
break
end
end
table.insert(self.Settings.RecentCompleteOutfits, vOutfitName)
end
-- If Outfitter is open then also select the outfit. This is important
-- because the UI can't function correctly if the selected outfit and
-- top outfit don't stay the same.
if self:IsOpen() then
if self.OutfitStack:IsTopmostOutfit(pOutfit) then
self:SelectOutfit(pOutfit)
else
self:ClearSelection()
end
end
self:EndEquipmentUpdate("Outfitter:WearOutfit")
end
function Outfitter:RemoveOutfitNow(pOutfit, pCallerIsScript)
self:BeginEquipmentUpdate()
self:RemoveOutfit(pOutfit, pCallerIsScript)
self:EndEquipmentUpdate(nil, true)
end
function Outfitter:RemoveOutfit(pOutfit, pCallerIsScript)
-- HACK: Disabling the unequipping of Complete outfits to see it works better
-- for more end-user situations
-- UPDATE: It doesn't :( Stealth, riding and other gear as Complete outfits
-- fail to unequip
--if pOutfit.CategoryID == "Complete" then
-- return
--end
-- Remove it from the stack
if not self.OutfitStack:RemoveOutfit(pOutfit) then
return
end
-- If it's a Complete outfit, move it to the bottom of the list of recent complete outfits
if pOutfit.CategoryID == "Complete" and pOutfit:GetName() then
for vRecentIndex, vRecentName in ipairs(self.Settings.RecentCompleteOutfits) do
if vRecentName == pOutfit:GetName() then
table.remove(self.Settings.RecentCompleteOutfits, vRecentIndex)
break
end
end
table.insert(self.Settings.RecentCompleteOutfits, 1, pOutfit:GetName())
end
--
self:BeginEquipmentUpdate()
-- Clear the selection if the outfit being removed
-- is selected too
if self.SelectedOutfit == pOutfit then
self:ClearSelection()
end
-- Update the list
pOutfit.didEquip = false
pOutfit.didUnequip = pCallerIsScript
self.EquippedNeedsUpdate = true
self:EndEquipmentUpdate("Outfitter:RemoveOutfit")
self:DispatchOutfitEvent("UNWEAR_OUTFIT", pOutfit:GetName(), pOutfit)
-- If they're removing a complete outfit, find something else to wear instead
if pOutfit.CategoryID == "Complete"
and #self.Settings.RecentCompleteOutfits then
local vOutfit
while not vOutfit do
local vOutfitName = self.Settings.RecentCompleteOutfits[#self.Settings.RecentCompleteOutfits]
vOutfit = self:FindOutfitByName(vOutfitName)
if vOutfit and vOutfit.CategoryID == "Complete" then
self:WearOutfit(vOutfit)
break
end
table.remove(self.Settings.RecentCompleteOutfits)
if #self.Settings.RecentCompleteOutfits then
break
end
end
end
end
function Outfitter:ToggleOutfitNow(pOutfit)
if self:WearingOutfit(pOutfit) then
self:RemoveOutfitNow(pOutfit)
return false
else
self:WearOutfitNow(pOutfit)
return true
end
end
function Outfitter:ToggleOutfit(pOutfit)
if self:WearingOutfit(pOutfit) then
self:RemoveOutfit(pOutfit)
return false
else
self:WearOutfit(pOutfit)
return true
end
end
function Outfitter:SetSoundOption(pParam)
if pParam == "on" then
self.Settings.EnableEquipSounds = true
self:NoteMessage("Outfitter will no longer affect sounds during equipment changes")
elseif pParam == "off" then
self.Settings.EnableEquipSounds = nil
self:NoteMessage("Outfitter will now disable sound effects during equipment changes")
else
self:NoteMessage("Valid sound options are 'on' and 'off'")
end
end
function Outfitter:SetErrorsOption(pParam)
if pParam == "on" then
self.Settings.DisableEquipErrors = nil
self:NoteMessage("Outfitter will report errors during equipment changes")
elseif pParam == "off" then
self.Settings.DisableEquipErrors = true
self:NoteMessage("Outfitter will not report errors during equipment changes")
else
self:NoteMessage("Valid error options are 'on' and 'off'")
end
end
function Outfitter:ShowLinkStats(pLink)
local vStats = self:GetItemLinkStats(pLink)
if not vStats then
self:NoteMessage("Couldn't get item stats from the link provided")
return
end
for vStatName, vStatValue in pairs(vStats) do
self:NoteMessage("%s: %s", vStatName, vStatValue or "nil")
end
end
function Outfitter:ShowLinkInfo(pLink)
local vItemInfo = self:GetItemInfoFromLink(pLink)
if not vItemInfo then
self:NoteMessage("Couldn't get item info from the link provided")
return
end
self:NoteMessage("Name: "..vItemInfo.Name)
self:NoteMessage("Quality: "..vItemInfo.Quality)
self:NoteMessage("Code: "..vItemInfo.Code)
self:NoteMessage("SubCode: "..vItemInfo.SubCode)
self:NoteMessage("Type: "..vItemInfo.Type)
self:NoteMessage("SubType: "..vItemInfo.SubType)
self:NoteMessage("InvType: "..vItemInfo.InvType)
self:NoteMessage("Level: "..vItemInfo.Level)
if vItemInfo.EnchantCode then
self:NoteMessage("EnchantCode: "..vItemInfo.EnchantCode)
end
if vItemInfo.JewelCode1 then
self:NoteMessage("JewelCode1: "..vItemInfo.JewelCode1)
end
if vItemInfo.JewelCode2 then
self:NoteMessage("JewelCode2: "..vItemInfo.JewelCode2)
end
if vItemInfo.JewelCode3 then
self:NoteMessage("JewelCode3: "..vItemInfo.JewelCode3)
end
if vItemInfo.JewelCode4 then
self:NoteMessage("JewelCode4: "..vItemInfo.JewelCode4)
end
if vItemInfo.UniqueID then
self:NoteMessage("UniqueID: "..vItemInfo.UniqueID)
end
if vItemInfo.ReforgeID then
self:NoteMessage("ReforgeID: "..vItemInfo.ReforgeID)
end
if vItemInfo.InstanceDifficultyID then
self:NoteMessage("InstanceDifficultyID: "..vItemInfo.InstanceDifficultyID)
end
if vItemInfo.UpgradeTypeID then
self:NoteMessage("UpgradeTypeID: "..vItemInfo.UpgradeTypeID)
end
if vItemInfo.UpgradeID then
self:NoteMessage("UpgradeID: "..vItemInfo.UpgradeID)
end
if vItemInfo.BonusIDs and vItemInfo.BonusIDs ~= "::" then
self:NoteMessage("BonusIDs: "..vItemInfo.BonusIDs)
end
end
-- don't know where this function went; putting in a stub so its callers don't fail
function Outfitter:GetItemLinkStats(pLink)
return
end
function Outfitter:DepositOutfitUnique(pOutfit)
self:DepositOutfit(pOutfit, true)
end
StaticPopupDialogs.OUTFITTER_CONFIRM_RESET =
{
text = Outfitter.cConfirmResetMsg,
button1 = Outfitter.cReset,
button2 = CANCEL,
OnAccept = function() Outfitter:Reset() end,
timeout = 0,
whileDead = 1,
hideOnEscape = 1,
}
function Outfitter:AskReset(param)
-- Reset the bar position without prompting
if strlower(param) == "bar" then
self.OutfitBar:ResetPosition()
self:NoteMessage("Outfit bar position reset")
-- Ask the user if they're certain before resetting the entire addon
else
StaticPopup_Show("OUTFITTER_CONFIRM_RESET")
end
end
function Outfitter:Reset()
OutfitterFrame:Hide()
self:ClearSelection()
self.OutfitStack:Clear()
self:InitializeSettings()
self.CurrentOutfit = self:GetInventoryOutfit()
self:InitializeOutfits()
-- self:SynchronizeEM()
self.EquippedNeedsUpdate = false
end
function Outfitter:SetOutfitBindingIndex(pOutfit, pBindingIndex)
if pBindingIndex then
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if vOutfit.BindingIndex == pBindingIndex then
vOutfit.BindingIndex = nil
end
end
end
end
pOutfit.BindingIndex = pBindingIndex
end
Outfitter.LastBindingIndex = nil
Outfitter.LastBindingTime = nil
Outfitter.cMinBindingTime = 0.75
function Outfitter:WearBoundOutfit(pBindingIndex)
-- Check for the user spamming the button to prevent the outfit from
-- toggling if they're panicking
local vTime = GetTime()
if self.LastBindingIndex == pBindingIndex then
local vElapsed = vTime - self.LastBindingTime
if vElapsed < self.cMinBindingTime then
self.LastBindingTime = vTime
return
end
end
--
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if vOutfit.BindingIndex == pBindingIndex then
vOutfit.Disabled = nil
Outfitter.HasHWEvent = true
if vCategoryID == "Complete" then
self:WearOutfitNow(vOutfit)
if not self.Settings.Options.DisableHotkeyMessages then
UIErrorsFrame:AddMessage(format(self.cEquipOutfitMessageFormat, vOutfit:GetName()), self.OUTFIT_MESSAGE_COLOR.r, self.OUTFIT_MESSAGE_COLOR.g, self.OUTFIT_MESSAGE_COLOR.b)
end
else
local vEquipped = self:ToggleOutfitNow(vOutfit, vCategoryID)
if not self.Settings.Options.DisableHotkeyMessages then
if vEquipped then
UIErrorsFrame:AddMessage(format(self.cEquipOutfitMessageFormat, vOutfit:GetName()), self.OUTFIT_MESSAGE_COLOR.r, self.OUTFIT_MESSAGE_COLOR.g, self.OUTFIT_MESSAGE_COLOR.b)
else
UIErrorsFrame:AddMessage(format(self.cUnequipOutfitMessageFormat, vOutfit:GetName()), self.OUTFIT_MESSAGE_COLOR.r, self.OUTFIT_MESSAGE_COLOR.g, self.OUTFIT_MESSAGE_COLOR.b)
end
end
end
Outfitter.HasHWEvent = false
-- Remember the binding used to filter for button spam
self.LastBindingIndex = pBindingIndex
self.LastBindingTime = vTime
return
end
end
end
end
function Outfitter:FindOutfit(pOutfit)
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if vOutfit == pOutfit then
return vCategoryID, vOutfitIndex
end
end
end
return nil, nil
end
function Outfitter:FindOutfitByName(pName)
if not pName
or pName == "" then
return nil
end
local vLowerName = strlower(pName)
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if strlower(vOutfit:GetName()) == vLowerName then
return vOutfit, vCategoryID, vOutfitIndex
end
end
end
return nil, nil
end
function Outfitter:GetOutfitCategoryID(pOutfit)
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if vOutfit == pOutfit then
return vCategoryID, vOutfitIndex
end
end
end
end
-- Outfitter doesn't use this function, but other addons such as
-- Fishing Buddy might use it to locate specific generated outfits
function Outfitter:FindOutfitByStatID(pStatID)
if not pStatID or pStatID == "" then
return nil
end
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if vOutfit.StatID and vOutfit.StatID == pStatID then
return vOutfit, vCategoryID, vOutfitIndex
end
end
end
return nil
end
function Outfitter:OutfitSummary()
end
function Outfitter:RatingSummary()
local vRatingIDs =
{
"Weapon",
"Defense",
"Dodge",
"Parry",
"Block",
"Melee Hit",
"Ranged Hit",
"Spell Hit",
"Melee Crit",
"Ranged Crit",
"Spell Crit",
"Melee Hit Taken",
"Ranged Hit Taken",
"Spell Hit Taken",
"Melee Crit Taken",
"Ranged Crit Taken",
"Spell Crit Taken",
"Melee Haste",
"Ranged Haste",
"Spell Haste",
}
for vRatingID, vRatingName in ipairs(vRatingIDs) do
local vRating = GetCombatRating(vRatingID)
local vRatingBonus = GetCombatRatingBonus(vRatingID)
if vRatingBonus > 0 then
self:NoteMessage(vRatingName..": "..(vRating / vRatingBonus))
end
end
end
-- Work-in-progress for bag organization. Probably will get split into another addon
-- at some point, just playing around with it for now.
local gOutfitter_SortBagItems
local gOutfitter_Categories =
{
"Armor",
"Weapons",
"Consumables",
"Potions",
"Healthstone",
"Mana gem",
"Flasks",
"Elixirs",
"Bandages",
"Trinkets",
"Tradeskill",
"Herbs",
"Metals",
"Gems",
"Cloth",
"Leather",
"Cooking",
"Spices",
"Meat",
"QuestItems",
"Loot",
"BoEs",
"Junk",
}
local gOutfitterItemCorrections =
{
[6533] = {Type = "Consumable", SubType = "Other"}, -- Aquadynamic Fish Attractor
[27503] = {SubType = "Scroll"}, -- Scroll of Protection V
[27515] = {Type = "Trade Goods", SubType = "Meat", InvType = ""}, -- Huge Spotted Feltail
}
function Outfitter:CorrectItemInfo(pItemInfo)
local vCorrection = gOutfitterItemCorrections[pItemInfo.Code]
if not vCorrection then
return
end
for vIndex, vValue in pairs(vCorrection) do
pItemInfo[vIndex] = vValue
end
end
function Outfitter.GetItemSortRank(pItem)
if pItem.ItemIsUsed then
return 0
elseif pItem.Quality == 0 then
return 3
elseif pItem.Equippable then
return 2
else
return 1
end
end
function Outfitter:RunThreads()
if self.SortBagsCoroutineRef then
local vSuccess, vMessage = coroutine.resume(self.SortBagsCoroutineRef, self)
if not vSuccess then
self:ErrorMessage("SortBags resume failed: %s", vMessage)
end
end
end
Outfitter._BagIterator = {}
Outfitter.cGeneralBagType = 0
function Outfitter._BagIterator:Construct(pStartIndex, pEndIndex)
self:Reset(pStartIndex, pEndIndex)
end
function Outfitter._BagIterator:Reset(pStartIndex, pEndIndex)
if not pStartIndex then
pStartIndex = NUM_BAG_SLOTS
pEndIndex = 0
end
if not pEndIndex then
pEndIndex = pStartIndex
end
if pStartIndex <= pEndIndex then
self.Direction = 1
else
self.Direction = -1
end
self.BagIndex = pStartIndex
self.EndBagIndex = pEndIndex
self.BagSlotIndex = 0
if pStartIndex == pEndIndex
or Outfitter:GetBagType(self.BagIndex)== Outfitter.cGeneralBagType then
self.NumBagSlots = GetContainerNumSlots(self.BagIndex)
else
self.NumBagSlots = 0
end
end
function Outfitter._BagIterator:NextSlot()
self.BagSlotIndex = self.BagSlotIndex + 1
while self.BagSlotIndex > self.NumBagSlots do
if self.BagIndex == self.EndBagIndex then
return false
end
self.BagIndex = self.BagIndex + self.Direction
self.BagSlotIndex = 1
if Outfitter:GetBagType(self.BagIndex) == Outfitter.cGeneralBagType then
self.NumBagSlots = GetContainerNumSlots(self.BagIndex)
else
self.NumBagSlots = 0
end
end
return true
end
function Outfitter:ItemUsesBothWeaponSlots(pItem)
if not pItem then
self:DebugMessage("ItemUsesBothWeaponSlots: nil item")
self:DebugStack()
return false
end
if pItem.InvType ~= "INVTYPE_2HWEAPON"then
return false
end
if not self.CanDualWield2H then
return true
end
if not pItem.SubType then
self:DebugMessage("ItemUsesBothWeaponSlots: SubType not specified")
self:DebugTable(pItem, "pItem")
self:DebugStack()
end
return false
end
function Outfitter:GetItemMetaSlot(pItem)
if pItem.MetaSlotName == "TwoHandSlot"
and not self:ItemUsesBothWeaponSlots(pItem) then
return "Weapon0Slot"
else
return pItem.MetaSlotName
end
end
function Outfitter:GetCompiledOutfit()
local vCompiledOutfit = self:NewEmptyOutfit()
vCompiledOutfit.SourceOutfit = {}
-- Start with the current inventory
if self.CurrentInventoryOutfit then
local vItems = self.CurrentInventoryOutfit:GetItems()
for vInventorySlot, vOutfitItem in pairs(vItems) do
vCompiledOutfit:SetItem(vInventorySlot, vOutfitItem)
vCompiledOutfit.SourceOutfit[vInventorySlot] = "Equipped"
end
end
-- Layer each selected outfit
for vStackIndex, vOutfit in ipairs(Outfitter.OutfitStack.Outfits) do
local vItems = vOutfit:GetItems()
if vItems then
for vInventorySlot, vOutfitItem in pairs(vItems) do
vCompiledOutfit:SetItem(vInventorySlot, vOutfitItem)
vCompiledOutfit.SourceOutfit[vInventorySlot] = vOutfit:GetName()
end
end
end
-- Make sure the OH slot is marked as empty if a 2H weapon is equipped
-- and the player can't dual-wield 2H weapons
vCompiledOutfit:AdjustOffhandSlot()
return vCompiledOutfit
end
function Outfitter:GetCurrentCompleteOutfit()
for vStackIndex, vOutfit in ipairs(self.OutfitStack.Outfits) do
if vOutfit.CategoryID == "Complete" then
return vOutfit
end
end
end
function Outfitter:GetExpectedOutfit(pExcludeOutfit)
local vCompiledOutfit = self:NewEmptyOutfit()
vCompiledOutfit.SourceOutfit = {}
for vStackIndex, vOutfit in ipairs(self.OutfitStack.Outfits) do
if vOutfit ~= pExcludeOutfit then
local vItems = vOutfit:GetItems()
for vInventorySlot, vOutfitItem in pairs(vItems) do
vCompiledOutfit:SetItem(vInventorySlot, vOutfitItem)
vCompiledOutfit.SourceOutfit[vInventorySlot] = vOutfit:GetName()
end
end
end
return vCompiledOutfit
end
function Outfitter:GetBagType(pBagIndex)
if pBagIndex == 0
or pBagIndex == -1 then -- special case 0 and -1 since ContainerIDToInventoryID will barf on it
return Outfitter.cGeneralBagType
end
if pBagIndex < 0 then
pBagIndex = 4 - pBagIndex
end
local vItemLink = GetInventoryItemLink("player", ContainerIDToInventoryID(pBagIndex))
if not vItemLink then
return nil
end
return GetItemFamily(vItemLink)
end
function Outfitter:GetEmptyBagSlot(pStartBagIndex, pStartBagSlotIndex, pIncludeBank)
local vStartBagIndex = pStartBagIndex
local vStartBagSlotIndex = pStartBagSlotIndex
if not vStartBagIndex then
vStartBagIndex = NUM_BAG_SLOTS
end
if not vStartBagSlotIndex then
vStartBagSlotIndex = 1
end
local vEndBagIndex = 0
if pIncludeBank then
vEndBagIndex = -1
end
for vBagIndex = vStartBagIndex, vEndBagIndex, -1 do
local vNumEmptySlots, vBagType = GetContainerNumFreeSlots(vBagIndex)
if vNumEmptySlots > 0 then
local vNumBagSlots = GetContainerNumSlots(vBagIndex)
for vSlotIndex = vStartBagSlotIndex, vNumBagSlots do
if not GetContainerItemLink(vBagIndex, vSlotIndex) then
return {BagIndex = vBagIndex, BagSlotIndex = vSlotIndex, BagType = vBagType}
end
end
end
vStartBagSlotIndex = 1
end
return nil
end
function Outfitter:GetEmptyBagSlotList()
local vEmptyBagSlots = {}
local vBagIndex = NUM_BAG_SLOTS
local vBagSlotIndex = 1
while true do
local vBagSlotInfo = self:GetEmptyBagSlot(vBagIndex, vBagSlotIndex)
if not vBagSlotInfo then
return vEmptyBagSlots
end
table.insert(vEmptyBagSlots, vBagSlotInfo)
vBagIndex = vBagSlotInfo.BagIndex
vBagSlotIndex = vBagSlotInfo.BagSlotIndex + 1
end
end
function Outfitter:GetEmptyBankSlotList()
local vEmptyBagSlots = {}
local vBagIndex = NUM_BAG_SLOTS + NUM_BANKBAGSLOTS
local vBagSlotIndex = 1
while true do
local vBagSlotInfo = self:GetEmptyBagSlot(vBagIndex, vBagSlotIndex, true)
if not vBagSlotInfo then
return vEmptyBagSlots
elseif vBagSlotInfo.BagIndex > NUM_BAG_SLOTS
or vBagSlotInfo.BagIndex < 0 then
table.insert(vEmptyBagSlots, vBagSlotInfo)
end
vBagIndex = vBagSlotInfo.BagIndex
vBagSlotIndex = vBagSlotInfo.BagSlotIndex + 1
end
end
function Outfitter:FindItemsInBagsForSlot(pSlotName, pIgnoreItems)
-- Alias the slot names down for finger and trinket
local vInventorySlot = pSlotName
if vInventorySlot == "Finger1Slot" then
vInventorySlot = "Finger0Slot"
elseif vInventorySlot == "Trinket1Slot" then
vInventorySlot = "Trinket0Slot"
end
--
local vItems = {}
local vNumBags, vFirstBagIndex = self:GetNumBags()
for vBagIndex = vFirstBagIndex, vNumBags do
local vNumBagSlots = GetContainerNumSlots(vBagIndex)
if vNumBagSlots > 0 then
for vSlotIndex = 1, vNumBagSlots do
local vItemInfo = self:GetBagItemInfo(vBagIndex, vSlotIndex)
if vItemInfo
and (not pIgnoreItems or not pIgnoreItems[vItemInfo.Code]) then
local vItemSlotName = vItemInfo.ItemSlotName
if vItemInfo.MetaSlotName then
vItemSlotName = self:GetItemMetaSlot(vItemInfo)
end
if vItemSlotName == "TwoHandSlot" then
vItemSlotName = "MainHandSlot"
elseif vItemSlotName == "Weapon0Slot" then
if vInventorySlot == "MainHandSlot"
or vInventorySlot == "SecondaryHandSlot" then
vItemSlotName = vInventorySlot
end
end
if vItemSlotName == vInventorySlot then
table.insert(vItems, vItemInfo)
end
end
end
end
end
if #vItems == 0 then
return nil
end
return vItems
end
function Outfitter:OpenNameOutfitDialog(pOutfit)
if not self.NameOutfitDialog then
self.NameOutfitDialog = Outfitter:New(Outfitter._NameOutfitDialog, UIParent)
end
self.NameOutfitDialog:Open(pOutfit)
end
function Outfitter:OpenRebuildOutfitDialog(pOutfit)
if not self.RebuildOutfitDialog then
self.RebuildOutfitDialog = Outfitter:New(Outfitter._RebuildOutfitDialog, UIParent)
end
self.RebuildOutfitDialog:Open(pOutfit)
end
function Outfitter:CreateNewOutfit()
self:OpenNameOutfitDialog(nil)
end
function Outfitter:NewNakedOutfit(pName)
local vOutfit = self:NewEmptyOutfit(pName)
for _, vInventorySlot in ipairs(Outfitter.cSlotNames) do
vOutfit:AddItem(vInventorySlot, nil)
end
return vOutfit
end
function Outfitter:NewEmptyItemInfo()
return
{
Name = "",
Code = 0,
SubCode = 0,
EnchantCode = 0,
JewelCode1 = 0,
JewelCode2 = 0,
JewelCode3 = 0,
JewelCode4 = 0,
UniqueID = 0,
UpgradeTypeID = 0,
InstanceDifficultyID = 0,
BonusIDs = "::",
UpgradeID = 0,
InvType = nil,
}
end
function Outfitter.AzeriteCodesMatch(azeriteCodes1, azeriteCodes2)
if not azeriteCodes1 and not azeriteCodes2 then
return true
end
if not azeriteCodes1 or not azeriteCodes2 then
return false
end
if #azeriteCodes1 ~= #azeriteCodes2 then
return false
end
for powerID, _ in pairs(azeriteCodes1) do
if not azeriteCodes2[powerID] then
return false
end
end
return true
end
function Outfitter:GetInventoryOutfit(pName, pOutfit)
local vOutfit
if pOutfit then
vOutfit = pOutfit
else
vOutfit = self:NewEmptyOutfit(pName)
end
for _, vInventorySlot in ipairs(Outfitter.cSlotNames) do
local vItemInfo = self:GetInventoryItemInfo(vInventorySlot)
-- To avoid extra memory operations, only update the item if it's different
local vExistingItem = vOutfit:GetItem(vInventorySlot)
if not vItemInfo then
if not vExistingItem
or vExistingItem.Code ~= 0 then
vOutfit:AddItem(vInventorySlot, nil)
end
else
if not vExistingItem
or vExistingItem.Code ~= vItemInfo.Code
or vExistingItem.SubCode ~= vItemInfo.SubCode
or vExistingItem.EnchantCode ~= vItemInfo.EnchantCode
or vExistingItem.JewelCode1 ~= vItemInfo.JewelCode1
or vExistingItem.JewelCode2 ~= vItemInfo.JewelCode2
or vExistingItem.JewelCode3 ~= vItemInfo.JewelCode3
or vExistingItem.JewelCode4 ~= vItemInfo.JewelCode4
or vExistingItem.UniqueID ~= vItemInfo.UniqueID
or vExistingItem.UpgradeItemID ~= vItemInfo.UpgradeItemID
or vExistingItem.InstanceDifficultyID ~= vItemInfo.InstanceDifficultyID
or vExistingItem.BonusIDs ~= vItemInfo.BonusIDs
or vExistingItem.UpgradeID ~= vItemInfo.UpgradeID
or vExistingItem.ReforgeID ~= vItemInfo.ReforgeID
or not Outfitter.AzeriteCodesMatch(vExistingItem.AzeriteCodes, vItemInfo.AzeriteCodes) then
vOutfit:AddItem(vInventorySlot, vItemInfo)
end
end
end
return vOutfit
end
function Outfitter:UpdateOutfitFromInventory(pOutfit, pNewItemsOutfit)
if not pNewItemsOutfit then
return
end
local vNewItems = pNewItemsOutfit:GetItems()
pOutfit:AddNewItems(vNewItems)
self:OutfitSettingsChanged(pOutfit)
end
function Outfitter:SubtractOutfit(pOutfit1, pOutfit2, pCheckAlternateSlots)
local vInventoryCache = self:GetInventoryCache()
-- Remove items from pOutfit1 if they match the item in pOutfit2
for _, vInventorySlot in ipairs(self.cSlotNames) do
local vItem1 = pOutfit1:GetItem(vInventorySlot)
local vItem2 = pOutfit2:GetItem(vInventorySlot)
if vInventoryCache:ItemsAreSame(vItem1, vItem2) then
pOutfit1:RemoveItem(vInventorySlot)
elseif pCheckAlternateSlots then
local vAlternateSlotName = self.cFullAlternateStatSlot[vInventorySlot]
vItem2 = pOutfit2:GetItem(vAlternateSlotName)
if vInventoryCache:ItemsAreSame(vItem1, vItem2) then
pOutfit1:RemoveItem(vInventorySlot)
end
end
end
end
function Outfitter:OutfitItemsAreSame(pOutfit1, pOutfit2, pCheckAlternateSlots, pIgnoreAmmo)
local vInventoryCache = self:GetInventoryCache()
for _, vInventorySlot in ipairs(Outfitter.cSlotNames) do
local vItem1 = pOutfit1:GetItem(vInventorySlot)
local vItem2 = pOutfit2:GetItem(vInventorySlot)
if vInventoryCache:ItemsAreSame(vItem1, vItem2) then
-- do nothing
elseif pCheckAlternateSlots then
local vAlternateSlotName = self.cFullAlternateStatSlot[vInventorySlot]
vItem2 = pOutfit2:GetItem(vAlternateSlotName)
if vInventoryCache:ItemsAreSame(vItem1, vItem2) then
-- do nothing
else
return false
end
else
return false
end
end
return true
end
function Outfitter:GetNewItemsOutfit(pPreviousOutfit)
-- Get the current outfit and the list
-- of equippable items
self.CurrentInventoryOutfit = self:GetInventoryOutfit(self.CurrentInventoryOutfit)
local vInventoryCache = self:GetInventoryCache()
-- Create a temporary outfit from the differences
local vNewItemsOutfit = self:NewEmptyOutfit()
local vOutfitHasItems = false
for _, vInventorySlot in ipairs(self.cSlotNames) do
local vCurrentItem = self.CurrentInventoryOutfit:GetItem(vInventorySlot)
local vPreviousItem = pPreviousOutfit:GetItem(vInventorySlot)
local vSkipSlot = false
if vInventorySlot == "SecondaryHandSlot" then
local vMainHandItem = pPreviousOutfit:GetItem("MainHandSlot")
if not vMainHandItem then
--self:DebugMessage("MainHandItem is nil")
--self:DebugTable(pPreviousOutfit:GetItems(), "Items")
end
if self:ItemUsesBothWeaponSlots(vMainHandItem) then
vSkipSlot = true
end
end
if not vSkipSlot
and not vInventoryCache:InventorySlotContainsItem(vInventorySlot, vPreviousItem) then
if self.Debug.NewItems then
self:DebugMessage("New item in slot %s", tostring(vInventorySlot))
self:DebugTable(vCurrentItem, "NewItem", 1)
end
vNewItemsOutfit:SetItem(vInventorySlot, vCurrentItem)
vOutfitHasItems = true
end
end
if not vOutfitHasItems then
return nil
end
return vNewItemsOutfit, self.CurrentInventoryOutfit
end
function Outfitter:UpdateTemporaryOutfit(pNewItemsOutfit)
-- Just return if nothing has changed
if not pNewItemsOutfit then
return
end
-- Merge the new items with an existing temporary outfit
local vTemporaryOutfit = Outfitter.OutfitStack:GetTemporaryOutfit()
local vUsingExistingTempOutfit = false
if vTemporaryOutfit then
local vNewItems = pNewItemsOutfit:GetItems()
for vInventorySlot, vItem in pairs(vNewItems) do
vTemporaryOutfit:SetItem(vInventorySlot, vItem)
end
vUsingExistingTempOutfit = true
-- Otherwise add the new items as the temporary outfit
else
vTemporaryOutfit = pNewItemsOutfit
end
-- Subtract out items which are expected to be in the outfit
local vExpectedOutfit = self:GetExpectedOutfit(vTemporaryOutfit)
self:SubtractOutfit(vTemporaryOutfit, vExpectedOutfit)
if vTemporaryOutfit:IsEmpty() then
if vUsingExistingTempOutfit then
self:RemoveOutfit(vTemporaryOutfit)
end
else
if not vUsingExistingTempOutfit then
Outfitter.OutfitStack:AddOutfit(vTemporaryOutfit)
end
end
-- Add the new items to the current compiled outfit
local vNewItems = pNewItemsOutfit:GetItems()
if self.Debug.EquipmentChanges then
self:DebugMessage("Adding new items to temporary outfit")
self:DebugTable(vNewItems, "NewItems", 2)
end
for vInventorySlot, vItem in pairs(vNewItems) do
Outfitter.ExpectedOutfit:SetItem(vInventorySlot, vItem)
end
end
function Outfitter:SetSlotEnable(pSlotName, pEnable)
if not self.SelectedOutfit then
return
end
if pEnable then
Outfitter:DebugMessage("Enabling slot "..pSlotName)
self.SelectedOutfit:SetInventoryItem(pSlotName)
else
self.SelectedOutfit:RemoveItem(pSlotName)
end
self.DisplayIsDirty = true
end
function Outfitter:GetOutfitByScriptID(pScriptID)
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for _, vOutfit in ipairs(vOutfits) do
if vOutfit.ScriptID == pScriptID then
return vOutfit
end
end
end
return nil
end
function Outfitter:GetOutfitByName(name)
for categoryID, outfits in pairs(self.Settings.Outfits) do
for _, outfit in ipairs(outfits) do
if outfit.Name == name then
return outfit
end
end
end
return nil
end
Outfitter.AuraStates =
{
Dining = false,
GhostWolf = false,
Feigning = false,
Evocate = false,
Monkey = false,
Hawk = false,
Cheetah = false,
Pack = false,
Beast = false,
Wild = false,
Viper = false,
Dragonhawk = false,
Prowl = false,
}
function Outfitter:GetPlayerAuraStates()
local vBuffIndex = 1
for vKey, _ in pairs(self.AuraStates) do
self.AuraStates[vKey] = false
end
while true do
local vName, _, vTexture, _, _, _, _, _, _, _, vSpellID = UnitBuff("player", vBuffIndex)
if not vName then
return self.AuraStates
end
--
local vSpecialID = Outfitter.cAuraIconSpecialID[vName]
if not vSpecialID then
vSpecialID = Outfitter.cAuraIconSpecialID[vTexture]
end
if not vSpecialID then
vSpecialID = self.cSpellIDToSpecialID[vSpellID]
end
if vSpecialID then
self.AuraStates[vSpecialID] = true
end
vBuffIndex = vBuffIndex + 1
end
end
function Outfitter:GetBuffTooltipText(pBuffIndex)
local tooltip = self.TooltipLib:SharedTooltip()
tooltip:ClearLines()
tooltip:SetUnitBuff("player", pBuffIndex)
if not tooltip:IsShown() then
return
end
-- Find the first two text lines
local tooltipName = tooltip:GetName()
local textLeft1 = _G[tooltipName.."TextLeft1"]
local textLeft2 = _G[tooltipName.."TextLeft2"]
-- Retrieve the first line if it's shown
local text1
if textLeft1:IsShown() then
text1 = textLeft1:GetText()
end -- if IsShown
-- Retrieve the second line if it's shown
local text2
if OutfitterTooltipTextLeft2:IsShown() then
text2 = textLeft2:GetText()
end -- if IsShown
return text1, text2
end
function Outfitter:UpdateSwimming()
self:BeginEquipmentUpdate()
self.EventLib:DispatchEvent("TIMER")
self:UpdateMountedState()
local vSwimming = false
if IsSwimming() then
vSwimming = true
end
if not self.SpecialState.Swimming then
self.SpecialState.Swimming = false
end
self:SetSpecialOutfitEnabled("Swimming", vSwimming)
self:EndEquipmentUpdate()
end
function Outfitter:UnitAuraChanged(pEvent, pUnitID)
if pUnitID ~= "player" then
return
end
if self.InCombat then
self.SchedulerLib:ScheduleUniqueTask(2.0, self.UpdateAuraStates, self)
else
self:UpdateAuraStates()
end
end
function Outfitter:UpdateAuraStates()
self:BeginEquipmentUpdate()
-- Check for special aura outfits
local vAuraStates = self:GetPlayerAuraStates()
for vSpecialID, vIsActive in pairs(vAuraStates) do
if vSpecialID == "Feigning" then
self.IsFeigning = vIsActive
end
if not Outfitter.SpecialState[vSpecialID] then
self.SpecialState[vSpecialID] = false
end
-- Don't equip the dining outfit if health and mana are almost topped up
if vSpecialID == "Dining"
and vIsActive
and self:PlayerIsFull() then
vIsActive = false
end
-- Update the state
self:SetSpecialOutfitEnabled(vSpecialID, vIsActive)
end
self:UpdateMountedState()
self:EndEquipmentUpdate()
-- Update shapeshift state on aura change too
-- NOTE: Currently (WoW client 2.3) the shapeshift info isn't
-- always up-to-date when the AURA event comes in, so update
-- the shapeshift state after about 1 frame to allow the state to
-- synch
self.SchedulerLib:ScheduleUniqueTask(0.01, self.UpdateShapeshiftState, self)
end
function Outfitter:UpdateMountedState()
local vRiding = IsMounted() and not UnitOnTaxi("player")
self:SetSpecialOutfitEnabled("Riding", vRiding)
end
function Outfitter:UpdateShapeshiftState()
-- During loading screens, shapeshift/DK-Presence auras disappear briefly.
-- depending on outfit setup, this may remove some or all the player's gear
-- and then put it right back on when aura reappears, but this leaves them
-- at low health or mana etc. due to the stat loss of not having their gear on.
-- so we defer shapeshift checks until loading screen stuff is completed.
if self.Suspended then
self.SchedulerLib:ScheduleUniqueTask(0.1, self.UpdateShapeshiftState, self)
return
end
self:BeginEquipmentUpdate()
if not self.Settings.ShapeshiftIndexInfo then
self.Settings.ShapeshiftIndexInfo = {}
end
-- Search for the active shapeshift form, plus while searching deactivate any forms which aren't the active one
local activeForm
local numForms = GetNumShapeshiftForms()
--self:DebugMessage("Outfitter:UpdateShapeshiftState(): %d forms", numForms)
for index = 1, numForms do
local texture, isActive, isCastable, shapeshiftID = GetShapeshiftFormInfo(index)
local _
--self:DebugMessage("%s: %s texture = %s %s", tostring(index), tostring(shapeshiftID), tostring(texture), isActive and "ACTIVE" or "not active")
local shapeshiftInfo = self.cShapeshiftIDInfo[shapeshiftID]
if shapeshiftInfo then
self.Settings.ShapeshiftIndexInfo[index] = shapeshiftInfo
else
shapeshiftInfo = self.Settings.ShapeshiftIndexInfo[index]
end
if shapeshiftInfo then
if not isActive then
self:UpdateShapeshiftInfo(shapeshiftInfo, false)
else
activeForm = shapeshiftInfo
end
end
end
-- Substitute the druid caster pseudo-form if necessary or deactivate it
-- if it's not
if self.PlayerClass == "DRUID" then
if not activeForm then
activeForm = self.cShapeshiftIDInfo.CasterForm
else
self:UpdateShapeshiftInfo(self.cShapeshiftIDInfo.CasterForm, false)
end
end
-- Activate the new form
if activeForm then
self:UpdateShapeshiftInfo(activeForm, true)
end
self:EndEquipmentUpdate()
end
function Outfitter:UpdateShapeshiftInfo(pShapeshiftInfo, pIsActive)
-- Ensure a proper boolean
if pIsActive then
pIsActive = true
else
pIsActive = false
end
--
--Outfitter:DebugMessage("Outfitter:UpdateShapeshiftInfo(%s, %s)", tostring(pShapeshiftInfo.ID), tostring(pIsActive))
--Outfitter:DebugStack()
if self.SpecialState[pShapeshiftInfo.ID] == nil then
self.SpecialState[pShapeshiftInfo.ID] = self:WearingOutfitWithScriptID(pShapeshiftInfo.ID)
end
if self.SpecialState[pShapeshiftInfo.ID] ~= pIsActive then
if pIsActive and pShapeshiftInfo.MaybeInCombat then
self.MaybeInCombat = true
end
self:SetSpecialOutfitEnabled(pShapeshiftInfo.ID, pIsActive)
end
end
function Outfitter:SetSpecialOutfitEnabled(pSpecialID, pEnable)
-- Ensure a proper boolean
if pEnable then
pEnable = true
else
pEnable = false
end
if self.SpecialState[pSpecialID] == pEnable then
return
end
-- Suspend or resume monitoring the player health
-- if the dining outfit is being changed
if pSpecialID == "Dining" and pEnable then
self.EventLib:RegisterEvent("UNIT_HEALTH", self.UnitHealthOrManaChanged, self, true) -- Register as a blind event handler
else
self.EventLib:UnregisterEvent("UNIT_HEALTH", self.UnitHealthOrManaChanged, self)
end
--
self.SpecialState[pSpecialID] = pEnable
-- Dispatch the special ID events
local vEvents = self.cSpecialIDEvents[pSpecialID]
if vEvents then
if pEnable then
self.EventLib:DispatchEvent(vEvents.Equip)
else
self.EventLib:DispatchEvent(vEvents.Unequip)
end
else
self:ErrorMessage("No events found for "..pSpecialID)
end
end
function Outfitter:WearingOutfitWithScriptID(pSpecialID)
for vIndex, vOutfit in ipairs(self.OutfitStack.Outfits) do
if vOutfit.ScriptID == pSpecialID then
return true, vIndex
end
end
end
function Outfitter:ScheduleUpdateZone()
self.SchedulerLib:RescheduleTask(0.01, self.UpdateZone, self)
end
function Outfitter:UpdateZone()
local vCurrentZone = GetZoneText()
local name, instanceType, difficultyID, difficultyName, maxPlayers, dynamicDifficulty, isDynamic, instanceMapID = GetInstanceInfo()
-- Just return if the zone isn't changing
if vCurrentZone == self.CurrentZone then
return
end
self.CurrentZone = vCurrentZone
self.CurrentZoneIDs = self:GetCurrentZoneIDs(self.CurrentZoneIDs)
self:BeginEquipmentUpdate()
--
for _, vSpecialID in ipairs(self.cZoneSpecialIDs) do
local vIsActive = self.CurrentZoneIDs[vSpecialID] == true
local vCurrentIsActive = self.SpecialState[vSpecialID]
if vCurrentIsActive == nil then
vCurrentIsActive = self:WearingOutfitWithScriptID(vSpecialID)
self.SpecialState[vSpecialID] = vCurrentIsActive
end
self:SetSpecialOutfitEnabled(vSpecialID, vIsActive)
end
self:EndEquipmentUpdate()
end
function Outfitter:GetCurrentZoneIDs(pRecycleTable)
local vZoneIDs = self:RecycleTable(pRecycleTable)
local vZoneSpecialIDMap = self.cZoneSpecialIDMap[self.CurrentZone]
if not vZoneSpecialIDMap then
vZoneSpecialIDMap = self.cZoneSpecialIDMap[GetRealZoneText()]
end
local vPVPType, vIsArena, vFactionName = GetZonePVPInfo()
if vZoneSpecialIDMap then
for _, vZoneSpecialID in ipairs(vZoneSpecialIDMap) do
if vZoneSpecialID ~= "City" or vPVPType ~= "hostile" then
vZoneIDs[vZoneSpecialID] = true
end
end
end
local inInstance, instanceType = IsInInstance()
vZoneIDs.Battleground = instanceType == "pvp" or instanceType == "arena"
return vZoneIDs
end
function Outfitter:InZoneType(pZoneType)
return self.CurrentZoneIDs[pZoneType] == true
end
function Outfitter:InBattlegroundZone()
local name, instanceType, difficultyID, difficultyName, maxPlayers, dynamicDifficulty, isDynamic, instanceMapID = GetInstanceInfo()
return instanceType == "pvp" or instanceType == "arena"
end
function Outfitter:SetAllSlotEnables(pEnable)
if pEnable then
self.SelectedOutfit:EnableAllSlots()
else
self.SelectedOutfit:DisableAllSlots()
end
self:OutfitSettingsChanged(self.SelectedOutfit)
self:Update(true)
end
function Outfitter:OutfitSettingsChanged(pOutfit)
if not pOutfit then
return
end
local vTargetCategoryID = pOutfit:CalculateOutfitCategory()
if pOutfit.CategoryID ~= vTargetCategoryID then
local vOutfitCategoryID, vOutfitIndex = self:FindOutfit(pOutfit)
if not vOutfitCategoryID then
self:ErrorMessage(pOutfit:GetName().." not found in outfit list")
return
end
if vOutfitCategoryID ~= pOutfit.CategoryID then
self:DebugMessage("OutfitSettingsChanged: "..pOutfit:GetName().." says it's in "..pOutfit.CategoryID.." but it's in "..vOutfitCategoryID)
end
table.remove(self.Settings.Outfits[vOutfitCategoryID], vOutfitIndex)
self:AddOutfit(pOutfit)
end
self.DisplayIsDirty = true
self:DispatchOutfitEvent("EDIT_OUTFIT", pOutfit:GetName(), pOutfit)
end
function Outfitter:DeleteOutfit(pOutfit)
local vWearingOutfit = self:WearingOutfit(pOutfit)
-- Deselect the outfit
if pOutfit == self.SelectedOutfit then
self:ClearSelection()
end
-- Remove the outfit if it's being worn
self:RemoveOutfit(pOutfit)
self:DeactivateScript(pOutfit)
local vOutfitCategoryID, vOutfitIndex = self:FindOutfit(pOutfit)
if not vOutfitCategoryID then
return
end
-- Delete the outfit
table.remove(self.Settings.Outfits[vOutfitCategoryID], vOutfitIndex)
pOutfit:Delete()
--
self.DisplayIsDirty = true
self:DispatchOutfitEvent("DELETE_OUTFIT", pOutfit:GetName(), pOutfit)
end
function Outfitter:AddOutfit(pOutfit)
local vCategoryID
vCategoryID = pOutfit:CalculateOutfitCategory()
if not self.Settings.Outfits then
self.Settings.Outfits = {}
end
if not self.Settings.Outfits[vCategoryID] then
self.Settings.Outfits[vCategoryID] = {}
end
table.insert(self.Settings.Outfits[vCategoryID], pOutfit)
pOutfit.CategoryID = vCategoryID
self.DisplayIsDirty = true
self:DispatchOutfitEvent("ADD_OUTFIT", pOutfit:GetName(), pOutfit)
return vCategoryID
end
function Outfitter:SlotEnableClicked(pCheckbox, pButton)
-- If the user is attempting to drop an item put it in the slot for them
if CursorHasItem() then
PickupInventoryItem(self.cSlotIDs[pCheckbox.SlotName])
return
end
--
local vChecked = pCheckbox:GetChecked()
if pCheckbox.IsUnknown then
pCheckbox.IsUnknown = false
pCheckbox:SetCheckedTexture("Interface\\Buttons\\UI-CheckBox-Check")
vChecked = true
end
self:SetSlotEnable(pCheckbox.SlotName, vChecked)
self:OutfitSettingsChanged(self.SelectedOutfit)
self:Update(true)
end
function Outfitter:FindMultipleItemLocation(pItems, pInventoryCache)
for vListIndex, vListItem in ipairs(pItems) do
local vItem = pInventoryCache:FindItemOrAlt(vListItem)
if vItem then
return vItem, vListItem
end
end
return nil, nil
end
function Outfitter:FindAndAddItemsToOutfit(pOutfit, pSlotName, pItems, pInventoryCache)
vItemLocation, vItem = self:FindMultipleItemLocation(pItems, pInventoryCache)
if vItemLocation then
local vInventorySlot = pSlotName
if not vInventorySlot then
vInventorySlot = vItemLocation.ItemSlotName
end
pOutfit:AddItem(vInventorySlot, vItem)
end
end
function Outfitter:IsInitialized()
return self.Initialized
end
function Outfitter:InitializationCheck()
-- Don't initialize for a short time after WoW comes up to allow
-- time for WoW to load inventory, bags, talent trees, etc.
self.SchedulerLib:RescheduleTask(1, self.Initialize, self)
end
function Outfitter:Initialize()
if self.Initialized then
return
end
-- Unregister the initialization events
for vEventID, _ in pairs(self.cInitializationEvents) do
self.EventLib:UnregisterEvent(vEventID, self.InitializationCheck, self)
end
-- Make sure they're not upgrading with a reloadui when there are new files
if tonumber(GetAddOnMetadata("Outfitter", "X-ReloadTag")) ~= 2 then
OutfitterMinimapButton:Hide() -- Remove access to Outfitter so more errors don't start coming up
OutfitterButtonFrame:Hide()
StaticPopup_Show("OUTFITTER_CANT_RELOADUI")
return
end
-- Get the basic player info
self.PlayerName = UnitName("player")
self.RealmName = GetRealmName()
local _, vPlayerClass = UnitClass("player")
self.PlayerClass = vPlayerClass
-- Swap in the Horde Lance for the Alliance Lance mapping
if UnitFactionGroup("player") == "Horde" then
Outfitter.cItemAliases[46106] = 46070 -- Argent Lance -> Horde Lance
end
-- Initialize the global settings if they didn't get loaded
if not gOutfitter_GlobalSettings then
self:InitializeGlobalSettings()
end
-- Refuse to load for select characters
if (self.BannedCharacters[self.RealmName]
and self.BannedCharacters[self.RealmName][self.PlayerName])
or gOutfitter_GlobalSettings.Banned then
gOutfitter_GlobalSettings.Banned = true
OutfitterMinimapButton:Hide()
OutfitterButtonFrame:Hide()
self:ErrorMessage("Your character is banned from Outfitter. Use something else for your gear management.")
return
end
-- Hook onto C_PetJournal.SummonPetByGUID so that the cooldown can be monitored
-- hooksecurefunc(C_PetJournal, "SummonPetByGUID", function () self.SummonPetByGUIDTime = GetTime() end)
-- self.SummonPetByGUIDTime = GetTime()
-- Initialize the main UI tabs
self._SidebarWindowFrame.Construct(OutfitterFrame)
PanelTemplates_SetNumTabs(OutfitterFrame, #self.cPanelFrames)
OutfitterFrame.selectedTab = self.CurrentPanel
PanelTemplates_UpdateTabs(OutfitterFrame)
-- Install the /outfit command handler
SlashCmdList.OUTFITTER = function (pCommand) Outfitter:ExecuteCommand(pCommand) end
SLASH_OUTFITTER1 = "/outfitter"
if not SlashCmdList.UNEQUIP then
SlashCmdList.UNEQUIP = self.UnequipItemByName
SLASH_UNEQUIP1 = "/unequip"
end
-- Initialize the slot ID map
self.cSlotIDs = {}
self.cSlotIDToInventorySlot = {}
for _, vInventorySlot in ipairs(self.cSlotNames) do
local vSlotID = GetInventorySlotInfo(vInventorySlot)
self.cSlotIDs[vInventorySlot] = vSlotID
self.cSlotIDToInventorySlot[vSlotID] = vInventorySlot
end
-- Initialize the scripts
Outfitter:InitializeScripts()
-- Initialize the settings
if not gOutfitter_Settings then
self:InitializeSettings()
else
self.Settings = gOutfitter_Settings
end
-- Initialize the outfits
self.CurrentOutfit = self:GetInventoryOutfit()
if not self.Settings.Outfits then
self:InitializeOutfits()
end
-- self:InstallDefaultSpecializationIcons()
self:AttachOutfitMethods()
self:CheckDatabase()
-- Initialize the outfit stack
self.OutfitStack:Initialize()
-- Clean up any recent complete outfits which don't exist as
-- well as duplicate entries
local vUsedRecentNames = {}
for vIndex = #self.Settings.RecentCompleteOutfits, 1, -1 do
local vName = self.Settings.RecentCompleteOutfits[vIndex]
if not self:FindOutfitByName(vName)
or vUsedRecentNames[vName] then
table.remove(self.Settings.RecentCompleteOutfits, vIndex)
else
vUsedRecentNames[vName] = true
end
end
-- Set the minimap button
if self.Settings.Options.HideMinimapButton then
OutfitterMinimapButton:Hide()
else
OutfitterMinimapButton:Show()
end
if not self.Settings.Options.MinimapButtonAngle
and not self.Settings.Options.MinimapButtonX then
self.Settings.Options.MinimapButtonAngle = -1.5708
end
if self.Settings.Options.MinimapButtonAngle then
OutfitterMinimapButton:SetPositionAngle(self.Settings.Options.MinimapButtonAngle)
else
OutfitterMinimapButton:SetPosition(self.Settings.Options.MinimapButtonX, self.Settings.Options.MinimapButtonY)
end
-- Move the Blizzard UI over a bit
-- PaperDollSidebarTabs:SetPoint("BOTTOMRIGHT", CharacterFrameInsetRight, "TOPRIGHT", -30, -1)
-- Initialize player state
self.SpiritRegenEnabled = true
-- Done initializing
self.Initialized = true
-- Make sure the outfit state is good
self:SetSpecialOutfitEnabled("Riding", false)
self:SetSpecialOutfitEnabled("Spirit", false)
self:UpdateAuraStates()
-- Start listening for events
self.EventLib:RegisterEvent("PLAYER_ENTERING_WORLD", self.SchedulePlayerEnteringWorld, self)
self.EventLib:RegisterEvent("PLAYER_LEAVING_WORLD", self.PlayerLeavingWorld, self)
-- For monitoring mounted and dining states
self.EventLib:RegisterEvent("UNIT_AURA", self.UnitAuraChanged, self)
--hooksecurefunc("ShapeshiftBar_UpdateState", function () Outfitter.SchedulerLib:ScheduleUniqueTask(0.01, self.UpdateShapeshiftState, self) end)
-- For monitoring plaguelands and battlegrounds
self.EventLib:RegisterEvent("ZONE_CHANGED_NEW_AREA", self.ScheduleUpdateZone, self)
self.EventLib:RegisterEvent("ZONE_CHANGED", self.ScheduleUpdateZone, self)
self.EventLib:RegisterEvent("ZONE_CHANGED_INDOORS", self.ScheduleUpdateZone, self)
-- For monitoring player combat state
self.EventLib:RegisterEvent("PLAYER_REGEN_ENABLED", self.RegenEnabled, self)
self.EventLib:RegisterEvent("PLAYER_REGEN_DISABLED", self.RegenDisabled, self)
-- For monitoring player dead/alive state
self.EventLib:RegisterEvent("PLAYER_DEAD", self.PlayerDead, self)
self.EventLib:RegisterEvent("PLAYER_ALIVE", self.PlayerAlive, self)
self.EventLib:RegisterEvent("PLAYER_UNGHOST", self.PlayerAlive, self)
self.EventLib:RegisterEvent("UNIT_INVENTORY_CHANGED", self.UnitInventoryChanged, self, true) -- Register as a blind event handler (no event id param)
self.EventLib:RegisterCustomEvent("OUTFITTER_INVENTORY_CHANGED", self.InventoryChanged, self, true) -- Register as a blind event handler (no event id param)
-- For indicating which outfits are missing items
self.EventLib:RegisterEvent("BAG_UPDATE", self.BagUpdate, self)
self.EventLib:RegisterEvent("PLAYERBANKSLOTS_CHANGED", self.BankSlotsChanged, self)
-- For monitoring bank bags
self.EventLib:RegisterEvent("BANKFRAME_OPENED", self.BankFrameOpened, self)
self.EventLib:RegisterEvent("BANKFRAME_CLOSED", self.BankFrameClosed, self)
-- For monitoring void storage
-- self.EventLib:RegisterEvent("VOID_STORAGE_OPEN", self.VoidStorageFrameOpened, self)
-- self.EventLib:RegisterEvent("VOID_STORAGE_CLOSE", self.VoidStorageFrameClosed, self)
-- For unequipping the dining outfit
self.EventLib:RegisterEvent("UNIT_MANA", self.UnitHealthOrManaChanged, self, true) -- Register as a blind event handler (no event id param)
-- For monitoring spellcasts
--[[
for _, vEventID in ipairs({
"UNIT_SPELLCAST_CHANNEL_START",
"UNIT_SPELLCAST_CHANNEL_STOP",
"UNIT_SPELLCAST_CHANNEL_UPDATE",
"UNIT_SPELLCAST_DELAYED",
"UNIT_SPELLCAST_FAILED",
"UNIT_SPELLCAST_FAILED_QUIET",
"UNIT_SPELLCAST_INTERRUPTED",
"UNIT_SPELLCAST_SENT",
"UNIT_SPELLCAST_START",
"UNIT_SPELLCAST_STOP",
"UNIT_SPELLCAST_SUCCEEDED",
"UNIT_SPELLMISS"
}) do
self.EventLib:RegisterEvent(vEventID, self.UnitSpellcastDebug, self)
end
]]
self.EventLib:RegisterEvent("UNIT_SPELLCAST_SENT", self.UnitSpellcastSent, self)
self.EventLib:RegisterEvent("UNIT_SPELLCAST_START", self.UnitSpellcastSent, self)
self.EventLib:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED", self.UnitSpellcastStop, self)
self.EventLib:RegisterEvent("UNIT_SPELLCAST_STOP", self.UnitSpellcastStop, self)
self.EventLib:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START", self.UnitSpellcastChannelStart, self)
self.EventLib:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP", self.UnitSpellcastChannelStop, self)
self.EventLib:RegisterEvent("UNIT_SPELLCAST_FAILED", self.UnitSpellcastStop, self)
self.EventLib:RegisterEvent("UNIT_SPELLCAST_FAILED_QUIET", self.UnitSpellcastStop, self)
self.EventLib:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED", self.UnitSpellcastStop, self)
--
-- self.EventLib:RegisterEvent("CHARACTER_POINTS_CHANGED", self.TalentsChanged, self)
-- self.EventLib:RegisterEvent("PLAYER_TALENT_UPDATE", self.TalentsChanged, self)
-- self:TalentsChanged()
-- Patch GameTooltip so we can monitor hide/show events
self:HookScript(GameTooltip, "OnShow", self.GameToolTip_OnShow)
self:HookScript(GameTooltip, "OnHide", self.GameToolTip_OnHide)
-- Patch MobInfo tooltip since it replaces the GameToolTip (blech)
if MI2_TooltipFrame then
self:HookScript(MI2_TooltipFrame, "OnShow", self.GameToolTip_OnShow)
self:HookScript(MI2_TooltipFrame, "OnHide", self.GameToolTip_OnHide)
end
-- Synchronize with the Equipment Manager
-- self:StartMonitoringEM()
--
self:DispatchOutfitEvent("OUTFITTER_INIT")
self.SchedulerLib:ScheduleUniqueRepeatingTask(0.5, self.UpdateSwimming, self, nil, "Outfitter:UpdateSwimming")
-- Activate all outfit scripts
if not self.Settings.Options.DisableAutoSwitch then
self:ActivateAllScripts()
end
-- Install the "Used by outfits" tooltip feature
hooksecurefunc(GameTooltip, "SetBagItem", self.GameTooltip_SetBagItem)
hooksecurefunc(GameTooltip, "SetInventoryItem", self.GameTooltip_SetInventoryItem)
hooksecurefunc(GameTooltip, "SetHyperlink", self.GameTooltip_SetHyperlink)
-- Install the item compare tooltips
if not self.Settings.Options.DisableItemComparisons then
self.ExtendedCompareTooltip = self:New(Outfitter._ExtendedCompareTooltip)
end
-- Fire things up with a simulated entrance
self:SchedulePlayerEnteringWorld()
end
function Outfitter:StartMonitoringEM()
self.EventLib:RegisterEvent("EQUIPMENT_SETS_CHANGED", self.SynchronizeEM, self)
end
function Outfitter:StopMonitoringEM()
self.EventLib:UnregisterEvent("EQUIPMENT_SETS_CHANGED", self.SynchronizeEM, self)
end
-- Blizzard added icon numbers in patch 6 but no API for mapping between the number and the path, so create a texture to use for doing the mapping
function Outfitter:ConvertTextureIDToPath(pID)
if type(pID) ~= "number" then
return pID
end
if not self.IDConversionTexture then
self.IDConversionTexture = OutfitterFrame:CreateTexture(nil, "BACKGROUND")
self.IDConversionTexture:Hide()
end
self.IDConversionTexture:SetTexture(pID)
return self.IDConversionTexture:GetTexture()
end
function Outfitter:ConvertTextureIDToString(pID)
if type(pID) ~= "number" then
return pID
end
local vPath = self:ConvertTextureIDToPath(pID)
return string.match(vPath, ".-([^\\]-)$")
end
function Outfitter:InitializeSettings()
gOutfitter_Settings =
{
Version = 22,
Options = {},
LastOutfitStack = {},
LayerIndex = {},
RecentCompleteOutfits = {},
}
self.Settings = gOutfitter_Settings
self.OutfitBar:InitializeSettings()
end
function Outfitter:InitializeGlobalSettings()
gOutfitter_GlobalSettings =
{
Version = 1,
SavedScripts = {},
}
end
function Outfitter:AttachOutfitMethods()
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vIndex, vOutfit in ipairs(vOutfits) do
if vOutfit.StoredInEM then
local equipmentSetID = C_EquipmentSet.GetEquipmentSetID(vOutfit.Name)
if equipmentSetID then
vOutfit.equipmentSetID = equipmentSetID
end
setmetatable(vOutfit, Outfitter._OutfitMetaTableEM)
else
setmetatable(vOutfit, Outfitter._OutfitMetaTable)
end
end
end
end
function Outfitter:SynchronizeEM()
local equipmentSetIDs = C_EquipmentSet.GetEquipmentSetIDs()
-- Mark all the EM outfits as unused
for vCategoryID, outfits in pairs(self.Settings.Outfits) do
for vIndex, outfit in ipairs(outfits) do
if outfit.StoredInEM then
outfit.Unused = true
end
end
end
-- If NumEquipmentSets is zero, assume that the EM is flaking out
-- and save the EM-based outfits so they can be restored if the EM
-- happens to straighten up later
if #equipmentSetIDs == 0 then
if not self.Settings.PreservedEMOutfits then
self.Settings.PreservedEMOutfits = {}
end
for vCategoryID, outfits in pairs(self.Settings.Outfits) do
for vIndex, outfit in ipairs(outfits) do
if outfit.StoredInEM then
self.Settings.PreservedEMOutfits[outfit.Name] = outfit
end
end
end
end
-- Scan the EM outfits
for _, equipmentSetID in ipairs(equipmentSetIDs) do
local name = C_EquipmentSet.GetEquipmentSetInfo(equipmentSetID)
local outfit = self:FindEMOutfitByName(name)
-- If the outfit is missing, see if it can be restored from
-- the preserved list
if not outfit
and self.Settings.PreservedEMOutfits then
outfit = self.Settings.PreservedEMOutfits[name]
if outfit then
setmetatable(outfit, Outfitter._OutfitMetaTableEM)
outfit.equipmentSetID = equipmentSetID
self:AddOutfit(outfit)
self:ActivateScript(outfit)
if not outfit.equipmentSetID then
Outfitter:TestMessage("no equipmentsetID 1")
end
end
end
if not outfit then
outfit =
{
Name = name,
StoredInEM = true,
equipmentSetID = equipmentSetID,
Items = {},
}
setmetatable(outfit, Outfitter._OutfitMetaTableEM)
self:AddOutfit(outfit)
if not outfit.equipmentSetID then
Outfitter:TestMessage("no equipmentsetID 2")
end
else
outfit.Unused = nil
end
end
-- Delete unused outfits
for vCategoryID, outfits in pairs(self.Settings.Outfits) do
local vNumOutfits = #outfits
local vIndex = 1
while vIndex <= vNumOutfits do
local outfit = outfits[vIndex]
if outfit.StoredInEM and outfit.Unused then
self:DeactivateScript(outfit)
table.remove(outfits, vIndex)
vNumOutfits = vNumOutfits - 1
else
vIndex = vIndex + 1
end
end
end
-- If NumEquipmentSets is not zero, assume that the EM is working correctly
-- and get rid of any preserved outfits
if #equipmentSetIDs > 0 then
self.Settings.PreservedEMOutfits = nil
end
-- Done
self.DisplayIsDirty = true
end
function Outfitter:FindEMOutfitByName(pName)
local vLowerName = pName:lower()
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vIndex, vOutfit in ipairs(vOutfits) do
if vOutfit.StoredInEM
and vOutfit.Name:lower() == vLowerName then
return vOutfit
end
end
end
end
function Outfitter:InitializeOutfits()
-- Cache the inventory
local vOutfit, vItemLocation, vItem
local vInventoryCache = self:GetInventoryCache()
-- Create the outfit categories
self.Settings.Outfits = {}
for vCategoryIndex, vCategoryID in ipairs(Outfitter.cCategoryOrder) do
self.Settings.Outfits[vCategoryID] = {}
end
-- Load the EM outfits
-- self:SynchronizeEM()
-- Create the normal outfit using the current
-- inventory and set it as the currently equipped outfit
vOutfit = self:FindOutfitByName(Outfitter.cNormalOutfit)
if not vOutfit then
vOutfit = self:GetInventoryOutfit(Outfitter.cNormalOutfit)
self:AddOutfit(vOutfit)
end
self.Settings.LastOutfitStack = {{Name = Outfitter.cNormalOutfit}}
Outfitter.OutfitStack.Outfits = {vOutfit}
-- Create the naked outfit
vOutfit = self:NewNakedOutfit(Outfitter.cNakedOutfit)
self:AddOutfit(vOutfit)
-- Generate the smart outfits
for vSmartIndex, vSmartOutfit in ipairs(Outfitter.cSmartOutfits) do
vOutfit = self:GenerateSmartOutfit(vSmartOutfit.Name, vSmartOutfit.StatID, vInventoryCache)
if vOutfit then
vOutfit.ScriptID = vSmartOutfit.ScriptID
self:AddOutfit(vOutfit)
end
end
self:InitializeSpecialOccasionOutfits()
end
function Outfitter:CreateEmptySpecialOccasionOutfit(pScriptID, pName, pAllowDuplicates)
-- Return the existing outfit if duplicates aren't allowed
vOutfit = self:GetOutfitByName(pName)
if vOutfit and not pAllowDuplicates then
-- Assign the script to the existing outfit if there isn't one already
if not vOutfit.ScriptID then
vOutfit.ScriptID = pScriptID
end
return vOutfit
end
-- Create the outfit
vOutfit = self:NewEmptyOutfit(pName)
vOutfit.ScriptID = pScriptID
self:AddOutfit(vOutfit)
-- Done
return vOutfit
end
function Outfitter:InitializeSpecialOccasionOutfits()
local vInventoryCache = self:GetInventoryCache()
local vOutfit
-- Create talent tree outfits
-- self:InitializeTalentTreeOutfits()
-- Create class-specific outfits
self:InitializeClassOutfits()
end
function Outfitter:InstallDefaultSpecializationIcons()
--local numSpecs = GetNumSpecializations()
--for specIndex = 1, numSpecs do
-- local _, specName, _, specIconID = GetSpecializationInfo(specIndex)
-- local scriptID = "SPECIALIZATION_"..specIndex
-- Outfitter.OutfitBar.cDefaultScriptIcons[scriptID] = specIconID
--end
end
function Outfitter:InitializeTalentTreeOutfits()
--local playerClass = UnitClass("player")
--
--local numSpecs = GetNumSpecializations()
--for specIndex = 1, numSpecs do
-- local _, specName, _, specIconID = GetSpecializationInfo(specIndex)
--
-- -- Done when the names run out
-- if not specName then
-- return
-- end
--
-- -- Create the outfit
-- local scriptID = "SPECIALIZATION_"..specIndex
-- local outfitName = playerClass..": "..specName
-- local outfit = self:CreateEmptySpecialOccasionOutfit(scriptID, outfitName)
-- outfit:SetIcon(specIconID)
--end
end
function Outfitter:InitializeClassOutfits()
local vOutfits = self.cClassSpecialOutfits[Outfitter.PlayerClass]
if not vOutfits then
return
end
for vIndex, vOutfitInfo in ipairs(vOutfits) do
self:CreateEmptySpecialOccasionOutfit(vOutfitInfo.ScriptID, vOutfitInfo.Name)
end
end
Outfitter.cDeformat =
{
s = "(.-)",
d = "(-?[%d]+)",
f = "(-?[%d%.]+)",
g = "(-?[%d%.]+)",
["%"] = "%%",
}
function Outfitter:ConvertFormatStringToSearchPattern(pFormat)
local vFormat = pFormat:gsub(
"[%[%]%.]",
function (pChar) return "%"..pChar end)
return vFormat:gsub(
"%%[%-%d%.]-([sdgf%%])",
self.cDeformat)
end
function Outfitter:FindTooltipLine(pTooltip, pText, pPlain)
local vTooltipName = pTooltip:GetName()
for vLineIndex = 1, 100 do
local vLeftTextFrame = _G[vTooltipName.."TextLeft"..vLineIndex]
if not vLeftTextFrame then
break
end
local vLeftText = vLeftTextFrame:GetText()
if vLeftText
and vLeftText:find(pText, nil, pPlain) then
return vLineIndex, vLeftTextFrame
end
end -- for vLineIndex
end
function Outfitter:CanEquipBagItem(pBagIndex, pBagSlotIndex)
local vItemInvType = self:GetBagItemInvType(pBagIndex, pBagSlotIndex)
-- Disabling minLevel check because new drops pre WoD are showing as minLevel 100 despite only requiring 90
return Outfitter.cInvTypeToSlotName[vItemInvType] ~= nil
-- and (not vItemMinLevel or UnitLevel("player") >= vItemMinLevel)
end
function Outfitter:ArrayIsEmpty(pArray)
if not pArray then
return true
end
return next(pArray) == nil
end
function Outfitter:GetScreenQuadrantFromCoordinates(x, y)
local vertEdge, horizEdge = self:GetNearestFrameEdgesFromCoordinates(UIParent, x, y)
return vertEdge..horizEdge
end
function Outfitter:GetNearestFrameEdgesFromCoordinates(frame, x, y)
local horizCenter = 0.5 * (frame:GetLeft() + frame:GetRight())
local vertCenter = 0.5 * (frame:GetTop() + frame:GetBottom())
local isTop = y > vertCenter
local isLeft = x < horizCenter
return isTop and "TOP" or "BOTTOM", isLeft and "LEFT" or "RIGHT", isTop and "BOTTOM" or "TOP", isLeft and "RIGHT" or "LEFT"
end
----------------------------------------
Outfitter._NameOutfitDialog = {}
----------------------------------------
function Outfitter._NameOutfitDialog:New(pParent)
return Outfitter:New(Outfitter.UIElementsLib._ModalDialogFrame, pParent, Outfitter._cNewOutfit, 315, 207)
end
function Outfitter._NameOutfitDialog:Construct(pParent)
self:Hide()
--self:SetTopLevel(true)
self:SetFrameStrata("DIALOG")
self:EnableMouse(true)
-- Controls
self.InfoSection = Outfitter:New(Outfitter.UIElementsLib._Section, self, Outfitter.cInfo)
self.BuildSection = Outfitter:New(Outfitter.UIElementsLib._Section, self, Outfitter.cBuild)
self.StatsSection = Outfitter:New(Outfitter.UIElementsLib._Section, self, Outfitter.cStats)
self.Name = Outfitter:New(Outfitter.UIElementsLib._EditBox, self.InfoSection, Outfitter.cNameLabel, 40, 170)
self.ScriptMenu = Outfitter:New(Outfitter.UIElementsLib._TitledDropDownMenuButton, self.InfoSection,
function (menu, ...)
self:ScriptMenuFunc(menu, ...)
end)
self.ScriptMenu:SetTitle(Outfitter.cAutomationLabel)
self.EmptyOutfitCheckButton = Outfitter:New(Outfitter.UIElementsLib._CheckButton, self.BuildSection, Outfitter.cUseEmptyOutfit, true)
self.ExistingOutfitCheckButton = Outfitter:New(Outfitter.UIElementsLib._CheckButton, self.BuildSection, Outfitter.cUseCurrentOutfit, true)
self.GenerateOutfitCheckButton = Outfitter:New(Outfitter.UIElementsLib._CheckButton, self.BuildSection, Outfitter.cCreateUsingTitle, true)
self.MultiStatConfig = Outfitter:New(Outfitter._MultiStatConfig, self.StatsSection)
self.Error = self:CreateFontString(nil, "ARTWORK", "GameFontRed")
-- Layout
self:SetPoint("TOPLEFT", OutfitterFrame, "TOPLEFT", 20, -40)
-- Info section
self.InfoSection:SetPoint("TOPLEFT", self, "TOPLEFT", 20, -25)
self.InfoSection:SetWidth(295)
self.InfoSection:SetHeight(100)
self.Name:SetPoint("TOPLEFT", self.InfoSection, "TOPLEFT", 100, -20)
self.ScriptMenu:SetPoint("TOPLEFT", self.Name, "TOPLEFT", 0, -35)
self.ScriptMenu:SetWidth(170)
-- Build section
self.BuildSection:SetPoint("TOPLEFT", self.InfoSection, "TOPRIGHT", 10, 0)
self.BuildSection:SetPoint("BOTTOM", self.InfoSection, "BOTTOM")
self.BuildSection:SetPoint("RIGHT", self, "RIGHT", -20, 0)
self.EmptyOutfitCheckButton:SetPoint("TOPLEFT", self.BuildSection, "TOPLEFT", 30, -23)
self.ExistingOutfitCheckButton:SetPoint("TOPLEFT", self.EmptyOutfitCheckButton, "TOPLEFT", 0, -25)
self.GenerateOutfitCheckButton:SetPoint("TOPLEFT", self.ExistingOutfitCheckButton, "TOPLEFT", 0, -25)
-- Stats section
self.StatsSection:SetPoint("TOPLEFT", self.InfoSection, "BOTTOMLEFT", 0, -10)
self.StatsSection:SetPoint("RIGHT", self.BuildSection, "RIGHT", 0, 0)
self.MultiStatConfig:SetPoint("TOPLEFT", self.StatsSection, "TOPLEFT", 25, -15)
-- Error message
self.Error:Hide()
self.Error:SetWidth(280)
self.Error:SetPoint("RIGHT", self.DoneButton, "LEFT", -30, 0)
-- Events
self:SetScript("OnShow", function (self) Outfitter.UIElementsLib:BeginDialog(self) end)
self:SetScript("OnHide", function (self) Outfitter.UIElementsLib:EndDialog(self) end)
self.Name:SetScript("OnEnterPressed", function () self:Done() end)
self.Name:SetScript("OnTextChanged", function () self:Update() end)
self.ScriptMenu.ItemClickedFunc = function (pMenu, pValue)
self:PresetScriptChanged(pMenu, pValue)
end
self.EmptyOutfitCheckButton:SetScript("OnClick", function (pCheckButton)
self.EmptyOutfitCheckButton:SetChecked(true)
self.ExistingOutfitCheckButton:SetChecked(false)
self.GenerateOutfitCheckButton:SetChecked(false)
self.MultiStatConfig:Hide()
self:AdjustSize()
end)
self.ExistingOutfitCheckButton:SetScript("OnClick", function (pCheckButton)
self.EmptyOutfitCheckButton:SetChecked(false)
self.ExistingOutfitCheckButton:SetChecked(true)
self.GenerateOutfitCheckButton:SetChecked(false)
self.MultiStatConfig:Hide()
self:AdjustSize()
end)
self.GenerateOutfitCheckButton:SetScript("OnClick", function (pCheckButton)
self.EmptyOutfitCheckButton:SetChecked(false)
self.ExistingOutfitCheckButton:SetChecked(false)
self.GenerateOutfitCheckButton:SetChecked(true)
self.MultiStatConfig:Show()
self:AdjustSize()
end)
self.MultiStatConfig.OnNumLinesChanged = function (pMultiStatConfig, pNumLines)
self:AdjustSize()
end
self.MultiStatConfig.OnChange = function ()
self:Update(true)
end
end
function Outfitter._NameOutfitDialog:Open(pOutfit)
self.OutfitToRename = pOutfit
if self.OutfitToRename then
self.Title:SetText(Outfitter.cRenameOutfit)
self.Name:SetText(self.OutfitToRename.Name)
else
self.Title:SetText(Outfitter.cNewOutfit)
self.Name:SetText("")
self.ScriptMenu:SetCurrentValueText(Outfitter.cNone)
self.EmptyOutfitCheckButton:SetChecked(false)
self.ExistingOutfitCheckButton:SetChecked(true)
self.GenerateOutfitCheckButton:SetChecked(false)
self.MultiStatConfig:SetConfig(nil)
self.MultiStatConfig:Hide()
end
self:AdjustSize()
self:Show()
self.Name:SetFocus()
end
function Outfitter._NameOutfitDialog:AdjustSize()
local vHeight = 78
local vWidth = 335
if not self.OutfitToRename then
self.ScriptMenu:Show()
self.InfoSection:SetHeight(100)
vHeight = vHeight + 100
vWidth = vWidth + 200
if self.MultiStatConfig:IsShown() then
local vStatConfigHeight = self.MultiStatConfig:GetHeight()
vHeight = vHeight + vStatConfigHeight + 33
local vStatWidth = 20 + self.MultiStatConfig:GetWidth() + 20
if vStatWidth > vWidth then
vWidth = vStatWidth
end
self.StatsSection:SetHeight(vStatConfigHeight + 25)
self.StatsSection:Show()
else
self.StatsSection:Hide()
end
self.BuildSection:Show()
else
self.ScriptMenu:Hide()
self.InfoSection:SetHeight(65)
vHeight = vHeight + 65
self.BuildSection:Hide()
self.StatsSection:Hide()
end
self:SetWidth(vWidth)
self:SetHeight(vHeight)
end
function Outfitter._NameOutfitDialog:ScriptMenuFunc(menu)
local category
menu:AddToggle(Outfitter.cNoScript,
function ()
return self.ScriptID
end, function (menu, value)
self:PresetScriptChanged(menu, "NONE")
end)
for _, presetScript in ipairs(Outfitter.PresetScripts) do
if not presetScript.Class or presetScript.Class == Outfitter.PlayerClass then
local newCategory = presetScript.Category or presetScript.Class or "GENERAL"
if category ~= newCategory then
category = newCategory
Outfitter:AddScriptCategorySubmenu(menu, category,
function ()
return self.ScriptID
end, function (menu, value)
self:PresetScriptChanged(menu, value)
end)
end
end
end
end
function Outfitter._NameOutfitDialog:Done()
local vName = self.Name:GetText()
if vName
and vName ~= "" then
if self.OutfitToRename then
local vWearingOutfit = Outfitter:WearingOutfit(self.OutfitToRename)
local vPreviousName = self.OutfitToRename.Name
Outfitter:DispatchOutfitEvent("WILL_RENAME_OUTFIT", self.OutfitToRename, vPreviousName, vName)
if vWearingOutfit then
Outfitter:DispatchOutfitEvent("UNWEAR_OUTFIT", self.OutfitToRename.Name, self.OutfitToRename)
end
self.OutfitToRename:SetName(vName)
Outfitter.DisplayIsDirty = true
if vWearingOutfit then
Outfitter:DispatchOutfitEvent("WEAR_OUTFIT", self.OutfitToRename.Name, self.OutfitToRename)
end
Outfitter:DispatchOutfitEvent("DID_RENAME_OUTFIT", self.OutfitToRename, vPreviousName, vName)
else
-- Create the new outift
local vScriptID = self.ScriptID
local vOutfit
if self.EmptyOutfitCheckButton:GetChecked() then
vOutfit = Outfitter:NewEmptyOutfit(vName)
elseif self.ExistingOutfitCheckButton:GetChecked() then
vOutfit = Outfitter:GetInventoryOutfit(vName)
else
local vStatConfig = self.MultiStatConfig:GetConfig()
vOutfit = Outfitter:GenerateSmartOutfit(vName, vStatConfig, Outfitter:GetInventoryCache(), true, function (pOutfit)
if pOutfit and not pOutfit:IsEmpty() then
pOutfit.StatConfig = vStatConfig
self:AddOutfit(pOutfit, vScriptID)
else
Outfitter:ErrorMessage(Outfitter.cNoItemsWithStat);
end
end)
self:Hide()
return
end
if not vOutfit then
vOutfit = Outfitter:NewEmptyOutfit(vName)
end
self:AddOutfit(vOutfit, vScriptID)
end
end
self:Hide()
end
function Outfitter._NameOutfitDialog:PresetScriptChanged(menu, scriptID)
-- Change the ID to nil if it's NONE
if scriptID == "NONE" then
scriptID = nil
end
-- Save the ID
self.ScriptID = scriptID
-- Get the script
local script
if scriptID then
script = Outfitter:GetPresetScriptByID(scriptID)
end
-- Update the menu
self.ScriptMenu:SetCurrentValueText(script and script.Name or "None")
-- Set the default name if there isn't one or it's the previous default
local name = self.Name:GetText()
if scriptID and (not name or name == "" or name == self.PreviousDefaultName) then
name = script.Name
self.Name:SetText(name)
self.PreviousDefaultName = name
end
end
function Outfitter._NameOutfitDialog:CheckForStatOutfit(pMenu, pValue)
self:Update(true)
end
function Outfitter._NameOutfitDialog:Cancel()
self:Hide()
end
function Outfitter._NameOutfitDialog:Update(pCheckForStatOutfit)
local vEnableDoneButton = true
local vErrorMessage
-- If there's no name entered then disable the okay button
local vName = self.Name:GetText()
if not vName
or vName == "" then
vEnableDoneButton = false
else
local vOutfit = Outfitter:FindOutfitByName(vName)
if vOutfit
and vOutfit ~= self.OutfitToRename then
vErrorMessage = Outfitter.cNameAlreadyUsedError
vEnableDoneButton = false
end
end
--
if not vErrorMessage
and pCheckForStatOutfit
and self.GenerateOutfitCheckButton:GetChecked() then
local vStat = self.MultiStatConfig:GetConfig()
if vStat
and not vStat.Complex then -- Don't attempt to test for iterative outfits
vOutfit = Outfitter:GenerateSmartOutfit("temp outfit", vStat, Outfitter:GetInventoryCache())
if not vOutfit
or vOutfit:IsEmpty() then
vErrorMessage = Outfitter.cNoItemsWithStatError
end
end
end
if vErrorMessage then
self.Error:SetText(vErrorMessage)
self.Error:Show()
else
self.Error:Hide()
end
self.DoneButton:SetEnabled(vEnableDoneButton)
self:AdjustSize()
end
function Outfitter._NameOutfitDialog:AddOutfit(pOutfit, pScriptID)
-- Add the outfit
local vCategoryID = Outfitter:AddOutfit(pOutfit)
-- Set the script
if pScriptID and pScriptID ~= "NONE" then
Outfitter:SetScriptID(pOutfit, pScriptID)
end
-- Wear the outfit
Outfitter:WearOutfit(pOutfit)
Outfitter:Update(true)
end
----------------------------------------
Outfitter._RebuildOutfitDialog = {}
----------------------------------------
function Outfitter._RebuildOutfitDialog:New(pParent)
return Outfitter:New(Outfitter.UIElementsLib._ModalDialogFrame, pParent, Outfitter.cRebuild, 315, 207)
end
function Outfitter._RebuildOutfitDialog:Construct(pParent)
self:Hide()
--self:SetTopLevel(true)
self:SetFrameStrata("DIALOG")
self:EnableMouse(true)
-- Controls
self.StatsSection = Outfitter:New(Outfitter.UIElementsLib._Section, self, Outfitter.cStats)
self.MultiStatConfig = Outfitter:New(Outfitter._MultiStatConfig, self.StatsSection)
-- Layout
self:SetPoint("TOPLEFT", OutfitterFrame, "TOPLEFT", 20, -40)
-- Stats section
self.StatsSection:SetPoint("TOPLEFT", self, "TOPLEFT", 20, -25)
self.StatsSection:SetPoint("RIGHT", self, "RIGHT", -20, 0)
self.MultiStatConfig:SetPoint("TOPLEFT", self.StatsSection, "TOPLEFT", 25, -15)
-- Events
self:SetScript("OnShow", function (self) Outfitter.UIElementsLib:BeginDialog(self) end)
self:SetScript("OnHide", function (self) Outfitter.UIElementsLib:EndDialog(self) end)
self.MultiStatConfig.OnNumLinesChanged = function (pMultiStatConfig, pNumLines)
self:AdjustSize()
end
end
function Outfitter._RebuildOutfitDialog:Open(pOutfit)
self.Outfit = pOutfit
if self.Outfit.StatID
and not self.Outfit.StatConfig then
self.Outfit.StatConfig = {{StatID = self.Outfit.StatID}}
end
self.MultiStatConfig:SetConfig(self.Outfit.StatConfig)
self:AdjustSize()
self:Show()
end
function Outfitter._RebuildOutfitDialog:AdjustSize()
local vStatConfigHeight = self.MultiStatConfig:GetHeight()
local vHeight = 51 + vStatConfigHeight + 48
local vWidth = 40 + self.MultiStatConfig:GetWidth() + 40
self.StatsSection:SetHeight(vStatConfigHeight + 25)
self:SetWidth(vWidth)
self:SetHeight(vHeight)
end
function Outfitter._RebuildOutfitDialog:Done()
self.Outfit.StatConfig = self.MultiStatConfig:GetConfig()
self:Hide()
Outfitter:RebuildOutfit(self.Outfit)
end
function Outfitter._RebuildOutfitDialog:Cancel()
self:Hide()
end
function Outfitter._RebuildOutfitDialog:Update(pCheckForStatOutfit)
local vEnableDoneButton = true
local vErrorMessage
-- If there's no name entered then disable the okay button
local vName = self.Name:GetText()
if not vName
or vName == "" then
vEnableDoneButton = false
else
local vOutfit = Outfitter:FindOutfitByName(vName)
if vOutfit
and vOutfit ~= self.OutfitToRename then
vErrorMessage = Outfitter.cNameAlreadyUsedError
vEnableDoneButton = false
end
end
--
if not vErrorMessage
and pCheckForStatOutfit
and self.GenerateOutfitCheckButton:GetChecked() then
local vStat = self.MultiStatConfig:GetConfig()
if vStat
and not vStat.Complex then -- Don't attempt to test for iterative outfits
vOutfit = Outfitter:GenerateSmartOutfit("temp outfit", vStat, Outfitter:GetInventoryCache())
if not vOutfit
or vOutfit:IsEmpty() then
vErrorMessage = Outfitter.cNoItemsWithStatError
end
end
end
if vErrorMessage then
self.Error:SetText(vErrorMessage)
self.Error:Show()
else
self.Error:Hide()
end
self.DoneButton:SetEnabled(vEnableDoneButton)
self:AdjustSize()
end
----------------------------------------
--
----------------------------------------
function Outfitter:SetButtonEnable(pButton, pEnabled)
if pEnabled then
pButton:Enable()
pButton:SetAlpha(1.0)
pButton:EnableMouse(true)
--_G[pButton:GetName().."Text"]:SetAlpha(1.0)
else
pButton:Disable()
pButton:SetAlpha(0.7)
pButton:EnableMouse(false)
--_G[pButton:GetName().."Text"]:SetAlpha(0.7)
end
end
function Outfitter:GetIndexedOutfit(categoryID, index)
-- Ensure settings are in place
if not self.Settings or not self.Settings.Outfits then
return
end
-- Get the outfits for the category
local outfits = self.Settings.Outfits[categoryID]
if not outfits then
return
end
-- Get the indexed outfit
local outfit = outfits[index]
if not outfit then
return
end
-- Done
return outfit
end
function Outfitter:GetOutfitFromDropdown(pDropdown)
return pDropdown:GetParent():GetParent():GetOutfit()
end
Outfitter.OutfitMenuActions = {}
function Outfitter.OutfitMenuActions:DELETE(pOutfit)
self:AskDeleteOutfit(pOutfit)
end
function Outfitter.OutfitMenuActions:RENAME(pOutfit)
Outfitter:OpenNameOutfitDialog(pOutfit)
end
function Outfitter.OutfitMenuActions:SCRIPT_SETTINGS(pOutfit)
OutfitterEditScriptDialog:Open(pOutfit)
end
function Outfitter.OutfitMenuActions:EDIT_SCRIPT(pOutfit)
if pOutfit.ScriptID == nil and pOutfit.Script == nil then
pOutfit.Script = pOutfit.SavedScript
pOutfit.SavedScript = nil
end
OutfitterEditScriptDialog:Open(pOutfit, true)
end
function Outfitter.OutfitMenuActions:DISABLE(pOutfit)
self:SetScriptEnabled(pOutfit, pOutfit.Disabled)
end
function Outfitter:SetScriptEnabled(pOutfit, pEnable)
if (not pEnable) == (pOutfit.Disabled or false) then
return
end
pOutfit.Disabled = not pEnable
if pOutfit.Disabled then
self:DeactivateScript(pOutfit)
else
self:ActivateScript(pOutfit)
end
self:OutfitSettingsChanged(pOutfit)
end
function Outfitter.OutfitMenuActions:IGNORETITLE(pOutfit)
pOutfit.ShowTitleID = nil
self.OutfitStack:UpdateOutfitDisplay()
self:OutfitSettingsChanged(pOutfit)
end
function Outfitter.OutfitMenuActions:COMBATDISABLE(pOutfit)
if pOutfit.CombatDisabled then
pOutfit.CombatDisabled = nil
else
pOutfit.CombatDisabled = true
end
self:OutfitSettingsChanged(pOutfit)
end
function Outfitter.OutfitMenuActions:REBUILD(pOutfit)
self:AskRebuildOutfit(pOutfit)
end
function Outfitter.OutfitMenuActions:REBUILD_FOR(pOutfit)
Outfitter:OpenRebuildOutfitDialog(pOutfit)
end
function Outfitter.OutfitMenuActions:SET_CURRENT(pOutfit)
self:AskSetCurrent(pOutfit)
end
function Outfitter.OutfitMenuActions:UNEQUIP_OTHERS(pOutfit)
if pOutfit.UnequipOthers then
pOutfit.UnequipOthers = nil
else
pOutfit.UnequipOthers = true
end
self:OutfitSettingsChanged(pOutfit)
end
function Outfitter.OutfitMenuActions:IGNORE_COMPARISONS(pOutfit)
if pOutfit.IgnoreComparisons then
pOutfit.IgnoreComparisons = nil
else
pOutfit.IgnoreComparisons = true
end
self:OutfitSettingsChanged(pOutfit)
end
function Outfitter.OutfitMenuActions:DEPOSIT(pOutfit)
self:DepositOutfit(pOutfit)
end
function Outfitter.OutfitMenuActions:DEPOSITUNIQUE(pOutfit)
self:DepositOutfit(pOutfit, true)
end
function Outfitter.OutfitMenuActions:WITHDRAW(pOutfit)
self:WithdrawOutfit(pOutfit)
end
function Outfitter.OutfitMenuActions:DEPOSITOTHERS(pOutfit)
self:DepositOtherOutfits(pOutfit)
end
function Outfitter.OutfitMenuActions:WITHDRAWOTHERS(pOutfit)
self:WithdrawOtherOutfits(pOutfit)
end
function Outfitter.OutfitMenuActions:DEPOSITVOID(pOutfit)
self:DepositOutfitToVoidStorage(pOutfit)
end
function Outfitter.OutfitMenuActions:DEPOSITUNIQUEVOID(pOutfit)
self:DepositOutfitToVoidStorage(pOutfit, true)
end
function Outfitter.OutfitMenuActions:WITHDRAWVOID(pOutfit)
self:WithdrawOutfitFromVoidStorage(pOutfit)
end
function Outfitter.OutfitMenuActions:OUTFITBAR_SHOW(pOutfit)
local vSettings = self.OutfitBar:GetOutfitSettings(pOutfit)
vSettings.Hide = not vSettings.Hide
self:OutfitSettingsChanged(pOutfit)
end
function Outfitter.OutfitMenuActions:OUTFITBAR_CHOOSEICON(pOutfit)
OutfitterChooseIconDialog:Open(pOutfit)
end
function Outfitter:PerformAction(pActionID, pOutfit)
local vActionFunc = Outfitter.OutfitMenuActions[pActionID]
if vActionFunc then
vActionFunc(self, pOutfit)
elseif string.sub(pActionID, 1, 8) == "BINDING_" then
local vBindingIndex = string.sub(pActionID, 9)
if vBindingIndex == "NONE" then
Outfitter:SetOutfitBindingIndex(pOutfit, nil)
else
Outfitter:SetOutfitBindingIndex(pOutfit, tonumber(vBindingIndex))
end
elseif string.sub(pActionID, 1, 7) == "PRESET_" then
local vScriptID = string.sub(pActionID, 8)
if vScriptID == "NONE" then
Outfitter:DeactivateScript(pOutfit)
pOutfit.SavedScript = pOutfit.Script
pOutfit.ScriptID = nil
pOutfit.Script = nil
else
pOutfit.SavedScript = nil
Outfitter:SetScriptID(pOutfit, vScriptID)
-- If the script has settings then open the
-- dialog
if Outfitter:OutfitHasSettings(pOutfit) then
OutfitterEditScriptDialog:Open(pOutfit)
end
end
Outfitter:OutfitSettingsChanged(pOutfit)
elseif string.sub(pActionID, 1, 6) == "TITLE_" then
local vTitleID = tonumber(string.sub(pActionID, 7))
pOutfit.ShowTitleID = vTitleID
self.SchedulerLib:ScheduleUniqueTask(0.5, self.OutfitStack.UpdateOutfitDisplay, self.OutfitStack)
elseif string.sub(pActionID, 1, 13) == "REBUILD_STAT_" then
local vStatID = string.sub(pActionID, 14)
pOutfit.StatID = vStatID
Outfitter:AskRebuildOutfit(pOutfit)
else
return
end
Outfitter:Update(true)
end
function Outfitter.OutfitItemSelected(dropdown, item)
local outfit = Outfitter:GetOutfitFromDropdown(dropdown)
if not outfit then
Outfitter:ErrorMessage("Outfit for menu item "..tostring(pItem.name).." not found")
return
end
local value = item
if type(value) ~= "string" then
value = item.option.value
if not value and item[1] then
value = item.option.args[item[1]]
end
end
Outfitter:PerformAction(value, outfit)
end
----------------------------------------
--
----------------------------------------
function Outfitter.ScrollbarTrench_SizeChanged(pScrollbarTrench)
local vScrollbarTrenchName = pScrollbarTrench:GetName()
local vScrollbarTrenchMiddle = _G[vScrollbarTrenchName.."Middle"]
local vMiddleHeight= pScrollbarTrench:GetHeight() - 51
vScrollbarTrenchMiddle:SetHeight(vMiddleHeight)
end
function Outfitter.InputBox_OnLoad(self, pChildDepth)
if not pChildDepth then
pChildDepth = 0
end
local vParent = self:GetParent()
for vDepthIndex = 1, pChildDepth do
vParent = vParent:GetParent()
end
if vParent.lastEditBox then
self.prevEditBox = vParent.lastEditBox
self.nextEditBox = vParent.lastEditBox.nextEditBox
self.prevEditBox.nextEditBox = self
self.nextEditBox.prevEditBox = self
else
self.prevEditBox = self
self.nextEditBox = self
end
vParent.lastEditBox = self
end
function Outfitter.InputBox_TabPressed(self)
local vReverse = IsShiftKeyDown()
local vEditBox = self
for vIndex = 1, 50 do
local vNextEditBox
if vReverse then
vNextEditBox = vEditBox.prevEditBox
else
vNextEditBox = vEditBox.nextEditBox
end
if vNextEditBox:IsVisible()
and not vNextEditBox.isDisabled then
vNextEditBox:SetFocus()
return
end
vEditBox = vNextEditBox
end
end
function Outfitter:ToggleUI(pToggleCharWindow)
if self:IsOpen() then
OutfitterFrame:Hide()
if pToggleCharWindow then
HideUIPanel(CharacterFrame)
end
else
self:OpenUI()
end
end
function Outfitter:OpenUI()
ShowUIPanel(CharacterFrame)
CharacterFrame_ShowSubFrame("PaperDollFrame")
OutfitterFrame:Show()
end
function Outfitter:WearingOutfitName(pOutfitName)
local vOutfit = Outfitter:FindOutfitByName(pOutfitName)
return vOutfit and Outfitter:WearingOutfit(vOutfit)
end
function Outfitter:WearingOutfit(pOutfit)
return Outfitter.OutfitStack:FindOutfit(pOutfit)
end
function Outfitter:CheckDatabase()
-- Just reset if they're running a really old version
if self.Settings.Version < 18 then
self:Reset()
end
-- Remove ranged slot (WoW patch 5)
if self.Settings.Version < 19 then
if self.Settings.Outfits then
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vIndex, vOutfit in ipairs(vOutfits) do
if vOutfit.Items then
vOutfit.Items.RangedSlot = nil
end
end
end
end
self.Settings.Version = 19
end
--[[ Added ID11,12 and 13 for WoW patch 6
if self.Settings.Version < 20 then
if self.Settings.Outfits then
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vIndex, vOutfit in ipairs(vOutfits) do
for _, vItem in pairs(vOutfit.Items) do
vItem.ID11 = 0
vItem.ID12 = 0
vItem.ID13 = 0
end
end
end
end
self.Settings.Version = 20
end
]]-- superseded below
-- Added InstanceDifficultyID, BonusIDs for WoW patch 6
-- Added UpgradeTypeID, UpgradeID for WoW patch 6.2
if self.Settings.Version < 21 then
if self.Settings.Outfits then
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vIndex, vOutfit in ipairs(vOutfits) do
for _, vItem in pairs(vOutfit.Items) do
vItem.UpgradeTypeID = 0
vItem.InstanceDifficultyID = 0
vItem.BonusIDs = "0"
vItem.UpgradeID = 0
vItem.ReforgeID = nil
vItem.ID11 = nil
vItem.ID12 = nil
vItem.ID13 = nil
end
end
end
end
self.Settings.Version = 21
end
-- Normalized BonusIDs
if self.Settings.Version < 22 then
if self.Settings.Outfits then
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vIndex, vOutfit in ipairs(vOutfits) do
for _, vItem in pairs(vOutfit.Items) do
if not vItem.BonusIDs
or vItem.BonusIDs == "0"
or vItem.BonusIDs == "0:0:0" then
vItem.BonusIDs = "::"
end
end
end
end
end
self.Settings.Version = 22
end
-- Repair missing settings
if not self.Settings.RecentCompleteOutfits then
self.Settings.RecentCompleteOutfits = {}
end
if not self.Settings.LayerIndex then
self.Settings.LayerIndex = {}
end
if not self.Settings.LastOutfitStack then
self.Settings.LastOutfitStack = {}
end
if not self.Settings.RecentCompleteOutfits then
self.Settings.RecentCompleteOutfits = {}
end
if not self.Settings.OutfitBar then
self.Settings.OutfitBar = {}
self.Settings.OutfitBar.ShowOutfitBar = true
end
-- Scan the outfits and make sure everything is in order
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vIndex, vOutfit in ipairs(vOutfits) do
vOutfit:CheckOutfit(vCategoryID)
end
end
end
function Outfitter:CheckOutfitCategories()
local vAllOutfits = {}
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for _, vOutfit in ipairs(vOutfits) do
table.insert(vAllOutfits, vOutfit)
end
end
for _, vOutfit in ipairs(vAllOutfits) do
self:OutfitSettingsChanged(vOutfit)
end
end
function Outfitter:UpdateInvTypes()
local vInventoryCache = self:GetInventoryCache()
local vResult = true
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vIndex, vOutfit in ipairs(vOutfits) do
if not vOutfit:UpdateInvTypes(vInventoryCache) then
vResult = false
end
end
end
return vResult
end
function Outfitter:UpdateSubTypes()
local vInventoryCache = self:GetInventoryCache()
local vResult = true
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vIndex, vOutfit in ipairs(vOutfits) do
if not vOutfit:UpdateSubTypes(vInventoryCache) then
vResult = false
end
end
end
return vResult
end
function Outfitter:UpdateDatabaseItemCodes()
local vInventoryCache = self:GetInventoryCache()
local vResult = true
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vIndex, vOutfit in ipairs(vOutfits) do
if not vOutfit:UpdateDatabaseItemCodes(vInventoryCache) then
vResult = false
end
end
end
return vResult
end
function Outfitter:GetPlayerStat(pStatIndex)
local _, vEffectiveValue, vPosValue, vNegValue = UnitStat("player", pStatIndex)
return vEffectiveValue - vPosValue - vNegValue, vPosValue + vNegValue
end
function Outfitter:GetDepositList(pOutfit, pUniqueItemsOnly)
-- Deselect any outfits to avoid them from being updated when
-- items get put away
self:ClearSelection()
-- Build a list of items for the outfit
local vInventoryCache = self:GetInventoryCache()
vInventoryCache:ResetIgnoreItemFlags()
-- Make a copy of the outfit
local vUnequipOutfit = self:NewEmptyOutfit()
local vItems = pOutfit:GetItems()
for vInventorySlot, vItem in pairs(vItems) do
vUnequipOutfit:SetItem(vInventorySlot, vItem)
end
-- Subtract out items from other outfits if unique is specified
if pUniqueItemsOnly then
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if vOutfit ~= pOutfit then
local vMissingItems, vBankedItems = vInventoryCache:GetMissingItems(vOutfit)
-- Only subtract out items from outfits which aren't themselves partialy banked
if vBankedItems == nil then
self:SubtractOutfit(vUnequipOutfit, vOutfit, true)
end
end -- if vOutfit
end -- for vOutfitIndex
end -- for vCategoryID
end -- if pUniqueItemsOnly
return vUnequipOutfit, vInventoryCache
end
function Outfitter:DepositOutfit(pOutfit, pUniqueItemsOnly)
local vUnequipOutfit, vInventoryCache = self:GetDepositList(pOutfit, pUniqueItemsOnly)
-- Build the change list
vInventoryCache:ResetIgnoreItemFlags()
local vEquipmentChangeList = Outfitter:New(Outfitter._EquipmentChanges)
vEquipmentChangeList:addUnequipChangesForOutfit(vUnequipOutfit, vInventoryCache)
-- Eliminate items which are already banked
local vChangeIndex = 1
local vNumChanges = #vEquipmentChangeList
while vChangeIndex <= vNumChanges do
vEquipmentChange = vEquipmentChangeList[vChangeIndex]
if self:IsBankBagIndex(vEquipmentChange.FromLocation.BagIndex) then
table.remove(vEquipmentChangeList, vChangeIndex)
vNumChanges = vNumChanges - 1
else
vChangeIndex = vChangeIndex + 1
end
end
-- Get the list of empty bank slots
local vEmptyBankSlots = self:GetEmptyBankSlotList()
-- Execute the changes
vEquipmentChangeList:execute(vEmptyBankSlots, vExpectedInventoryCache)
self:DispatchOutfitEvent("EDIT_OUTFIT", pOutfit:GetName(), pOutfit)
end
function Outfitter:DepositOtherOutfits(pOutfit)
-- Deselect any outfits to avoid them from being updated when
-- items get put away
self:ClearSelection()
-- Get a list of equippable items
local vInventoryCache = self:GetInventoryCache()
vInventoryCache:ResetIgnoreItemFlags()
-- Mark all items in the current outfit so they won't be deposited
local vItems = pOutfit:GetItems()
for vInventorySlot, vOutfitItem in pairs(vItems) do
local vItem, vIgnoredItem = vInventoryCache:FindItemOrAlt(vOutfitItem, true)
-- Nothing more to do, the find command marks the item
end -- for
-- Build a list of items in all outfits
local vEquipmentChangeList = {}
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if vOutfit ~= pOutfit then
local vItems = vOutfit:GetItems()
for vInventorySlot, vOutfitItem in pairs(vItems) do
local vItem, vIgnoredItem = vInventoryCache:FindItemOrAlt(vOutfitItem, true)
if vItem
and not self:IsBankBagIndex(vItem.Location.BagIndex) then
vEquipmentChangeList:addChange({FromLocation = vItem.Location, Item = vItem, ToLocation = nil})
end
end -- for
end -- if vOutfit
end -- for vOutfitIndex
end -- for vCategoryID
if #vEquipmentChangeList == 0 then
return
end
-- Get the list of empty bank slots
local vEmptyBankSlots = self:GetEmptyBankSlotList()
-- Execute the changes
vEquipmentChangeList:execute(vEmptyBankSlots, vExpectedInventoryCache)
self:DispatchOutfitEvent("EDIT_OUTFIT", pOutfit:GetName(), pOutfit)
end
function Outfitter:WithdrawOutfit(pOutfit)
local vInventoryCache = self:GetInventoryCache()
-- Build a list of items for the outfit
vInventoryCache:ResetIgnoreItemFlags()
local vEquipmentChangeList = Outfitter:New(Outfitter._EquipmentChanges)
vEquipmentChangeList:addUnequipChangesForOutfit(pOutfit, vInventoryCache)
if not vEquipmentChangeList then
return
end
-- Eliminate items which aren't in the bank
local vChangeIndex = 1
local vNumChanges = #vEquipmentChangeList
while vChangeIndex <= vNumChanges do
vEquipmentChange = vEquipmentChangeList[vChangeIndex]
if not self:IsBankBagIndex(vEquipmentChange.FromLocation.BagIndex) then
table.remove(vEquipmentChangeList, vChangeIndex)
vNumChanges = vNumChanges - 1
else
vChangeIndex = vChangeIndex + 1
end
end
-- Get the list of empty bag slots
local vEmptyBagSlots = self:GetEmptyBagSlotList()
-- Execute the changes
vEquipmentChangeList:execute(vEmptyBagSlots, vExpectedInventoryCache)
self:DispatchOutfitEvent("EDIT_OUTFIT", pOutfit:GetName(), pOutfit)
end
function Outfitter:WithdrawOtherOutfits(pOutfit)
local vInventoryCache = self:GetInventoryCache()
-- Build a list of items in all other outfits
local vEquipmentChangeList = {}
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if vOutfit ~= pOutfit then
local vItems = vOutfit:GetItems()
for vInventorySlot, vOutfitItem in pairs(vItems) do
local vItem, vIgnoredItem = vInventoryCache:FindItemOrAlt(vOutfitItem, true)
if vItem
and self:IsBankBagIndex(vItem.Location.BagIndex) then
table.insert(vEquipmentChangeList, {FromLocation = vItem.Location, Item = vItem, ToLocation = nil})
end
end -- for
end -- if vOutfit
end -- for vOutfitIndex
end -- for vCategoryID
if #vEquipmentChangeList == 0 then
return
end
-- Get the list of empty bag slots
local vEmptyBagSlots = self:GetEmptyBagSlotList()
-- Execute the changes
self:ExecuteEquipmentChangeList2(vEquipmentChangeList, vEmptyBagSlots, self.cWithdrawBagsFullError, vExpectedInventoryCache)
self:DispatchOutfitEvent("EDIT_OUTFIT", pOutfit:GetName(), pOutfit)
end
local VOID_DEPOSIT_MAX = 8
function Outfitter:DepositOutfitToVoidStorage(pOutfit, pUniqueItemsOnly)
local vUnequipOutfit, vInventoryCache = self:GetDepositList(pOutfit, pUniqueItemsOnly)
-- Get a list of the deposit slot contents
local vItemIDByDepositSlot = {}
local vDepositSlotByItemID = {}
for vIndex = 1, VOID_DEPOSIT_MAX do
local vItemID, vTextureName = GetVoidTransferDepositInfo(vIndex)
if vItemID then
vItemIDByDepositSlot[vIndex] = vItemID
vDepositSlotByItemID[vItemID] = vIndex
end
end
-- Eliminate items which are already in the deposit area
local vItems = vUnequipOutfit:GetItems()
for vInventorySlot, vOutfitItem in pairs(vItems) do
if vDepositSlotByItemID[vOutfitItem.Code] then
vItems[vInventorySlot] = nil
end
end
-- Get a list of items which are available to move
vInventoryCache:ResetIgnoreItemFlags()
local vEquipmentChangeList = Outfitter:New(Outfitter._EquipmentChanges)
vEquipmentChangeList:addUnequipChangesForOutfit(vUnequipOutfit, vInventoryCache)
-- Move the items to the deposit slots
for _, vEquipmentChange in ipairs(vEquipmentChangeList) do
-- Find an empty slot
local vDepositIndex
for vIndex = 1, VOID_DEPOSIT_MAX do
if not vItemIDByDepositSlot[vIndex] then
vDepositIndex = vIndex
break
end
end
-- No more slots
if not vDepositIndex then
Outfitter:DebugMessage("No empty void storage slots")
break
end
-- Move the item
Outfitter:DebugMessage("Moving item to deposit slot %s", tostring(vDepositIndex))
self:PickupItemLocation(vEquipmentChange.FromLocation)
ClickVoidTransferDepositSlot(vDepositIndex, false)
vItemIDByDepositSlot[vDepositIndex] = vEquipmentChange.Item.Code
vDepositSlotByItemID[vEquipmentChange.Item.Code] = vDepositIndex
end
self:DispatchOutfitEvent("EDIT_OUTFIT", pOutfit:GetName(), pOutfit)
end
function Outfitter.GameToolTip_OnShow(...)
Outfitter.EventLib:DispatchEvent("GAMETOOLTIP_SHOW")
end
function Outfitter.GameToolTip_OnHide(...)
Outfitter.EventLib:DispatchEvent("GAMETOOLTIP_HIDE")
end
function Outfitter:GetOutfitsUsingItem(pItemInfo)
local vFoundOutfits
for vCategoryID, vOutfits in pairs(self.Settings.Outfits) do
for _, vOutfit in ipairs(vOutfits) do
if vOutfit:OutfitUsesItem(pItemInfo) then
if not vFoundOutfits then
vFoundOutfits = {}
end
table.insert(vFoundOutfits, vOutfit)
end
end
end
return vFoundOutfits
end
function Outfitter:GetOutfitsListAsText(pOutfits)
if not pOutfits
or #pOutfits == 0 then
return
end
local vInventoryCache = self:GetInventoryCache()
local vNames = nil
for _, vOutfit in ipairs(pOutfits) do
local vMissingItems, vBankedItems = vInventoryCache:GetMissingItems(vOutfit)
local vName
if vOutfit.Disabled then
vName = GRAY_FONT_COLOR_CODE
elseif vMissingItems then
vName = RED_FONT_COLOR_CODE
elseif vBankedItems then
vName = self.BANKED_FONT_COLOR_CODE
else
vName = HIGHLIGHT_FONT_COLOR_CODE
end
vName = vName..vOutfit:GetName()..FONT_COLOR_CODE_CLOSE
if vNames then
vNames = vNames..", "..vName
else
vNames = vName
end
end
return vNames
end
function Outfitter:AddOutfitsUsingItemToTooltip(pTooltip, pItemInfo)
local vOutfitListString
if self.OutfitInfoCache.OutfitsUsingItem
and self.OutfitInfoCache.OutfitsUsingItem.Link
and self.OutfitInfoCache.OutfitsUsingItem.Link == pItemInfo.Link then
vOutfitListString = self.OutfitInfoCache.OutfitsUsingItem.String
else
local vOutfits = self:GetOutfitsUsingItem(pItemInfo)
if vOutfits then
vOutfitListString = self:GetOutfitsListAsText(vOutfits)
end
-- Update the cache
if pItemInfo.Link then
if not self.OutfitInfoCache.OutfitsUsingItem then
self.OutfitInfoCache.OutfitsUsingItem = {}
end
self.OutfitInfoCache.OutfitsUsingItem.Link = pItemInfo.Link
self.OutfitInfoCache.OutfitsUsingItem.String = vOutfitListString
end
end
--
if vOutfitListString then
local vEquipmentSetsPattern = Outfitter:ConvertFormatStringToSearchPattern(EQUIPMENT_SETS)
local vTooltipListString = EQUIPMENT_SETS:format(vOutfitListString)
local vLineIndex, vLineFrame = Outfitter:FindTooltipLine(pTooltip, vEquipmentSetsPattern)
-- Found an existing EQUIPMENT_SETS line
if vLineIndex then
vLineFrame:SetText(vTooltipListString)
-- Add a new line
else
pTooltip:AddLine(vTooltipListString, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b, true)
pTooltip:Show()
end
end
end
function Outfitter.GameTooltip_SetBagItem(pTooltip, pBag, pSlot, ...)
if not Outfitter.Settings.Options.DisableToolTipInfo then
local vItemInfo = Outfitter:GetBagItemInfo(pBag, pSlot)
if vItemInfo then
Outfitter:AddOutfitsUsingItemToTooltip(pTooltip, vItemInfo)
end
end
end
function Outfitter.GameTooltip_SetInventoryItem(pTooltip, pUnit, pSlotID, pNameOnly, ...)
-- Add the list of outfits the item is used by
if not Outfitter.Settings.Options.DisableToolTipInfo
and UnitIsUnit(pUnit, "player") then
local vInventorySlot = Outfitter.cSlotIDToInventorySlot[pSlotID]
local vItemInfo = Outfitter:GetSlotIDItemInfo(pSlotID)
if vItemInfo then
vItemInfo.Location = {SlotName = vInventorySlot}
Outfitter:AddOutfitsUsingItemToTooltip(pTooltip, vItemInfo)
end
end
end
function Outfitter.GameTooltip_SetHyperlink(pTooltip, pLink, ...)
-- Add the list of outfits the item is used by
if not Outfitter.Settings.Options.DisableToolTipInfo then
local vItemInfo = Outfitter:GetItemInfoFromLink(pLink)
if vItemInfo then
Outfitter:AddOutfitsUsingItemToTooltip(pTooltip, vItemInfo)
end
end
end
function Outfitter:InitializeFrameMethods(pFrame, pMethods)
if pMethods then
for vMethodField, vMethodFunction in pairs(pMethods) do
pFrame[vMethodField] = vMethodFunction
end
end
end
function Outfitter:InitializeFrameWidgets(pFrame, pWidgets)
if pWidgets then
local vFrameName = pFrame:GetName()
for _, vWidgetName in pairs(pWidgets) do
if string.sub(vWidgetName, -1) == "*" then
vWidgetName = vWidgetName:sub(1, -2)
pFrame[vWidgetName] = {ParentFrame = _G[vFrameName..vWidgetName]}
local vIndex = 1
while true do
local vWidget = _G[vFrameName..vWidgetName..vIndex]
if not vWidget then
break
end
vWidget:SetID(vIndex)
table.insert(pFrame[vWidgetName], vWidget)
vIndex = vIndex + 1
end
else
pFrame[vWidgetName] = _G[vFrameName..vWidgetName]
end
end
end
end
function Outfitter:TooltipContainsLine(pTooltip, pText)
local vTooltipName = pTooltip:GetName()
for vLine = 1, 30 do
local vText = _G[vTooltipName.."TextLeft"..vLine]
if not vText then
return false
end
local vTextString = vText:GetText()
if not vTextString then
return false
end
if vTextString:find(pText) then
local vColor = {}
vColor.r, vColor.g, vColor.b = vText:GetTextColor()
local vHSVColor = Outfitter:RGBToHSV(vColor)
return true, vHSVColor.s > 0.2 and vHSVColor.v > 0.2 and (vHSVColor.h < 50 or vHSVColor.h > 150), pText == vTextString, vLine
end
end
end
function Outfitter:RGBToHSV(pRGBColor)
local vHSVColor = {}
local vBaseAngle
local vHueColor
if not pRGBColor.r
or not pRGBColor.g
or not pRGBColor.b then
vHSVColor.h = 0
vHSVColor.s = 0
vHSVColor.v = 1
return vHSVColor
end
if pRGBColor.r >= pRGBColor.g
and pRGBColor.r >= pRGBColor.b then
-- Red is dominant
vHSVColor.v = pRGBColor.r
vBaseAngle = 0
if pRGBColor.g >= pRGBColor.b then
vHSVColor.s = 1 - pRGBColor.b
vHueColor = pRGBColor.g
else
vHSVColor.s = 1 - pRGBColor.g
vHueColor = -pRGBColor.b
end
elseif pRGBColor.g >= pRGBColor.b then
-- Green is dominant
vHSVColor.v = pRGBColor.g
vBaseAngle = 120
if pRGBColor.r >= pRGBColor.b then
vHSVColor.s = 1 - pRGBColor.b
vHueColor = -pRGBColor.r
else
vHSVColor.s = 1 - pRGBColor.r
vHueColor = pRGBColor.b
end
else
-- Blue is dominant
vHSVColor.v = pRGBColor.b
vBaseAngle = 240
if pRGBColor.r >= pRGBColor.g then
vHSVColor.s = 1 - pRGBColor.g
vHueColor = pRGBColor.r
else
vHSVColor.s = 1 - pRGBColor.r
vHueColor = -pRGBColor.g
end
end
vHSVColor.h = vBaseAngle + (vHueColor / vHSVColor.v) * 60
if vHSVColor.h < 0 then
vHSVColor.h = vHSVColor.h + 360
end
return vHSVColor
end
function Outfitter:FrameEditBox(pEditBox)
local vLeftTexture = pEditBox:CreateTexture(nil, "ARTWORK")
vLeftTexture:SetWidth(12)
vLeftTexture:SetPoint("TOPLEFT", pEditBox, "TOPLEFT", -11, 0)
vLeftTexture:SetPoint("BOTTOMLEFT", pEditBox, "BOTTOMLEFT", -11, -9)
vLeftTexture:SetTexture("Interface\\ClassTrainerFrame\\UI-ClassTrainer-FilterBorder")
vLeftTexture:SetTexCoord(0, 0.09375, 0, 1)
local vRightTexture = pEditBox:CreateTexture(nil, "ARTWORK")
vRightTexture:SetWidth(12)
vRightTexture:SetPoint("TOPRIGHT", pEditBox, "TOPRIGHT", -12, 0)
vRightTexture:SetPoint("BOTTOMRIGHT", pEditBox, "BOTTOMRIGHT", -12, -9)
vRightTexture:SetTexture("Interface\\ClassTrainerFrame\\UI-ClassTrainer-FilterBorder")
vRightTexture:SetTexCoord(0.90625, 1, 0, 1)
local vMiddleTexture = pEditBox:CreateTexture(nil, "ARTWORK")
vMiddleTexture:SetPoint("TOPLEFT", vLeftTexture, "TOPRIGHT")
vMiddleTexture:SetPoint("BOTTOMLEFT", vLeftTexture, "BOTTOMRIGHT")
vMiddleTexture:SetPoint("TOPRIGHT", vRightTexture, "TOPLEFT")
vMiddleTexture:SetPoint("BOTTOMRIGHT", vRightTexture, "BOTTOMLEFT")
vMiddleTexture:SetTexture("Interface\\ClassTrainerFrame\\UI-ClassTrainer-FilterBorder")
vMiddleTexture:SetTexCoord(0.09375, 0.90625, 0, 1)
end
function Outfitter:ConstructFrame(pFrame, pMethods, ...)
for vKey, vValue in pairs(pMethods) do
if vKey == "Widgets" and type(vValue) == "table" then
if not pFrame.Widgets then
pFrame.Widgets = {}
end
local vNamePrefix
if pFrame.GetName then
vNamePrefix = pFrame:GetName()
else
vNamePrefix = vValue._Prefix
end
if vNamePrefix then
for _, vName in ipairs(vValue) do
local vWidget = _G[vNamePrefix..vName]
if vWidget == nil then
self:ErrorMessage("Couldn't find global "..vNamePrefix..vName)
else
pFrame.Widgets[vName] = vWidget
end
end
else
Outfitter:ErrorMessage("ConstructFrame: Can't initialize widgets for frame because there's no name prefix")
Outfitter:DebugStack()
end
else
pFrame[vKey] = vValue
end
end
if pMethods.Construct then
pFrame:Construct(...)
end
return pFrame
end
function Outfitter.InitializeFrame(pObject, ...)
if not pObject then
Outfitter:DebugMessage("InitializeFrame called with nil object")
Outfitter:DebugStack()
return
end
local vNumClasses = select("#", ...)
for vIndex = 1, vNumClasses do
local vFunctionTable = select(vIndex, ...)
for vFunctionName, vFunction in pairs(vFunctionTable) do
if type(vFunction) == "table" then
local vTable = {}
pObject[vFunctionName] = vTable
local vNamePrefix
if pObject.GetName then
vNamePrefix = pObject:GetName()
else
vNamePrefix = pObject[vFunctionName.."Prefix"]
end
for _, vName in ipairs(vFunction) do
local vValue = _G[vNamePrefix..vName]
if vValue == nil then
self:ErrorMessage("Couldn't find global "..vNamePrefix..vName)
else
vTable[vName] = vValue
end
end
else
pObject[vFunctionName] = vFunction
end
end
end
end
function Outfitter:GetCurrentOutfitInfo()
return self.OutfitStack:GetCurrentOutfitInfo()
end
function Outfitter:SetUpdateDelay(pTime, pDelay)
local vUpdateTime = pTime + (pDelay - self.cMinEquipmentUpdateInterval)
if vUpdateTime > self.LastEquipmentUpdateTime then
self.LastEquipmentUpdateTime = vUpdateTime
end
end
function Outfitter:CalcItemHasUseFeature(pItemLink)
-- Grab a tooltip
local tooltip = self.TooltipLib:SharedTooltip()
tooltip:ClearLines()
-- Set it to the link
if not tooltip:SetHyperlink(pItemLink) then
return false
end
-- Scan for a "Use:" line
local tooltipName = tooltip:GetName()
for vLineIndex = 1, 100 do
local vLeftTextFrame = _G[tooltipName.."TextLeft"..vLineIndex]
if not vLeftTextFrame then
break
end
local vLeftText = vLeftTextFrame:GetText()
if vLeftText then
local vStartIndex, vEndIndex = vLeftText:find(Outfitter.cUseTooltipLineFormat)
if vStartIndex then
return true
end
end
end -- for vLineIndex
return false
end
function Outfitter:CalcItemUseDuration(pItemLink)
-- Grab a tooltip
local tooltip = self.TooltipLib:SharedTooltip()
tooltip:ClearLines()
-- Set it to the link
tooltip:SetHyperlink(pItemLink)
-- Scan for a "Use:" line
local tooltipName = tooltip:GetName()
for vLineIndex = 1, 100 do
local vLeftTextFrame = _G[tooltipName.."TextLeft"..vLineIndex]
if not vLeftTextFrame then
break
end
local vLeftText = vLeftTextFrame:GetText()
if vLeftText then
local vStartIndex, vEndIndex, vSeconds = vLeftText:find(Outfitter.cUseDurationTooltipLineFormat)
if not vSeconds then
vStartIndex, vEndIndex, vSeconds = vLeftText:find(Outfitter.cUseDurationTooltipLineFormat2)
end
if vSeconds then
return tonumber(vSeconds)
end
end
end -- for vLineIndex
return 0
end
Outfitter.cItemHasUseFeature = {}
Outfitter.cItemUseDuration = {}
function Outfitter:ItemHasUseFeature(pItemLink)
local vItemCode = self:ParseItemLink2(pItemLink)[1]
local vHasUseFeature
if self.cItemHasUseFeature[vItemCode] ~= nil then
vHasUseFeature = self.cItemHasUseFeature[vItemCode]
else
vHasUseFeature = self:CalcItemHasUseFeature(pItemLink)
self.cItemHasUseFeature[vItemCode] = vHasUseFeature
end
return vHasUseFeature
end
function Outfitter:GetItemUseDuration(pItemLink)
local vItemCode = self:ParseItemLink2(pItemLink)[1]
local vUseDuration
if self.cItemUseDuration[vItemCode] then
vUseDuration = self.cItemUseDuration[vItemCode]
else
vUseDuration = self:CalcItemUseDuration(pItemLink)
if not vUseDuration then
vUseDuration = 0
end
self.cItemUseDuration[vItemCode] = vUseDuration
end
return vUseDuration
end
function Outfitter:InventoryItemIsActive(pInventorySlot)
-- See if the item is on cooldown at all
local vSlotID = self.cSlotIDs[pInventorySlot]
local vItemLink = self:GetInventorySlotIDLink(vSlotID)
local vItemCode = self:GetSlotIDLinkInfo(vSlotID)[1]
local vStartTime, vDuration, vEnable = GetItemCooldown(vItemCode)
if not vStartTime or vStartTime == 0 then
return false
end
-- Determine if there's an activity period for the item
local vUseDuration = self:GetItemUseDuration(vItemLink)
-- If the time since started is less than the use duration the item is still active
-- and shouldn't be unequipped
return GetTime() < vStartTime + vUseDuration
end
-- Some diagnostic code for finding functions that take a long time to
-- execute. This isn't installed automatically and must be manually called
function Outfitter:Hook()
self:HookTable(Outfitter, "Outfitter")
end
function Outfitter:HookTable(pTable, pPrefix)
for vKey, vValue in pairs(pTable) do
if type(vKey) == "string"
and type(vValue) == "function"
and not vKey:find("Outfitter") then
pTable[vKey] = function (...)
local vStartTime = GetTime()
local vResult = {vValue(...)}
local vEndTime = GetTime()
if vEndTime - vStartTime > 0.1 then
self:DebugMessage("Function %s.%s took %f seconds", pPrefix, vKey, vEndTime - vStartTime)
end
return unpack(vResult)
end
end
end
end
function Outfitter:ShowAllLinks()
for vCategory, vOutfits in pairs(self.Settings.Outfits) do
for _, vOutfit in ipairs(vOutfits) do
local vItems = vOutfit:GetItems()
for _, vItem in pairs(vItems) do
if vItem.Code ~= 0 then
self:NoteMessage(self:GenerateItemLink(vItem))
end
end
end
end
end
function Outfitter:GenerateItemLink(pItem)
if not pItem or pItem.Code == 0 then
return
end
local _, _, vQuality = GetItemInfo(pItem.Code)
if pItem.Quality then vQuality = pItem.Quality end
local _, _, _, vQualityColorCode = GetItemQualityColor(vQuality or 1)
return string.format("|c%s|Hitem:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%s%s|h[%s]|h|r", vQualityColorCode, pItem.Code, pItem.EnchantCode or 0, pItem.JewelCode1 or 0, pItem.JewelCode2 or 0, pItem.JewelCode3 or 0, pItem.JewelCode4 or 0, pItem.SubCode or 0, pItem.UniqueID or 0, pItem.LinkLevel or 0, 0, pItem.UpgradeTypeID or 0, pItem.InstanceDifficultyID or 0, pItem.BonusIDs or "::", (pItem.UpgradeItemType and pItem.UpgradeItemType ~= 0) and (":"..pItem.UpgradeID) or "", pItem.Name or "unknown"), vQuality or 1
end
function Outfitter:ShowMissingItems()
if not Outfitter.BankFrameIsOpen then
Outfitter:ErrorMessage(Outfitter.cMustBeAtBankError)
return
end
local vInventoryCache = Outfitter:GetInventoryCache()
local vFoundItems
for vCategory, vOutfits in pairs(self.Settings.Outfits) do
for _, vOutfit in ipairs(vOutfits) do
local vMissingItems = vInventoryCache:GetMissingItems(vOutfit)
if vMissingItems then
for _, vItem in pairs(vMissingItems) do
if not vFoundItems then
Outfitter:NoteMessage(Outfitter.cMissingItemReportIntro)
vFoundItems = true
end
Outfitter:NoteMessage(Outfitter:GenerateItemLink(vItem))
end
end
end
end
if not vFoundItems then
Outfitter:NoteMessage(Outfitter.cNoMissingItems)
end
end
function Outfitter:CallCompanionByName(pName)
local vNumCompanions = GetNumCompanions("CRITTER")
local vLowerName = pName:lower()
for vIndex = 1, vNumCompanions do
if GetCompanionInfo("CRITTER", vIndex):lower() == vLowerName then
CallCompanion("CRITTER", vIndex)
return
end
end
self:ErrorMessage("CallCompanionByName: couldn't find a pet named %s", tostring(pName))
end
function Outfitter:PlayerIsOnQuestID(pQuestID)
local vNumQuests = GetNumQuestLogEntries()
for vQuestIndex = 1, vNumQuests do
local vQuestLink = GetQuestLink(vQuestIndex)
if vQuestLink then
local _, _, vQuestID = vQuestLink:find("|Hquest:(%d+)")
if tonumber(vQuestID) == pQuestID then
local _, _, vComplete = GetQuestLogLeaderBoard(1, vQuestIndex)
return true, vComplete
end
end
end
return false
end
function Outfitter:GetTrackingEnabled(pTexture)
local vNumTypes = GetNumTrackingTypes()
for vIndex = 1, vNumTypes do
local vName, vTexture, vActive = GetTrackingInfo(vIndex)
if vTexture == pTexture then
return vActive, vIndex
end
end
end
function Outfitter:SetTrackingEnabled(pTexture, pEnabled)
local vActive, vIndex = self:GetTrackingEnabled(pTexture)
if vActive ~= pEnabled then
SetTracking(vIndex, pEnabled == true or pEnabled == 1)
end
end
----------------------------------------
Outfitter._ExtendedCompareTooltip = {}
----------------------------------------
function Outfitter._ExtendedCompareTooltip:Construct()
hooksecurefunc("GameTooltip_ShowCompareItem", function (pShift)
if not Outfitter.Settings.Options.DisableItemComparisons then
self:ShowCompareItem(pShift)
end
end)
GameTooltip:HookScript("OnHide", function ()
self:HideCompareItems()
end)
GameTooltip:HookScript("OnTooltipSetItem", function ()
if not IsModifiedClick("COMPAREITEMS") then
self:HideCompareItems()
end
end)
self.Tooltips = {}
self.NumTooltipsShown = 0
self.MaxTooltipsShown = 5
end
function Outfitter._ExtendedCompareTooltip:ShowCompareItem()
self:HideCompareItems()
local _, vLink = GameTooltip:GetItem()
if not vLink then
return
end
local vTooltipItemCodes, vTooltipItemName = Outfitter:ParseItemLink2(vLink)
if not vTooltipItemCodes then
return
end
local vTooltipItemFamilyName,
vTooltipItemLink,
vTooltipItemQuality,
vTooltipItemLevel,
vTooltipItemMinLevel,
vTooltipItemType,
vTooltipItemSubType,
vTooltipItemCount,
vTooltipItemInvType = GetItemInfo(vTooltipItemCodes[1])
if not vTooltipItemInvType then
return
end
-- Figure out which direction to stack in
local vLeftDist = GameTooltip:GetLeft() or 0
local vRightDist = GetScreenWidth() - (GameTooltip:GetRight() or 0)
self.LeftToRight = vLeftDist < vRightDist
-- Figure out which tooltip to attach to and
-- append the 'used by' info on shopping tooltips
self.AnchorToTooltip = nil
for vIndex, vShoppingTooltip in ipairs(GameTooltip.shoppingTooltips) do
local _, vShoppingLink = vShoppingTooltip:GetItem()
local vShoppingItemInfo = Outfitter:GetItemInfoFromLink(vShoppingLink)
if vShoppingItemInfo then
Outfitter:AddOutfitsUsingItemToTooltip(vShoppingTooltip, vShoppingItemInfo)
vShoppingTooltip:Show()
end
-- Keep the first shopping tooltip for an anchor since it's the one Blizzard positions at the end
if not self.AnchorToTooltip then
self.AnchorToTooltip = vShoppingTooltip
end
end
if not self.AnchorToTooltip then
self.AnchorToTooltip = GameTooltip
end
-- Determine which slots need to be examined
local vInvSlotInfo = Outfitter.cInvTypeToSlotName[vTooltipItemInvType]
if not vInvSlotInfo then
return
end
local vInventorySlots = {}
table.insert(vInventorySlots, vInvSlotInfo.SlotName)
local vMetaSlotName = vInvSlotInfo.MetaSlotName or vInvSlotInfo.SlotName
if vMetaSlotName == "Weapon0Slot" then
table.insert(vInventorySlots, "SecondaryHandSlot")
elseif vMetaSlotName == "Finger0Slot" then
table.insert(vInventorySlots, "Finger1Slot")
elseif vMetaSlotName == "Trinket0Slot" then
table.insert(vInventorySlots, "Trinket1Slot")
end
-- Search outfits for items which can go in the same slot but which aren't
-- listed in any of the currently shown tooltips
local vShoppingItems = {}
for vCategoryID, vOutfits in pairs(Outfitter.Settings.Outfits) do
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if not vOutfit.IgnoreComparisons then
for _, vInventorySlot in ipairs(vInventorySlots) do
local vItem = vOutfit:GetItem(vInventorySlot)
if vItem then
local vItemLink, vItemQuality = Outfitter:GenerateItemLink(vItem)
if vItemLink
and vItemQuality >= 2 then
table.insert(vShoppingItems, {Item = vItem, OutfitName = vOutfit:GetName(), Link = vItemLink})
end
end
end
end
end
end
table.sort(vShoppingItems, function (pItem1, pItem2)
return (pItem1.Item.Level or 0) > (pItem2.Item.Level or 0)
end)
for _, vItem in ipairs(vShoppingItems) do
if self.NumTooltipsShown >= self.MaxTooltipsShown then
break
end
if not self:ShoppingItemIsShown(vItem.Item) then
self:AddShoppingLink(vItem.OutfitName, vItem.Item.Name, vItem.Link)
end
end
end
function Outfitter._ExtendedCompareTooltip:HideCompareItems()
for _, vTooltip in ipairs(self.Tooltips) do
vTooltip:ClearAllPoints()
vTooltip:Hide()
end
self.NumTooltipsShown = 0
self.MaxTooltipsShown = 5
end
function Outfitter._ExtendedCompareTooltip:ItemsAreEquivalent(pItemInfo1, pItemInfo2)
if not pItemInfo1 or not pItemInfo2 then
return false
end
return pItemInfo1.Code == pItemInfo2.Code
and pItemInfo1.SubCode == pItemInfo2.SubCode
and (pItemInfo1.UniqueID == pItemInfo2.UniqueID or pItemInfo1.InvType == "INVTYPE_AMMO" or pItemInfo2.InvType == "INVTYPE_AMMO")
end
function Outfitter._ExtendedCompareTooltip:ShoppingItemIsShown(pItemInfo)
local _, vTooltipLink = GameTooltip:GetItem()
local vTooltipItemInfo = Outfitter:GetItemInfoFromLink(vTooltipLink)
if not vTooltipItemInfo then
return false
end
--Outfitter:DebugMessage("ShoppingLinkIsShown: Comparing GameTooltip %s to %s", tostring(vTooltipLink):gsub("|", "||"), tostring(vLink):gsub("|", "||"))
if self:ItemsAreEquivalent(pItemInfo, vTooltipItemInfo) then
return true
end
for vIndex = 1, 100 do
local vTooltip = _G["ShoppingTooltip"..vIndex]
if not vTooltip then
break
end
if not vTooltip:IsVisible() then
break
end
local _, vTooltipLink = vTooltip:GetItem()
local vTooltipItemInfo = Outfitter:GetItemInfoFromLink(vTooltipLink)
--Outfitter:DebugMessage("ShoppingLinkIsShown: Comparing ShoppingTooltip%d %s to %s", vIndex, tostring(vTooltipLink):gsub("|", "||"), tostring(vLink):gsub("|", "||"))
--Outfitter:DebugTable(vTooltipItemInfo, "ItemInfo")
if self:ItemsAreEquivalent(pItemInfo, vTooltipItemInfo) then
return true
end
end
for vIndex, vTooltip in ipairs(self.Tooltips) do
if vIndex > self.NumTooltipsShown then
break
end
local _, vTooltipLink = vTooltip:GetItem()
local vTooltipItemInfo = Outfitter:GetItemInfoFromLink(vTooltipLink)
--Outfitter:DebugMessage("ShoppingLinkIsShown: Comparing OutfitterShoppingTooltip%d %s to %s", vIndex, tostring(vTooltipLink):gsub("|", "||"), tostring(vLink):gsub("|", "||"))
if self:ItemsAreEquivalent(pItemInfo, vTooltipItemInfo) then
return true
end
end
return false
end
function Outfitter._ExtendedCompareTooltip:AddShoppingLink(pTitle, pItemName, pLink)
self.NumTooltipsShown = self.NumTooltipsShown + 1
local vTooltip = self.Tooltips[self.NumTooltipsShown]
if not vTooltip then
vTooltip = CreateFrame("GameTooltip", "OutfitterCompareTooltip"..self.NumTooltipsShown, UIParent, "ShoppingTooltipTemplate")
vTooltip:SetOwner(UIParent, "ANCHOR_NONE")
vTooltip:Hide()
self.Tooltips[self.NumTooltipsShown] = vTooltip
else
local vTooltipName = vTooltip:GetName()
local vLine = 2
while true do
local vTextLeft = _G[vTooltipName.."TextLeft"..vLine]
if not vTextLeft then
break
end
local vPoint, vRelativeTo, vRelativePoint, vOffsetX, vOffsetY = vTextLeft:GetPoint(1)
if not vPoint then
break
end
vTextLeft:SetPoint(vPoint, vRelativeTo, vRelativePoint, 0, vOffsetY)
vLine = vLine + 1
end
end
local vTooltipName = vTooltip:GetName()
vTooltip:SetOwner(self.AnchorToTooltip, "ANCHOR_NONE")
if self.LeftToRight then
vTooltip:SetPoint("TOPLEFT", self.AnchorToTooltip, "TOPRIGHT", 0, 0)
else
vTooltip:SetPoint("TOPRIGHT", self.AnchorToTooltip, "TOPLEFT", 0, 0)
end
vTooltip:SetHyperlink(pLink)
-- Shift all lines down by one
self:ShiftTooltipDown(vTooltip)
-- Set the first line to the outfit name and Outfitter label
local vTextLeft, vTextRight = _G[vTooltipName.."TextLeft1"], _G[vTooltipName.."TextRight1"]
vTextLeft:SetText(pTitle)
vTextLeft:SetTextColor(0.5, 0.5, 0.5)
vTextRight:SetText(Outfitter.cTitle)
vTextRight:SetTextColor(0.5, 0.5, 0.5)
vTextRight:Show()
-- Call LibTipHooker clients so they can add extra info
if Outfitter.LibTipHooker.HandlerList.item then
for vHandler in pairs(Outfitter.LibTipHooker.HandlerList.item) do
vHandler(vTooltip, pItemName, pLink)
end
end
-- Add "Used by:" info (should integrate this with LibTipHooker)
local vItemInfo = Outfitter:GetItemInfoFromLink(pLink)
if vItemInfo then
Outfitter:AddOutfitsUsingItemToTooltip(vTooltip, vItemInfo)
end
vTooltip:Show()
self.AnchorToTooltip = vTooltip
end
function Outfitter._ExtendedCompareTooltip:ShiftTooltipDown(tooltip)
local name = tooltip:GetName()
local origNumLines = tooltip:NumLines()
-- Make room for the last line
tooltip:AddLine("Test", NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b, 1)
-- Shift all lines down, starting from the bottom and going up
for line = origNumLines, 1, -1 do
local textLeft, textRight = _G[name.."TextLeft"..line], _G[name.."TextRight"..line]
local nextTextLeft, nextTextRight = _G[name.."TextLeft"..(line + 1)], _G[name.."TextRight"..(line + 1)]
self:CopyFontString(textLeft, nextTextLeft, line > 3)
self:CopyFontString(textRight, nextTextRight, false)
end
-- Re-position any textures being used
for line = 1, tooltip:NumLines() do
local texture = _G[name.."Texture"..line]
if not texture then
break
end
if texture:IsVisible() then
local point, relativeTo, relativePoint, offsetX, offsetY = texture:GetPoint(1)
relativeTo = relativeTo:GetName():gsub("(%d+)$", function (index) return tonumber(index) + 1 end)
texture:ClearAllPoints()
texture:SetPoint(point, relativeTo, relativePoint, offsetX, offsetY)
end
end
end
function Outfitter._ExtendedCompareTooltip:CopyFontString(from, to, copyWidth)
-- to:SetFont(from:GetFont())
-- to:SetJustifyH(from:GetJustifyH())
-- to:SetJustifyV(from:GetJustifyV())
-- to:SetShadowColor(from:GetShadowColor())
-- to:SetShadowOffset(from:GetShadowOffset())
-- to:SetSpacing(from:GetSpacing())
to:SetTextColor(from:GetTextColor())
to:SetText(from:GetText())
if copyWidth and from:GetWidth() then
to:SetWidth(from:GetWidth())
end
end
function Outfitter:NewEmptyOutfit(pName)
local vOutfit =
{
Name = pName,
Items = {},
}
setmetatable(vOutfit, Outfitter._OutfitMetaTable)
return vOutfit
end
function Outfitter:GetIconIndex(pTexture)
if not pTexture then
return
end
if type(pTexture) == "number" then
return pTexture
end
local _, _, vTexture = pTexture:find("([^\\]*)$")
vTexture = vTexture:lower()
for vIndex = INVSLOT_FIRST_EQUIPPED, INVSLOT_LAST_EQUIPPED do
local vTexture2 = GetInventoryItemTexture("player", vIndex)
if vTexture2 then
_, _, vTexture2 = vTexture2:find("([^\\]*)$")
if vTexture2:lower() == vTexture then
return -vIndex
end
end
end
local vMacroIcons = {INV_MISC_QUESTIONMARK}
GetMacroItemIcons(vMacroIcons)
GetMacroIcons(vMacroIcons)
local vNumIcons = #vMacroIcons
for vIndex = 1, vNumIcons do
local vTexture2 = vMacroIcons[vIndex]
_, _, vTexture2 = vTexture2:find("([^\\]*)$")
if vTexture2:lower() == vTexture then
return vIndex
end
end
end
function Outfitter:GetMountIDByName(name)
local lowerName = name:lower()
local mountIDs = C_MountJournal.GetMountIDs()
for _, mountID in ipairs(mountIDs) do
local mountName = C_MountJournal.GetMountInfoByID(mountID)
if mountName:lower() == lowerName then
return mountID
end
end
end
function Outfitter:GetCompanionIDByName(nameToFind)
local numPets = C_PetJournal.GetNumPets(false)
local lowerName = nameToFind:lower()
for index = 1, numPets do
local petID, speciesID, isOwned, customName, level, favorite, isRevoked, name = C_PetJournal.GetPetInfoByIndex(index, false)
if name:lower() == lowerName then
return petID
end
end
Outfitter:DebugMessage("GetCompanionByName(%s): Not found", tostring(nameToFind))
end
function Outfitter:GetSummonedCompanionID()
return C_PetJournal.GetSummonedPetGUID()
end
function Outfitter:SummonCompanionByGUID(pID, pDelay)
Outfitter:DebugMessage("SummonCompanionByGUID: %s delay =%s", tostring(pID), tostring(pDelay))
if not pID then return end
self.SummonPetID = pID
self.DismissPetID = nil
if pDelay then
Outfitter.SchedulerLib:ScheduleTask(pDelay or 2, self.SynchronizeCompanionState, self)
else
self:SynchronizeCompanionState()
end
end
function Outfitter:SummonCompanionByName(pName, pDelay)
Outfitter:DebugMessage("SummonCompanionByName(%s, %s)", tostring(pName), tostring(pDelay))
local vPetID = self:GetCompanionIDByName(pName)
if not vPetID then return false end
self:SummonCompanionByGUID(vPetID, pDelay)
return true
end
function Outfitter:DismissCompanionByGUID(pID, pDelay)
Outfitter:DebugMessage("DismissCompanionByGUID: %s delay =%s", tostring(pID), tostring(pDelay))
if not pID then return end
-- Cancel an existing summon request if possible
if pID == self.SummonPetID then
self.SummonPetID = nil
return
end
-- Save the desired state
self.DismissPetID = pID
self.SummonPetID = nil
-- Synchronize the state or schedule synchronization if desired
if pDelay then
Outfitter.SchedulerLib:ScheduleTask(pDelay or 2, self.SynchronizeCompanionState, self)
else
self:SynchronizeCompanionState()
end
end
function Outfitter:DismissCompanionByName(pName)
Outfitter:DebugMessage("DismissCompanionByName(%s)", tostring(pName))
local vPetID = self:GetCompanionIDByName(pName)
if not vPetID then return false end
self:DismissCompanionByGUID(vPetID)
return true
end
function Outfitter:CanSummonOrDismissCompanion()
if IsFlying()
or self.InCombat
or self.IsDead
or self.IsFeigning
or self.IsCasting
or self.IsChanneling
or (GetTime() - self.SummonPetByGUIDTime < 3) then
return false
end
return true
end
function Outfitter:SynchronizeCompanionState()
-- Just return if we're not trying to summon or dismiss a pet
if not self.SummonPetID and not self.DismissPetID then
Outfitter:DebugMessage("SynchronizeCompanionState: no pet ID to summon/dismiss. Canceling.")
return
end
-- If the state can't be adjusted right now (ie, flying or channeling/casting)
-- then reschedule
if not self:CanSummonOrDismissCompanion() then
Outfitter.SchedulerLib:ScheduleTask(1, function() self:SynchronizeCompanionState() end)
return
end
local vSummonedPetID = C_PetJournal.GetSummonedPetGUID()
Outfitter:DebugMessage("SynchronizeCompanionState: SummonedPetID = %s", tostring(vSummonedPetID))
-- If there's not a pet summoned but there's a pet to be dismissed
-- then reschedule in order to watch for the pet getting auto-summoned
-- by the game. For example, if you summon Ragnaros upon opening the
-- cooking window, then mount up and fly off without closing the window,
-- there will no longer be a pet summoned. If you then close the cooking
-- window it will try to dismiss Ragnaros but won't see anything currently
-- summoned (the game auto-dismissed Ragnaros when you started flying).
-- We want to watch for a pet to be auto-summoned by the game and then dismiss
-- it if it's the one we were trying to get rid of
if self.DismissPetID then
if not vSummonedPetID then
Outfitter:DebugMessage("SynchronizeCompanionState: Rescheduling dismissal of %s because no pet is summoned", tostring(self.DismissPetID))
Outfitter.SchedulerLib:ScheduleTask(1, function() self:SynchronizeCompanionState() end)
else
if vSummonedPetID == self.DismissPetID then
C_PetJournal.SummonPetByGUID(self.DismissPetID)
end
-- Clear the ID since the pet has now been dismissed or some other pet was summoned
Outfitter:DebugMessage("Finished dismissing pet %s", tostring(self.DismissPetID))
self.DismissPetID = nil
return
end
end
if self.SummonPetID then
if vSummonedPetID ~= self.SummonPetID then
Outfitter:DebugMessage("SynchronizeCompanionState: Summoning %s", tostring(self.SummonPetID))
C_PetJournal.SummonPetByGUID(self.SummonPetID)
end
-- Clear the ID since the desired pet is the summoned pet
Outfitter:DebugMessage("Finished summoning pet %s", tostring(self.SummonPetID))
self.SummonPetID = nil
return
end
end
function Outfitter:GetTalentTreeName(pIndex)
--local _, vName = GetSpecializationInfo(pIndex)
--return vName
end
function Outfitter:Run(pText)
local vCommand = pText:match("^(/[^%s]+)") or ""
local vMessage
if vCommand ~= pText then
vMessage = pText:sub(vCommand:len() + 2);
else
vMessage = ""
end
vCommand = vCommand:upper()
for vCommandID, vCommandFunc in pairs(SlashCmdList) do
local vIndex = 1
local vString = _G["SLASH_"..vCommandID..vIndex]
while vString do
if vString:upper() == vCommand then
vCommandFunc(pText)
return
end
vIndex = vIndex + 1
vString = _G["SLASH_"..vCommandID..vIndex]
end
end
end
----------------------------------------
Outfitter._ListItem = {}
----------------------------------------
function Outfitter._ListItem:construct()
self.OutfitMenu = _G[self:GetName().."OutfitMenu"]
self.OutfitMenu.ParentItem = self
self.UpdateTooltip = self.OnEnter
self.SecureAction = _G[self:GetName().."SecureAction"]
self.SecureAction:RegisterForClicks("LeftButtonUp", "RightButtonUp")
self.SecureAction:HookScript("PreClick", function (frame, ...)
self:PreClick(...)
end)
self.SecureAction:HookScript("PostClick", function (frame, ...)
self:OnClick(...)
end)
self:RegisterForClicks("LeftButtonUp", "RightButtonUp")
self:HookScript("PreClick", self.PreClick)
self:HookScript("PostClick", self.OnClick)
self.SecureAction:HookScript("OnEnter", function (frame, ...)
self:OnEnter(...)
end)
self.SecureAction:HookScript("OnLeave", function (frame, ...)
self:OnLeave(...)
end)
self:disableSecureActions()
end
function Outfitter._ListItem:disableSecureActions()
if InCombatLockdown() then
return
end
self.SecureAction:Hide()
self.SecureAction:SetParent(UIParent)
self.SecureAction:ClearAllPoints()
end
function Outfitter._ListItem:enableSecureActions()
if InCombatLockdown() then
return
end
self.SecureAction:Show()
self.SecureAction:SetParent(self)
self.SecureAction:SetAllPoints()
-- Configure the secure button
if self.isOutfitItem then
self.SecureAction:SetAttribute("type", nil)
self.SecureAction:SetAttribute("target-bag", self.outfitItem.Location.BagIndex)
self.SecureAction:SetAttribute("target-slot", self.outfitItem.Location.BagSlotIndex)
else
self.SecureAction:SetAttribute("type", nil)
self.SecureAction:SetAttribute("target-bag", nil)
self.SecureAction:SetAttribute("target-slot", nil)
end
end
function Outfitter._ListItem:suspendSecureActions()
if self.isOutfitItem then
self:disableSecureActions()
self.suspendDidDisableActions = true
else
self.suspendDidDisableActions = nil
end
end
function Outfitter._ListItem:resumeSecureActions()
if self.suspendDidDisableActions then
self:enableSecureActions()
self.suspendDidDisableActions = nil
end
end
function Outfitter._ListItem:SetToOutfit(pOutfit, pCategoryID, pOutfitIndex, pInventoryCache)
local vItemName = self:GetName()
local vOutfitFrameName = vItemName.."Outfit"
local vOutfitFrame = _G[vOutfitFrameName]
local vItemFrame = _G[vItemName.."Item"]
local vCategoryFrame = _G[vItemName.."Category"]
local vMissingItems, vBankedItems = pInventoryCache:GetMissingItems(pOutfit)
vOutfitFrame:Show()
vCategoryFrame:Hide()
vItemFrame:Hide()
local vItemSelectedCheckmark = _G[vOutfitFrameName.."Selected"]
local vItemNameField = _G[vOutfitFrameName.."Name"]
local vItemMenu = _G[vOutfitFrameName.."Menu"]
local vItemServerButton = _G[vOutfitFrameName.."ServerButton"]
vItemSelectedCheckmark:Show()
if Outfitter:WearingOutfit(pOutfit) then
vItemSelectedCheckmark:SetChecked(true)
else
vItemSelectedCheckmark:SetChecked(nil)
end
vItemServerButton:SetChecked(pOutfit.StoredInEM)
self.MissingItems = vMissingItems
self.BankedItems = vBankedItems
if pOutfit.Disabled then
vItemNameField:SetText(format(Outfitter.cDisabledOutfitName, pOutfit:GetName()))
self.DefaultColor = GRAY_FONT_COLOR
else
vItemNameField:SetText(pOutfit:GetName())
if vMissingItems then
self.DefaultColor = RED_FONT_COLOR
elseif vBankedItems then
self.DefaultColor = Outfitter.BANKED_FONT_COLOR
else
self.DefaultColor = NORMAL_FONT_COLOR
end
end
vItemNameField:SetTextColor(self.DefaultColor.r, self.DefaultColor.g, self.DefaultColor.b)
vItemMenu:Show()
self.isCategory = false
self.isOutfitItem = false
self.outfitItem = nil
self.categoryID = pOutfit.CategoryID
self.outfitIndex = pOutfitIndex
self:Show()
-- Show the script icon if there's one attached
local vScriptIcon = _G[vOutfitFrameName.."ScriptIcon"]
if pOutfit.ScriptID or pOutfit.Script then
vScriptIcon:SetTexture("Interface\\Addons\\Outfitter\\Textures\\Gear")
if Outfitter.Settings.Options.DisableAutoSwitch or pOutfit.Disabled then
vScriptIcon:SetVertexColor(0.4, 0.4, 0.4)
else
vScriptIcon:SetVertexColor(1, 1, 1)
end
vScriptIcon:Show()
else
vScriptIcon:Hide()
end
-- Update the highlighting
if Outfitter.SelectedOutfit == pOutfit then
OutfitterMainFrameHighlight:SetPoint("TOPLEFT", self, "TOPLEFT", 0, 0)
OutfitterMainFrameHighlight:Show()
end
-- Configure the secure button
self:disableSecureActions()
end
function Outfitter._ListItem:SetToItem(pOutfitItem)
local vItemName = self:GetName()
local vCategoryFrameName = vItemName.."Category"
local vItemFrameName = vItemName.."Item"
local vItemFrame = _G[vItemFrameName]
local vOutfitFrame = _G[vItemName.."Outfit"]
local vCategoryFrame = _G[vCategoryFrameName]
self.isOutfitItem = true
self.isCategory = false
self.outfitItem = pOutfitItem
vItemFrame:Show()
vOutfitFrame:Hide()
vCategoryFrame:Hide()
local vItemNameField = _G[vItemFrameName.."Name"]
local vItemIcon = _G[vItemFrameName.."Icon"]
vItemNameField:SetText(pOutfitItem.Name)
if pOutfitItem.Quality then
self.DefaultColor = ITEM_QUALITY_COLORS[(pOutfitItem.Quality ~= 7 and pOutfitItem.Quality) or 6]
else
self.DefaultColor = GRAY_FONT_COLOR
end
if pOutfitItem.Texture then
vItemIcon:SetTexture(pOutfitItem.Texture)
vItemIcon:Show()
else
vItemIcon:Hide()
end
vItemNameField:SetTextColor(self.DefaultColor.r, self.DefaultColor.g, self.DefaultColor.b)
-- Configure the secure button
self:enableSecureActions()
self:Show()
end
function Outfitter._ListItem:SetToCategory(pCategoryID)
local vCategoryName = Outfitter["c"..pCategoryID.."Outfits"]
local vItemName = self:GetName()
local vCategoryFrameName = vItemName.."Category"
local vOutfitFrame = _G[vItemName.."Outfit"]
local vItemFrame = _G[vItemName.."Item"]
local vCategoryFrame = _G[vCategoryFrameName]
vOutfitFrame:Hide()
vCategoryFrame:Show()
vItemFrame:Hide()
local vItemNameField = _G[vCategoryFrameName.."Name"]
local vExpandButton = _G[vCategoryFrameName.."Expand"]
self.MissingItems = nil
self.BankedItems = nil
if Outfitter.Collapsed[pCategoryID] then
vExpandButton:SetNormalTexture("Interface\\Buttons\\UI-PlusButton-Up")
else
vExpandButton:SetNormalTexture("Interface\\Buttons\\UI-MinusButton-Up")
end
vItemNameField:SetText(vCategoryName)
self.isCategory = true
self.isOutfitItem = false
self.outfitItem = nil
self.categoryID = pCategoryID
-- Configure the secure button
self:disableSecureActions()
self:Show()
end
function Outfitter._ListItem:SetTextColor(r, g, b)
local nameField
if self.isCategory then
nameField = _G[self:GetName().."CategoryName"]
else
nameField = _G[self:GetName().."OutfitName"]
end
nameField:SetTextColor(r, g, b)
end
function Outfitter._ListItem:PreClick(button, down)
self.usingSpell = SpellCanTargetItem() or SpellCanTargetItemID()
end
function Outfitter._ListItem:OnClick(button, down)
if down or self.usingSpell then
return
end
if self.isCategory then
local vCategoryOutfits = Outfitter.Settings.Outfits[self.categoryID]
Outfitter.Collapsed[self.categoryID] = not Outfitter.Collapsed[self.categoryID]
Outfitter.DisplayIsDirty = true
elseif self.isOutfitItem then
if button == "LeftButton" then
Outfitter:PickupItemLocation(self.outfitItem.Location)
StackSplitFrame:Hide()
else
if MerchantFrame:IsShown() and MerchantFrame.selectedTab == 2 then
-- Don't sell the item if the buyback tab is selected
return
else
if self.outfitItem.Location.BagIndex then
UseContainerItem(self.outfitItem.Location.BagIndex, self.outfitItem.Location.BagSlotIndex)
StackSplitFrame:Hide()
end
end
end
else
local outfit = self:GetOutfit()
if not outfit then
Outfitter:TestMessage("outfit not found")
-- Error: outfit not found
return
end
if button == "LeftButton" then
outfit.Disabled = nil
Outfitter:WearOutfit(outfit)
else
Outfitter:ToggleOutfitMenuAtCursor(outfit)
end
end
Outfitter:Update(true)
end
function Outfitter._ListItem:OnEnter()
self:SetTextColor(HIGHLIGHT_FONT_COLOR.r, HIGHLIGHT_FONT_COLOR.g, HIGHLIGHT_FONT_COLOR.b)
if self.isCategory then
local vDescription = Outfitter.cCategoryDescriptions[self.categoryID]
if vDescription then
local vCategoryName = Outfitter["c"..self.categoryID.."Outfits"]
Outfitter.AddNewbieTip(self, vCategoryName, 1.0, 1.0, 1.0, vDescription, 1)
end
ResetCursor()
elseif self.isOutfitItem then
local vHasCooldown, vRepairCost
GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
if self.outfitItem.Location.SlotName
or self.outfitItem.Location.SlotID then
if not self.outfitItem.Location.SlotID then
self.outfitItem.Location.SlotID = Outfitter.cSlotIDs[self.outfitItem.Location.SlotName]
end
GameTooltip:SetInventoryItem("player", self.outfitItem.Location.SlotID)
elseif self.outfitItem.Location.BagIndex == -1 then
GameTooltip:SetInventoryItem("player", BankButtonIDToInvSlotID(self.outfitItem.Location.BagSlotIndex))
else
vHasCooldown, vRepairCost = GameTooltip:SetBagItem(self.outfitItem.Location.BagIndex, self.outfitItem.Location.BagSlotIndex)
end
GameTooltip:Show()
if InRepairMode() and (vRepairCost and vRepairCost > 0) then
GameTooltip:AddLine(TEXT(REPAIR_COST), "", 1, 1, 1)
SetTooltipMoney(GameTooltip, vRepairCost)
GameTooltip:Show()
elseif MerchantFrame:IsShown() and MerchantFrame.selectedTab == 1 then
if self.outfitItem.Location.BagIndex then
ShowContainerSellCursor(self.outfitItem.Location.BagIndex, self.outfitItem.Location.BagSlotIndex)
end
else
ResetCursor()
end
else
local vOutfit = self:GetOutfit()
Outfitter:ShowOutfitTooltip(vOutfit, self, self.MissingItems, self.BankedItems)
end
end
function Outfitter._ListItem:OnLeave()
if self.isCategory then
self:SetTextColor(1, 1, 1)
else
self:SetTextColor(self.DefaultColor.r, self.DefaultColor.g, self.DefaultColor.b)
end
GameTooltip:Hide()
end
function Outfitter._ListItem:GetOutfit()
if self.isCategory then
return nil
end
return Outfitter:GetIndexedOutfit(self.categoryID, self.outfitIndex)
end
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<div itemprop="text" class="blob-wrapper data type-lua">
<table class="highlight tab-size js-file-line-container" data-tab-size="8">
<tr>
<td id="L1" class="blob-num js-line-number" data-line-number="1"></td>
<td id="LC1" class="blob-code blob-code-inner js-file-line">started <span class="pl-k">=</span> <span class="pl-c1">0</span></td>
</tr>
<tr>
<td id="L2" class="blob-num js-line-number" data-line-number="2"></td>
<td id="LC2" class="blob-code blob-code-inner js-file-line">our_id <span class="pl-k">=</span> <span class="pl-c1">0</span></td>
</tr>
<tr>
<td id="L3" class="blob-num js-line-number" data-line-number="3"></td>
<td id="LC3" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L4" class="blob-num js-line-number" data-line-number="4"></td>
<td id="LC4" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> vardump</span>(<span class="pl-smi">value</span>, <span class="pl-smi">depth</span>, <span class="pl-smi">key</span>)</td>
</tr>
<tr>
<td id="L5" class="blob-num js-line-number" data-line-number="5"></td>
<td id="LC5" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">local</span> linePrefix <span class="pl-k">=</span> <span class="pl-s"><span class="pl-pds">"</span><span class="pl-pds">"</span></span></td>
</tr>
<tr>
<td id="L6" class="blob-num js-line-number" data-line-number="6"></td>
<td id="LC6" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">local</span> spaces <span class="pl-k">=</span> <span class="pl-s"><span class="pl-pds">"</span><span class="pl-pds">"</span></span></td>
</tr>
<tr>
<td id="L7" class="blob-num js-line-number" data-line-number="7"></td>
<td id="LC7" class="blob-code blob-code-inner js-file-line"> </td>
</tr>
<tr>
<td id="L8" class="blob-num js-line-number" data-line-number="8"></td>
<td id="LC8" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> key <span class="pl-k">~=</span> <span class="pl-c1">nil</span> <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L9" class="blob-num js-line-number" data-line-number="9"></td>
<td id="LC9" class="blob-code blob-code-inner js-file-line"> linePrefix <span class="pl-k">=</span> <span class="pl-s"><span class="pl-pds">"</span>[<span class="pl-pds">"</span></span><span class="pl-k">..</span>key<span class="pl-k">..</span><span class="pl-s"><span class="pl-pds">"</span>] = <span class="pl-pds">"</span></span></td>
</tr>
<tr>
<td id="L10" class="blob-num js-line-number" data-line-number="10"></td>
<td id="LC10" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L11" class="blob-num js-line-number" data-line-number="11"></td>
<td id="LC11" class="blob-code blob-code-inner js-file-line"> </td>
</tr>
<tr>
<td id="L12" class="blob-num js-line-number" data-line-number="12"></td>
<td id="LC12" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> depth <span class="pl-k">==</span> <span class="pl-c1">nil</span> <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L13" class="blob-num js-line-number" data-line-number="13"></td>
<td id="LC13" class="blob-code blob-code-inner js-file-line"> depth <span class="pl-k">=</span> <span class="pl-c1">0</span></td>
</tr>
<tr>
<td id="L14" class="blob-num js-line-number" data-line-number="14"></td>
<td id="LC14" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">else</span></td>
</tr>
<tr>
<td id="L15" class="blob-num js-line-number" data-line-number="15"></td>
<td id="LC15" class="blob-code blob-code-inner js-file-line"> depth <span class="pl-k">=</span> depth <span class="pl-k">+</span> <span class="pl-c1">1</span></td>
</tr>
<tr>
<td id="L16" class="blob-num js-line-number" data-line-number="16"></td>
<td id="LC16" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">for</span> i<span class="pl-k">=</span><span class="pl-c1">1</span>, depth <span class="pl-k">do</span> spaces <span class="pl-k">=</span> spaces <span class="pl-k">..</span> <span class="pl-s"><span class="pl-pds">"</span> <span class="pl-pds">"</span></span> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L17" class="blob-num js-line-number" data-line-number="17"></td>
<td id="LC17" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L18" class="blob-num js-line-number" data-line-number="18"></td>
<td id="LC18" class="blob-code blob-code-inner js-file-line"> </td>
</tr>
<tr>
<td id="L19" class="blob-num js-line-number" data-line-number="19"></td>
<td id="LC19" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> <span class="pl-c1">type</span>(value) <span class="pl-k">==</span> <span class="pl-s"><span class="pl-pds">'</span>table<span class="pl-pds">'</span></span> <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L20" class="blob-num js-line-number" data-line-number="20"></td>
<td id="LC20" class="blob-code blob-code-inner js-file-line"> mTable <span class="pl-k">=</span> <span class="pl-c1">getmetatable</span>(value)</td>
</tr>
<tr>
<td id="L21" class="blob-num js-line-number" data-line-number="21"></td>
<td id="LC21" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> mTable <span class="pl-k">==</span> <span class="pl-c1">nil</span> <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L22" class="blob-num js-line-number" data-line-number="22"></td>
<td id="LC22" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">print</span>(spaces <span class="pl-k">..</span>linePrefix<span class="pl-k">..</span><span class="pl-s"><span class="pl-pds">"</span>(table) <span class="pl-pds">"</span></span>)</td>
</tr>
<tr>
<td id="L23" class="blob-num js-line-number" data-line-number="23"></td>
<td id="LC23" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">else</span></td>
</tr>
<tr>
<td id="L24" class="blob-num js-line-number" data-line-number="24"></td>
<td id="LC24" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">print</span>(spaces <span class="pl-k">..</span><span class="pl-s"><span class="pl-pds">"</span>(metatable) <span class="pl-pds">"</span></span>)</td>
</tr>
<tr>
<td id="L25" class="blob-num js-line-number" data-line-number="25"></td>
<td id="LC25" class="blob-code blob-code-inner js-file-line"> value <span class="pl-k">=</span> mTable</td>
</tr>
<tr>
<td id="L26" class="blob-num js-line-number" data-line-number="26"></td>
<td id="LC26" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span> </td>
</tr>
<tr>
<td id="L27" class="blob-num js-line-number" data-line-number="27"></td>
<td id="LC27" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">for</span> tableKey, tableValue <span class="pl-k">in</span> <span class="pl-c1">pairs</span>(value) <span class="pl-k">do</span></td>
</tr>
<tr>
<td id="L28" class="blob-num js-line-number" data-line-number="28"></td>
<td id="LC28" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">vardump</span>(tableValue, depth, tableKey)</td>
</tr>
<tr>
<td id="L29" class="blob-num js-line-number" data-line-number="29"></td>
<td id="LC29" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L30" class="blob-num js-line-number" data-line-number="30"></td>
<td id="LC30" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">elseif</span> <span class="pl-c1">type</span>(value) <span class="pl-k">==</span> <span class="pl-s"><span class="pl-pds">'</span>function<span class="pl-pds">'</span></span> <span class="pl-k">or</span> </td>
</tr>
<tr>
<td id="L31" class="blob-num js-line-number" data-line-number="31"></td>
<td id="LC31" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">type</span>(value) <span class="pl-k">==</span> <span class="pl-s"><span class="pl-pds">'</span>thread<span class="pl-pds">'</span></span> <span class="pl-k">or</span> </td>
</tr>
<tr>
<td id="L32" class="blob-num js-line-number" data-line-number="32"></td>
<td id="LC32" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">type</span>(value) <span class="pl-k">==</span> <span class="pl-s"><span class="pl-pds">'</span>userdata<span class="pl-pds">'</span></span> <span class="pl-k">or</span></td>
</tr>
<tr>
<td id="L33" class="blob-num js-line-number" data-line-number="33"></td>
<td id="LC33" class="blob-code blob-code-inner js-file-line"> value <span class="pl-k">==</span> <span class="pl-c1">nil</span></td>
</tr>
<tr>
<td id="L34" class="blob-num js-line-number" data-line-number="34"></td>
<td id="LC34" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L35" class="blob-num js-line-number" data-line-number="35"></td>
<td id="LC35" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">print</span>(spaces<span class="pl-k">..</span><span class="pl-c1">tostring</span>(value))</td>
</tr>
<tr>
<td id="L36" class="blob-num js-line-number" data-line-number="36"></td>
<td id="LC36" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">else</span></td>
</tr>
<tr>
<td id="L37" class="blob-num js-line-number" data-line-number="37"></td>
<td id="LC37" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">print</span>(spaces<span class="pl-k">..</span>linePrefix<span class="pl-k">..</span><span class="pl-s"><span class="pl-pds">"</span>(<span class="pl-pds">"</span></span><span class="pl-k">..</span><span class="pl-c1">type</span>(value)<span class="pl-k">..</span><span class="pl-s"><span class="pl-pds">"</span>) <span class="pl-pds">"</span></span><span class="pl-k">..</span><span class="pl-c1">tostring</span>(value))</td>
</tr>
<tr>
<td id="L38" class="blob-num js-line-number" data-line-number="38"></td>
<td id="LC38" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L39" class="blob-num js-line-number" data-line-number="39"></td>
<td id="LC39" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L40" class="blob-num js-line-number" data-line-number="40"></td>
<td id="LC40" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L41" class="blob-num js-line-number" data-line-number="41"></td>
<td id="LC41" class="blob-code blob-code-inner js-file-line"><span class="pl-c1">print</span> (<span class="pl-s"><span class="pl-pds">"</span>HI, this is lua script<span class="pl-pds">"</span></span>)</td>
</tr>
<tr>
<td id="L42" class="blob-num js-line-number" data-line-number="42"></td>
<td id="LC42" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L43" class="blob-num js-line-number" data-line-number="43"></td>
<td id="LC43" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> ok_cb</span>(<span class="pl-smi">extra</span>, <span class="pl-smi">success</span>, <span class="pl-smi">result</span>)</td>
</tr>
<tr>
<td id="L44" class="blob-num js-line-number" data-line-number="44"></td>
<td id="LC44" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L45" class="blob-num js-line-number" data-line-number="45"></td>
<td id="LC45" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L46" class="blob-num js-line-number" data-line-number="46"></td>
<td id="LC46" class="blob-code blob-code-inner js-file-line"><span class="pl-c"><span class="pl-c">--</span> Notification code {{{</span></td>
</tr>
<tr>
<td id="L47" class="blob-num js-line-number" data-line-number="47"></td>
<td id="LC47" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L48" class="blob-num js-line-number" data-line-number="48"></td>
<td id="LC48" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> get_title </span>(<span class="pl-smi">P</span>, <span class="pl-smi">Q</span>)</td>
</tr>
<tr>
<td id="L49" class="blob-num js-line-number" data-line-number="49"></td>
<td id="LC49" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> (Q.<span class="pl-smi">type</span> <span class="pl-k">==</span> <span class="pl-s"><span class="pl-pds">'</span>user<span class="pl-pds">'</span></span>) <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L50" class="blob-num js-line-number" data-line-number="50"></td>
<td id="LC50" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">return</span> P.<span class="pl-smi">first_name</span> <span class="pl-k">..</span> <span class="pl-s"><span class="pl-pds">"</span> <span class="pl-pds">"</span></span> <span class="pl-k">..</span> P.<span class="pl-smi">last_name</span></td>
</tr>
<tr>
<td id="L51" class="blob-num js-line-number" data-line-number="51"></td>
<td id="LC51" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">elseif</span> (Q.<span class="pl-smi">type</span> <span class="pl-k">==</span> <span class="pl-s"><span class="pl-pds">'</span>chat<span class="pl-pds">'</span></span>) <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L52" class="blob-num js-line-number" data-line-number="52"></td>
<td id="LC52" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">return</span> Q.<span class="pl-smi">title</span></td>
</tr>
<tr>
<td id="L53" class="blob-num js-line-number" data-line-number="53"></td>
<td id="LC53" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">elseif</span> (Q.<span class="pl-smi">type</span> <span class="pl-k">==</span> <span class="pl-s"><span class="pl-pds">'</span>encr_chat<span class="pl-pds">'</span></span>) <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L54" class="blob-num js-line-number" data-line-number="54"></td>
<td id="LC54" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">return</span> <span class="pl-s"><span class="pl-pds">'</span>Secret chat with <span class="pl-pds">'</span></span> <span class="pl-k">..</span> P.<span class="pl-smi">first_name</span> <span class="pl-k">..</span> <span class="pl-s"><span class="pl-pds">'</span> <span class="pl-pds">'</span></span> <span class="pl-k">..</span> P.<span class="pl-smi">last_name</span></td>
</tr>
<tr>
<td id="L55" class="blob-num js-line-number" data-line-number="55"></td>
<td id="LC55" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">else</span></td>
</tr>
<tr>
<td id="L56" class="blob-num js-line-number" data-line-number="56"></td>
<td id="LC56" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">return</span> <span class="pl-s"><span class="pl-pds">'</span><span class="pl-pds">'</span></span></td>
</tr>
<tr>
<td id="L57" class="blob-num js-line-number" data-line-number="57"></td>
<td id="LC57" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L58" class="blob-num js-line-number" data-line-number="58"></td>
<td id="LC58" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L59" class="blob-num js-line-number" data-line-number="59"></td>
<td id="LC59" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L60" class="blob-num js-line-number" data-line-number="60"></td>
<td id="LC60" class="blob-code blob-code-inner js-file-line"><span class="pl-k">local</span> lgi <span class="pl-k">=</span> <span class="pl-c1">require</span> (<span class="pl-s"><span class="pl-pds">'</span>lgi<span class="pl-pds">'</span></span>)</td>
</tr>
<tr>
<td id="L61" class="blob-num js-line-number" data-line-number="61"></td>
<td id="LC61" class="blob-code blob-code-inner js-file-line"><span class="pl-k">local</span> notify <span class="pl-k">=</span> lgi.<span class="pl-c1">require</span>(<span class="pl-s"><span class="pl-pds">'</span>Notify<span class="pl-pds">'</span></span>)</td>
</tr>
<tr>
<td id="L62" class="blob-num js-line-number" data-line-number="62"></td>
<td id="LC62" class="blob-code blob-code-inner js-file-line">notify.<span class="pl-c1">init</span> (<span class="pl-s"><span class="pl-pds">"</span>Telegram updates<span class="pl-pds">"</span></span>)</td>
</tr>
<tr>
<td id="L63" class="blob-num js-line-number" data-line-number="63"></td>
<td id="LC63" class="blob-code blob-code-inner js-file-line"><span class="pl-k">local</span> icon <span class="pl-k">=</span> <span class="pl-c1">os.getenv</span>(<span class="pl-s"><span class="pl-pds">"</span>HOME<span class="pl-pds">"</span></span>) <span class="pl-k">..</span> <span class="pl-s"><span class="pl-pds">"</span>/.telegram-cli/telegram-pics/telegram_64.png<span class="pl-pds">"</span></span></td>
</tr>
<tr>
<td id="L64" class="blob-num js-line-number" data-line-number="64"></td>
<td id="LC64" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L65" class="blob-num js-line-number" data-line-number="65"></td>
<td id="LC65" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> do_notify </span>(<span class="pl-smi">user</span>, <span class="pl-smi">msg</span>)</td>
</tr>
<tr>
<td id="L66" class="blob-num js-line-number" data-line-number="66"></td>
<td id="LC66" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">local</span> n <span class="pl-k">=</span> notify.<span class="pl-smi">Notification</span>.<span class="pl-c1">new</span>(user, msg, icon)</td>
</tr>
<tr>
<td id="L67" class="blob-num js-line-number" data-line-number="67"></td>
<td id="LC67" class="blob-code blob-code-inner js-file-line"> n:<span class="pl-c1">show</span> ()</td>
</tr>
<tr>
<td id="L68" class="blob-num js-line-number" data-line-number="68"></td>
<td id="LC68" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L69" class="blob-num js-line-number" data-line-number="69"></td>
<td id="LC69" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L70" class="blob-num js-line-number" data-line-number="70"></td>
<td id="LC70" class="blob-code blob-code-inner js-file-line"><span class="pl-c"><span class="pl-c">--</span> }}}</span></td>
</tr>
<tr>
<td id="L71" class="blob-num js-line-number" data-line-number="71"></td>
<td id="LC71" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L72" class="blob-num js-line-number" data-line-number="72"></td>
<td id="LC72" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> on_msg_receive </span>(<span class="pl-smi">msg</span>)</td>
</tr>
<tr>
<td id="L73" class="blob-num js-line-number" data-line-number="73"></td>
<td id="LC73" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> started <span class="pl-k">==</span> <span class="pl-c1">0</span> <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L74" class="blob-num js-line-number" data-line-number="74"></td>
<td id="LC74" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">return</span></td>
</tr>
<tr>
<td id="L75" class="blob-num js-line-number" data-line-number="75"></td>
<td id="LC75" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L76" class="blob-num js-line-number" data-line-number="76"></td>
<td id="LC76" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> msg.<span class="pl-smi">out</span> <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L77" class="blob-num js-line-number" data-line-number="77"></td>
<td id="LC77" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">return</span></td>
</tr>
<tr>
<td id="L78" class="blob-num js-line-number" data-line-number="78"></td>
<td id="LC78" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L79" class="blob-num js-line-number" data-line-number="79"></td>
<td id="LC79" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">do_notify</span> (<span class="pl-c1">get_title</span> (msg.<span class="pl-smi">from</span>, msg.<span class="pl-smi">to</span>), msg.<span class="pl-smi">text</span>)</td>
</tr>
<tr>
<td id="L80" class="blob-num js-line-number" data-line-number="80"></td>
<td id="LC80" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L81" class="blob-num js-line-number" data-line-number="81"></td>
<td id="LC81" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> (msg.<span class="pl-smi">text</span> <span class="pl-k">==</span> <span class="pl-s"><span class="pl-pds">'</span>ping<span class="pl-pds">'</span></span>) <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L82" class="blob-num js-line-number" data-line-number="82"></td>
<td id="LC82" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> (msg.<span class="pl-smi">to</span>.<span class="pl-smi">id</span> <span class="pl-k">==</span> our_id) <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L83" class="blob-num js-line-number" data-line-number="83"></td>
<td id="LC83" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">send_msg</span> (msg.<span class="pl-smi">from</span>.<span class="pl-smi">print_name</span>, <span class="pl-s"><span class="pl-pds">'</span>pong<span class="pl-pds">'</span></span>, ok_cb, <span class="pl-c1">false</span>)</td>
</tr>
<tr>
<td id="L84" class="blob-num js-line-number" data-line-number="84"></td>
<td id="LC84" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">else</span></td>
</tr>
<tr>
<td id="L85" class="blob-num js-line-number" data-line-number="85"></td>
<td id="LC85" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">send_msg</span> (msg.<span class="pl-smi">to</span>.<span class="pl-smi">print_name</span>, <span class="pl-s"><span class="pl-pds">'</span>pong<span class="pl-pds">'</span></span>, ok_cb, <span class="pl-c1">false</span>)</td>
</tr>
<tr>
<td id="L86" class="blob-num js-line-number" data-line-number="86"></td>
<td id="LC86" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L87" class="blob-num js-line-number" data-line-number="87"></td>
<td id="LC87" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">return</span></td>
</tr>
<tr>
<td id="L88" class="blob-num js-line-number" data-line-number="88"></td>
<td id="LC88" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L89" class="blob-num js-line-number" data-line-number="89"></td>
<td id="LC89" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> (msg.<span class="pl-smi">text</span> <span class="pl-k">==</span> <span class="pl-s"><span class="pl-pds">'</span>PING<span class="pl-pds">'</span></span>) <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L90" class="blob-num js-line-number" data-line-number="90"></td>
<td id="LC90" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">if</span> (msg.<span class="pl-smi">to</span>.<span class="pl-smi">id</span> <span class="pl-k">==</span> our_id) <span class="pl-k">then</span></td>
</tr>
<tr>
<td id="L91" class="blob-num js-line-number" data-line-number="91"></td>
<td id="LC91" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">fwd_msg</span> (msg.<span class="pl-smi">from</span>.<span class="pl-smi">print_name</span>, msg.<span class="pl-smi">id</span>, ok_cb, <span class="pl-c1">false</span>)</td>
</tr>
<tr>
<td id="L92" class="blob-num js-line-number" data-line-number="92"></td>
<td id="LC92" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">else</span></td>
</tr>
<tr>
<td id="L93" class="blob-num js-line-number" data-line-number="93"></td>
<td id="LC93" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">fwd_msg</span> (msg.<span class="pl-smi">to</span>.<span class="pl-smi">print_name</span>, msg.<span class="pl-smi">id</span>, ok_cb, <span class="pl-c1">false</span>)</td>
</tr>
<tr>
<td id="L94" class="blob-num js-line-number" data-line-number="94"></td>
<td id="LC94" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L95" class="blob-num js-line-number" data-line-number="95"></td>
<td id="LC95" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">return</span></td>
</tr>
<tr>
<td id="L96" class="blob-num js-line-number" data-line-number="96"></td>
<td id="LC96" class="blob-code blob-code-inner js-file-line"> <span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L97" class="blob-num js-line-number" data-line-number="97"></td>
<td id="LC97" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L98" class="blob-num js-line-number" data-line-number="98"></td>
<td id="LC98" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L99" class="blob-num js-line-number" data-line-number="99"></td>
<td id="LC99" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> on_our_id </span>(<span class="pl-smi">id</span>)</td>
</tr>
<tr>
<td id="L100" class="blob-num js-line-number" data-line-number="100"></td>
<td id="LC100" class="blob-code blob-code-inner js-file-line"> our_id <span class="pl-k">=</span> id</td>
</tr>
<tr>
<td id="L101" class="blob-num js-line-number" data-line-number="101"></td>
<td id="LC101" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L102" class="blob-num js-line-number" data-line-number="102"></td>
<td id="LC102" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L103" class="blob-num js-line-number" data-line-number="103"></td>
<td id="LC103" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> on_user_update </span>(<span class="pl-smi">user</span>, <span class="pl-smi">what</span>)</td>
</tr>
<tr>
<td id="L104" class="blob-num js-line-number" data-line-number="104"></td>
<td id="LC104" class="blob-code blob-code-inner js-file-line"> <span class="pl-c"><span class="pl-c">--</span>vardump (user)</span></td>
</tr>
<tr>
<td id="L105" class="blob-num js-line-number" data-line-number="105"></td>
<td id="LC105" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L106" class="blob-num js-line-number" data-line-number="106"></td>
<td id="LC106" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L107" class="blob-num js-line-number" data-line-number="107"></td>
<td id="LC107" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> on_chat_update </span>(<span class="pl-smi">chat</span>, <span class="pl-smi">what</span>)</td>
</tr>
<tr>
<td id="L108" class="blob-num js-line-number" data-line-number="108"></td>
<td id="LC108" class="blob-code blob-code-inner js-file-line"> <span class="pl-c"><span class="pl-c">--</span>vardump (chat)</span></td>
</tr>
<tr>
<td id="L109" class="blob-num js-line-number" data-line-number="109"></td>
<td id="LC109" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L110" class="blob-num js-line-number" data-line-number="110"></td>
<td id="LC110" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L111" class="blob-num js-line-number" data-line-number="111"></td>
<td id="LC111" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> on_secret_chat_update </span>(<span class="pl-smi">schat</span>, <span class="pl-smi">what</span>)</td>
</tr>
<tr>
<td id="L112" class="blob-num js-line-number" data-line-number="112"></td>
<td id="LC112" class="blob-code blob-code-inner js-file-line"> <span class="pl-c"><span class="pl-c">--</span>vardump (schat)</span></td>
</tr>
<tr>
<td id="L113" class="blob-num js-line-number" data-line-number="113"></td>
<td id="LC113" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L114" class="blob-num js-line-number" data-line-number="114"></td>
<td id="LC114" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L115" class="blob-num js-line-number" data-line-number="115"></td>
<td id="LC115" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> on_get_difference_end </span>()</td>
</tr>
<tr>
<td id="L116" class="blob-num js-line-number" data-line-number="116"></td>
<td id="LC116" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L117" class="blob-num js-line-number" data-line-number="117"></td>
<td id="LC117" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L118" class="blob-num js-line-number" data-line-number="118"></td>
<td id="LC118" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> cron</span>()</td>
</tr>
<tr>
<td id="L119" class="blob-num js-line-number" data-line-number="119"></td>
<td id="LC119" class="blob-code blob-code-inner js-file-line"> <span class="pl-c"><span class="pl-c">--</span> do something</span></td>
</tr>
<tr>
<td id="L120" class="blob-num js-line-number" data-line-number="120"></td>
<td id="LC120" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">postpone</span> (cron, <span class="pl-c1">false</span>, <span class="pl-c1">1.0</span>)</td>
</tr>
<tr>
<td id="L121" class="blob-num js-line-number" data-line-number="121"></td>
<td id="LC121" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
<tr>
<td id="L122" class="blob-num js-line-number" data-line-number="122"></td>
<td id="LC122" class="blob-code blob-code-inner js-file-line">
</td>
</tr>
<tr>
<td id="L123" class="blob-num js-line-number" data-line-number="123"></td>
<td id="LC123" class="blob-code blob-code-inner js-file-line"><span class="pl-k">function</span><span class="pl-en"> on_binlog_replay_end </span>()</td>
</tr>
<tr>
<td id="L124" class="blob-num js-line-number" data-line-number="124"></td>
<td id="LC124" class="blob-code blob-code-inner js-file-line"> started <span class="pl-k">=</span> <span class="pl-c1">1</span></td>
</tr>
<tr>
<td id="L125" class="blob-num js-line-number" data-line-number="125"></td>
<td id="LC125" class="blob-code blob-code-inner js-file-line"> <span class="pl-c1">postpone</span> (cron, <span class="pl-c1">false</span>, <span class="pl-c1">1.0</span>)</td>
</tr>
<tr>
<td id="L126" class="blob-num js-line-number" data-line-number="126"></td>
<td id="LC126" class="blob-code blob-code-inner js-file-line"><span class="pl-k">end</span></td>
</tr>
</table>
</div>
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